diff --git a/.gitignore b/.gitignore index 0ba64ad..81f0aa7 100755 --- a/.gitignore +++ b/.gitignore @@ -17,6 +17,7 @@ .env.development.local .env.test.local .env.production.local +/.env npm-debug.log* yarn-debug.log* diff --git a/README.md b/README.md index 6a1d468..de7523d 100755 --- a/README.md +++ b/README.md @@ -38,7 +38,19 @@ This project is licensed under the MIT License. See the LICENSE file for details ## Learn More - [React Documentation](https://reactjs.org/) - [Create React App Documentation](https://create-react-app.dev/) -======= -# dwroller -dwroller ->>>>>>> 18513bcff9028e31a5b4d35eba2f4deb6bf4439c + +## OpenAI sanitizer +This project includes a helper to sanitize OCR/extracted rule blocks before importing into the database. + +Usage: +1. Add your OpenAI API key to a local `.env` file in the project root (DO NOT commit this file): + +``` +OPENAI_API_KEY=sk-REPLACE +``` + +2. Run the sanitizer (it reads `database/backups/extracted-blocks.json` by default): + +``` +npm run sanitize:openai +``` diff --git a/data/dwback.png b/data/dwback.png new file mode 100644 index 0000000..68f3ca9 Binary files /dev/null and b/data/dwback.png differ diff --git a/data/gamemasters_kit/deathwatch-banner.png b/data/gamemasters_kit/deathwatch-banner.png new file mode 100644 index 0000000..4c0a9ad Binary files /dev/null and b/data/gamemasters_kit/deathwatch-banner.png differ diff --git a/data/gamemasters_kit/gamemasterkit_tables.txt b/data/gamemasters_kit/gamemasterkit_tables.txt new file mode 100644 index 0000000..e594e43 --- /dev/null +++ b/data/gamemasters_kit/gamemasterkit_tables.txt @@ -0,0 +1,807 @@ +Test Difficulty +Difficulty +Trivial +Elementary +Simple +Easy +Routine +Ordinary +Challenging +Difficult +Hard +Very Hard +Arduous +Punishing +Hellish +Test +Modifier ++60 ++50 ++40 ++30 ++20 ++10 ++0 +–10 +–20 +–30 +–40 +–50 +–60 +Hit Locations +Roll +01–10 +11–20 +21–30 +31–70 +71–85 +86–00 +Location +Head +Right Arm +Left Arm +Body +Right Leg +Left Leg +Critical Tables +Energy +Explosive +Impact +Rending +(page 252 to 253) +(page 254 to 255) +(page 256 to 257) +(page 258 to 259) +Weapon +Craftsmanship +–10 to hit. Jam on +any failed to hit roll. +Good +5 to hit. ++10 to hit, +1 +Best +Damage. +Poor +Ranged Weapons +Name +Bolt Weapons +Class +Range RoF +Dmg +Combat Actions +Pen Clip Rld +Astartes Bolt Pistol +Pistol +30m +S/3/– 2d10+5 X 5 +14 +Full +Tearing +Astartes Bolter (Godwyn) Basic +100m S/2/4 2d10+5 X 5 +28 +Full +Tearing +Astartes Boltgun (Stalker) Basic +200m S/–/– 2d10+5 X 5 +24 +Full +Accurate, Tearing +100m S/2/4 2d10+5 X 5 +28 +Full +Tearing +Astartes Combi-Weapon†† Basic +Astartes Heavy Bolter +Heavy +150m –/–/10 2d10+10 X 6 +60 +Full +Tearing +Astartes Storm Bolter +Basic +100m S/2/4 2d10+5 X 5 +60 +2 Full Storm, Tearing +† +Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry. +Plasma Weapons +Astartes Plasma Cannon +Astartes Plasma Gun +(Ragefire) +Astartes Plasma Pistol +Heavy150mS/–/–2d10+11 E 10165 FullBlast (1), Volatile +Basic100mS/2/–1d10+9 E8404 FullVolatile +Pistol30mS/2/–1d10+8 E8123 FullVolatile +Melta Weapons +Astartes Infernus Pistol +Astartes Meltagun +(Vulkan) +Astartes Multi-melta +(Maxima) +Pistol +10m +S/–/– +2d10+8 E +13 +4 +Adds extra AP to locations +hidden by cover. +Cover Type +AP +Light Wood, Armour-glas, +4 +Light Metal +Heavy Wood, Flakboard, +8 +Sandbags, Ice +Rockcrete, Thick Iron, +16 +Stone +Plasteel, Armaplas +32 +Full +– +Basic20mS/–/–2d10+8 E1362 Full– +Heavy60mS/–/–4d10+6 E13122 FullBlast (1) +Flame Weapons +Astartes Flamer +Astartes Hand Flamer +Astartes Heavy Flamer +Basic +Pistol +Heavy +20m +10m +30mS/–/– +S/–/– +S/–/–2d10+2 E +2d10+2 E +2d10+6 E3 +3 +66 +4 +102 Full +2 Full +2 FullFlame +Flame +Flame +150m +30m +90m +30m–/–/10 +S/2/– +S/3/10 +S/–/63d10+6 I +2d10+3 I +1d10+3 I +1d10+2 I6 +0 +0 +0200 +18 +30 +183 Full +Full +2 Full +FullTearing +Reliable, Scatter +– +– +Solid Projectile Weapons +Astartes Assault Cannon +Astartes Shotgun +Autogun +Autopistol +Mounted +Basic +Basic +Pistol +Las Weapons +Astartes Lascannon +Lasgun +Laspistol +Heavy +Basic +Pistol +300m +100m +30m +S/–/– +S/3/– +S/–/–6d10+10 E 10 +1d10+3 E 0 +1d10+2 E 06 +60 +302 Full +Full +Full– +Reliable +Reliable +S/2/–†††††123 Full†† +S/–/–†††††8Full†† +Launchers +Astartes Cyclone Missile +Mounted 300m +Launcher +Astartes Missile Launcher +Heavy +250m +(Soundstrike) +Auxiliary Grenade +n/a +45m +Launcher +†† +Varies with ammunition +S/–/– +†† +††† +4 +0–19 +20–39 +40–59 +60-79 +80+ +Initiated: You have recently sworn your oaths of +duty to the Deathwatch. +Respected: You have proven your prowess +repeatedly through bravery and blood. +Distinguished: You have earned an impressive +number of victories safeguarding humanity +against its enemies. +Famed: Your reputation precedes you, and your +deeds are known to Battle-Brothers across the +Reach. +Hero: Your name echoes to your Chapter and +beyond as a paragon of strength and valour. +© Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch and all associated marks ®, TM and/ +or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. +2 Full +4 +†† +8 +Half +Called ShotFull +Charge +Defensive Stance +Delay +Disengage +Dodge +Feint +Focus Power +Full Auto Burst +Grapple +Guarded Attack +Jump or Leap +Knock-Down +Manoeuvre +Move +Multiple Attacks +Overwatch +Parry +Ready +Reload +Run +Semi-Auto Burst +Stand/Mount +Standard Attack +Stun +Suppressing Fire +Tactical Advance +Use a SkillFull +Full +Half +Full +Reaction +Half +Varies +Full +Half/Full +Full +Full +Half +Half +Half/Full +Full +Full +Reaction +Half +Varies +Full +Full +Half +Half +Full +Full +Full +Varies +Accurate: +Balanced: +Blast (X): +3 +5 +Target +6-7 +Type +Half/Full +Full +Subtype(s) +Concentration +Attack, Melee +Miscellaneous +Attack, Concentration, Melee +or Ranged +Attack, Melee, Movement +Concentration, Melee +Miscellaneous +Movement +Movement +Attack, Melee +Varies +Attack, Ranged +Attack, Melee +Attack, Concentration, Melee +Movement +Attack, Melee +Attack, Melee, Movement +Movement +Attack, Melee or Ranged +Attack, Concentration, Ranged +Defence, Melee +Miscellaneous +Miscellaneous +Movement +Attack, Ranged +Movement +Attack, Melee or Ranged +Attack, Melee +Attack, Ranged +Concentration, Movement +Concentration, Miscellaneous +9-0 +Scatter Diagram +Melee Weapons +Description ++10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. ++20 to WS, cannot Dodge or Parry.Name +Chain WeaponsClass +Astartes ChainswordMelee +Prepare to fire a heavy weapon.Power Weapons +Attack a specific location on your target with a –20 to WS or BS. +Must move 4 metres, +10 to WS. +Gain an additional Reaction, opponents suffer –20 to WS. +Before your next Turn take any Half Action. +Break off from melee and move. +Test Dodge to negate a hit. +Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. +Use a Psychic Power. ++20 to BS, additional hit for every degree of success. +Affect a Grappled opponent or escape from a Grapple. +–10 WS, +10 to Parry and Dodge. +Jump vertically or leap horizontally. +Try and knock an opponent to the ground. +Opposed WS Test, if you win, move enemy 1 metre. +Move up to your movement as a Half Action or twice your movement as a Full Action. +Attack more than once in the same round—requires two weapons or a talent. +Shoot targets coming into a set kill zone, –20 to BS. +Test Weapon Skill to negate a hit. +Ready a weapon or item. +Reload a ranged weapon. +Move triple, enemies –20 BS and +20 WS. ++10 to BS, additional hit for every two degrees of success. +Stand up or mount a riding animal. +Make one melee or ranged attack. +Try to Stun an opponent. +Force opponents to take cover, –20 to BS. +Move from cover to cover. +You may use a Skill. +Weapon Qualities +2 +1 +Renown +Renown Rating Renown Rank +Cover Types +Special +Action +Aim +All Out Attack +Brace Heavy +Weapon +Additional +10 to hit when used with an Aim Action. ++10 to Parry. +All within the weapon’s blast radius in metres is hit. Roll Hit +Location and Damage individually for each person affected. +Concussive: Target must pass a Toughness Test (–10 per Degree of +Success on the attack) or is Stunned for 1 Round. Target is +possibly knocked down. +efensive: ++15 to Parry, –10 to hit. +evastating (X): The weapon does one additional point of Cohesion +Damage. If the target is a Horde, the Horde suffers +additional hits equal to the number in parenthesis. +Felling (X): +The weapon ignores a number of levels of Unnatural +Toughness possessed by the target equal to the number in +parenthesis. +Flame: +No BS Test. All creatures in a 30 degree arc make Agility +Test or be struck by flame and take Damage. If Damage is +taken, the target must +succeed on second Agility Test or +catch fire. +Gyro-Stabilised: This weapon never counts its target as being further +than Long Range. Heavy Weapons only suffer a –20 when +not braced. +Haywire (X): This weapon generates a field that troubles the machine +spirits of technology. See page 143 for details. +Overheats: +Unmodified roll of 91 or more on to hit roll causes +Overheat, see page 129. +Power Field: When Parrying an attack made with a weapon that lacks this +quality, there is a 75% chance of destroying the attacker’s +weapon. +Primitive: +AP doubled, unless armour also has Primitive quality. +Razor Sharp: If the attack roll results in two or more degrees of success, +double the weapon’s Penetration. +Recharge: +Can only fire every-other Round. +Reliable: +If Jam, roll 1d10 and only on roll of 10 has it Jammed. +Sanctified: +This weapon deals Holy damage, which has certain effects +on Daemonic and warp creatures. +Scatter: +At Point Blank range, each 2 degrees of success scores +another hit. AP doubled at Long and Extreme ranges. +Shocking: +If weapon causes Damage, Test Toughness or Stunned (+10 +bonus per AP). +Smoke: +Creates smoke screen 3d10 metres in diameter, lasts 2d10 +Rounds. +Snare: +The target must make an Agility Test or be immobilised. An +immobilised target can attempt no other Actions except to +try to escape the bonds. He can attempt to burst the bonds +(a Strength Test) or wriggle free (an Agility Test) in his Turn. +The target is considered helpless until he escapes. +Storm: +Doubles the number of hits inflicted on the target. +Tearing: +Roll two dice for Damage, take the best result. +Toxic: +If weapon causes Damage, Test Toughness at –5 for every +point of Damage taken, if failed take extra 1d10 Impact +Damage (no reduction for armour or Toughness). +Twin-linked: +20 to hit, may score one additional hit if the attack roll +succeeds by two or more degrees of success. +Unbalanced: –10 when used to Parry. +Unwieldy: +Cannot be used to Parry. +Volatile: +If a 10 is rolled for Damage on a weapon with the Volatile +Quality, Rightous Fury occurs automatically. +Astartes Chainfist +Astartes Lightning Claw +Astartes Power Axe +Astartes Power Fist +Astartes Power Sword +Dmg +Pen Special +1d10+3 R4Balanced, Tearing +Mounted 2d10† E +Melee +1d10+6 E +Melee +1d10+8 E +Melee +2d10† E +Melee +1d10+6 E10 +8 +6 +9 +6Power Field, Tearing +Power Field, Special, Tearing +Power Field, Unbalanced +Power Field, Unwieldy +Balanced, Power Field +Power Field, Concussive, +Unwieldy +Astartes Thunder Hammer Melee +2d10+5 E +8 +Omnissian Axe (Astartes- +Melee +2d10+6 E +6 +Power Field, Unbalanced +Pattern) †† +† +Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage. +†† +Only Techmarines are entrusted with this weapon. +raditional Weapons +Astartes Combat Knife +Ceremonial Sword††† +Sacris Claymore††† +Melee +Melee +Melee1d10+2 R +1d10+3 R +2d10+2 R2 +2 +2– +Balanced +Unbalanced +Melee +Melee1d10+1 I +1d10+2 R0 +2Balanced, Special +Balanced, Special +Force Weapons +Astartes Force Staff +Astartes Force Sword +Other Melee Weapons +Primitive Weapons +Melee +1d10 I +0 +Primitive +Improvised +Melee +1d10–2 I +0 +Primitive, Unbalanced +††† +See Page 170 for description +Note: Characters using melee weapons add their SB to the Damage they inflict. +Combat Difficulty Summary +Difficulty +Easy +Skill Modifier Example ++30 +Routine+20 +Ordinary+10 +Challenging+0 +Difficult–10 +Hard +Very Hard +–20 +–30 +Attacking a Surprised or Unaware target. +Shooting a Massive target. +Shooting a target at Point Blank Range. +Attacking a Stunned opponent. +Shooting an Enormous target. +Melee attacks against a foe who is outnumbered two to one. +Attacking a Prone opponent with a melee weapon. +Attacking from higher ground. +Shooting a Hulking target. +Shooting a target at Short Range. +A Standard Attack. +Any test whilst Fatigued. +Attacking or Dodging whilst in the mud or heavy rain. +Shooting a target at Long Range. +Shooting a Prone target. +Shooting a Scrawny target. +Shooting into melee combat. +Dodging whilst Prone. +Making an unarmed attack against an armed opponent. +Melee attacks in darkness. +Shooting at a target in fog, mist, shadow or smoke. +Shooting a Puny target. +Using a weapon without the correct Talent. +Attacking or Dodging in deep snow. +Firing a heavy weapon that has not been Braced. +Shooting a target at Extreme range. +Shooting at a completely concealed target. +Shooting at a target in darkness. +Armour +Weapon JamsSemi-Automatic Weapons +An unmodified roll of 96–00 weapon Jams. Full +Action and BS Test to clear. Semi- and Full Auto +Fire Jams on a 94–00.+10 BS, for every 2 degrees of success gain another hit, as indicated on +Multiple Hits Table (page 239), or can be allocated to another target within +2m. Result of 94–00 on BS test indicates weapon has Jammed. +Two-Weapon FightingFull Automatic Weapons +Only one-handed weapons. Either make a single +attack with either weapon (–20 for off-hand), or if +you have the Two Weapon Wielder Talent, spend +a Full Action to attack with both weapons, but +at –20 to each (drops to –10 with Ambidextrous +Talent). If shooting with a gun in each hand, your +targets must be within 10m of each other. +Using Weapons without Talent +–20 penalty when using a weapon without +the appropriate Talent. In the case of Flame +weapons, targets receive +30 to Agility Test to +avoid being hit. +Unarmed Combat +WS to hit, inflicts 1d5–3 I+SB. Armour Points +count as double. In addition, inflicting damage +greater than or equal to your target’s Toughness +Bonus also inflicts 1 level of Fatigue. ++20 BS, for every degree of success gain another hit, as indicated on +Multiple Hits Table (page 239), or can be allocated to another target within +2m. Result of 94–00 on BS Test indicates weapon has Jammed. +Overwatch +You take a Full Action to establish a kill zone 45-degrees from your facing +and up to the Range of the weapon. You may spend subsequent Turns +waiting for targets to enter the zone. You may take the Full Auto Burst +Action, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets +entering the zone, targets must make a Hard (–20) Willpower Test or +become Pinned. Overwatch may be maintained up to your WP Bonus in +hours, or until the Full Burst Action has been used. +Damage +Critical Damage is cumulative. +Fatigue +Can suffer a number Fatigue equal to TB. Fatigued +characters –10 all Tests. If you suffer more Fatigue +than TB, fall unconscious for 10–TB minutes. +Each hour of complete rest removes 1 level of +Fatigue; after 8 hours, Fatigue is reduced to 0. +Stunned +You can suppress an area 45-degrees from your facing and up to half the +Range of the weapon. Targets within this area must make a Hard (–20) +Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to +determine if anyone in area has been hit, GM assigns hit to random target. +An extra hit is scored for every 2 degrees of success. Result of 94–00 on +BS test indicates weapon has Jammed. +Stunned characters cannot take Actions (including +free ones), opponents receive +20 to hit. +Lightly Damaged +Heavily Damaged +If Damage taken is more than twice TB. +Blood Loss +10% chance of death each Round unless treated. +Pinned targets have Half Action only and suffer –20 BS and must keep +cover between them and the shooter. Test Willpower to recover at the end +of the Turn, +30 if not shot at. If engaged in melee, automatically escape. +Location Second ThirdFourthFifthEach +Additional Hit +HeadHeadArmBodyArmBody +ArmArmBodyHeadBodyArm +BodyBodyArmHeadArmBody +LegLegBodyArmHeadBody +Movement (metres/round) +Half Move +1/2 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +Full Move +1 +2 +4 +6 +8 +10 +12 +14 +16 +18 +20 +Hordes +Charge +2 +3 +6 +9 +12 +15 +18 +21 +24 +27 +30 +A character can damage a Horde by shooting it with ranged +weapons or attacking it in melee. These attacks are treated +as if they are against a single creature even though they may +represent mowing down ranks of enemies or scything through +many foes. +Characters must still roll to hit a Horde, but the appropriate size +bonus should apply to these tests based on the Horde’s Magnitude. +Weapons that can fire on full, or semi-auto will cause additional hits. +These hits must be allocated against the Horde and not any individual +Lieutenants or Masters that may also be present. +Damaging a Horde +Multiple Hits From +Semi and Full auto fire +AB +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +Locations Covered AP +Astartes Power Armour +All +8/10 +Astartes Artificer Armour +All +12 +Astartes Scout Armour +Body, Arms +6 +Astartes Terminator Armour +All +14 +Primitive Armour +Varies +Varies +Carapace Armour +All +6 +Diagnostor Helmet +Head +8 +Masking Screen +– +– +Flak Armour +All +4 +† +Artificer armour is not available on a per-mission basis; it must be obtained as +Signature Gear. +Attacking a Horde +Suppressive Fire +Pinning +When a character has sustained Damage equal +to their Wounds, all further Damage is Critical +Damage. When Critical Damage is suffered, +consult the relevant Critical Table (pages 252– +259), determined by the type of Damage (Energy, +Impact, Rending or Explosive) and the Hit +Location of the attack, and apply the effect. All +Name +Run +3 +6 +12 +18 +24 +30 +36 +42 +48 +54 +60 +• Each hit that causes any amount of damage reduces a Horde’s +Magnitude by one. Therefore, an attack that, after accounting +for armour and Toughness Bonus, causes 15 points of +damage reduces the Horde’s Magnitude by 1. The deliberate +consequence of this is that sustained fire and blast weapons are +much more effective against Hordes than weapons which fire +only one shot; a lascannon is a weapon for destroying tanks, not +mowing down large numbers of infantry. +• Weapons that inflict Explosive Damage (X) gain a bonus against +Hordes, and count as having inflicted one additional Hit. +• Locations are not used when fighting a Horde. +• A Horde has a single armour value at is applied to all damage +rather than different armour values for different locations. +• Hordes may be Pinned as normal (with the entire Horde making +a single Willpower Test). However, Hordes gain a bonus to their +Willpower Tests to resist pinning equal to its Magnitude. +Melee: When fighting against a Horde in Melee, a Space Marine +inflicts one hit for every two Degrees of Success on his Weapon +Skill Test. Melee weapons with the Power Field Quality inflict one +additional hit. +Blast Weapons: A Blast weapon that hits a Horde hits a number +of times equal to its Blast value. So a grenade with Blast (4) will +automatically hit four times if successfully lobbed into the Horde. \ No newline at end of file diff --git a/data/gamemasters_kit/test_diificulty.ocr.txt b/data/gamemasters_kit/test_diificulty.ocr.txt new file mode 100644 index 0000000..a5e7fa1 --- /dev/null +++ b/data/gamemasters_kit/test_diificulty.ocr.txt @@ -0,0 +1,26 @@ +TEST DIFHCULTY + +Difficulty +Trivial +Elementary +Simple + +Easy +Routine +Ordinary +Challenging +Difficult +Hard + +Very Hard +Arduous +Punishing +Hellish + +Test +Modifier ++60 ++50 + +430 + diff --git a/data/ocr_prep_.txt b/data/ocr_prep_.txt new file mode 100644 index 0000000..e69de29 diff --git a/data/ocr_rules_one.txt b/data/ocr_rules_one.txt new file mode 100644 index 0000000..ec94d5a --- /dev/null +++ b/data/ocr_rules_one.txt @@ -0,0 +1,19 @@ +Carouse (Basic) + +‘Toughness + +‘The Carouse Skill is used to resist the effects of aleohol and +nateotics. Frequent imbibers can build up quite a tolerance to +alcohols and other drugs, remaining clear-headed and lucid +‘while those across the table find their judgement or capabilities +diminished. The character makes a Skill Test whenever he +suffers the effects of alcohol or similar intoxicants (naturally, +for Space Marines, this requires imbibing of truly prodigious +amounts or toxicity). Each time he would otherwise suffer +fiom the effects of an intoxicant, make a Carouse Test. Failure +indicates he gains a level of Fatigue or suffers the side effects +of the substance. Should the character lose consciousness, he +remains passed out for a number of hours equal to 1410 minus +his Toughness Bonus (minimum 1 hour) + +‘Skill Use: Free Action taken whenever the character imbibes diff --git a/data/ocr_rules_page.txt b/data/ocr_rules_page.txt new file mode 100644 index 0000000..4b11594 --- /dev/null +++ b/data/ocr_rules_page.txt @@ -0,0 +1,136 @@ +(Basic) + +ligence + +‘character uses the Gamble Skill when participating in +© games of chance and the countless other games popular +"amongst soldiers across the Imperium. Each participant wagers + +an amount, though these are typically the same, and makes + +‘an Opposed Test with the Gamble Skill. The player with the +most Degrees of Success or fewest Degrees of Failure wins +the pot. The character may choose to lose against any player +‘with a worse result as part of a Deceive attempt. + +Those with both Skills may use Sleight of Hand instead +‘of Gamble to hide cards or alter dice rolls. Success gives this +‘character a +20 bonus to his tests, but four or more Degrees +‘of Failure indicates he has been caught in the act. + +‘Skill Use: Full Action to an entire day of gaming + +Inquiry (Basic, INVESTIGATION) + +Fellowship +The character can use the Inquity Skill to gain information +bby asking questions, making conversation, or simple +‘eavesdropping, Inquiry allows the character to pick up general +information about an area: its news, recent events, and more. +Additional Degrees of Success reveal more detailed or more +secretive tidings. Inquiry can also be used as an Investigation +Skill allowing the character to hunt after a particular item of +information from either individuals or resources, such as the +Chapter’ librarium, This use is virtually always an Extended +“Test, with difficulty and duration set by the GM. + +Skill Use: 1 hour or more + +INTERROGATION (ADVANCED) + +Willpower +The Interrogation skill allows the character to extract +information from an unwilling subject. The application differs +from torture, where a subject will frequently say anything +to stop the ordeal. Rather, interrogation represents skilled +application of psychology, various devices, serums, and other +techniques. The GM may modify the difficulty of the test +according to the availability of tools, facilities, and other +‘conditions. Interrogation is always an Opposed Test, pitting +the characters Interrogation Skill against an opponent's +Willpower. Ifthe interrogator wins the Opposed Test, he gets +‘one answer plus one answer for each Degree of Success. the +victim wins the Opposed Test, the interrogator get nothing + +‘of worth, Two or more Degrees of Failure inflict 1410 plus +interrogator’s Willpower Bonus in damage against the +and prevents any further interrogation for 145 days + +im takes the same damage and gains a +30 bonus to + +et Tests made to resist Interrogation at the hands of +or his allies. Each Interrogation Test inflicts +gue on the target. + +Invimipatz (Basic, INTERACTION) + +Strength +“The character uses Intimidote Tests 40 presife indi ial + +to give in to his demands. The character does not make an + +Intimidate Test every time he makes a threat, but only when +it involves coercion. Though Intimidate lists Strength as its + +associated Characteristic, the character may substitute either + +Intelligence or Fellowship if the threat involves more subtle + +‘methods than brute force, such as blackmail or humiliation. An + +Intimidate Test affects number of targets equal to the character's + +Strength, Intelligence, or Fellowship Bonus, depending on the + +characteristic used for the test. The targets must be able to see + +and hear the character cleatly, ether in person or via pict or + +vox-caster, and speak a common language. + +Skill Use: Full Action + +Special Uses + +War Cry + +[As part of a Charge Action a character may use the Intimidate +skill (0 make a war ery. This is @ Free Action that targets the +recipient or recipients of the character's charge—ic. those he +will end up in combat with and make melee attacks against +The character then makes an Intimidate Test, based on +Strength, opposed by the target’s Willpower. If the character +is successful, the target suffers ~10 to all Parry and Dodge +tests against the charging character. + +Creatures immune to the effects of Fear and other mind- +effecting psychology are immune to the effects of a war cry + +Invocation (ADVANCED) + +Willpower +{An Invocation test is a Full Action. For the duration of the +Round, the character clears his mind of external influence and +focuses his will more intently. This may be through recitation +of mantras, use of psychic foci, or meditation. A successful +test indicates that the character's mind is ready to channel a +greater amount of the warp than usual, while still limiting his +exposure. On the next Round, the character adds +1 to the +final Psy Rating of any Fettered Power Test + +Failure on the Invocation Test indicates that the character's +attempts to focus have backfired, and he must take a —I +penalty tothe final Psy Rating ofa Fettered Power Test. If this +reduces the Psy Rating to zero, the power fails to activate. +Skill Use: Full Action + +Literacy (ADVANCED) + +Intelligence +The Literacy skill allows the character to read and wri +any language he speaks. Everyday activities do not r +Literacy Tests, but situations involving regional + +damaged manuscripts, archaic ese or colloquial +necessitate a Skill Test +Skill Use: 1 minute for I page of text, oe diff --git a/data/ocr_rules_two.txt b/data/ocr_rules_two.txt new file mode 100644 index 0000000..79970f7 --- /dev/null +++ b/data/ocr_rules_two.txt @@ -0,0 +1,38 @@ +AWARENESS (Basic) + +Perception + +“Awareness encompasses the character's subconscious ability +{o react to things his conscious mind may not perceive. +He can use this Skill to notice threats—such as ambushes, +‘taps oF cleverly hidden objects—or slight changes in the +fenvironment—such as a faint vibration of a far off Ork +Squiggoth or the foul smell of a Daemonhost. When us +‘Awareness against an opponent, the testis always opposed. +‘This use includes noticing ambushes, spotting taps, and + +‘other things involving another's actions. However, noticing +‘environmental factors is a standard test. This use includes +perceiving trace scents, motion, or similar things. + +‘Skill Use: Free Action made in reaction to something. + +Carouse (Basic) + +‘Toughness + +The Carouse Skill is used to resist the effects of alcohol and +narcotics. Frequent imbibers can build up quite a tolerance to +alcohols and other drugs, remaining clear-headed and lucid +‘while those across the table find their judgement or capabilities +diminished. The character makes a Skill Test whenever he +suffers the effects of alcohol or similar intoxicants (naturally, +for Space Marines, this requires imbibing of truly prodigious +amounts or toxicity!). Each time he would otherwise suffer +fiom the effects of an intoxicant, make a Carouse Test. Failure +indicates he gains a level of Fatigue or suffers the side effects +of the substance. Should the character lose consciousness, he +remains passed out for a number of hours equal to 1410 minus +his Toughness Bonus (minimum 1 hour) + +‘Skill Use: Free Action taken whenever the character imbibes diff --git a/data/rules_one_rule.png b/data/rules_one_rule.png new file mode 100644 index 0000000..9e360e7 Binary files /dev/null and b/data/rules_one_rule.png differ diff --git a/data/rules_page.png b/data/rules_page.png new file mode 100644 index 0000000..d00af37 Binary files /dev/null and b/data/rules_page.png differ diff --git a/data/rules_two_rules.png b/data/rules_two_rules.png new file mode 100644 index 0000000..915db5b Binary files /dev/null and b/data/rules_two_rules.png differ diff --git a/database/backend.log b/database/backend.log index fb3efa0..2ad4602 100644 --- a/database/backend.log +++ b/database/backend.log @@ -9777,3 +9777,1083 @@ Connected to MongoDB [2025-08-17T17:12:14.022Z] DB: getSession - start 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 [2025-08-17T17:12:14.023Z] DB: getSession - ok 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 [2025-08-17T17:12:14.023Z] SESSION: Validate success 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 gm +[2025-08-17T17:32:04.672Z] normalize-rules-db: completed {"updated":262} +[2025-08-17T17:46:17.060Z] DB: deleteSession - start 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 +[2025-08-17T17:46:17.060Z] DB: deleteSession - changes 1 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 +[2025-08-17T17:46:17.060Z] SESSION: Logout success 37bc66f655c6bd40a2cce1f31aa73489495ee3b7555af82c67254a0d98c0c706 +[2025-08-17T17:46:18.831Z] SESSION: Missing sessionId GET /api/players +[2025-08-17T18:45:54.519Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-17T18:45:54.521Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-17T18:45:54.522Z] DB: deletePlayer - start testplayer +[2025-08-17T18:45:54.522Z] DB: deletePlayer - changes 0 testplayer +[2025-08-17T18:45:54.592Z] SESSION: GM bypass accepted POST /api/players +[2025-08-17T18:45:54.593Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:54.594Z] DB: getPlayerByName - not found testplayer +[2025-08-17T18:45:54.885Z] DB: createPlayer - start testplayer +[2025-08-17T18:45:54.893Z] DB: createPlayer - done testplayer rowid 160 +[2025-08-17T18:45:54.893Z] API: Created player testplayer +[2025-08-17T18:45:54.917Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:54.918Z] DB: getPlayerByName - found testplayer +[2025-08-17T18:45:54.998Z] DB: createSession - start 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 expiresAt 2025-08-18T18:45:54.998Z +[2025-08-17T18:45:54.999Z] DB: createSession - done 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:54.999Z] API: Player login testplayer 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.025Z] DB: getSession - start 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.025Z] DB: getSession - ok 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.026Z] SESSION: Valid 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 testplayer PUT /api/players/testplayer +[2025-08-17T18:45:55.026Z] DB: getSession - start 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.026Z] DB: getSession - ok 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.026Z] SESSION: Valid 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 testplayer PUT /api/players/testplayer +[2025-08-17T18:45:55.027Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:55.027Z] DB: getPlayerByName - found testplayer +[2025-08-17T18:45:55.029Z] DB: updatePlayer - start testplayer +[2025-08-17T18:45:55.029Z] DB: updatePlayer - changes 1 testplayer +[2025-08-17T18:45:55.029Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:55.030Z] DB: getPlayerByName - found testplayer +[2025-08-17T18:45:55.030Z] API: Updated player testplayer +[2025-08-17T18:45:55.049Z] DB: getSession - start 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.049Z] DB: getSession - ok 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.050Z] SESSION: Valid 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 testplayer PUT /api/players/testplayer +[2025-08-17T18:45:55.050Z] DB: getSession - start 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.050Z] DB: getSession - ok 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 +[2025-08-17T18:45:55.050Z] SESSION: Valid 5f930e7bc099e1f426569124f6a83b148948d37f69d5acd21918775e4b0f5341 testplayer PUT /api/players/testplayer +[2025-08-17T18:45:55.050Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:55.050Z] DB: getPlayerByName - found testplayer +[2025-08-17T18:45:55.051Z] DB: updatePlayer - start testplayer +[2025-08-17T18:45:55.051Z] DB: updatePlayer - changes 1 testplayer +[2025-08-17T18:45:55.051Z] DB: getPlayerByName - start testplayer +[2025-08-17T18:45:55.052Z] DB: getPlayerByName - found testplayer +[2025-08-17T18:45:55.052Z] API: Updated player testplayer +[2025-08-17T18:45:55.082Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-17T18:45:55.082Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-17T18:45:55.082Z] DB: deletePlayer - start testplayer +[2025-08-17T18:45:55.083Z] DB: deletePlayer - changes 1 testplayer +[2025-08-17T18:45:55.083Z] API: Deleted player testplayer +[2025-08-17T18:45:55.723Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-17T18:45:55.723Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-17T18:45:55.723Z] DB: deletePlayer - start gmtest +[2025-08-17T18:45:55.723Z] DB: deletePlayer - changes 0 gmtest +[2025-08-17T18:45:55.745Z] SESSION: GM bypass accepted POST /api/players +[2025-08-17T18:45:55.746Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:55.746Z] DB: getPlayerByName - not found gmtest +[2025-08-17T18:45:55.831Z] DB: createPlayer - start gmtest +[2025-08-17T18:45:55.832Z] DB: createPlayer - done gmtest rowid 161 +[2025-08-17T18:45:55.832Z] API: Created player gmtest +[2025-08-17T18:45:55.865Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-17T18:45:55.865Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-17T18:45:55.865Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:55.865Z] DB: getPlayerByName - found gmtest +[2025-08-17T18:45:55.866Z] DB: updatePlayer - start gmtest +[2025-08-17T18:45:55.866Z] DB: updatePlayer - changes 1 gmtest +[2025-08-17T18:45:55.866Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:55.867Z] DB: getPlayerByName - found gmtest +[2025-08-17T18:45:55.867Z] API: Updated player gmtest +[2025-08-17T18:45:55.901Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-17T18:45:55.901Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-17T18:45:55.902Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:55.902Z] DB: getPlayerByName - found gmtest +[2025-08-17T18:45:55.987Z] DB: updatePlayer - start gmtest +[2025-08-17T18:45:55.987Z] DB: updatePlayer - changes 1 gmtest +[2025-08-17T18:45:55.987Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:55.987Z] DB: getPlayerByName - found gmtest +[2025-08-17T18:45:55.988Z] API: Updated player gmtest +[2025-08-17T18:45:56.012Z] DB: getPlayerByName - start gmtest +[2025-08-17T18:45:56.013Z] DB: getPlayerByName - found gmtest +[2025-08-17T18:45:56.093Z] DB: createSession - start af9f7ec2fd1c4e60c4681adad75982285ab4a6ede4dadde2fb28928d96e94740 expiresAt 2025-08-18T18:45:56.093Z +[2025-08-17T18:45:56.094Z] DB: createSession - done af9f7ec2fd1c4e60c4681adad75982285ab4a6ede4dadde2fb28928d96e94740 +[2025-08-17T18:45:56.094Z] API: Player login gmtest af9f7ec2fd1c4e60c4681adad75982285ab4a6ede4dadde2fb28928d96e94740 +[2025-08-17T18:45:56.119Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-17T18:45:56.120Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-17T18:45:56.120Z] DB: deletePlayer - start gmtest +[2025-08-17T18:45:56.121Z] DB: deletePlayer - changes 1 gmtest +[2025-08-17T18:45:56.121Z] API: Deleted player gmtest +[2025-08-17T18:45:56.144Z] SESSION: GM bypass accepted GET /api/players +[2025-08-17T18:45:56.145Z] DB: getAllPlayers - start +[2025-08-17T18:45:56.147Z] DB: getAllPlayers - resultCount 7 +[2025-08-17T18:45:56.148Z] API: Fetch all players (public) Found 7 players +[2025-08-17T18:45:56.692Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-17T18:45:56.692Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-17T18:45:56.692Z] DB: deletePlayer - start shoptestplayer +[2025-08-17T18:45:56.692Z] DB: deletePlayer - changes 0 shoptestplayer +[2025-08-17T18:45:56.707Z] SESSION: GM bypass accepted POST /api/players +[2025-08-17T18:45:56.707Z] DB: getPlayerByName - start shoptestplayer +[2025-08-17T18:45:56.707Z] DB: getPlayerByName - not found shoptestplayer +[2025-08-17T18:45:56.786Z] DB: createPlayer - start shoptestplayer +[2025-08-17T18:45:56.787Z] DB: createPlayer - done shoptestplayer rowid 162 +[2025-08-17T18:45:56.787Z] API: Created player shoptestplayer +[2025-08-17T18:45:56.802Z] SESSION: Missing sessionId GET /api/shop/inventory/shoptestplayer +[2025-08-17T18:45:56.816Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-17T18:45:56.816Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-17T18:45:56.816Z] DB: deletePlayer - start shoptestplayer +[2025-08-17T18:45:56.817Z] DB: deletePlayer - changes 1 shoptestplayer +[2025-08-17T18:45:56.817Z] API: Deleted player shoptestplayer +[2025-08-17T18:45:57.755Z] DB: getAllPlayers - start +[2025-08-17T18:45:57.757Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T05:08:21.113Z] DB: getAllPlayers - start +[2025-08-18T05:08:21.115Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T05:08:24.326Z] DB: getPlayerByName - start chris +[2025-08-18T05:08:24.327Z] DB: getPlayerByName - found chris +[2025-08-18T05:08:24.546Z] DB: createSession - start 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 expiresAt 2025-08-19T05:08:24.546Z +[2025-08-18T05:08:24.547Z] DB: createSession - done 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T05:08:24.547Z] API: Player login chris 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T05:08:24.719Z] DB: getSession - start 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T05:08:24.720Z] DB: getSession - ok 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T05:08:24.720Z] SESSION: Validate success 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 chris +[2025-08-18T06:55:43.595Z] DB: getSession - start 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T06:55:43.595Z] DB: getSession - ok 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 +[2025-08-18T06:55:43.595Z] SESSION: Validate success 498f21519c598a186aac6d5403548dc1bd75dbd290dcbd4e1397d0be0124d824 chris +[2025-08-18T06:58:17.311Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T06:58:17.347Z] DB: getAllPlayers - start +[2025-08-18T06:58:17.347Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T06:58:20.470Z] DB: getAllPlayers - start +[2025-08-18T06:58:20.471Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T06:58:25.856Z] DB: getPlayerByName - start anders +[2025-08-18T06:58:25.857Z] DB: getPlayerByName - found anders +[2025-08-18T06:58:25.968Z] DB: createSession - start 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 expiresAt 2025-08-19T06:58:25.968Z +[2025-08-18T06:58:25.968Z] DB: createSession - done 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:25.968Z] API: Player login anders 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:26.102Z] DB: getSession - start 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:26.102Z] DB: getSession - ok 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:26.102Z] SESSION: Valid 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 anders GET /api/players +[2025-08-18T06:58:26.103Z] DB: getAllPlayers - start +[2025-08-18T06:58:26.103Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T06:58:26.103Z] API: Fetch all players (public) Found 7 players +[2025-08-18T06:58:26.105Z] DB: getSession - start 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:26.105Z] DB: getSession - ok 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 +[2025-08-18T06:58:26.105Z] SESSION: Validate success 7aab2d19c0d7dea12d4a93b27f5866cf15a9375c55c368fd5297297b7d7a7c99 anders +[2025-08-18T07:07:46.257Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T07:09:12.382Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T07:09:12.414Z] DB: getAllPlayers - start +[2025-08-18T07:09:12.415Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T08:01:59.757Z] DB: getAllPlayers - start +[2025-08-18T08:01:59.757Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T08:02:02.166Z] DB: getPlayerByName - start anders +[2025-08-18T08:02:02.167Z] DB: getPlayerByName - found anders +[2025-08-18T08:02:02.246Z] DB: createSession - start 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 expiresAt 2025-08-19T08:02:02.246Z +[2025-08-18T08:02:02.247Z] DB: createSession - done 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:02.247Z] API: Player login anders 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:02.289Z] DB: getSession - start 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:02.290Z] DB: getSession - ok 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:02.290Z] SESSION: Validate success 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 anders +[2025-08-18T08:02:08.189Z] DB: deleteSession - start 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:08.190Z] DB: deleteSession - changes 1 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T08:02:08.190Z] SESSION: Logout success 5d78650403ac1b8665d082254bedfd1786373b0f90964484ce223250f0ca38c2 +[2025-08-18T09:55:45.271Z] DB: getAllPlayers - start +[2025-08-18T09:55:45.273Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:55:45.452Z] DB: getAllPlayers - start +[2025-08-18T09:55:45.453Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:55:47.611Z] DB: getPlayerByName - start christoffer +[2025-08-18T09:55:47.611Z] DB: getPlayerByName - found christoffer +[2025-08-18T09:55:47.690Z] DB: createSession - start 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d expiresAt 2025-08-19T09:55:47.690Z +[2025-08-18T09:55:47.690Z] DB: createSession - done 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:55:47.690Z] API: Player login christoffer 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:55:47.807Z] DB: getSession - start 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:55:47.807Z] DB: getSession - ok 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:55:47.807Z] SESSION: Validate success 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d christoffer +[2025-08-18T09:56:24.558Z] DB: getSession - start 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:56:24.558Z] DB: getSession - ok 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:56:24.558Z] SESSION: Valid 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d christoffer GET /api/players +[2025-08-18T09:56:24.559Z] DB: getAllPlayers - start +[2025-08-18T09:56:24.560Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:56:24.560Z] API: Fetch all players (public) Found 7 players +[2025-08-18T09:56:30.147Z] DB: deleteSession - start 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:56:30.147Z] DB: deleteSession - changes 1 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:56:30.147Z] SESSION: Logout success 2bb3e32bcd762e026074c78d47ba2acf2e732fa2e53fdcd67a7f32f66227e94d +[2025-08-18T09:56:30.186Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T09:56:30.224Z] DB: getAllPlayers - start +[2025-08-18T09:56:30.224Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:58:36.521Z] DB: getAllPlayers - start +[2025-08-18T09:58:36.522Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:58:40.023Z] DB: getPlayerByName - start phillip +[2025-08-18T09:58:40.023Z] DB: getPlayerByName - found phillip +[2025-08-18T09:58:40.103Z] DB: createSession - start d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab expiresAt 2025-08-19T09:58:40.103Z +[2025-08-18T09:58:40.103Z] DB: createSession - done d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.103Z] API: Player login phillip d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.193Z] DB: getSession - start d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.193Z] DB: getSession - ok d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.193Z] SESSION: Valid d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab phillip GET /api/players +[2025-08-18T09:58:40.193Z] DB: getAllPlayers - start +[2025-08-18T09:58:40.194Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T09:58:40.194Z] API: Fetch all players (public) Found 7 players +[2025-08-18T09:58:40.196Z] DB: getSession - start d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.197Z] DB: getSession - ok d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:40.197Z] SESSION: Validate success d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab phillip +[2025-08-18T09:58:50.180Z] DB: deleteSession - start d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:50.180Z] DB: deleteSession - changes 1 d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:50.180Z] SESSION: Logout success d7240032c2385b90acd4e4e0be9f203797bf1d0770d74325c417b209777c5bab +[2025-08-18T09:58:50.239Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T10:03:01.646Z] DB: getPlayerByName - start claes +[2025-08-18T10:03:01.647Z] DB: getPlayerByName - found claes +[2025-08-18T10:03:01.726Z] DB: createSession - start 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b expiresAt 2025-08-19T10:03:01.726Z +[2025-08-18T10:03:01.726Z] DB: createSession - done 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:01.726Z] API: Player login claes 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:01.859Z] DB: getSession - start 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:01.859Z] DB: getSession - ok 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:01.859Z] SESSION: Validate success 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b claes +[2025-08-18T10:03:06.535Z] DB: deleteSession - start 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:06.535Z] DB: deleteSession - changes 1 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:06.535Z] SESSION: Logout success 348f0a3914dafb6753047e4f42ed3329398c5d82a832e2504f774181f32ebf4b +[2025-08-18T10:03:06.590Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T10:10:56.520Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:51:47.658Z] DB: getAllPlayers - start +[2025-08-18T11:51:47.659Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:49.287Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:51:49.329Z] DB: getAllPlayers - start +[2025-08-18T11:51:49.330Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:52.501Z] DB: getAllPlayers - start +[2025-08-18T11:51:52.502Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:53.727Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:51:53.765Z] DB: getAllPlayers - start +[2025-08-18T11:51:53.766Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:54.737Z] DB: getAllPlayers - start +[2025-08-18T11:51:54.738Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:56.527Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:51:56.566Z] DB: getAllPlayers - start +[2025-08-18T11:51:56.567Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:57.563Z] DB: getAllPlayers - start +[2025-08-18T11:51:57.564Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:51:58.204Z] DB: getPlayerByName - start christoffer +[2025-08-18T11:51:58.204Z] DB: getPlayerByName - found christoffer +[2025-08-18T11:51:58.319Z] DB: createSession - start 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c expiresAt 2025-08-19T11:51:58.319Z +[2025-08-18T11:51:58.319Z] DB: createSession - done 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:51:58.319Z] API: Player login christoffer 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:51:58.541Z] DB: getSession - start 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:51:58.541Z] DB: getSession - ok 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:51:58.541Z] SESSION: Validate success 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c christoffer +[2025-08-18T11:52:29.581Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:52:29.649Z] DB: getAllPlayers - start +[2025-08-18T11:52:29.650Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:52:30.714Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:52:34.383Z] DB: getPlayerByName - start christoffer +[2025-08-18T11:52:34.383Z] DB: getPlayerByName - found christoffer +[2025-08-18T11:52:34.493Z] DB: createSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc expiresAt 2025-08-19T11:52:34.493Z +[2025-08-18T11:52:34.493Z] DB: createSession - done 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:52:34.493Z] API: Player login christoffer 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:52:34.701Z] DB: getSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:52:34.701Z] DB: getSession - ok 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:52:34.701Z] SESSION: Validate success 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc christoffer +[2025-08-18T11:52:55.160Z] DB: getSession - start 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:52:55.160Z] DB: getSession - ok 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c +[2025-08-18T11:52:55.160Z] SESSION: Valid 1fa5cd81e8466a3d6d54778cdbee3e221556e6ef16bec8b5e3491eac94ab198c christoffer GET /api/players +[2025-08-18T11:52:55.160Z] DB: getAllPlayers - start +[2025-08-18T11:52:55.161Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:52:55.161Z] API: Fetch all players (public) Found 7 players +[2025-08-18T11:54:09.817Z] DB: getSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.817Z] DB: getSession - ok 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.817Z] SESSION: Valid 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc christoffer PUT /api/players/christoffer +[2025-08-18T11:54:09.818Z] DB: getSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.818Z] DB: getSession - ok 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.818Z] SESSION: Valid 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc christoffer PUT /api/players/christoffer +[2025-08-18T11:54:09.819Z] DB: getPlayerByName - start christoffer +[2025-08-18T11:54:09.819Z] DB: getPlayerByName - found christoffer +[2025-08-18T11:54:09.821Z] DB: updatePlayer - start christoffer +[2025-08-18T11:54:09.821Z] DB: updatePlayer - changes 1 christoffer +[2025-08-18T11:54:09.821Z] DB: getPlayerByName - start christoffer +[2025-08-18T11:54:09.822Z] DB: getPlayerByName - found christoffer +[2025-08-18T11:54:09.822Z] API: Updated player christoffer +[2025-08-18T11:54:09.861Z] DB: getSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.861Z] DB: getSession - ok 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:09.861Z] SESSION: Valid 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc christoffer GET /api/players +[2025-08-18T11:54:09.861Z] DB: getAllPlayers - start +[2025-08-18T11:54:09.862Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:54:09.862Z] API: Fetch all players (public) Found 7 players +[2025-08-18T11:54:16.079Z] DB: getSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:16.079Z] DB: getSession - ok 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:16.079Z] SESSION: Validate success 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc christoffer +[2025-08-18T11:54:46.341Z] DB: deleteSession - start 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:46.341Z] DB: deleteSession - changes 1 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:46.341Z] SESSION: Logout success 7581746c98064873b2fd5fee4dd1fa7c1cc11126db05c057c023b7b1468650dc +[2025-08-18T11:54:46.406Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T11:54:48.108Z] DB: getAllPlayers - start +[2025-08-18T11:54:48.109Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:54:53.011Z] DB: getPlayerByName - start anders +[2025-08-18T11:54:53.011Z] DB: getPlayerByName - found anders +[2025-08-18T11:54:53.091Z] DB: createSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce expiresAt 2025-08-19T11:54:53.090Z +[2025-08-18T11:54:53.091Z] DB: createSession - done afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:54:53.091Z] API: Player login anders afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:54:53.170Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:54:53.171Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:54:53.171Z] SESSION: Validate success afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders +[2025-08-18T11:56:30.199Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.200Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.200Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders PUT /api/players/anders +[2025-08-18T11:56:30.200Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.200Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.200Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders PUT /api/players/anders +[2025-08-18T11:56:30.200Z] DB: getPlayerByName - start anders +[2025-08-18T11:56:30.200Z] DB: getPlayerByName - found anders +[2025-08-18T11:56:30.201Z] DB: updatePlayer - start anders +[2025-08-18T11:56:30.201Z] DB: updatePlayer - changes 1 anders +[2025-08-18T11:56:30.202Z] DB: getPlayerByName - start anders +[2025-08-18T11:56:30.202Z] DB: getPlayerByName - found anders +[2025-08-18T11:56:30.202Z] API: Updated player anders +[2025-08-18T11:56:30.293Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.293Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:30.293Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders GET /api/players +[2025-08-18T11:56:30.294Z] DB: getAllPlayers - start +[2025-08-18T11:56:30.294Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:56:30.294Z] API: Fetch all players (public) Found 7 players +[2025-08-18T11:56:36.353Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:36.353Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:36.353Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders GET /api/players +[2025-08-18T11:56:36.353Z] DB: getAllPlayers - start +[2025-08-18T11:56:36.353Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:56:36.354Z] API: Fetch all players (public) Found 7 players +[2025-08-18T11:56:42.553Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.553Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.553Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders PUT /api/players/anders +[2025-08-18T11:56:42.553Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.554Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.554Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders PUT /api/players/anders +[2025-08-18T11:56:42.554Z] DB: getPlayerByName - start anders +[2025-08-18T11:56:42.554Z] DB: getPlayerByName - found anders +[2025-08-18T11:56:42.555Z] DB: updatePlayer - start anders +[2025-08-18T11:56:42.555Z] DB: updatePlayer - changes 1 anders +[2025-08-18T11:56:42.555Z] DB: getPlayerByName - start anders +[2025-08-18T11:56:42.555Z] DB: getPlayerByName - found anders +[2025-08-18T11:56:42.555Z] API: Updated player anders +[2025-08-18T11:56:42.596Z] DB: getSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.596Z] DB: getSession - ok afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:42.596Z] SESSION: Valid afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce anders GET /api/players +[2025-08-18T11:56:42.597Z] DB: getAllPlayers - start +[2025-08-18T11:56:42.597Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T11:56:42.597Z] API: Fetch all players (public) Found 7 players +[2025-08-18T11:56:45.191Z] DB: deleteSession - start afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:45.191Z] DB: deleteSession - changes 1 afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:45.191Z] SESSION: Logout success afa9839dd5a2b9bd7d50339be42de35c6bcb14bcbd06b3016a7855b5d06453ce +[2025-08-18T11:56:45.247Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T19:43:01.670Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T19:43:01.721Z] DB: getAllPlayers - start +[2025-08-18T19:43:01.723Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:43:02.795Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T19:43:05.309Z] SESSION: Missing sessionId GET /api/players +[2025-08-18T19:43:06.898Z] DB: getAllPlayers - start +[2025-08-18T19:43:06.899Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:43:15.625Z] DB: getPlayerByName - start gm +[2025-08-18T19:43:15.626Z] DB: getPlayerByName - found gm +[2025-08-18T19:43:15.863Z] DB: createSession - start 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 expiresAt 2025-08-19T19:43:15.863Z +[2025-08-18T19:43:15.871Z] DB: createSession - done 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:43:15.871Z] API: Player login gm 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:43:16.009Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:43:16.013Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T19:43:16.014Z] DB: getAllPlayers - start +[2025-08-18T19:43:16.015Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:43:16.015Z] API: Fetch all players (public) Found 7 players +[2025-08-18T19:43:16.026Z] DB: getSession - start 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:43:16.026Z] DB: getSession - ok 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:43:16.027Z] SESSION: Validate success 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 gm +[2025-08-18T19:43:16.055Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:43:16.138Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:43:16.262Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:43:19.168Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:44:12.566Z] DB: getSession - start 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:44:12.566Z] DB: getSession - ok 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:44:12.566Z] SESSION: Validate success 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 gm +[2025-08-18T19:47:15.504Z] DB: getSession - start 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:47:15.505Z] DB: getSession - ok 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:47:15.505Z] SESSION: Validate success 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 gm +[2025-08-18T19:47:19.650Z] DB: deleteSession - start 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:47:19.705Z] DB: deleteSession - changes 1 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:47:19.705Z] SESSION: Logout success 532304d64e27236172c740217ccfcaf4dee81cb861c5ca39fd52573905492863 +[2025-08-18T19:47:38.653Z] DB: getAllPlayers - start +[2025-08-18T19:47:38.655Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:47:45.733Z] DB: getPlayerByName - start gm +[2025-08-18T19:47:45.734Z] DB: getPlayerByName - found gm +[2025-08-18T19:47:45.932Z] DB: createSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 expiresAt 2025-08-19T19:47:45.932Z +[2025-08-18T19:47:45.933Z] DB: createSession - done f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:47:45.933Z] API: Player login gm f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:47:45.993Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:47:45.993Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:47:45.994Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:54:34.579Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T19:54:34.581Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T19:54:34.581Z] DB: deletePlayer - start testplayer +[2025-08-18T19:54:34.581Z] DB: deletePlayer - changes 0 testplayer +[2025-08-18T19:54:34.629Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T19:54:34.630Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.631Z] DB: getPlayerByName - not found testplayer +[2025-08-18T19:54:34.799Z] DB: createPlayer - start testplayer +[2025-08-18T19:54:34.810Z] DB: createPlayer - done testplayer rowid 163 +[2025-08-18T19:54:34.810Z] API: Created player testplayer +[2025-08-18T19:54:34.829Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.830Z] DB: getPlayerByName - found testplayer +[2025-08-18T19:54:34.910Z] DB: createSession - start fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 expiresAt 2025-08-19T19:54:34.910Z +[2025-08-18T19:54:34.911Z] DB: createSession - done fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.911Z] API: Player login testplayer fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.928Z] DB: getSession - start fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.929Z] DB: getSession - ok fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.929Z] SESSION: Valid fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 testplayer PUT /api/players/testplayer +[2025-08-18T19:54:34.929Z] DB: getSession - start fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.929Z] DB: getSession - ok fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.929Z] SESSION: Valid fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 testplayer PUT /api/players/testplayer +[2025-08-18T19:54:34.930Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.930Z] DB: getPlayerByName - found testplayer +[2025-08-18T19:54:34.931Z] DB: updatePlayer - start testplayer +[2025-08-18T19:54:34.931Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T19:54:34.932Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.932Z] DB: getPlayerByName - found testplayer +[2025-08-18T19:54:34.932Z] API: Updated player testplayer +[2025-08-18T19:54:34.949Z] DB: getSession - start fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.949Z] DB: getSession - ok fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.949Z] SESSION: Valid fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 testplayer PUT /api/players/testplayer +[2025-08-18T19:54:34.949Z] DB: getSession - start fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.949Z] DB: getSession - ok fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 +[2025-08-18T19:54:34.950Z] SESSION: Valid fc99468b20ee14773d7621621c960502993748d765bfff455d31dbd295bb4e50 testplayer PUT /api/players/testplayer +[2025-08-18T19:54:34.950Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.950Z] DB: getPlayerByName - found testplayer +[2025-08-18T19:54:34.951Z] DB: updatePlayer - start testplayer +[2025-08-18T19:54:34.951Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T19:54:34.951Z] DB: getPlayerByName - start testplayer +[2025-08-18T19:54:34.951Z] DB: getPlayerByName - found testplayer +[2025-08-18T19:54:34.951Z] API: Updated player testplayer +[2025-08-18T19:54:34.968Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T19:54:34.970Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T19:54:34.971Z] DB: deletePlayer - start testplayer +[2025-08-18T19:54:34.971Z] DB: deletePlayer - changes 1 testplayer +[2025-08-18T19:54:34.971Z] API: Deleted player testplayer +[2025-08-18T19:54:35.329Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T19:54:35.330Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T19:54:35.330Z] DB: deletePlayer - start gmtest +[2025-08-18T19:54:35.330Z] DB: deletePlayer - changes 0 gmtest +[2025-08-18T19:54:35.348Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T19:54:35.348Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.348Z] DB: getPlayerByName - not found gmtest +[2025-08-18T19:54:35.428Z] DB: createPlayer - start gmtest +[2025-08-18T19:54:35.428Z] DB: createPlayer - done gmtest rowid 164 +[2025-08-18T19:54:35.428Z] API: Created player gmtest +[2025-08-18T19:54:35.446Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T19:54:35.447Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T19:54:35.447Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.447Z] DB: getPlayerByName - found gmtest +[2025-08-18T19:54:35.447Z] DB: updatePlayer - start gmtest +[2025-08-18T19:54:35.447Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T19:54:35.447Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.447Z] DB: getPlayerByName - found gmtest +[2025-08-18T19:54:35.447Z] API: Updated player gmtest +[2025-08-18T19:54:35.463Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T19:54:35.464Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T19:54:35.464Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.464Z] DB: getPlayerByName - found gmtest +[2025-08-18T19:54:35.544Z] DB: updatePlayer - start gmtest +[2025-08-18T19:54:35.544Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T19:54:35.544Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.544Z] DB: getPlayerByName - found gmtest +[2025-08-18T19:54:35.544Z] API: Updated player gmtest +[2025-08-18T19:54:35.560Z] DB: getPlayerByName - start gmtest +[2025-08-18T19:54:35.561Z] DB: getPlayerByName - found gmtest +[2025-08-18T19:54:35.641Z] DB: createSession - start e4cfd36d0a6c9d3470560445f1cfd6a035e4063a9ceb9ceb1849aad95749e73f expiresAt 2025-08-19T19:54:35.641Z +[2025-08-18T19:54:35.641Z] DB: createSession - done e4cfd36d0a6c9d3470560445f1cfd6a035e4063a9ceb9ceb1849aad95749e73f +[2025-08-18T19:54:35.641Z] API: Player login gmtest e4cfd36d0a6c9d3470560445f1cfd6a035e4063a9ceb9ceb1849aad95749e73f +[2025-08-18T19:54:35.662Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T19:54:35.662Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T19:54:35.662Z] DB: deletePlayer - start gmtest +[2025-08-18T19:54:35.663Z] DB: deletePlayer - changes 1 gmtest +[2025-08-18T19:54:35.663Z] API: Deleted player gmtest +[2025-08-18T19:54:35.679Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T19:54:35.679Z] DB: getAllPlayers - start +[2025-08-18T19:54:35.681Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:54:35.681Z] API: Fetch all players (public) Found 7 players +[2025-08-18T19:54:37.094Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T19:54:37.094Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T19:54:37.094Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T19:54:37.094Z] DB: deletePlayer - changes 0 shoptestplayer +[2025-08-18T19:54:37.108Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T19:54:37.108Z] DB: getPlayerByName - start shoptestplayer +[2025-08-18T19:54:37.108Z] DB: getPlayerByName - not found shoptestplayer +[2025-08-18T19:54:37.190Z] DB: createPlayer - start shoptestplayer +[2025-08-18T19:54:37.190Z] DB: createPlayer - done shoptestplayer rowid 165 +[2025-08-18T19:54:37.190Z] API: Created player shoptestplayer +[2025-08-18T19:54:37.204Z] SESSION: Missing sessionId GET /api/shop/inventory/shoptestplayer +[2025-08-18T19:54:37.218Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T19:54:37.218Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T19:54:37.218Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T19:54:37.219Z] DB: deletePlayer - changes 1 shoptestplayer +[2025-08-18T19:54:37.219Z] API: Deleted player shoptestplayer +[2025-08-18T19:54:37.703Z] DB: getAllPlayers - start +[2025-08-18T19:54:37.705Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:56:32.898Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:32.899Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:32.899Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:33.843Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:33.843Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:33.843Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:34.261Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:34.261Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:34.261Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:34.531Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:34.532Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:34.532Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:35.019Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:35.020Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:35.020Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:36.670Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:36.670Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:36.670Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:37.204Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:37.204Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:37.204Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T19:56:41.188Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:41.189Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:41.189Z] SESSION: Valid f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm GET /api/players +[2025-08-18T19:56:41.190Z] DB: getAllPlayers - start +[2025-08-18T19:56:41.191Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:56:41.192Z] API: Fetch all players (public) Found 7 players +[2025-08-18T19:56:42.943Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T19:56:42.944Z] DB: getAllPlayers - start +[2025-08-18T19:56:42.945Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T19:56:42.945Z] API: Fetch all players (public) Found 7 players +[2025-08-18T19:56:42.947Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:56:42.961Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:56:43.031Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:56:43.045Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T19:56:54.177Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:54.177Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T19:56:54.177Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T20:00:22.576Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:00:22.578Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:00:22.578Z] DB: deletePlayer - start testplayer +[2025-08-18T20:00:22.578Z] DB: deletePlayer - changes 0 testplayer +[2025-08-18T20:00:22.615Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:00:22.616Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.616Z] DB: getPlayerByName - not found testplayer +[2025-08-18T20:00:22.785Z] DB: createPlayer - start testplayer +[2025-08-18T20:00:22.795Z] DB: createPlayer - done testplayer rowid 166 +[2025-08-18T20:00:22.795Z] API: Created player testplayer +[2025-08-18T20:00:22.815Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.816Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:00:22.896Z] DB: createSession - start dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 expiresAt 2025-08-19T20:00:22.896Z +[2025-08-18T20:00:22.897Z] DB: createSession - done dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.897Z] API: Player login testplayer dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.914Z] DB: getSession - start dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.914Z] DB: getSession - ok dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.914Z] SESSION: Valid dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 testplayer PUT /api/players/testplayer +[2025-08-18T20:00:22.914Z] DB: getSession - start dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.914Z] DB: getSession - ok dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.914Z] SESSION: Valid dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 testplayer PUT /api/players/testplayer +[2025-08-18T20:00:22.915Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.915Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:00:22.916Z] DB: updatePlayer - start testplayer +[2025-08-18T20:00:22.916Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:00:22.917Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.917Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:00:22.917Z] API: Updated player testplayer +[2025-08-18T20:00:22.936Z] DB: getSession - start dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.936Z] DB: getSession - ok dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.936Z] SESSION: Valid dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 testplayer PUT /api/players/testplayer +[2025-08-18T20:00:22.936Z] DB: getSession - start dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.936Z] DB: getSession - ok dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 +[2025-08-18T20:00:22.936Z] SESSION: Valid dbe5b2523617aa68ffb21388d11872b5e1d85b943f4e70a9389936021dae7834 testplayer PUT /api/players/testplayer +[2025-08-18T20:00:22.936Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.936Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:00:22.937Z] DB: updatePlayer - start testplayer +[2025-08-18T20:00:22.937Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:00:22.937Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:00:22.937Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:00:22.937Z] API: Updated player testplayer +[2025-08-18T20:00:22.954Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:00:22.954Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:00:22.954Z] DB: deletePlayer - start testplayer +[2025-08-18T20:00:22.956Z] DB: deletePlayer - changes 1 testplayer +[2025-08-18T20:00:22.956Z] API: Deleted player testplayer +[2025-08-18T20:00:24.113Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:00:24.113Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:00:24.113Z] DB: deletePlayer - start gmtest +[2025-08-18T20:00:24.113Z] DB: deletePlayer - changes 0 gmtest +[2025-08-18T20:00:24.130Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:00:24.130Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.130Z] DB: getPlayerByName - not found gmtest +[2025-08-18T20:00:24.210Z] DB: createPlayer - start gmtest +[2025-08-18T20:00:24.210Z] DB: createPlayer - done gmtest rowid 167 +[2025-08-18T20:00:24.210Z] API: Created player gmtest +[2025-08-18T20:00:24.234Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:00:24.234Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:00:24.235Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.235Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:00:24.235Z] DB: updatePlayer - start gmtest +[2025-08-18T20:00:24.235Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:00:24.235Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.236Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:00:24.236Z] API: Updated player gmtest +[2025-08-18T20:00:24.262Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:00:24.262Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:00:24.262Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.262Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:00:24.347Z] DB: updatePlayer - start gmtest +[2025-08-18T20:00:24.348Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:00:24.348Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.348Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:00:24.348Z] API: Updated player gmtest +[2025-08-18T20:00:24.364Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:00:24.365Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:00:24.444Z] DB: createSession - start 4d1691fd4b230e121643b1720ba2800feff349c73b74337355c0accc99990743 expiresAt 2025-08-19T20:00:24.444Z +[2025-08-18T20:00:24.444Z] DB: createSession - done 4d1691fd4b230e121643b1720ba2800feff349c73b74337355c0accc99990743 +[2025-08-18T20:00:24.444Z] API: Player login gmtest 4d1691fd4b230e121643b1720ba2800feff349c73b74337355c0accc99990743 +[2025-08-18T20:00:24.472Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:00:24.472Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:00:24.472Z] DB: deletePlayer - start gmtest +[2025-08-18T20:00:24.473Z] DB: deletePlayer - changes 1 gmtest +[2025-08-18T20:00:24.473Z] API: Deleted player gmtest +[2025-08-18T20:00:24.488Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T20:00:24.489Z] DB: getAllPlayers - start +[2025-08-18T20:00:24.490Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:00:24.490Z] API: Fetch all players (public) Found 7 players +[2025-08-18T20:00:24.904Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:00:24.904Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:00:24.904Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:00:24.905Z] DB: deletePlayer - changes 0 shoptestplayer +[2025-08-18T20:00:24.918Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:00:24.919Z] DB: getPlayerByName - start shoptestplayer +[2025-08-18T20:00:24.919Z] DB: getPlayerByName - not found shoptestplayer +[2025-08-18T20:00:24.998Z] DB: createPlayer - start shoptestplayer +[2025-08-18T20:00:24.998Z] DB: createPlayer - done shoptestplayer rowid 168 +[2025-08-18T20:00:24.998Z] API: Created player shoptestplayer +[2025-08-18T20:00:25.014Z] SESSION: Missing sessionId GET /api/shop/inventory/shoptestplayer +[2025-08-18T20:00:25.027Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:00:25.028Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:00:25.028Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:00:25.028Z] DB: deletePlayer - changes 1 shoptestplayer +[2025-08-18T20:00:25.028Z] API: Deleted player shoptestplayer +[2025-08-18T20:00:25.521Z] DB: getAllPlayers - start +[2025-08-18T20:00:25.523Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:24:40.284Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:24:40.286Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:24:40.286Z] DB: deletePlayer - start testplayer +[2025-08-18T20:24:40.287Z] DB: deletePlayer - changes 0 testplayer +[2025-08-18T20:24:40.324Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:24:40.325Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.325Z] DB: getPlayerByName - not found testplayer +[2025-08-18T20:24:40.514Z] DB: createPlayer - start testplayer +[2025-08-18T20:24:40.524Z] DB: createPlayer - done testplayer rowid 169 +[2025-08-18T20:24:40.524Z] API: Created player testplayer +[2025-08-18T20:24:40.546Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.546Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:24:40.626Z] DB: createSession - start d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 expiresAt 2025-08-19T20:24:40.626Z +[2025-08-18T20:24:40.627Z] DB: createSession - done d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.627Z] API: Player login testplayer d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.655Z] DB: getSession - start d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.656Z] DB: getSession - ok d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.656Z] SESSION: Valid d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 testplayer PUT /api/players/testplayer +[2025-08-18T20:24:40.656Z] DB: getSession - start d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.656Z] DB: getSession - ok d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.656Z] SESSION: Valid d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 testplayer PUT /api/players/testplayer +[2025-08-18T20:24:40.657Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.657Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:24:40.658Z] DB: updatePlayer - start testplayer +[2025-08-18T20:24:40.658Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:24:40.658Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.658Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:24:40.658Z] API: Updated player testplayer +[2025-08-18T20:24:40.675Z] DB: getSession - start d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.675Z] DB: getSession - ok d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.675Z] SESSION: Valid d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 testplayer PUT /api/players/testplayer +[2025-08-18T20:24:40.676Z] DB: getSession - start d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.676Z] DB: getSession - ok d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 +[2025-08-18T20:24:40.676Z] SESSION: Valid d74618b80446b29c47f4f3ef75daf03355f8686e9ca05293f41da8ccf057b0c0 testplayer PUT /api/players/testplayer +[2025-08-18T20:24:40.676Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.676Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:24:40.677Z] DB: updatePlayer - start testplayer +[2025-08-18T20:24:40.677Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:24:40.677Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:24:40.677Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:24:40.677Z] API: Updated player testplayer +[2025-08-18T20:24:40.694Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:24:40.694Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:24:40.694Z] DB: deletePlayer - start testplayer +[2025-08-18T20:24:40.694Z] DB: deletePlayer - changes 1 testplayer +[2025-08-18T20:24:40.694Z] API: Deleted player testplayer +[2025-08-18T20:24:41.051Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:24:41.052Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:24:41.052Z] DB: deletePlayer - start gmtest +[2025-08-18T20:24:41.052Z] DB: deletePlayer - changes 0 gmtest +[2025-08-18T20:24:41.069Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:24:41.069Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.069Z] DB: getPlayerByName - not found gmtest +[2025-08-18T20:24:41.149Z] DB: createPlayer - start gmtest +[2025-08-18T20:24:41.149Z] DB: createPlayer - done gmtest rowid 170 +[2025-08-18T20:24:41.150Z] API: Created player gmtest +[2025-08-18T20:24:41.169Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:24:41.169Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:24:41.169Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.170Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:24:41.170Z] DB: updatePlayer - start gmtest +[2025-08-18T20:24:41.170Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:24:41.170Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.170Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:24:41.170Z] API: Updated player gmtest +[2025-08-18T20:24:41.186Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:24:41.187Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:24:41.187Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.187Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:24:41.267Z] DB: updatePlayer - start gmtest +[2025-08-18T20:24:41.267Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:24:41.267Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.267Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:24:41.267Z] API: Updated player gmtest +[2025-08-18T20:24:41.283Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:24:41.284Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:24:41.366Z] DB: createSession - start 68a7eb7eefaccc7a221eb3532912fbc156e4a497ff17981fd451b03c6fdf98ba expiresAt 2025-08-19T20:24:41.366Z +[2025-08-18T20:24:41.366Z] DB: createSession - done 68a7eb7eefaccc7a221eb3532912fbc156e4a497ff17981fd451b03c6fdf98ba +[2025-08-18T20:24:41.366Z] API: Player login gmtest 68a7eb7eefaccc7a221eb3532912fbc156e4a497ff17981fd451b03c6fdf98ba +[2025-08-18T20:24:41.383Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:24:41.384Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:24:41.384Z] DB: deletePlayer - start gmtest +[2025-08-18T20:24:41.384Z] DB: deletePlayer - changes 1 gmtest +[2025-08-18T20:24:41.384Z] API: Deleted player gmtest +[2025-08-18T20:24:41.406Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T20:24:41.407Z] DB: getAllPlayers - start +[2025-08-18T20:24:41.408Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:24:41.408Z] API: Fetch all players (public) Found 7 players +[2025-08-18T20:24:41.962Z] DB: getAllPlayers - start +[2025-08-18T20:24:41.964Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:24:42.344Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:24:42.344Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:24:42.344Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:24:42.344Z] DB: deletePlayer - changes 0 shoptestplayer +[2025-08-18T20:24:42.358Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:24:42.358Z] DB: getPlayerByName - start shoptestplayer +[2025-08-18T20:24:42.358Z] DB: getPlayerByName - not found shoptestplayer +[2025-08-18T20:24:42.438Z] DB: createPlayer - start shoptestplayer +[2025-08-18T20:24:42.438Z] DB: createPlayer - done shoptestplayer rowid 171 +[2025-08-18T20:24:42.438Z] API: Created player shoptestplayer +[2025-08-18T20:24:42.452Z] SESSION: Missing sessionId GET /api/shop/inventory/shoptestplayer +[2025-08-18T20:24:42.466Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:24:42.466Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:24:42.466Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:24:42.466Z] DB: deletePlayer - changes 1 shoptestplayer +[2025-08-18T20:24:42.466Z] API: Deleted player shoptestplayer +[2025-08-18T20:26:54.848Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:26:54.849Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:26:54.850Z] DB: deletePlayer - start testplayer +[2025-08-18T20:26:54.850Z] DB: deletePlayer - changes 0 testplayer +[2025-08-18T20:26:54.904Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:26:54.905Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:54.905Z] DB: getPlayerByName - not found testplayer +[2025-08-18T20:26:55.120Z] DB: createPlayer - start testplayer +[2025-08-18T20:26:55.130Z] DB: createPlayer - done testplayer rowid 172 +[2025-08-18T20:26:55.130Z] API: Created player testplayer +[2025-08-18T20:26:55.151Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:55.151Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:26:55.233Z] DB: createSession - start 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 expiresAt 2025-08-19T20:26:55.233Z +[2025-08-18T20:26:55.235Z] DB: createSession - done 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.235Z] API: Player login testplayer 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.262Z] DB: getSession - start 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.263Z] DB: getSession - ok 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.263Z] SESSION: Valid 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 testplayer PUT /api/players/testplayer +[2025-08-18T20:26:55.263Z] DB: getSession - start 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.263Z] DB: getSession - ok 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.263Z] SESSION: Valid 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 testplayer PUT /api/players/testplayer +[2025-08-18T20:26:55.264Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:55.264Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:26:55.265Z] DB: updatePlayer - start testplayer +[2025-08-18T20:26:55.266Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:26:55.266Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:55.266Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:26:55.266Z] API: Updated player testplayer +[2025-08-18T20:26:55.282Z] DB: getSession - start 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.282Z] DB: getSession - ok 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.282Z] SESSION: Valid 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 testplayer PUT /api/players/testplayer +[2025-08-18T20:26:55.283Z] DB: getSession - start 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.283Z] DB: getSession - ok 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 +[2025-08-18T20:26:55.283Z] SESSION: Valid 6450ecd60183671222b87adda09f1a16bc5bb61d1f00c2c44a282f54d28863f8 testplayer PUT /api/players/testplayer +[2025-08-18T20:26:55.283Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:55.283Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:26:55.284Z] DB: updatePlayer - start testplayer +[2025-08-18T20:26:55.284Z] DB: updatePlayer - changes 1 testplayer +[2025-08-18T20:26:55.284Z] DB: getPlayerByName - start testplayer +[2025-08-18T20:26:55.284Z] DB: getPlayerByName - found testplayer +[2025-08-18T20:26:55.284Z] API: Updated player testplayer +[2025-08-18T20:26:55.300Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:26:55.300Z] SESSION: GM bypass accepted DELETE /api/players/testplayer +[2025-08-18T20:26:55.300Z] DB: deletePlayer - start testplayer +[2025-08-18T20:26:55.301Z] DB: deletePlayer - changes 1 testplayer +[2025-08-18T20:26:55.301Z] API: Deleted player testplayer +[2025-08-18T20:26:55.658Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:26:55.658Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:26:55.658Z] DB: deletePlayer - start gmtest +[2025-08-18T20:26:55.658Z] DB: deletePlayer - changes 0 gmtest +[2025-08-18T20:26:55.676Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:26:55.677Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.677Z] DB: getPlayerByName - not found gmtest +[2025-08-18T20:26:55.757Z] DB: createPlayer - start gmtest +[2025-08-18T20:26:55.757Z] DB: createPlayer - done gmtest rowid 173 +[2025-08-18T20:26:55.757Z] API: Created player gmtest +[2025-08-18T20:26:55.776Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:26:55.776Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:26:55.776Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.777Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:26:55.777Z] DB: updatePlayer - start gmtest +[2025-08-18T20:26:55.777Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:26:55.777Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.777Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:26:55.777Z] API: Updated player gmtest +[2025-08-18T20:26:55.793Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:26:55.794Z] SESSION: GM bypass accepted PUT /api/players/gmtest +[2025-08-18T20:26:55.794Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.794Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:26:55.874Z] DB: updatePlayer - start gmtest +[2025-08-18T20:26:55.874Z] DB: updatePlayer - changes 1 gmtest +[2025-08-18T20:26:55.874Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.874Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:26:55.874Z] API: Updated player gmtest +[2025-08-18T20:26:55.891Z] DB: getPlayerByName - start gmtest +[2025-08-18T20:26:55.892Z] DB: getPlayerByName - found gmtest +[2025-08-18T20:26:55.973Z] DB: createSession - start 99da7767a41654933368cc9a206bc9fc48d62d38d0713e8902fe804298350400 expiresAt 2025-08-19T20:26:55.973Z +[2025-08-18T20:26:55.976Z] DB: createSession - done 99da7767a41654933368cc9a206bc9fc48d62d38d0713e8902fe804298350400 +[2025-08-18T20:26:55.976Z] API: Player login gmtest 99da7767a41654933368cc9a206bc9fc48d62d38d0713e8902fe804298350400 +[2025-08-18T20:26:55.993Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:26:55.993Z] SESSION: GM bypass accepted DELETE /api/players/gmtest +[2025-08-18T20:26:55.993Z] DB: deletePlayer - start gmtest +[2025-08-18T20:26:55.994Z] DB: deletePlayer - changes 1 gmtest +[2025-08-18T20:26:55.994Z] API: Deleted player gmtest +[2025-08-18T20:26:56.010Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T20:26:56.011Z] DB: getAllPlayers - start +[2025-08-18T20:26:56.012Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:26:56.012Z] API: Fetch all players (public) Found 7 players +[2025-08-18T20:26:56.563Z] DB: getAllPlayers - start +[2025-08-18T20:26:56.565Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T20:26:57.174Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:26:57.175Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:26:57.175Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:26:57.175Z] DB: deletePlayer - changes 0 shoptestplayer +[2025-08-18T20:26:57.216Z] SESSION: GM bypass accepted POST /api/players +[2025-08-18T20:26:57.217Z] DB: getPlayerByName - start shoptestplayer +[2025-08-18T20:26:57.217Z] DB: getPlayerByName - not found shoptestplayer +[2025-08-18T20:26:57.304Z] DB: createPlayer - start shoptestplayer +[2025-08-18T20:26:57.305Z] DB: createPlayer - done shoptestplayer rowid 174 +[2025-08-18T20:26:57.305Z] API: Created player shoptestplayer +[2025-08-18T20:26:57.334Z] SESSION: Missing sessionId GET /api/shop/inventory/shoptestplayer +[2025-08-18T20:26:57.391Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:26:57.392Z] SESSION: GM bypass accepted DELETE /api/players/shoptestplayer +[2025-08-18T20:26:57.392Z] DB: deletePlayer - start shoptestplayer +[2025-08-18T20:26:57.392Z] DB: deletePlayer - changes 1 shoptestplayer +[2025-08-18T20:26:57.392Z] API: Deleted player shoptestplayer +[2025-08-18T20:27:31.751Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:31.751Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:31.752Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T20:27:40.388Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:40.388Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:40.388Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T20:27:48.623Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:48.623Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:27:48.623Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T20:35:27.872Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:35:27.873Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T20:35:27.873Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:03:33.386Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:03:33.387Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:03:33.388Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:07:34.395Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:07:34.395Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:07:34.395Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:22.285Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:22.285Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:22.285Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:23.257Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:23.257Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:23.257Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:30.686Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:30.687Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:30.687Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:31.799Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:31.799Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:31.799Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:32.608Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:32.609Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:32.609Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:34.716Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:34.716Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:34.716Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:36.801Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:36.801Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:36.801Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:37.022Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.022Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.022Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:37.319Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.319Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.319Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:13:37.941Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.941Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:13:37.941Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:14:37.165Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:14:37.165Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:14:37.166Z] SESSION: Validate success f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm +[2025-08-18T21:14:45.211Z] DB: getSession - start f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:14:45.211Z] DB: getSession - ok f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 +[2025-08-18T21:14:45.212Z] SESSION: Valid f83b1f4fd61f1130ce534415b32166f106c9ba524e25b9123a9b249e2ed11ac7 gm GET /api/players +[2025-08-18T21:14:45.212Z] DB: getAllPlayers - start +[2025-08-18T21:14:45.215Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T21:14:45.215Z] API: Fetch all players (public) Found 7 players +[2025-08-18T21:14:47.835Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T21:14:47.840Z] SESSION: GM bypass accepted GET /api/players +[2025-08-18T21:14:47.840Z] DB: getAllPlayers - start +[2025-08-18T21:14:47.841Z] DB: getAllPlayers - resultCount 7 +[2025-08-18T21:14:47.841Z] API: Fetch all players (public) Found 7 players +[2025-08-18T21:14:47.858Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T21:14:47.888Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-18T21:14:47.923Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-19T07:17:33.456Z] SESSION: Missing sessionId GET /api/players +[2025-08-19T07:17:35.953Z] SESSION: Missing sessionId GET /api/players +[2025-08-19T07:17:35.990Z] DB: getAllPlayers - start +[2025-08-19T07:17:35.991Z] DB: getAllPlayers - resultCount 7 +[2025-08-19T07:17:37.902Z] DB: getAllPlayers - start +[2025-08-19T07:17:37.903Z] DB: getAllPlayers - resultCount 7 +[2025-08-19T07:17:40.316Z] DB: getPlayerByName - start claes +[2025-08-19T07:17:40.316Z] DB: getPlayerByName - found claes +[2025-08-19T07:17:40.521Z] DB: createSession - start b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 expiresAt 2025-08-20T07:17:40.521Z +[2025-08-19T07:17:40.534Z] DB: createSession - done b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.534Z] API: Player login claes b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.609Z] DB: getSession - start b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.610Z] DB: getSession - ok b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.610Z] SESSION: Valid b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 claes GET /api/players +[2025-08-19T07:17:40.610Z] DB: getAllPlayers - start +[2025-08-19T07:17:40.611Z] DB: getAllPlayers - resultCount 7 +[2025-08-19T07:17:40.611Z] API: Fetch all players (public) Found 7 players +[2025-08-19T07:17:40.613Z] DB: getSession - start b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.614Z] DB: getSession - ok b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:40.614Z] SESSION: Validate success b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 claes +[2025-08-19T07:17:55.808Z] DB: deleteSession - start b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:55.809Z] DB: deleteSession - changes 1 b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:17:55.809Z] SESSION: Logout success b6dbef7b19c7d8cd56bd68ca7aea8e62e5af355ca5a684282b708ac3b88c78c5 +[2025-08-19T07:18:02.306Z] DB: getPlayerByName - start gm +[2025-08-19T07:18:02.306Z] DB: getPlayerByName - found gm +[2025-08-19T07:18:02.416Z] DB: createSession - start d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 expiresAt 2025-08-20T07:18:02.416Z +[2025-08-19T07:18:02.417Z] DB: createSession - done d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T07:18:02.417Z] API: Player login gm d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T07:18:02.475Z] DB: getSession - start d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T07:18:02.475Z] DB: getSession - ok d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T07:18:02.475Z] SESSION: Validate success d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 gm +[2025-08-19T11:31:03.890Z] DB: getSession - start d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T11:31:03.890Z] DB: getSession - ok d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 +[2025-08-19T11:31:03.890Z] SESSION: Validate success d393d4985b00ea835b59d47a7b425a9df059131de8db895671247367d13d0e23 gm +[2025-08-20T08:09:55.950Z] SESSION: Missing sessionId GET /api/players +[2025-08-20T08:09:55.990Z] DB: getAllPlayers - start +[2025-08-20T08:09:55.991Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:10:09.437Z] DB: getAllPlayers - start +[2025-08-20T08:10:09.438Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:10:11.822Z] DB: getPlayerByName - start chris +[2025-08-20T08:10:11.822Z] DB: getPlayerByName - found chris +[2025-08-20T08:10:11.902Z] DB: createSession - start bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 expiresAt 2025-08-21T08:10:11.902Z +[2025-08-20T08:10:11.902Z] DB: createSession - done bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:11.902Z] API: Player login chris bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:11.930Z] DB: getSession - start bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:11.931Z] DB: getSession - ok bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:11.931Z] SESSION: Validate success bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 chris +[2025-08-20T08:10:36.246Z] DB: getSession - start bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:36.246Z] DB: getSession - ok bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:10:36.246Z] SESSION: Valid bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 chris GET /api/players +[2025-08-20T08:10:36.247Z] DB: getAllPlayers - start +[2025-08-20T08:10:36.247Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:10:36.247Z] API: Fetch all players (public) Found 7 players +[2025-08-20T08:11:33.405Z] DB: deleteSession - start bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:11:33.405Z] DB: deleteSession - changes 1 bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:11:33.405Z] SESSION: Logout success bd499a03c40a7bfdb8ce030c9dff73a3b519b642ea65ebefa1828f890de5aec7 +[2025-08-20T08:11:33.457Z] SESSION: Missing sessionId GET /api/players +[2025-08-20T08:11:37.088Z] DB: getPlayerByName - start gm +[2025-08-20T08:11:37.088Z] DB: getPlayerByName - found gm +[2025-08-20T08:11:37.167Z] DB: createSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc expiresAt 2025-08-21T08:11:37.167Z +[2025-08-20T08:11:37.168Z] DB: createSession - done edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T08:11:37.168Z] API: Player login gm edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T08:11:37.255Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:37.268Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T08:11:37.268Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T08:11:37.268Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm +[2025-08-20T08:11:37.269Z] SESSION: GM bypass accepted GET /api/players +[2025-08-20T08:11:37.269Z] DB: getAllPlayers - start +[2025-08-20T08:11:37.270Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:11:37.270Z] API: Fetch all players (public) Found 7 players +[2025-08-20T08:11:37.272Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:37.353Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:37.425Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:40.279Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:49.150Z] SESSION: GM bypass accepted PUT /api/players/chris +[2025-08-20T08:11:49.151Z] SESSION: GM bypass accepted PUT /api/players/chris +[2025-08-20T08:11:49.152Z] DB: getPlayerByName - start chris +[2025-08-20T08:11:49.152Z] DB: getPlayerByName - found chris +[2025-08-20T08:11:49.154Z] DB: updatePlayer - start chris +[2025-08-20T08:11:49.154Z] DB: updatePlayer - changes 1 chris +[2025-08-20T08:11:49.154Z] DB: getPlayerByName - start chris +[2025-08-20T08:11:49.154Z] DB: getPlayerByName - found chris +[2025-08-20T08:11:49.154Z] API: Updated player chris +[2025-08-20T08:11:49.190Z] SESSION: GM bypass accepted GET /api/players +[2025-08-20T08:11:49.190Z] DB: getAllPlayers - start +[2025-08-20T08:11:49.191Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:11:49.191Z] API: Fetch all players (public) Found 7 players +[2025-08-20T08:11:49.269Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:49.327Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:51.291Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:52.638Z] SESSION: GM bypass accepted PUT /api/players/andreas +[2025-08-20T08:11:52.639Z] SESSION: GM bypass accepted PUT /api/players/andreas +[2025-08-20T08:11:52.639Z] DB: getPlayerByName - start andreas +[2025-08-20T08:11:52.639Z] DB: getPlayerByName - found andreas +[2025-08-20T08:11:52.640Z] DB: updatePlayer - start andreas +[2025-08-20T08:11:52.641Z] DB: updatePlayer - changes 1 andreas +[2025-08-20T08:11:52.641Z] DB: getPlayerByName - start andreas +[2025-08-20T08:11:52.641Z] DB: getPlayerByName - found andreas +[2025-08-20T08:11:52.641Z] API: Updated player andreas +[2025-08-20T08:11:52.670Z] SESSION: GM bypass accepted GET /api/players +[2025-08-20T08:11:52.670Z] DB: getAllPlayers - start +[2025-08-20T08:11:52.671Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T08:11:52.671Z] API: Fetch all players (public) Found 7 players +[2025-08-20T08:11:52.753Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:52.846Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:11:54.789Z] SESSION: GM bypass accepted GET /api/players/admin/pregens +[2025-08-20T08:17:17.446Z] DB: getSession - start 1682ff032279e86b4f0d1579ca92829081b33d390884e7c50e8ec31cb27287bd +[2025-08-20T08:17:17.447Z] DB: getSession - not found 1682ff032279e86b4f0d1579ca92829081b33d390884e7c50e8ec31cb27287bd +[2025-08-20T08:17:17.447Z] SESSION: Validate not found 1682ff032279e86b4f0d1579ca92829081b33d390884e7c50e8ec31cb27287bd +[2025-08-20T09:04:07.471Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:04:07.472Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:04:07.472Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm +[2025-08-20T09:24:15.816Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:24:15.816Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:24:15.817Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm +[2025-08-20T09:56:28.599Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:56:28.599Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T09:56:28.599Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm +[2025-08-20T10:29:48.113Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T10:29:48.113Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T10:29:48.114Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm +[2025-08-20T12:08:32.246Z] DB: getAllPlayers - start +[2025-08-20T12:08:32.247Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:08:38.232Z] DB: getAllPlayers - start +[2025-08-20T12:08:38.233Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:08:46.870Z] DB: getAllPlayers - start +[2025-08-20T12:08:46.871Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:08:48.869Z] DB: getAllPlayers - start +[2025-08-20T12:08:48.869Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:09:00.432Z] DB: getAllPlayers - start +[2025-08-20T12:09:00.433Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:09:00.885Z] DB: getAllPlayers - start +[2025-08-20T12:09:00.886Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:09:01.082Z] DB: getAllPlayers - start +[2025-08-20T12:09:01.083Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:09:43.629Z] DB: getAllPlayers - start +[2025-08-20T12:09:43.629Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:09:51.684Z] DB: getPlayerByName - start andreas +[2025-08-20T12:09:51.684Z] DB: getPlayerByName - found andreas +[2025-08-20T12:09:51.796Z] DB: createSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f expiresAt 2025-08-21T12:09:51.796Z +[2025-08-20T12:09:51.797Z] DB: createSession - done 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:09:51.797Z] API: Player login andreas 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:09:51.841Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:09:51.842Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:09:51.842Z] SESSION: Validate success 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas +[2025-08-20T12:14:03.055Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:14:03.055Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:14:03.055Z] SESSION: Validate success 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas +[2025-08-20T12:15:08.694Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:15:08.694Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:15:08.694Z] SESSION: Validate success 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas +[2025-08-20T12:15:20.362Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:15:20.362Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:15:20.362Z] SESSION: Validate success 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas +[2025-08-20T12:17:39.438Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:17:39.438Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:17:39.438Z] SESSION: Valid 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas GET /api/players +[2025-08-20T12:17:39.439Z] DB: getAllPlayers - start +[2025-08-20T12:17:39.439Z] DB: getAllPlayers - resultCount 7 +[2025-08-20T12:17:39.439Z] API: Fetch all players (public) Found 7 players +[2025-08-20T12:17:46.840Z] DB: getSession - start 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:17:46.841Z] DB: getSession - ok 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f +[2025-08-20T12:17:46.841Z] SESSION: Valid 67ae30bb6a14d9c0c5b90d1937be2dc3759f5b9624dd41f45dc27b1f80a1c82f andreas POST /api/shop/purchase +[2025-08-20T13:12:25.130Z] DB: getSession - start edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T13:12:25.131Z] DB: getSession - ok edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc +[2025-08-20T13:12:25.131Z] SESSION: Validate success edf7968f63afdbfc89f447ddbc60e189ae2bde46b7bf85c29763008eb18145fc gm diff --git a/database/backups/extracted-blocks-test.json b/database/backups/extracted-blocks-test.json new file mode 100644 index 0000000..b3ad9ca --- /dev/null +++ b/database/backups/extracted-blocks-test.json @@ -0,0 +1,68 @@ +[ + { + "id": 398, + "rule_id": "ocr_refined_1_inquiry_basic_investigation_", + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 399, + "rule_id": "ocr_refined_2_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 400, + "rule_id": "ocr_refined_3_strength", + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 401, + "rule_id": "ocr_refined_4_war_cry", + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 402, + "rule_id": "ocr_refined_5_willpower", + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 403, + "rule_id": "ocr_refined_6_literacy_advanced_", + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + } +] \ No newline at end of file diff --git a/database/backups/purge_non_csv_rules_backup_2025-08-18T19-18-25-026Z.json b/database/backups/purge_non_csv_rules_backup_2025-08-18T19-18-25-026Z.json new file mode 100644 index 0000000..a526f68 --- /dev/null +++ b/database/backups/purge_non_csv_rules_backup_2025-08-18T19-18-25-026Z.json @@ -0,0 +1,5858 @@ +{ + "purgedAt": "2025-08-18T19:18:25.032Z", + "count": 532, + "rows": [ + { + "id": 5195, + "rule_id": "strength-s", + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is. It is important to note that Space Marines are inherently possessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5196, + "rule_id": "toughness-t", + "title": "Toughness (T)", + "content": "Toughness defines how easily your character can shrug off injury as well as how easily he can resist toxins, poisonous environments, disease, and other physical ailments. It is important to note that Space Marines are exceptionally tough and difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5197, + "rule_id": "agility-ag", + "title": "Agility (Ag)", + "content": "Agility measures your character’s quickness, reflexes, and poise.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5198, + "rule_id": "intelligence-int", + "title": "Intelligence (Int)", + "content": "Intelligence is a measurement of your character’s acumen, reason, and knowledge.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5199, + "rule_id": "perception-per", + "title": "Perception (Per)", + "content": "Perception describes how well your character perceives his surroundings. It reflects the acuteness of your character’s senses. Space Marines have two special implants that affect their Perception. See page 36 for details.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5200, + "rule_id": "willpower-wp", + "title": "Willpower (WP)", + "content": "Willpower demonstrates your character’s ability to withstand the horrors of war and the dread opponents he is bound to encounter in his missions with the Deathwatch.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5201, + "rule_id": "fellowship-fel", + "title": "Fellowship (Fel)", + "content": "Fellowship is your character’s ability to interact with other creatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Characteristics", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5293, + "rule_id": "duty-and-honour", + "title": "Duty and Honour", + "content": "The Ultramarines are rightly held as exemplars of all that a Space Marine can and should be. They are noble and virtuous, self-sacrificing and stoic, and truthful and just in thought and deed. Unlike the Battle-Brothers of some other Chapters, they are not arrogant in their dealings with the common man, and have served and died alongside warriors of every other military force in the Imperium. This attitude is instilled in the Ultramarines from a very young age, long before consideration is given to recruitment into the Chapter. The people of Macragge in particular, and of Ultramar as a whole, are raised in a culture of discipline and service. On Macragge, it is common for a young man to leave his family whilst still a child to learn the ways of the warrior in one of the many martial communities of the world. In these schools, the youngster learns of honour and duty, practising and studying so that his arm is strong and his mind keen. It is from these communities that many of the Ultramarine aspirants are drawn, for they are well versed in the arts of war and ideal candidates for recruitment into the Chapter.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5294, + "rule_id": "combat-doctrine-5", + "title": "Combat Doctrine", + "content": "As befits the Chapter of Roboute Guilliman, the Ultramarines adhere rigidly to the tenets laid down in the Codex Astartes. For ten thousand years they have fought in the manner described in its holy pages. Other Chapters may freely interpret the words of Guilliman, but to the Ultramarines such deviation is unthinkable. The Codex Astartes is a work of divine wisdom, sanctified by the Emperor himself, and the Ultramarines see no reason to deviate from it. The life in the people of Ultramar from birth give them the strength of character to hold true to teachings over ten thousand years old. For any given tactical situation, the Codex offers hundreds of pages devoted to how it may be met and overcome. Each warrior of the Chapter is required to memorise whole sections of the Codex so that within a company there exists an entire record of the Codex’s tenets. The wisdom of thousands of the Imperium’s warriors has contributed to the Codex, and details on everything from unit markings to launching a fullThis is not to say that the Ultramarines are hidebound or unimaginative in their thinking, for it must not be forgotten that Primarch Roboute Guilliman is regarded as one of the most imaginative and innovative military thinkers of all time. It is rather a deep-seated belief that every problem can be solved with recourse to the Codex Astartes, that there is no need to reinvent solutions to dilemmas solved long ago. By their strict adherence to the Codex, the Ultramarines are in fact freed by it. The success of this doctrine is self-evident in the countless thousands of battle honours the Chapter has earned over ten millennia of loyal service to the Imperium.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5295, + "rule_id": "ultramarines-characters", + "title": "Ultramarines Characters", + "content": "The Ultramarines often serve as the standard against which all Space Marines are measured, and these qualities encompass a variety of strengths, from tactical skill to strategic genius. Ultramarines Space Marines gain the following benefits: +5 to two Characteristics of the players’s choice, and the Favoured Son Solo Mode ability (see page 218).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5296, + "rule_id": "honour-the-codex", + "title": "Honour the Codex", + "content": "Honour the Codex is a Demeanour (see page 32) unique to Space Marines from the Ultramarines Chapter. In all of their duties, from battle to study, the Ultramarines are thorough, analytical, and attentive to every detail. They are slow to anger and rarely make a rash decision. By constant recourse to the articles of faith enshrined within the Codex Astartes, the Ultramarines are able to face any eventuality with wellIn their dealings with Battle-Brothers from other Chapters, Ultramarines often fulfil the role of facilitator and peacemaker. While the Battle-Brothers of some Chapters display extremes of character, from hotheaded to taciturn, the Ultramarines are balanced in their approach, and often able to broker agreements between wildly differing points of view. This is evidenced in the fact that a high proportion of Deathwatch leaders are drawn from the Ultramarines and their successors, a fact that has more to do with their outlook and character than it does with their numerical superiority. An Ultramarine is likely to turn to the vast tracts of the Codex Astartes that he has memorised for the solution to a problem.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5297, + "rule_id": "specialities", + "title": "Specialities", + "content": "“We are the Emperor’s wrath! Let the blood of the unclean act as an offering to the Lion’s shade!” –Battle credo of the Dark Angels", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5298, + "rule_id": "getting-started", + "title": "Getting Started", + "content": "“You carry the Emperor’s will as your torch. With it, destroy the shadows.” –Verses of Sigismund, Book CIV, Verse 1 Your character’s Speciality is decided during the character creation process. After you select your Space Marine’s home", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5299, + "rule_id": "chapter-see-page-26-you-then-choose-a-speciality-from-the", + "title": "Chapter (see page 26), you then choose a Speciality from the", + "content": "options presented in this section. However, it is important to note that some Space Marine Chapters (notably the Black Templars and Space Wolves) are restricted in their selections and are not able to choose certain Specialities.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5300, + "rule_id": "description", + "title": "Description", + "content": "In each Speciality section, you can find a description and illustration to help give you some ideas about what your character might be like. This section tells you about the background for the Speciality and how it fits into the Space Marine organisation and the Deathwatch as a whole.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5301, + "rule_id": "rank-chart", + "title": "Rank Chart", + "content": "Each Speciality is divided into a series of Ranks. This chart tells you the progression necessary to reach a certain Rank.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5302, + "rule_id": "characteristic-advance-scheme", + "title": "Characteristic Advance Scheme", + "content": "Each Speciality allows you to improve your character’s raw abilities, or Characteristics. Depending on the nature of the Speciality, some Characteristics are more difficult to increase than others. This chart lists the cost of each Characteristic Advance you can take.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5303, + "rule_id": "rank-advance-scheme", + "title": "Rank Advance Scheme", + "content": "For each Rank within your Speciality, you will find a table that shows you what new abilities your character can learn, and what you must do in order to learn them.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5304, + "rule_id": "advancements", + "title": "Advancements", + "content": "“Where there is uncertainty, I shall bring light. Where there is doubt, I shall sow faith. Where there is shame, I shall point atonement. Where there is rage, I shall show its course. My word in the soul shall be as my bolter in the field.” –Litany of Devotion As you adventure through the 41st Millennium, your character will have plenty of opportunities to improve. Your Game Master will reward you with Experience Points that you can spend to further develop your character. Each career has plenty of room for you to customise your character and make him unique. There are three types of improvements that you can select for your character: • Characteristic Advance: Increases your raw abilities. • Rank Increase: Opens new training opportunities. • Skill or Talent Advance: Learn new Skills or Talents, or improve an existing Skill or Talent. In addition to the advances listed for the Ranks in your Speciality, sometimes your GM will allow you to purchase an Elite Advance. See page 59 for more on this.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5305, + "rule_id": "characteristic-advance", + "title": "Characteristic Advance", + "content": "A Characteristic Advance is an increase to your character’s raw abilities. When you buy a Characteristic Advance, you add +5 to the Characteristic on your character sheet. Characteristic Advances are divided into four progression levels. These are as follows: • Simple: A small fulfilment of your potential. • Intermediate: A significant improvement to your capabilities. • Trained: Active, focused effort upon improving your prowess. • Expert: The limit of your natural capabilities. As you set about increasing a Characteristic, you must progress through each of the progression levels in turn, starting at Simple and ending at Expert. The costs for these increases for each Speciality are listed in the relevant Speciality section in a table, which looks like this: deathwatch tactical marine advance Scheme Characteristic Simple Intermediate Trained Expert Willpower 200 xp 500 xp 1,000 xp 1,500 xp As you can see, the first +5 increase to a Deathwatch Tactical Marine’s Willpower costs 200 xp; the next +5 (the Intermediate progression level) costs 500 xp; a further +5", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5306, + "rule_id": "improvement", + "title": "Improvement", + "content": "John wants to increase the Willpower of his Deathwatch Tactical Marine character. His starting Willpower is 44, and it will cost John 200 xp to buy the Simple Willpower Advance. He spends 200 xp and increases his character’s Willpower to 49. John wants to raise his character’s Willpower even higher, so he spends another 500 xp (the cost of the Intermediate Advance) to increase his Deathwatch Tactical Marine’s Willpower by another +5. In the end, John’s Space Marine has increased his Willpower to 54 (44 + 5 + 5 =", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5307, + "rule_id": "ranks", + "title": "Ranks", + "content": "Your Rank is a general measure of your experience and capabilities. It represents the progression of your character’s abilities as he grows in status and prowess. Your Rank is determined by the total amount of Experience Points your character has spent. The Advancement Scheme for each Rank has a combination of Skills and Talents that you may purchase with xp. You may buy Advances from any Rank Advancement Scheme you currently hold or have previously held. As your Rank rises, you have access to more and more Advancement Schemes, and therefore, you have more options on how to customise your character. As with Characteristic Advances, it is easy to gain Ranks to start with, but it becomes progressively harder throughout the life of your character.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5308, + "rule_id": "gaining-ranks", + "title": "Gaining Ranks", + "content": "Characters automatically gain Ranks by spending xp. Once a character’s total spent xp reaches the necessary amount, the character’s Rank increases. Note that Rank increases always occur after an Advance has been taken. All Specialities in Deathwatch require the same amount of xp in order to increase in Rank. The xp needed to advance in Rank is listed on Table 2-2 on page 58.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5309, + "rule_id": "deathwatch-advances", + "title": "Deathwatch Advances", + "content": "There are a number of Skills and Talents that are appropriate only for specific Space Marine Chapters or the Deathwatch itself. These special Advance lists are presented on pages 60 to 67. Deathwatch-specific Advances can be selected by any Deathwatch Space Marine of the appropriate Rank, and Chapter-specific Advances can be selected by any Space Marine from that Chapter of the appropriate Rank. The best way to think of these Advances is to consider them additional menus that your character may choose from as he grows in Rank in his particular Speciality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5310, + "rule_id": "example-5", + "title": "Example", + "content": "Ross’s Deathwatch Librarian has spent 20,800 xp in total on various Advances. In the course of the game, Ross earns an additional 1,000 xp, and he decides to spend this amount on a Characteristic Advance. Ross receives permission from his GM to take the Advance then crosses off the 1,000 xp from his unspent xp amount on his character sheet. He notes down the Advance on the character sheet and alters his Characteristic Profile to reflect the Advance he took. Finally, he adds the 1,000 xp to his current spent xp total. Ross has now spent 21,800 xp (20,800 + 1,000 = 21,800). When he consults the Deathwatch Librarian Ranks, he sees that he has spent", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5402, + "rule_id": "advancecosttypeprerequisites-30", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5403, + "rule_id": "librarian", + "title": "Librarian", + "content": "“Your fate is to know that which may not be known, to look into those places of darkness and desolation and know that horrors look back upon you. Speak not to your brothers of such things, but use the gifts you have been given, by the Emperor himself, to blast and sear and rend and banish all those who would deny us our destiny.” –Extract from the Apocrypha of Eons, Verse XXI, Chapter", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5404, + "rule_id": "and-summoning-violent", + "title": "and summoning violent", + "content": "thunderstorms. Librarians fulfil a number of roles within the Deathwatch. Chief among them is that of the combat psyker. By focusing his prodigious psychic powers, the Librarian is able to unleash withering blasts of searing energy at his foe, reducing them to ashes with but a thought. Often, the energies are directed and multiplied through the blade of a specially crafted weapon such as a force sword or halberd, with which even the mightiest of foes might be cut down as wheat before the scythe. Death can be unleashed from afar as well, for the Librarian is able to project his powers at distant enemies, launching deadly bolts from a staff, an outstretched hand, or through his very gaze. Unlike conventional weapons, a Librarian’s wrath cannot be parried and does not run out of ammunition. The only limit on a Librarian’s powers is his own will, and this is as strong as any of the Imperium’s mightiest heroes. Librarians are also the guardians of the secrets of the Deathwatch. Within each Watch Fortress is to be found the sealed Vault which stores weapons and relics too dangerous to be allowed to fall into the hands of Mankind’s enemies. Also within the Vault is an archive of forbidden knowledge—multiple stasis chambers contain ancient tomes, engraved tablets, data-crystals, and mnemonic banks. Not even the Watch Commander has access to these archives—only the Librarians are entrusted with their access codes, and only they are judged strong enough to withstand the sanity shattering secrets sealed within. It is only in the direst of circumstances that a Librarian will enter the Vault archive, for each time he does so he is exposed to the whispering voices of long-dead alien beings, tempting him with the power to rule the whole of Humanity in the name of ancient and blasphemous gods. Nevertheless, so terrible are many of the horrors faced by the Deathwatch that the Librarian may be required to consult the archives in order to discover some previous record of an enemy’s weakness. Such knowledge can spell the difference between a mission’s success and failure. Another role carried out by a Watch Fortress’s Librarians is that of providing the Watch Commander with counsel. Given their access to forbidden knowledge and their innate understanding of arcane matters, the word of a Librarian rarely goes unheeded in the Watch Commander’s plans. In addition to this, many Librarians are gifted with some degree of prognostication—whether by way of visions, meditation,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5405, + "rule_id": "can-often-discern", + "title": "can often discern", + "content": "something of what will come to pass. Though such a premonition is rarely clear enough to provide complete certainty, it often provides clues that enable an experienced Librarian to make a sound judgement concerning potential dangers that may be faced in an upcoming mission, and to advise the Watch Captains accordingly. Often, the premonition focuses upon the actions of the Librarian himself, telling him that his own presence will be required if a mission is to succeed. Many", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5406, + "rule_id": "starting-skills-1", + "title": "startinG skills", + "content": "The Deathwatch Librarian begins with Psyniscience as a Trained Advanced Skill.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5407, + "rule_id": "special-ability-2", + "title": "speCial ability", + "content": "Battle-psyker The Librarian begins the game with a Psy Rating of 3 and access to three Psychic Techniques. Choose three from the following list:", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5408, + "rule_id": "iron-arm", + "title": "Iron Arm", + "content": "Your arm is sheathed in a field of psychic energy, and you may ward off enemy attacks.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5409, + "rule_id": "levelsimpleintermediatetrainedexpert-3", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 200 500 1,000 1,500\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5410, + "rule_id": "psychic-power-x2-varies-talent-varies", + "title": "Psychic Power (x2) Varies* Talent Varies*", + "content": "Rite of Sanctioning 400 Talent Psy Rating\nWarp Sense 500 Talent Psy Rating, Psyniscience, Per 30\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5411, + "rule_id": "advancecosttypeprerequisites-31", + "title": "AdvanceCostTypePrerequisites", + "content": "Invocation +10 400 Skill Invocation\nLore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5412, + "rule_id": "lore-scholastic-any-10-400-skill-lore-scholastic-same-skill-group", + "title": "Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group)", + "content": "Psyniscience +10 400 Skill Psyniscience\nPsy Rating 4 500 Talent Psy Rating 3\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers\nRank 3 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5413, + "rule_id": "lore-common-any-10-400-skill-lore-common-same-skill-group", + "title": "Lore: Common (any) +10 400 Skill Lore: Common (same skill group)", + "content": "Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5414, + "rule_id": "lore-forbidden-psykers-20-400-skill-lore-forbidden-psykers-10", + "title": "Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5415, + "rule_id": "lore-scholastic-any-20-400-skill-lore-scholastic-same-skill-group-10", + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5416, + "rule_id": "lore-forbidden-heresy-10-800-skill-lore-forbidden-heresy", + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5417, + "rule_id": "strong-minded-1-000-talent-wp-30-resistance-psychic-powers", + "title": "Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers)", + "content": "*See Chapter 6: Psychic Powers\nRank 5 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5418, + "rule_id": "specialist-space-marine-ranks", + "title": "Specialist Space Marine Ranks", + "content": "Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve as specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while others, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force as required. Chaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of the brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell beings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations of the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith. Just as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their bodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight, and they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred of duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might be ensured and his memory lives on in the inheritance of future generations of Space Marines. For the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body is crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus of a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the Space Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend. Those Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where they undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called Techmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the tech-engines of war. Rank 6 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5419, + "rule_id": "advancecosttypeprerequisites-32", + "title": "AdvanceCostTypePrerequisites", + "content": "Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40\nDisturbing Voice 500 Talent —\nPsy Rating 8 1,500 Talent Psy Rating 7\nPsychic Power Varies* Talent Varies*\nStep Aside 500 Talent Ag 40, Dodge\n*See Chapter 6: Psychic Powers\nRank 7 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5420, + "rule_id": "ciphers-any-20-400-skill-ciphers-same-skill-group-10", + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5421, + "rule_id": "advancecosttypeprerequisites-33", + "title": "AdvanceCostTypePrerequisites", + "content": "Furious Assault 800 Talent WS 35\nPreternatural Speed 2,000 Talent WS 40, Ag 50\nPsy Rating 10 2500 Talent Psy Rating 9\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5422, + "rule_id": "marine-2", + "title": "Marine", + "content": "\"No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.\"\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5423, + "rule_id": "and-assault", + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5424, + "rule_id": "the-specialised", + "title": "the specialised", + "content": "ammunition of\nthe Deathwatch.\nInstead they excel in\none particular field,\nsuch as engaging\nmultiple foes in the case\nof the flamer, or attacking heavily armoured enemies\nor positions in the case of the meltagun.\nBecause he has already served as Scout, Devastator,\nand Assault Marine in his parent Chapter, a Tactical\nMarine is able to take over the duties of a fallen brother\nshould the mission demand. Even if he is not as well\npractised in a specialist weapon, such as a multi-melta,\na Tactical Marine can take over the operation of such a\nweapon should the Devastator carrying it fall in action.\nSuch flexibility and range of skills and experience makes\nthe Deathwatch Tactical Marine the core of the Kill-team, and\nthe equal of almost any foe he may encounter.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5438, + "rule_id": "techmarine", + "title": "Techmarine", + "content": "\"Yours is to heed the machine as others heed their kin. Tend to the\nwar spirits all about, but do so in the knowledge that you do the\nEmperor’s duty. Without your ministrations, no bolt may be fired,\nand no enemy slain.\"\n–Extract from the Apocrypha of Eons, Verse III, Chapter CIV", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5439, + "rule_id": "the-techmarine-knows-that", + "title": "the Techmarine knows that", + "content": "to neglect such equipment\nis akin to dereliction of duty\nand blasphemy. After all, a\nbolter not cleaned, oiled, blessed,\nand beseeched can scarcely be\nexpected to be reliable in battle,\nand so a Space Marine’s life may\ndepend upon how well such weapons\nare maintained. Techmarines oversee this\nprocess, guiding the battle brothers in the\ncorrect and proper rituals by which the\nwar spirit of each and every weapon is\nappeased.\nOn the battlefield, a Techmarine’s primary role is to effect\nrepairs of damaged equipment, so that it may return to the fight.\nEach Techmarine carries a huge range of highly specialised\nand often arcane tools, sometimes mounted on a servo-arm or\nat the end of a prehensile mechadendrite. With these tools, the\nTechmarine can repair virtually any item of equipment, from\nan overheated plasma pistol to an immobilised Land Raider,\nprovided that some spark of the machine spirit’s essence remains.\nMany battles have been won thanks to a Techmarine recovering\na damaged weapon in this manner, and in their own way they are\noften vital to a mission’s success.\nAlthough many of the weapons carried by Space Marines are\nwonders of technology beyond the dreams of normal men, there\nare some machines that are so exceptional that only a Techmarine\nmay attend them. One of the most unusual of these is the conversion\nbeamer, a rare weapon that works by converting matter to energy\nin a beam that becomes stronger the further it extends and the\nmore matter is converted. It is only by the constant ministrations of\na Techmarine that such a weapon can be utilised—should anyone\nelse attempt to use the weapon, its war spirit might become greatly\nangered and turn its ire upon the wielder instead.\nThere are yet more weapons and items of equipment even\nmore exotic than the conversion beamer. Many are unique,\nand all are sealed within the Vault at the heart of\neach Watch Fortress. Just as the Librarian has\nexclusive access to the reams of forbidden\nknowledge in each of these archives,\nso the Deathwatch Techmarine keeps\nhis portion of the Vault sealed to all\nbut his fellow Techmarines. There are\nweapons kept within the Vault the likes\nof which are thought\nto be unique in the\ngalaxy, their secrets", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5440, + "rule_id": "have-only-incomplete", + "title": "have only incomplete", + "content": "knowledge of their\noperation, and no understanding of their\nmaintenance. Such weapons might be lost\nrelics from the Dark Age of Technology, or\nthe product of alien technologies long since\nvanished from the galaxy. Some are known\nto be capable of unleashing unprecedented\nlevels of destruction, perhaps laying waste to\nentire cities in a single blast. Others are so poorly\nunderstood that their use would only be risked in\nthe direst of circumstances, and it is\nthe responsibility of the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5441, + "rule_id": "deathwatch-techmarine", + "title": "Deathwatch Techmarine", + "content": "to do so when called upon\nby his Watch Commander.\nA final, and often critical\nrole performed by Deathwatch\nTechmarines is the evaluation and, if\ndeemed necessary, the retrieval of alien", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "lore", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5625, + "rule_id": "prerequisites-adeptus-astartes-pilot-personal", + "title": "Prerequisites: Adeptus Astartes, Pilot (Personal)", + "content": "A Space Marine descending into battle on trails of fire is a true angel of death come to bring ruin and ending on all who stand in his way. When the Battle-Brother makes a Charge Action using a jump pack, his melee attack deals an extra d10 Damage for every two Degrees of Success, to a maximum bonus of 2d10.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5626, + "rule_id": "deathwatch-training-1", + "title": "Deathwatch Training", + "content": "Prerequisites: Adeptus Astartes, member of the Deathwatch All Deathwatch Space Marines automatically confirm any", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5627, + "rule_id": "righteous-fury-results-see-page-245-against-alien-enemies", + "title": "Righteous Fury results (see page 245) against alien enemies", + "content": "without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5628, + "rule_id": "deflect-shot", + "title": "Deflect Shot", + "content": "Prerequisites: Agility 50 The character’s weapons move with such speed that they can deflect thrown weapons and shots fired from primitive weapons. The character may spend a Reaction to Parry an incoming ranged attack from a primitive or thrown weapon.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5629, + "rule_id": "die-hard", + "title": "Die Hard", + "content": "Prerequisites: Willpower 40 Through either willpower or sheer stubbornness, the character refuses to cross into shadow. When the character suffers from blood loss, he may roll twice to avoid death.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5630, + "rule_id": "disarm", + "title": "Disarm", + "content": "Prerequisites: Agility 30 The character can wrest weapons from his opponent’s hands through practised technique or brute force. If in close combat, the character may use a Full Action to disarm his foe by making an Opposed Weapon Skill Test. If the character wins the Test, the enemy drops his weapon at his feet. Should the character obtain three or more Degrees of Success, he may take the enemy’s weapon from him.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5631, + "rule_id": "disturbing-voice", + "title": "Disturbing Voice", + "content": "The character’s voice has particularly baleful or menacing qualities, causing others to quail before it. The character gains a +10 bonus to all Intimidate or Interrogation Tests when employing this talent, but suffers a –10 penalty to Fellowship Tests when dealing with others in a non-threatening manner, such as animals, children, or the easily startled.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5632, + "rule_id": "double-team", + "title": "Double Team", + "content": "The character has experience of fighting in paired teams that work together to take down their enemies. When ganging up on an opponent, the character gains an additional +10 bonus to Weapon Skill Tests. If both characters who outnumber the enemy have this Talent, both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonus gained from outnumbering opponents.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5633, + "rule_id": "dual-shot", + "title": "Dual Shot", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder The character’s skill with guns is such that he can target two shots on exactly the same point. When armed with two pistols, the character may fire both simultaneously as a Full Action. A single Ballistic Skill Test is made, and if successful, the character hits his target with both shots. As the character is firing both guns as a single attack, he may take an Aim Action before firing to get a +10 or +20 bonus to the BS Test, and a red-dot laser sight mounted on any one of the weapons provides its +10 bonus. The character does not suffer from the normal –20 Ballistic Skill penalty for wielding two weapons. If the attack hits, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined damage rolls of both hits. A single successful Dodge Test from the target avoids both shots.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5634, + "rule_id": "dual-strike", + "title": "Dual Strike", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder The character’s skill with melee weapons can place two blows together to maximise Damage. When armed with two melee weapons, the character may attack with both simultaneously as a Full Action. Make a single Weapon Skill Test. If the test is successful, the character hits the target with both weapons. As the character is swinging both weapons as a single attack, he may take an Aim Action before attacking to get a +10 or +20 bonus to the WS Test. The character does not suffer from the normal –20 WS penalty for wielding two weapons. If the attack hits, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined Damage rolls of both hits. A single successful Dodge or Parry Test from the target avoids both blows.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5635, + "rule_id": "duty-unto-death", + "title": "Duty Unto Death", + "content": "Prerequisites: Willpower 45 The character’s will or faith can sustain him when his flesh fails. He ignores the effects of injury, Fatigue, and Stunning during combat. This Talent does not prevent the Damage, but allows the character to temporarily ignore its effects for the duration of the combat. Death still affects him normally.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5636, + "rule_id": "electrical-succour", + "title": "Electrical Succour", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can channel the sacred flow of energy from his Potentia Coil or other energy source to replenish his flesh. Whilst in contact with a functioning, powered machine or fully charged battery or power cell, the character may make", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5637, + "rule_id": "an-ordinary-10-toughness-test-success-removes", + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for each additional Degree of Success. This takes one minute of meditation and ritual incantation.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5638, + "rule_id": "electro-graft-use", + "title": "Electro Graft Use", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5639, + "rule_id": "enemy", + "title": "Enemy", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana The opposite of Good Reputation, the character is particularly despised by a specific social group or organisation. The character suffers an additional –10 penalty to Fellowship Tests when dealing with this group. This Talent is cumulative with the Rival talent, for a total –20 penalty.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5640, + "rule_id": "energy-cache", + "title": "Energy Cache", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character has learned to focus the power stored within his Potentia Coil with greater efficiency. The character no longer gains Fatigue from using Luminen Charge, Luminen Shock, and Luminen Blast.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5641, + "rule_id": "enhanced-bionic-frame", + "title": "Enhanced Bionic Frame", + "content": "Prerequisites: Machinator Array The character’s already impressive bionic body structure is steadied by a gyro-array guided by a targeting system linked to the machine-spirit. The character gains the Auto-stabilised", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5642, + "rule_id": "exotic-weapon-training-1", + "title": "Exotic Weapon Training", + "content": "Talent Groups: Each exotic weapon The character is trained to use a particularly obscure type of weapon, allowing him to use armaments few others have ever seen. Weapons requiring this unique Talent are noted in their armoury descriptions. Weapon Skill or Ballistic Skill Tests used with a weapon that a character does not have training for suffer a –20 penalty. eye of Vengeance Prerequisites: Astartes Weapons Training, Ballistic Skill 50 The Battle-Brother can focus his intent on where it is likely to do most Damage to his enemy and then strike the target down with a single shot. The Battle-Brother may declare that he is using this Talent before he makes a single ranged attack. If the attack hits, it ignores an additional point of armour per Degree of Success. If a 10 is rolled for Damage, it automatically triggers Righteous Fury without the need for another Ballistic Skill Test (see Righteous Fury on page 245 in Chapter VIII: Combat). This Talent may not be used in conjunction with Blast weapons, Semi or Full-Auto Bursts, or Flame weapons. It may, however, be used in conjunction with accurate weapons and in conjunction with making Called Shots and taking Aim Actions. The pillars of The Imperium The Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility. In addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official architecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the organisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5643, + "rule_id": "organisation-description", + "title": "Organisation Description", + "content": "Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind. Adeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne. Adeptus Astartes The genetically enhanced, power armour-clad angels of death.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5644, + "rule_id": "telepathica", + "title": "Telepathica", + "content": "The organisation that trains and sanctions Imperial Psykers. Adeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines. Adepta Sororitas The female holy orders which include the Sisters of Battle. Adeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5645, + "rule_id": "astropaths", + "title": "Astropaths", + "content": "The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic communications. Chartist Captains The masters of spacecraft who voyage within the bounds of the Imperium. Ecclesiarchy The keepers of faith in the Emperor’s divinity. Imperial Guard The Imperium’s vast armies of men and women.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5646, + "rule_id": "imperial-navy", + "title": "Imperial Navy", + "content": "The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and persecute its wars in the darkness between stars. Inquisition The secretive protectors of the Emperor’s dominion. Navigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars. Officio Assassinorum The secret bringers of death. Planetary Defense Forces The military forces raised on planets to defend against invaders.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5647, + "rule_id": "rogue-trader", + "title": "Rogue Trader", + "content": "A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the Imperium with power unbound.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5648, + "rule_id": "schola-progenium", + "title": "Schola Progenium", + "content": "The schools that teach orphans of Imperial officials who have given their lives in the service of the Emperor. Scholastica Psykana The organisation that trains and sanctions Imperial Psykers.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5649, + "rule_id": "fearless", + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no longer commands the character’s actions. The character is immune to the effects of Fear and Pinning, but disengaging from combat or backing down from a fight requires a successful Willpower Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5650, + "rule_id": "feedback-screech", + "title": "feeDback screech", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can scramble his vox synthesizers, causing a hideous blast of noise that shocks and distracts others. All unprotected creatures within a 30-meter radius who have the ability to hear must make a Willpower Test or lose a Half Action on their next turn as they involuntarily react to the cacophonous shriek.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5651, + "rule_id": "ferric-lure", + "title": "ferric lure", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can cause an unsecured metal object within his field of vision to fly into his hand. The object may weigh up to 1 kilogram per point of the character’s Willpower Bonus, and must lie within 20 metres. Using this Talent requires a Full Action and a successful a Willpower Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5652, + "rule_id": "ferric-lure-1", + "title": "Ferric Lure", + "content": "The character can call an unsecured metal object to his hand as with Ferric Lure. The character may summon objects of up to 2 kilograms per point of Willpower Bonus, and the object may be up to 40 metres distant. The character must spend a Full Action and succeed on a Willpower Test to enact this rite.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5653, + "rule_id": "flame-weapon-training-1", + "title": "flaMe Weapon TraininG", + "content": "Talent Groups: Universal The sight of flaming streams of promethium brings joy to the Explorer’s heart and dread to his foes. He has mastered the art of a wide variety of flamer weapons. The Universal Talent group encompasses all non-Exotic weapons with the Flame special quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5654, + "rule_id": "flesh-render", + "title": "flesh renDer", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother has a taste for the massive damage that can be inflicted with chain weapons and other melee weapons that rip apart the flesh of their enemies. When inflicting Damage with a melee weapon that has the Tearing quality, the character rolls a single additional die for Damage and picks the highest roll. For weapons that inflict several dice worth of Damage, only a single additional die is rolled.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5655, + "rule_id": "example-7", + "title": "exaMple", + "content": "Averrus, a Deathwatch Assault Marine, attacks a Tyranid Hormagaunt with his chainsword. Because Averrus’ chainsword has the Tearing Quality, he benefits from his Flesh Render Talent.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5656, + "rule_id": "foresight", + "title": "foresiGhT", + "content": "Prerequisites: Intelligence 30 Logic and analysis do for the character what Tarot and the bones claim to do for the superstitious masses. By careful consideration of all the possible consequences, and examination of all evidence and information, the character can identify the best path for success. By spending 10 minutes studying or analysing a problem, the character gains a +10 bonus to his next Intelligence Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5657, + "rule_id": "frenzy", + "title": "frenzy", + "content": "The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fuelling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill and Intelligence. The character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, Stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Unless the character has a Talent that allows him to do so, he may not use Psychic Techniques whilst in Frenzy. Some beings are either permanently Frenzied or can Frenzy at will.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5658, + "rule_id": "furious-assault", + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35 The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, he may spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5659, + "rule_id": "prerequisites-fellowship-50-peer-of-that-group", + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana The character is well respected within a social group or organisation. The character gains an additional +10 bonus to Fellowship Tests when dealing with this group. This Talent is cumulative with Peer, for a total of a +20 bonus. This bonus also applies to Influence Tests when dealing with this particular group. The GM and player may agree to award this Talent when appropriate to the adventure or campaign.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5660, + "rule_id": "gun-blessing", + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine Utilising his sacred ability to subtly affect ferrous materials, the character may un-jam a number of weapons equal to his Intelligence Bonus, so long as they are within a 10-meter radius. A successful Intelligence Test indicates the character has appeased the spirits of the weapons. This blessing requires a Full Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5661, + "rule_id": "gunslinger", + "title": "GunslinGer", + "content": "Prerequisites: Ballistic Skill 40, Two-Weapon Wielder The character has trained with pistols for so long that they are like extensions of his own body, barely requiring conscious thought to aim and fire. When armed with two pistols, the character reduces the penalty for Two-Weapon Fighting by –10. If the character also possesses the Ambidextrous Talent, the penalty is reduced to 0.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5662, + "rule_id": "hammer-blow", + "title": "haMMer bloW", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother strikes a single blow with such focus and force that it breaks armour and pulps flesh as it strikes. When the Battle-Brother makes an All Out Attack manoeuvre to make a single melee attack, he may add half his Strength Bonus to the weapon’s Armour Penetration. The attack also counts as having the Shocking quality to represent the concussive force of the blow’s impact.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5663, + "rule_id": "hard-target", + "title": "harD TarGeT", + "content": "Prerequisites: Agility 40 Light on his feet, the character dodges and weaves as he moves, skills learned from long years in the line of fire. When the character performs a Charge or Run Action, opponents suffer a –20 penalty to Ballistic Skill Tests made to hit the character with a ranged weapon. This penalty continues until the start of the character’s next turn.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5664, + "rule_id": "hardy", + "title": "harDy", + "content": "Prerequisites: Toughness 40 The character’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injures, the character recovers Damage as if Lightly Damaged.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5688, + "rule_id": "luminen-charge", + "title": "Luminen Charge", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy mechanical elements and his mortal flesh, allowing the former to power the latter. With a successful Toughness Test, the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation. The difficulty of the Toughness Test varies depending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses this ability or gain a level of Fatigue. No matter the power bestowed upon the character by the Omnissiah, some systems are either too large or too alien for this Talent—the GM is the final judge.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5689, + "rule_id": "luminen-shock", + "title": "Luminen Shock", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through a network of inductors within his flesh. This allows the character to channel this energy into his blows. In close combat, a successful Weapon Skill Test or Grapple delivers the shock. The Luminen Shock inflicts 1d10+3 points of Energy Damage with the Shocking Quality. The character must pass a Toughness Test when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5690, + "rule_id": "machinator-array", + "title": "Machinator Array", + "content": "Prerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus so the Priesthood of Mars may bring him closer to the most holy of forms by adding an extensive machinator array to the character’s existing augmetics. The character’s Strength and Toughness Characteristics are increased by +10. Reduce the character’s Agility and Fellowship by –5. The character’s mass increases to three times that of a normal person, and the character may no longer stay afloat or swim in water or similar liquids. The character may mount a single pistol or close combat weapon on any Servo-Arm or Servo-Harness he possesses. The character must still have the proper Talent to use the mounted weapon.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5691, + "rule_id": "maglev-grace", + "title": "Maglev Grace", + "content": "Prerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his lower body, allowing him to hover just off the ground. Using a Half Action, the character may hover 20–30 centimetres off the ground for a number of minutes equal to 1d10 plus the character’s Toughness Bonus. The character must employ a Half Action each Round to maintaining the rite, and may use the other actions to move normally. The character may activate this rite to slow his rate of descent when falling, reducing all falling Damage to 1d10+3 Impact. Each use of Maglev Grace exhausts the power stored in the character’s Potentia Coil, and so this Talent cannot be reused until the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5692, + "rule_id": "maglev-transcendence", + "title": "Maglev Transcendence", + "content": "Prerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by lacing anti-grav coils through every portion of his body. Using a Half Action, the character may hover 20–30 centimetres off the ground for a number of minutes equal to 2d10 plus the character’s Toughness Bonus. The character must employ a Half Action each Round to concentrate on maintaining this rite, but any Move Action allows the character to move up to his running speed. The character can slow his rate of descent when falling so long as this rite is active when the character reaches the ground, taking no falling Damage. Each time the character enacts this rite, it drains 50% of the power stored in his Potentia Coil.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5693, + "rule_id": "marksman", + "title": "Marksman", + "content": "Prerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep crosshairs steady on any target, regardless of range. Distance is no protection against the character’s marksmanship, and he suffers no penalties for Ballistic Skill Tests at long or extended range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5694, + "rule_id": "master-chirurgeon", + "title": "Master Chirurgeon", + "content": "Prerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh with deft same mastery. The character’s exceptional education in use of the Narthecium, med-slate, and supplemental drugs give his patients an enormous advantage. The character gains a +10 bonus on all Medicae Tests. If treating a Heavily or Critically Damaged patient, a successful test heals 2 Wounds instead of 1. If the patient is in danger of losing a limb from a Critical Hit (see Chapter VIII: Combat), the character provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5695, + "rule_id": "critical-hit", + "title": "Critical Hit", + "content": "provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5696, + "rule_id": "very-hard-30", + "title": "Very Hard (–30)", + "content": "Ship’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5697, + "rule_id": "implants", + "title": "Implants", + "content": "The character’s knowledge of engines and their machine spirits surpasses all but the most venerable servants of the Machine-God. The character can almost feel the plasma pulsing through a reactor’s conduits as if it were his own veins. The character may spend a Fate Point for automatic success on a Tech Use Test for enhancement, repair, or upgrade of a machine’s system, taking the minimum amount of time possible on the task.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5698, + "rule_id": "master-orator", + "title": "Master Orator", + "content": "Prerequisites: Fellowship 30\nThe character has learned the techniques required to influence large audiences. The character’s Fellowship Tests and Fellowship-based Skill Tests affect 10 times the normal number of targets.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5699, + "rule_id": "mechadendrite-use-1", + "title": "Mechadendrite Use", + "content": "Prerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite, this Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged or close combat weapons, and have the supplemental support and strength necessary for combat. Servo-Arms and the Servo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical, and countless others, these Mechadendrites generally require less hardy mountings, but all interface with the Cyber Mantle in a similar manner.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5700, + "rule_id": "meditation", + "title": "Meditation", + "content": "The character has mastered his body and its reactions by the practice of meditative techniques, shutting down unnecessary functions that enables him to refresh both body and mind. Success on a Willpower Test and 10 minutes without interruptions removes one level of Fatigue.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5701, + "rule_id": "melee-weapon-training", + "title": "Melee Weapon Training", + "content": "Talent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand weaponry, becoming proficient in the use of virtually all hand-held close combat arms. The “Universal” group includes the Primitive, Chain, Shock and Power groups. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5702, + "rule_id": "mental-rage", + "title": "Mental Rage", + "content": "Prerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp, allowing the character to use its power with little conscious thought. While in a Frenzied state, the character may use his Psychic Powers normally.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5703, + "rule_id": "mighty-shot", + "title": "Mighty Shot", + "content": "Prerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and material, and has the skill to ensure that his shots land exactly where they do the most damage. The character adds +2 to Damage inflicted with a ranged weapon.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5704, + "rule_id": "mimic", + "title": "Mimic", + "content": "Vox synthesisers, training, or innate abilities allow the character to accurately mimic the voice of another. The character must study the voice patterns of his intended target for at least one hour for proper imitation, and speak the same language. The character cannot accurately copy the voice of a xenos due to the difference in physiology and the subtle complexities of most alien languages. Listeners must succeed on a Difficult (–10) Scrutiny Test to penetrate the deception. If the character’s study used vox recordings or comm-link conversations rather than in-person observation, the Difficulty of the Scrutiny Test is reduced to Challenging (+0). The character’s deception automatically fails if the listener can clearly see him.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5705, + "rule_id": "nerves-of-steel", + "title": "Nerves of Steel", + "content": "Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5706, + "rule_id": "orthoproxy", + "title": "Orthoproxy", + "content": "A liturgical circuit has been implanted within the character’s skull, allowing him to focus on the prayers recited by the proxy unit when the character’s mental fortitude is in peril. The character receives a +20 bonus to Willpower Tests made to resist mind control or interrogation.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5707, + "rule_id": "paranoia", + "title": "Paranoia", + "content": "The character knows that danger lurks behind every corner and knows the galaxy will hit him as soon as he lets his guard down. The character gains a +2 bonus on Initiative rolls, and the GM may secretly test using the character’s Perception to notice hidden threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5748, + "rule_id": "halve-the-result-rounding-up", + "title": "halve the result (rounding up).", + "content": "Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5749, + "rule_id": "two-weapon-wielder-melee-and-two-weapon-wielder-ballistic-if-he-wishes-to-use-a-gun-and-hand-weapon-with-this-talent", + "title": "Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) if he wishes to use a gun and hand weapon with this Talent.", + "content": "", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5750, + "rule_id": "warrior", + "title": "Warrior", + "content": "The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5751, + "rule_id": "unarmed-warrior", + "title": "unarmed Warrior", + "content": "Prerequisites: Weapons Skill 35, Agility 35 Due to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on page 245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5752, + "rule_id": "unbowed-and-unbroken", + "title": "unbowed and unbroken", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40 The Battle-Brother is a source of inspiration to those around him; when all seems lost, he stands defiant and by his deeds raises the warrior spirits of his comrades. If the squad has suffered Cohesion Damage caused by the enemy in the present or previous Round, the Battle-Brother may declare that his next Action is an act to demonstrate that the squad is unbowed and unbroken. His next Action may be one of the following: a ranged attack against the enemy, a melee attack", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5753, + "rule_id": "against-the-enemy-or-a-challenging-0-fellowship-test-that-represents-a-roar-of-defiance-or-exhortation-to-heroism-if-the-test-involved-in-the-action-the-attack-roll-or-fellowship-test-succeeds-then-the-battle-brother-and-those-within-support-range-of-him-regain-all-of-the-cohesion-they-lost-to-cohesion-damage-in-this-or-the-last-round", + "title": "against the enemy, or a Challenging (+0) Fellowship Test that represents a roar of defiance or exhortation to heroism. If the test involved in the Action (the attack roll or Fellowship Test) succeeds, then the Battle-Brother and those within Support Range of him regain all of the Cohesion they lost to Cohesion damage in this or the last round.", + "content": "", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5754, + "rule_id": "unshakeable-faith", + "title": "unshakeable faith", + "content": "The character’s confidence in the Emperor is so strong that the character can face any danger. The character may re-roll any failed Willpower Tests to avoid the effects of Fear (see page 276).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5755, + "rule_id": "warp-affinity", + "title": "Warp affinity", + "content": "Prerequisites: Psy Rating The character has a special connection to the warp, allowing him to sense and avoid its less desirable effects as he channels its power. The character may not select this Talent if he has undergone the Rite of Sanctioning. When rolling for Psychic Phenomenon, the character may discard the die roll, gaining 1d5 Corruption Points, and then re-roll with no modifiers.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5756, + "rule_id": "warp-conduit", + "title": "Warp conduit", + "content": "Prerequisites: Psy Rating, Strong Minded, Willpower 50 The sheer power of the character’s mind allows him to channel vast amounts of warp energy. When pushing, the character may add +1 to his Psy Rating and subtract –10 on any resultant Psychic Phenomenon rolls.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5757, + "rule_id": "warp-sense", + "title": "Warp sense", + "content": "Prerequisites: Psy Rating, Psyniscience Skill, Perception 30 The character’s senses have evolved to perceive the warp in parallel with the physical world, though it requires some concentration to do so. After gaining this Talent, using the Psyniscience Skill requires a Half Action instead of a Full Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5758, + "rule_id": "traits-1", + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are found in their blood, in the bones, and in their indomitable spirit. With such weapons, how can we fail to conquer?” –attributed to Lord Solar Macharius", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5759, + "rule_id": "amorphous", + "title": "Amorphous", + "content": "An amorphous creature has a malleable form, capable of squeezing its body or expanding it. It can change size by one step in either direction, though doing so does not change its speed. Creatures with this trait determine their movement", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5760, + "rule_id": "rates-using-one-half-their-agility-bonus-rounding-up", + "title": "rates using one-half their Agility Bonus (rounding up).", + "content": "Amorphous creatures are often missing senses and so rely on the Unnatural Senses Trait to perceive their surroundings.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5761, + "rule_id": "armour-plating", + "title": "Armour Plating", + "content": "The creature is encased in armour plating, increasing its Armour Points by 2 to all locations. Auto-Stabilised The creature always counts as braced when firing heavy weapons and may fire on semi- or full-automatic as a Half Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5762, + "rule_id": "bestial", + "title": "Bestial", + "content": "A creature with this trait is animalistic, tending to behave instinctively rather than rationally. No matter how high its Intelligence score is, it is still bestial. A creature with this trait never needs to make a Survival Test whilst in its natural habitat. Unless starving or desperate, a bestial creature must make a Willpower Test when frightened, startled or injured. On a failed test, the creature flees.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5763, + "rule_id": "blind", + "title": "Blind", + "content": "Blind creatures automatically fail all tests based on vision and automatically fail all Ballistic Skill Tests. Such creatures take a –30 penalty to Weapon Skill Tests and most other tests that ordinarily involve or are benefited by vision.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5764, + "rule_id": "blood-soaked-tide-horde", + "title": "Blood Soaked Tide (Horde)", + "content": "The horde with this trait is teetering on the brink of madness. These bloodthirsty madmen thrive on the slaughter of battle. When the horde fails a Willpower test to avoid being broken, or would have broken automatically (see Breaking a Horde on page 360 in this chapter), it is not broken, but instead gains the Fearless and Frenzy Talents.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5765, + "rule_id": "brutal-charge", + "title": "Brutal Charge", + "content": "A creature with this trait deals an extra 3 points of damage when it charges in the same round. A horde with this trait does an additional 1d10 damage when it charges in the same round.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5766, + "rule_id": "burrower", + "title": "Burrower", + "content": "A creature with this trait can move through solid objects by burrowing through them. This trait always includes a number to indicate speed. Such creatures can burrow through soil, rock, sand, and so on, though some (expressed in the creature‘s entry) can burrow through metal. When a creature burrows, it leaves behind a tunnel. Creatures of one size smaller than the creature that created the tunnel can enter these areas without impediment. There is a 50% chance each round that the tunnel collapses behind the creature.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5767, + "rule_id": "crawler", + "title": "Crawler", + "content": "Worms, serpents, and similar creatures crawl and slither rather than walk. The base move for a creature with this trait is half its Agility Bonus, but it does not take penalties for moving over difficult terrain.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5768, + "rule_id": "daemonic", + "title": "Daemonic", + "content": "Daemonic creatures are creatures of the Warp, but can manifest in realspace either through sheer strength of will, hunger, or occult rituals. Creatures with this trait multiply their Toughness Bonus against all damage by the number indicated in parentheses after the trait in the same manner", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5769, + "rule_id": "as-an-unnatural-characteristic", + "title": "as an Unnatural Characteristic", + "content": "this trait stack with the effects of the Unnatural Characteristic trait. The effects of this trait are ignored for damage inflicted by force weapons, psychic powers, holy attacks, or other creatures with this trait. Daemonic creatures are also immune to poison and disease.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5770, + "rule_id": "dark-sight", + "title": "Dark Sight", + "content": "A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5771, + "rule_id": "disciplined-horde", + "title": "Disciplined (Horde)", + "content": "The horde is made up of hardened and well-disciplined troops who do not break and flee even after having sustained terrible", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5772, + "rule_id": "fear-variable", + "title": "Fear (Variable)", + "content": "A creature with this trait has an unnerving appearance. The fear of", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5773, + "rule_id": "it-always-has-an-associated-rating-1-4-to-reflect-just-how-awful", + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on Space Marines.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5774, + "rule_id": "trait-description", + "title": "Trait Description", + "content": "Amorphous Creature is a blob, and slow. Armour Plating Increase Armour Points by 2. Auto-stabilised Always counts as braced. Bestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight. Blind Cannot see. Blood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking. Brutal Charge +3 damage on a charge. Burrower Move by digging. Crawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain. Daemonic Double TB against normal weapons, immune to disease and poison. Dark Sight See in darkness. Disciplined A horde is resistant to breaking. Fighting Withdrawal A horde that breaks moves back in good order. Fire Drill A horde gains an extra ranged attack. Fear Forces others to make Fear Tests to avoid Shock and Madness. Flyer Fly and enter any altitude. From Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers. Hoverer Fly and enter the hover altitude. Improved Natural Weapons Creature’s Natural Weapons are no longer Primitive. Incorporeal Creature can become insubstantial. Instinctive Behaviour Creature has a set of reactions to stimuli. Machine Creature gains immunities and resistances.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5775, + "rule_id": "multiple-arms", + "title": "Multiple Arms", + "content": "Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving movement.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5776, + "rule_id": "fighting-withdrawal-horde", + "title": "Fighting Withdrawal (Horde)", + "content": "Though broken, the horde does not simply flee, but makes a fighting withdrawal that prevents its enemies from simply overwhelming it. When a Horde with this trait breaks, it does not flee moving at its Sprint rate of movement, but instead withdraws at any movement rate that is appropriate. The Horde will also continue to make ranged attacks as it withdraws.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5777, + "rule_id": "fire-drill-horde", + "title": "Fire Drill (Horde)", + "content": "The horde is made up of troops that are trained and drilled to fire in a deadly rhythm that soaks its enemy in fire. The horde with this trait may always make one additional ranged attack in addition to those it could normally make.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5778, + "rule_id": "flyer", + "title": "Flyer", + "content": "A creature with this trait has the natural ability to fly, whether with broad leathery wings, strange warp energies, or inflatable gas sacs. This trait always includes a number to indicate at what speeds it moves when it flies. For more details on flying, see Chapter VII: Playing the Game.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5779, + "rule_id": "from-beyond", + "title": "From Beyond", + "content": "The mind of a creature with this trait is beyond the petty frailties and precarious sanity of a mortal mind. It is immune to Fear, Pinning, Insanity Points, and psychic powers used to cloud, control, or delude its mind.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5780, + "rule_id": "improved-natural-weapons", + "title": "Improved Natural Weapons", + "content": "This creature’s attacks are powerful enough to crush plasteel or punch through armour. The creature gains all the benefits of the Natural Weapons Trait, except that its attacks do not count as Primitive.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5781, + "rule_id": "hoverer", + "title": "Hoverer", + "content": "Creatures with this trait have a limited capability for flight, flying no higher than 2 metres. As with the Flyer trait, this trait always includes a number to indicate speed. For more details on flying, see Chapter VII: Playing the Game.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5782, + "rule_id": "incorporeal", + "title": "Incorporeal", + "content": "Incorporeal creatures are insubstantial and weightless, able to pass through solid objects such as walls and weapons. An incorporeal creature gains a +30 bonus on Concealment Tests when hiding inside something. If it wishes, it may become completely silent, automatically passing any Silent Move Tests it is required to make. An incorporeal creature is also immune to normal weapons—they simply pass through its body as if it wasn’t there. Daemons, psychic powers, warp creatures, other incorporeal creatures, and opponents armed with force weapons may all injure an incorporeal creature normally. An incorporeal creature can’t normally affect the mortal world, and thus can’t damage non-incorporeal opponents unless it has a suitable special ability or talent. Creatures with the Incorporeal trait can damage other creatures with the Incorporeal trait normally. Certain devices can keep an incorporeal creature at bay, most notably the Gellar Field of a spaceship. Creatures with this trait cannot pass through such a field.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5783, + "rule_id": "instinctive-behaviour-tyranid", + "title": "Instinctive Behaviour (Tyranid)", + "content": "A Tyranid creature with this trait will be reduced to acting according to their instincts if they are separated from the controlling presence of the Hive Mind. In effect, this means that any encounter in which creatures with this trait are not accompanied by a Tyranid creature with the Synapse Creature trait (see page 135 in this chapter), they will behave in a particular way. The creature’s instinctive behaviour is noted in parenthesises and has the following effects: Feed: The creature’s instinct is to feed on flesh, blood, and bone and its hunger can never be sated. The creature will try to find and attack any living, biological, non-Tyranid creature and eat them. In this state, the creature gains the Fearless and Frenzy talents. The same applies to a Horde with this trait not under the influence of a synapse creature. Lurk: The creature’s instincts are to find shelter from attack, to hide and survive. It will try to flee and find shelter in whatever way the situation allows. In a starship, for example, it may scuttle into the ducting system. When confronted, the creature’s aim is to try to escape and will only attack if left no avenue for escape or in order to survive. If a Horde with this trait is not under the influence of a synapse creature, it will automatically break (see Breaking a Horde on page 360 of this chapter). Stalk: The creature’s instinct is to remain unseen, to find prey, slay it, feed, and then resume its hunt for others.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5784, + "rule_id": "breaks-see-breaking-a-horde-on-page-360-of-this-chapter", + "title": "breaks (see Breaking a Horde on page 360 of this chapter)", + "content": "with individual creatures scattering to find shadows from which to begin their hunt.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5785, + "rule_id": "machine", + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic materials and is generally more rigourous then fleshy folks. Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armour Points for each location. This number is indicated next to the trait.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5786, + "rule_id": "multiple-arms-1", + "title": "Multiple Arms", + "content": "This creature has more than one pair of arms. It increases its Toughness Characteristic by +10 and gains a +10 bonus on Strength Tests involving movement such as Climb and Swim. Finally, the creature may use the Multiple Attack action to gain two attacks on its turn. If the creature also has the Swift or Lightening Attack Talent, this trait increases the number of attacks they make with a multiple attack action by +1.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Skills/Rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5787, + "rule_id": "natural-armour", + "title": "Natural Armour", + "content": "This creature has a naturally tough hide or an exoskeleton, affording it some protection against attacks. This trait always includes a numeric value to indicate how many Armour Points the creature gains to all locations.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5788, + "rule_id": "natural-weapons", + "title": "Natural Weapons", + "content": "This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its foes. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot parry with its natural weapons, nor can it be disarmed—unless, of course, you hack off its limbs! Natural weapons always count as Primitive.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5789, + "rule_id": "overwhelming-horde", + "title": "Overwhelming (Horde)", + "content": "The creatures that make up the horde are capable of swarming over enemies and ripping them apart with a thousand cuts. The horde with this trait always rolls an extra 1d10 for damage caused by the horde in close combat as long as it has a magnitude equal to or greater than 20.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5790, + "rule_id": "mechanicus-implants-1", + "title": "Mechanicus Implants", + "content": "The character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is vessel for the following implants: Electro-graft - The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5791, + "rule_id": "electoo-inductors", + "title": "Electoo Inductors", + "content": "Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5792, + "rule_id": "respirator-unit", + "title": "Respirator Unit", + "content": "A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting the voice in a variety of ways.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5793, + "rule_id": "cyber-mantle", + "title": "Cyber-Mantle", + "content": "The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.”", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5794, + "rule_id": "potentia-coil", + "title": "Potentia Coil", + "content": "Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5795, + "rule_id": "cranial-circuitry", + "title": "Cranial Circuitry", + "content": "Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5796, + "rule_id": "phase", + "title": "Phase", + "content": "A creature with this trait can transform its body into an insubstantial state, passing ghost-like through solid objects or barriers of any sort. This trait functions exactly like the Incorporeal trait, except the creature may become solid or insubstantial by spending a Half Action. Phase carries additional limitations. A creature in a phased state cannot cross psychically charged barriers, holy wards, or energy fields designed to flux space or manipulate the warp such as a Gellar Field or a Void Shield.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5797, + "rule_id": "possession", + "title": "Possession", + "content": "Certain spirit-beings and denizens of the warp have the ability to possess mortal bodies. This is a far more insidious and damaging process than most forms of mental control, or even the power of the strongest psykers to ‘ware’ the bodies of others, as the very fabric of the assaulting warp being is merged with the victim’s living body on a fundamental level so as to allow it to remain in our reality. The mechanisms by which these possessions occur in the game are detailed below, although circumstance and the nature of the entity itself may vary. Note that Daemonhosts, being extraordinary powerful examples of deliberate, ritualistic possessions, designed to bind and control daemons in living vessels, are a special case and dealt with separately.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5798, + "rule_id": "the-possession-attack", + "title": "The Possession Attack", + "content": "The entity must be within a few metres of its intended victim and use a Full Action. The creature and target make Opposed Willpower Tests each round until either the entity or the victim achieve a total of five degrees of success over the other—this is cumulative over several rounds. If the entity wins, it successfully possesses its victim. If their victim wins, he has repelled the entity who may not attempt to possess him again for 24 hours. A repelled entity also takes 1d10 points of damage. The effects of possession: A possessing entity takes control utterly, binding itself to its victim, and is capable of commanding the body to function regardless of pain and injury, (and indeed might delight in damaging or altering it to suit its whims). The victim increases its Strength and Toughness Characteristics by 10 and gains 1d10 Wounds. The victim uses the possessing entity’s Intelligence, Perception, Willpower, and Fellowship, and uses the entity’s Psy Rating and powers in place of its own (if any). Likewise, the possessed creature uses any mind-related skills and talents had by the entity and loses its own. The entity may also attempt to recall memories and skills from its victim with a successful Intelligence Test. In the case of possession by daemon the victim has a good chance of becoming immediately mutated, and likely becomes further mutated the longer the possession continues.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5799, + "rule_id": "surviving-possession", + "title": "Surviving Possession", + "content": "Should the victim survive and the entity is cast out by exorcism or some other means, then the ordeal deals 2d10 points of permanent damage to the character’s Toughness and Willpower Characteristics. In addition, the victim gains 1d10 Insanity Points.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5800, + "rule_id": "quadruped", + "title": "Quadruped", + "content": "Quadrupeds are much quicker over a distance than their bipedal counterparts. To calculate their movement, double their Agility Bonus. This trait is intended to cover creatures with hind legs and forepaws. Creatures with more than four legs may gain this trait but they increase the Agility Bonus by 1 multiplier for every extra set of legs (six legs equals AB ×3, eight legs AB × 4, and so on).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5801, + "rule_id": "regeneration", + "title": "Regeneration", + "content": "Creatures with this trait heal very quickly. Each round, at the start of its turn, the creature tests Toughness to removes an amount of damage indicated in the parenthesis after the trait. It loses this trait when slain.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5802, + "rule_id": "shadow-in-the-warp-tyranid", + "title": "Shadow in The Warp (Tyranid)", + "content": "The Tyranid creature floods the warp around them with the all enveloping cloud of interference which is the signature of the Hive Mind. Any non-Tyranid psyker that attempts to use a psychic power within a range equal to the creature’s Willpower in metres suffer a –20 penalty to their tests to use psychic powers (see pages 185 in Chapter VI: Psychic Powers)", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5803, + "rule_id": "size", + "title": "Size", + "content": "Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous, Massive", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5804, + "rule_id": "massive", + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as shown on the following chart. Size affects movement and how easy or hard it is to strike that creature in combat. (When calculating movement, apply the size modifier first, and then other modifiers from other traits or talents.) For the purposes of comparison, a human is an average-sized creature. Table 4–4: Size Size Modifier Concealment Base Movement Miniscule –30 +30 Agility Bonus –3 Puny –20 +20 Agility Bonus –2 Scrawny –10 +10 Agility Bonus –1 Average 0 0 Agility Bonus Hulking +10 –10 Agility Bonus +1 Enormous +20 –20 Agility Bonus +2 Massive +30 –30 Agility Bonus +3", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5805, + "rule_id": "sonar-sense", + "title": "Sonar Sense", + "content": "A creature with this trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 metres. Other creatures within range, and that succeed on a Difficult (–10) Awareness Test, may detect the curious keening.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5806, + "rule_id": "soul-bound", + "title": "Soul-Bound", + "content": "The soul of this creature is bound to a higher purpose or being, in return for a measure of protection. When this trait is first gained, the entity to which the soul is bound must be decided. Many Imperial psykers, especially Astropaths, are soul-bound to the Emperor, for example, whereas Chaos Sorcerers may be bound to one of the ruinous powers. A soul-the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. Upon becoming soul-bound, a character must choose one of the following effects: 1d10 Insanity Points, the permanent loss of their sight, permanent loss of 1d10 from one Characteristic, or a random mutation. In addition, a soul-bound character is permanently indebted to the entity, which undoubtedly entails all manner of other duties and consequences.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5807, + "rule_id": "synapse-creature-tyranid", + "title": "Synapse Creature (Tyranid)", + "content": "A Tyranid creature with this trait is a node from which the controlling and unifying presence of the Hive Mind guides the actions of other Tyranids. The presence of a synapse creature in an encounter grants the Fearless talent to all other Tyranid creatures and also suppresses the effects of the Instinctive Behaviour Trait in those creatures that possess it (see page 132 in this chapter for more details). If an exact range for this effect is needed, it can be considered equal to the creature’s Willpower Bonus x10 metres.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5808, + "rule_id": "stampede", + "title": "Stampede", + "content": "Whenever a creature with this trait fails a Willpower Test, it automatically stampedes, charging in a straight line forwards for as far as possible, overrunning anything in its path until the source of danger is escaped or crushed under hoof, taking damage equal to the creature’s Natural Weapon damage (or 1d5+SB I if it doesn’t have one). One stampeding creature automatically causes all other creatures with this Trait within sight to stampede. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5809, + "rule_id": "strange-physiology", + "title": "sTranGe physioloGy", + "content": "A creature with this trait has an unusual, alien, or altogether bizarre anatomy. All hits count as Body hits and death results when damage equals or exceeds the creature’s Wounds.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5810, + "rule_id": "sturdy", + "title": "sTurDy", + "content": "Sturdy creatures are hard to move and thus gain a +20 bonus to tests made to resist grappling and uses of the Takedown Talent.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5811, + "rule_id": "toxic", + "title": "Toxic", + "content": "A creature with this trait is poisonous. The toxins might be delivered through the creature’s attacks, in which case a target hit by its natural weapons must make a Toughness Test. The toxins might instead be delivered by contact with the creature’s skin or by inhaling its stench, in which case a Toughness Test must be made upon coming into contact or proximity. A failed Toughness Test indicates the victim has been poisoned. A typical poison deals 1d10 points of damage, ignoring Armour Points. Variations, if present, are included in the creature’s description.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5812, + "rule_id": "tyranid", + "title": "TyraniD", + "content": "The creature is a species of Tyranid; the all consuming alien race ruled by the will of the Hive Mind that links and controls all Tyranids. Tyranids are immune to all of the effects of the following: pinning, mind-affecting Psychic Powers, warpand poisons, including the effects of weapons with the Toxic Quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5813, + "rule_id": "undying", + "title": "unDyinG", + "content": "This creature has a strange and ill understood physiology. It cannot be harmed by diseases, poisons, or toxic effects. It has no need to breathe and can survive unaided in a vacuum.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5814, + "rule_id": "unnatural-characteristic", + "title": "unnaTural characTerisTic", + "content": "One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8. The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5815, + "rule_id": "example-8", + "title": "exaMple", + "content": "A Space Marine with a 42 Strength would normally have a 4 Strength", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5816, + "rule_id": "is-8-4-x-2-8", + "title": "is 8 (4 x 2 = 8).", + "content": "It is important to note that the Power Armour strength bonus comes after this multiplication, so a Space Marine with a 42 Strength gains +20 from his Power Armour. While wearing his Power Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 = 8, +2 = 10). There’s also the Feat of Strength Solo Mode Ability (see page 216), which lets the Space Marine perform truly heroic feats using", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5817, + "rule_id": "his-superhuman-physique-this-increases-the-multiplier-by-1-to-x3", + "title": "his superhuman physique. This increases the multiplier by 1 (to x3),", + "content": "so a Space Marine with a Strength of 42 would then have a Strength", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5818, + "rule_id": "bonus-of-14-4-x-3-12-2-14-when-using-this-ability", + "title": "Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.", + "content": "During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5819, + "rule_id": "with-unnatural-strength-x2-uses-a-powerfist-which-doubles", + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again. When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5820, + "rule_id": "normal-to-a-maximum-of-30-for-example-the-archmagos", + "title": "normal (to a maximum of +30), For example: the Archmagos", + "content": "Voltaic has a Dark Age of Technology cortical implant giving", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5821, + "rule_id": "skill-normally-this-would-be-a-very-hard-30-test-but", + "title": "skill. Normally this would be a Very Hard (–30) Test, but", + "content": "thanks to his Unnatural Intelligence the Difficulty is reduced", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5822, + "rule_id": "by-two-stages-to-difficult-10-1-stage-for-2-and-1", + "title": "by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "content": "for ×3).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5823, + "rule_id": "degrees-of-success-and-the-thing-rolls-30-straight-success", + "title": "degrees of success) and the thing rolls 30 (straight success),", + "content": "unfortunately the thing adds +2 degrees of success because of", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5824, + "rule_id": "its-2-modifier-bringing-the-opposed-test-to-a-draw-this", + "title": "its (×2) modifier, bringing the Opposed Test to a draw. This", + "content": "translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5825, + "rule_id": "unnatural-senses", + "title": "unnaTural senses", + "content": "The creature can perceive its surroundings using senses other than sight or hearing, using special organs, fine hairs, or some other disturbing trait to make itself aware of what’s around it. This trait always includes a range, usually 15 metres.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5826, + "rule_id": "unnatural-speed", + "title": "unnaTural speeD", + "content": "The creature moves with incredible speed. For the purposes of determining movement, the creature doubles its Agility Bonus (after modifying AB from other traits and factors, specifically size).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5827, + "rule_id": "warp-instability", + "title": "Warp insTabiliTy", + "content": "Most warp-entities have a tenuous hold on our reality, often maintained only by horror and bloodshed, and may be disrupted if sufficient harm can be done to their manifested forms. If a creature with this trait takes damage and does not deal damage or Insanity Points on other creatures by the end of its next turn, it must make a Willpower Test. The creature takes 1 damage for failure, plus 1 damage for each degree of failure. If this would deal damage equal to or in excess of the creature’s Wounds, it is cast back into the warp.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5828, + "rule_id": "warp-weapon", + "title": "Warp Weapon", + "content": "Creatures with this trait have weapons that are partially insubstantial, able to ignore such mundane things as armour or cover. Natural weapons and attacks made by a creature with this trait ignore physical armour unless it is created from psychoactive materials or carries the holy quality. Force fields still work against these attacks normally.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5849, + "rule_id": "reload", + "title": "reload", + "content": "This is generally Half (for a Half Action) or Full (for a Full Action). Some weapons can take a number of Actions over several Rounds. The number of Rounds is given as a number; for example 2 Full means that reloading takes 2 Full Rounds. Special: Tells you if the weapon has any special Qualities such as creating a blast when fired or needing to recharge between shots.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5850, + "rule_id": "req-requisition", + "title": "Req (Requisition)", + "content": "The number of Requisition Points required to acquire a weapon from the armoury. Higher Requisition Point costs represent items that are more difficult to keep in supply and must be reserved for more challenging Missions. Items listed as N/A are not typically stocked in Watch Station armouries. Renown: The minimum Renown Rank required to Requisition the item. If no Rank is listed, then anyone may Requisition the item.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5851, + "rule_id": "astartes-weapons", + "title": "Astartes Weapons", + "content": "Just as the Space Marines are paragons apart from mankind, their weapons are likewise a class unto themselves. Many designs throughout the Imperium are simply the best attempts to mimic Astartes designs on a scale that a normal human can control. The original, unadulterated versions of their arms and equipment shame such replicas. Over millennia, a particular Chapter forge may have made their own adaptations to a design, just as a warrior may have left battle scars on a combat knife before it passed to his next Battle-Brother. However, the essentials of most weapon types (along with some rare weapons themselves) have been in service since the first Founding, and in the Imperium, ancient is better. Armoury entries that begin with “Astartes” designate an item that is designed specifically for use by Space Marines. Its size, weight, and potentially its technology base are different from outwardly similar models found in the hands of other organizations. These items are very difficult to obtain (and use) outside the Adeptus Astartes.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5852, + "rule_id": "qualities", + "title": "Qualities", + "content": "Some weapons possess special qualities to represent such things as special damage or unusual effects. The following are the most widely used weapon qualities:", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5853, + "rule_id": "accurate", + "title": "accurate", + "content": "Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action in addition to the bonus Aiming grants. When firing a single shot from a single Accurate Basic Weapon, if such an attack also uses the Aim action, it gains an extra 1d10 of damage for every two degrees of success to a maximum of two extra d10.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5854, + "rule_id": "balanced", + "title": "balanced", + "content": "Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5855, + "rule_id": "blast-x", + "title": "blast (x)", + "content": "Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5856, + "rule_id": "concussive", + "title": "concussive", + "content": "The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5857, + "rule_id": "defensive", + "title": "defensive", + "content": "A Defensive weapon, such as a shield, is intended for blocking and is therefore awkward when used to make attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to attack.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5858, + "rule_id": "devastating-x", + "title": "devastating (x)", + "content": "Either because of an unnatural psychological property or pure destructive power, a Devastating weapon shakes the confidence of a Squad struck by it. If the weapon hits, it does one additional point of Cohesion Damage regardless of Damage to Wounds, in addition to secondary effects on Cohesion from the hit’s Damage and other results. If the target is a Horde, it reduces its magnitude by a number equal to the number in parenthesis every time it is hit by this weapon.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5859, + "rule_id": "felling-x", + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5860, + "rule_id": "brother-argos-fires-his-bolter-loaded-with-vengeance-rounds-against", + "title": "Brother Argos fires his bolter (loaded with vengeance rounds) against", + "content": "a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness (x3), raising its Toughness Bonus from 5 to 15. The vengeance", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5861, + "rule_id": "flame", + "title": "flame", + "content": "Flame weapons project a cone of flame out to the Range of the weapon. Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires. The flame’s path is a cone-shaped area extending in a 30 degree arc from the firer out to the weapon’s Range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or catch on", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5862, + "rule_id": "haywire-x", + "title": "haywire (x)", + "content": "The weapon generates an electro-magnetic field that troubles the machine spirits of most technology. Everything within the field’s radius, indicated by the number in parenthesis, is affected. Roll on Table 5–4: Haywire Field Effects (with any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each round until it becomes Insignificant.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5863, + "rule_id": "overheats", + "title": "overheats", + "content": "Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with this Quality overheats on an attack roll of 91 or higher. When this happens, the wielder suffers energy damage equal to the weapon’s damage with a Penetration of 0 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if it was fired with two hands). The wielder may choose to avoid taking damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this Quality does not Jam, and any effect that would cause a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5864, + "rule_id": "power-field", + "title": "power field", + "content": "A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the wielder successfully uses this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attacker’s weapon. Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5865, + "rule_id": "primitive", + "title": "primitive", + "content": "Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons unless the armour also has the Primitive Quality. Non-Primitive armour doubles its AP before being reduced by Penetration.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5866, + "rule_id": "razor-sharp", + "title": "razor sharp", + "content": "The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon’s Penetration.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5867, + "rule_id": "recharge", + "title": "recharge", + "content": "Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect you can only fire the weapon every other round.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5868, + "rule_id": "roll-field-strength", + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5869, + "rule_id": "21-40", + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5870, + "rule_id": "41-60", + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5871, + "rule_id": "61-80", + "title": "61-80", + "content": "Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as per Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type. 81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5872, + "rule_id": "reliable", + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5873, + "rule_id": "sanctified", + "title": "sanctified", + "content": "Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures. All weapons with this special Quality must be either Exceptionally or Master-Crafted.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5874, + "rule_id": "scatter", + "title": "scatter", + "content": "The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank Range, every two degrees of success indicates another", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5875, + "rule_id": "hit-use-table-8-2-multiple-hits-on-page-239-however", + "title": "hit (use Table 8–2: Multiple Hits on page 239). However,", + "content": "at longer ranges this spread of small projectiles reduces its effectiveness. Double all Armour Points against hits from Scatter weapons at Long or Extreme Range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5876, + "rule_id": "shocking", + "title": "shocking", + "content": "Shocking weapons can stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon after Armour and Toughness Bonus must make a Toughness Test. He receives a +10 bonus for every Armour Point on the location hit. If he fails, he is Stunned for a number of Rounds equal to half the Damage he suffered.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5877, + "rule_id": "smoke", + "title": "smoke", + "content": "These weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5878, + "rule_id": "snare", + "title": "snare", + "content": "Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. An immobilised target can attempt to", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5879, + "rule_id": "burst-the-bonds-a-strength-test-or-wriggle-free-an-agility", + "title": "burst the bonds (a Strength Test) or wriggle free (an Agility", + "content": "Test) on his Turn. The target is considered helpless until he escapes.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5880, + "rule_id": "storm", + "title": "storm", + "content": "A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapon’s Full Automatic rate of fire).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5881, + "rule_id": "tearing", + "title": "tearing", + "content": "Tearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5882, + "rule_id": "toxic-1", + "title": "toxic", + "content": "Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5883, + "rule_id": "twin-linked", + "title": "twin-linked", + "content": "A Twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target. A weapon with the Twin-linked Quality gains a +20 bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weapon’s reload time is doubled.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5884, + "rule_id": "unbalanced", + "title": "unbalanced", + "content": "Heavy and difficult to ready after an attack, Unbalanced weapons impose a –10 penalty when used to Parry.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5885, + "rule_id": "unwieldy", + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5886, + "rule_id": "volatile", + "title": "volatile", + "content": "Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs automatically, dealing another 1d10 points of Damage. If the second roll results in 10, further Damage is possible (see Righteous Fury on page 245).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5887, + "rule_id": "bolt-weapons", + "title": "Bolt Weapons", + "content": "Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5 †", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5888, + "rule_id": "tearing-1", + "title": "Tearing", + "content": "17 15 Respected Astartes Combi†† Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5889, + "rule_id": "bolter", + "title": "Bolter", + "content": "Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected † For additional weapons beyond standard issue †† Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5909, + "rule_id": "situations-where-raw", + "title": "situations where raw", + "content": "takedown power is required against highly resilient or armoured enemies.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5910, + "rule_id": "astartes-plasma-pistol", + "title": "astaRtes plasma pistol", + "content": "Few pistols are deadlier than the plasma pistol, and many ranking Adeptus Astartes find them worth the trouble of acquiring and the risk of using for their sheer efficiency in eliminating foes at close range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5911, + "rule_id": "melta-weapons", + "title": "meltA WeApons", + "content": "Melta weapons emit devastatingly intense but short-ranged blasts of heat which can melt through almost any material. Most types of melta induce highly pressurised gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as the beam reduces the target to charred scraps or molten slag. Meltas are the premier anti-armour weapons, and few if any vehicles can withstand their power. Astartes melta weapons deal an extra 1d10 Damage to targets at Short Range or closer. To use the various classes of melta weapons, a character", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5912, + "rule_id": "astartes-infernus-pistol", + "title": "astaRtes infeRnus pistol", + "content": "The Infernus pistol represents specialised and ancient technology, almost impossible for even the Adeptus Astartes to recreate. Mere handfuls exist in any sector, and they are found only in the hands of Battle-Brothers who have proven themselves worthy of such a profoundly rare weapon. This is a favoured weapon of the Blood Angels Chapter.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5913, + "rule_id": "meltaguns-are-the-most", + "title": "Meltaguns are the most", + "content": "common form of melta weapon and are found in many Imperial forces. They are less prone to catastrophic", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5914, + "rule_id": "failure-than-plasma-guns", + "title": "failure than plasma guns", + "content": "and work best at shorter ranges. An ideal weapon for cutting through bulkheads or armour, the Deathwatch has no end of uses for it. The Vulkan-pattern uses a built-in fuel canister, but versions with a backpack attachment are also common.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5915, + "rule_id": "astartes-multi-melta-maxima", + "title": "astaRtes multi-melta (maxima", + "content": "The largest type of melta weapon is the multi-melta, and models not built for the Adeptus Astartes and their vehicles are rare. This huge weapon carries more fuel, fires at much longer ranges, and creates a larger blast area capable of vaporising several square metres at a time. It also generates much more heat than its smaller cousins, making proximity to the firer highly uncomfortable for those not insulated by power armour.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5916, + "rule_id": "flame-weapons-1", + "title": "FlAme WeApons", + "content": "As the name suggests, these weapons operate by firing gouts of flame at the target and are capable of smiting large swathes of small creatures. As such they are a favoured weapon on Missions in the Orpheus Salient where the Tyranid threat swarms. Flame weapons use a fuel generically referred to as promethium. On worlds of lower technology, this could be home-brewed concoctions or other chemicals, but Astartes weapons use only the most concentrated and refined formulas, achieving consistently superior results. Most models carry mono-propellant fuel which ignites via a small pilot flame at the tip of the barrel, though self-igniting models utilising binary hypergolic fuels are not unheard of. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard-pressed to put out the fire. Due to the exceptional grade of fuel, a victim caught on fire by an Astartes Flame Weapon takes an additional 4 points of damage per Round from being on fire. (For the full effects of fire, see page 260.)", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5917, + "rule_id": "astartes-flamer", + "title": "astaRtes flameR", + "content": "The flamer is an ideal weapon for flushing out enemies in cover and cleansing areas with purifying flame. The typical Adeptus Astartes model accepts fuel through a pressure seal that can attach to a backpack feed for longer uninterrupted usage or a smaller canister for quick refuelling in bursts.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5918, + "rule_id": "astartes-hand-flamer", + "title": "astaRtes hand flameR", + "content": "This hand-held flamer is still capable of unleashing large blasts of flame, but is good for only a few shots before the fuel canister must be switched out.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5919, + "rule_id": "astartes-heavy-flamer", + "title": "astaRtes heavy flameR", + "content": "While the size and weight of heavy flamers makes them an unpopular choice among many Imperial forces, these are hardly deterrents to a Space Marine in power armour. Terminator squads and many vehicles make frequent use of the large saturation area of heavy flamers. The twin nozzles produce huge gouts of fire, enough to purge the densest terrain of xenos.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5920, + "rule_id": "weapons-2", + "title": "WeApons", + "content": "Although slug-throwers are exceedingly plentiful across the Imperium, they find limited use among most Space Marine Chapters. Most alien races have their own versions as well, for both technology and manufacture are fairly simple.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5921, + "rule_id": "astartes-assault-cannon", + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring of rotating barrels that spray explosive shells at terrifying speed and velocity. This weapon’s incredible firepower can shred troops or vehicles even more efficiently than a heavy bolter, although its size and weight somewhat preclude manby commonly employing them on Terminators.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5922, + "rule_id": "astartes-shotgun", + "title": "astaRtes shotgun", + "content": "Most commonly encountered in Scout units, the shotgun is a solid and versatile weapon. While its lack of armour penetration does not make it a widely deployed choice with more senior Battle-Brothers, that same aspect is useful in situations where breaching bulkheads or damaging equipment is a concern. The wide shot spray also makes it effective against creatures and enemies in large numbers.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5923, + "rule_id": "autogun", + "title": "autogun", + "content": "Cheap and easy to produce, autoguns are a common weapon across the galaxy; even alien races acquire and use them or sometimes make their own equivalents. These rapid-firing automatic weapons use common solid low-calibre shells fed via standardized clips. Reliable, rugged, and easily stocked with ammunition, they are a mainstay on many a planet.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5924, + "rule_id": "autopistol", + "title": "autopistol", + "content": "Small but effective, autopistols are a favourite among many military veterans as a supplement for their standard lasgun. They have a faster rate of fire than most pistols, and can put down un-armoured targets in a single burst of shells.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5925, + "rule_id": "las-weapons-1", + "title": "lAs WeApons", + "content": "Laser or “las” weapons are by far the most numerous types of weapons found in the Imperium as they are the basic tool of the Imperial Guard’s countless soldiers. Their STC template is well known and their extreme ruggedness and ease of use makes them the perfect weapon for the Hammer of the Emperor. Las weapons can be found on almost any planet, even outside the Imperium and among many xenos tribes. Even with the Adeptus Astartes’ access to mankind’s most sophisticated weapons, they still use this staple technology to limited but devastating effect. Las weapons work by emitting short, sharp pulses of laser energy from high capacity fast-discharge generators, with a flash of light and a distinctive snap like the cracking of a whip as the trigger is pulled. Though they are produced in a multitude of styles and patterns depending on the home world of manufacture, most use a very common Departmento Munitorum sanctioned power pack. The liquid metal core of the pack stores vast amounts of energy, and can be recharged from standard power sources with a successful Tech-Use Test. In emergencies they can even be recharged by placing them in an open fire, though this diminishes the lifespan of the pack and increases its failure rate. To use the various classes of las weapons a character must", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5926, + "rule_id": "astartes-lascannon", + "title": "astaRtes lasCannon", + "content": "Las technology is generally of little interest to the Adeptus Astartes, who have access to more powerful weapons and do not answer to the Departmento Munitorum for their ammunition costs. The Lascannon is the exception. These guns use huge power packs that provide enough energy to punch holes in the thickest armour even at extreme ranges. Lascannons require separate power packs, which the Space Marines usually affix to their backpack generators.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5927, + "rule_id": "lasgun", + "title": "lasgun", + "content": "Produced in a multitude of different styles and patterns, the lasgun can be found on almost every world of the Imperium, where its robust design and dependability make it a favoured weapon of both the Emperor’s faithful and many of their foes.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5928, + "rule_id": "laspistol", + "title": "laspistol", + "content": "The laspistol is most commonly used by lower ranking Imperial officers and agents. On many worlds it is common for almost every member of society to be armed with one as a matter of course. Almost every Forge World has their own pattern and style, as the basic weapon is so simple that it allows a multitude of variations.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5929, + "rule_id": "grenades-and-missiles", + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across virtually all of the Emperor’s armies, from Imperial Guard conscripts to the Adeptus Astartes, whose versions of these explosives are no exception to their rule of superlative arms. The Deathwatch has access to an even wider range of grenade types, including rare and exotic projectiles only whispered of by common soldiers as the stuff of fables. All of the grenades listed here can either be thrown by hand or used in a grenade launcher. Missiles must be fired from a missile launcher.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5930, + "rule_id": "astartes-blind-grenade", + "title": "astaRtes blind grenade", + "content": "Blind grenades explode with a burst of dense dark grey smoke including IR bafflers and broad-band EM spectrum chaff, all designed to block eyesight and even advanced visual detection. The effect is short-lived, but while it lasts provides excellent cover for advancing forces. The effects of this grenade last for 1d10 Rounds (shorter in conditions such as prevailing winds or industrial ventilation).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5931, + "rule_id": "the-adeptus-astartes-fill-their-large-fragmentation-or-frag", + "title": "The Adeptus Astartes fill their large fragmentation (or frag)", + "content": "grenades and missiles with powerful explosives and aerodynamic metallic shards. The high velocity shrapnel created when they detonate is deadly against common infantry.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5932, + "rule_id": "missiles", + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out enemies entrenched behind cover. These projectiles contain slow-burning promethium distillate that ignites when the grenade explodes. Any target within the Blast radius must succeed on an Agility Test or catch fire. Furthermore, the area remains on fire for another 1d5 Rounds as the promethium continues to burn. Anyone remaining within that area must continue to take Agility Tests or catch fire until the flames die.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5936, + "rule_id": "astartes-nova-grenade", + "title": "astaRtes nova grenade", + "content": "Photo-visors and similar ocular protection are common among the Deathwatch’s foes. This more powerful version of a flash grenade was designed to overpower standard input filtering. Each sphere contains a minute amount of plasma suspended in carbon gas. When ignited, the resulting fusion is similar to the effect of a collapsing star, and the emitted light achieves an extreme absolute magnitude. However, the ability to thwart auto-senses is a double-edged sword for Battle-Brothers, and nova grenades must be strategically utilised lest they blind their own forces. In addition to taking damage from the shock wave, anyone within the Blast radius must make a Very Hard", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5939, + "rule_id": "astartes-plasma-grenade", + "title": "astaRtes plasma grenade", + "content": "These highly lethal grenades use a deliberate plasma containment failure, erupting into blasts of white-hot energy. The dense plasma core of an Astartes plasma grenade is not fully consumed in the initial explosion and leaves a glowing, energized orb that continues to sear the area like a miniature sun. This tiny stellar body continues to do the plasma grenade’s full damage to the Blast area for an additional 1d5 Rounds after the Round it detonated.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5940, + "rule_id": "astartes-plasma-missile", + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma missiles can easily turn enemy troops into a smoking crater. Indeed, a Battle-Brother must take care when firing one of these dangerous weapons that his own Kill-team is sufficiently out of harm’s way. Plasma missiles have the same continuing effect as a plasma grenade. In addition, they pose an additional threat to vehicles. The plasma core can become fused with the hull, leaving no escape. If a plasma missile attack on a vehicle scores 4 or more degrees of success, the Blast radius becomes centred on the vehicle rather than a stationary point.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "missiles", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5941, + "rule_id": "astartes-stasis-grenade", + "title": "astaRtes stasis grenade", + "content": "Stasis fields are used throughout the Imperium to hold time at bay, essentially trapping whatever is inside them in a single moment. Uses run from mundane food storage to the preservation of the Ultramarine’s Primarch. A stasis grenade is simply an impactused to temporarily neutralize a threat. To call a stasis grenade rare and dangerous is a grave understatement. One may occasionally be distributed along with the general Requisition Points for a Mission if the Watch Captain deems necessary, but a stasis grenade may never be Requisitioned through the usual means. The grenade generates a stasis field with a radius of two metres; it lasts for 1d5 rounds (which the GM should roll and reveal only when it expires). Everything inside this bubble is cut off from the normal flow of time. Anyone and anything", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5943, + "rule_id": "astartes-stun-grenade", + "title": "astaRtes stun grenade", + "content": "Stun grenades use a combination of a loud explosive and a flash of light to momentarily incapacitate targets without causing lasting injury before an assault is launched, making them an excellent opener in non-lethal engagements. Anyone caught in a stun grenade’s blast must pass a Challenging (+0) Toughness Test or become Stunned for 1d10 rounds. Photo-visors and sealed armour provide a +20 bonus to this Test, while input filtering renders one completely immune.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5944, + "rule_id": "emp-grenade", + "title": "emp grenade", + "content": "A rare example of xenos technology employed in limited capacity by the Deathwatch, the exact form of such a grenade varies with its origin. The function of an EMP grenade is to generate a field of electro-magnetic static that interferes with most technology and generally causes machine spirits to malfunction. There are many appellations for this weapon: EMP, Haywire, Scrambler, and it takes many shapes including those found with the Tau and the Eldar.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5945, + "rule_id": "photon-flash-grenade", + "title": "photon flash grenade", + "content": "Photon flash or simply flash grenades detonate in a sudden and brilliant flare, blinding anyone nearby and overloading many common vision protection systems such as visors. Those caught without high quality eye protection are usually left blinded and defenceless. Anyone within 15 metres of a photon flash grenade when it detonates must succeed on a Toughness Test or be blinded for 1d5 Rounds.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5949, + "rule_id": "vortex-grenade", + "title": "vortex grenade", + "content": "This dreaded example of lost technology tears open the very fabric of reality, creating a rift into the warp. Needless to say, the results of such a desperate action are highly unpredictable and almost as likely to backfire on he who used it. For all the nightmarish stories of daemons crawling through the breach, and vortexes that still re-appear like phantoms on old battlefields, there is no better way to ensure a threat is utterly destroyed than to see it sucked into the immaterium. The secrets of vortex grenades are jealously guarded by the Adeptus Mechanicus, and some question whether Forge Worlds capable of their manufacture still exist. Certainly, their supply in the Adeptus Astartes seems ever-dwindling, and it is a dire threat indeed that warrants their precious and perilous expenditure. Like stasis grenades, a single grenade may only be allotted at the Watch Captain’s option. The vortex grenade has a radius of 3 metres. Anyone within this area can spend his Reaction to attempt to Dodge out of it before the rift fully forms (see Dodging Area Effects on page 238). Those who fail, along with everything else in the area, are dragged into the warp, never to be seen again. Each Round, the capricious vortex winks in and out of existence. It has a 50% chance of closing permanently when this happens. Otherwise, it reappears 2d10 metres in a random direction from its last manifestation—see the Scatter Diagram on page 248.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "grenades", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5990, + "rule_id": "fire-selector", + "title": "fiRe seleCtoR", + "content": "A staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5991, + "rule_id": "solid-projectile-basic-weapons", + "title": "Solid Projectile Basic weapons", + "content": "dipole mag-loCk For warriors in power armour, mag-locks are as common as holsters for securing weapons. The typical mag-lock consists of strong electromagnets near a suit of power armour’s surface, and mirrored magnets on the weapon to be attached. A dipole mag-lock can reverse its magnetic field to literally propel the weapon into the wielder’s hand. This is typically accomplished by embedding small proximity triggers in the glove of the weapon hand that cause the magnet to reverse polarity when brought near it. However, versions using verbal and more sophisticated somatic cues also exist. A dipole mag-lock grants the Quick Draw Talent for the upgraded weapon. If the character already has Quick Draw, he may draw his weapon as part of a Parry, allowing him to go from unarmed to deflecting an enemy blade with his own in the blink of an eye.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5992, + "rule_id": "motion-predictor", + "title": "motion pRediCtoR", + "content": "A complex target-tracking cogitator in this device activates once the user has sighted the desired target. The Predictor then tracks the target, and when the trigger is pulled chases the target with all the rounds in a clip in one long burst. A Motion Predictor adds a +10 bonus to Ballistic Skill Tests but only functions when the weapon is fired on semi-automatic or fully automatic mode.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5993, + "rule_id": "preysense-sight", + "title": "pReysense sight", + "content": "This is a weapon sight that shows thermal images and reveals the hiding places of enemies who lurk in the darkness. A character using a preysense sight suffers no penalties due to darkness and gains a +20 bonus to vision based Perception Tests at night.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5994, + "rule_id": "silencer", + "title": "silenCeR", + "content": "Silencers lower the noise from a weapon’s discharge, preventing detection of the shot. Awareness Tests to hear shots made with a silenced weapon suffer an additional –20 penalty and can only be attempted at half the normal distance.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5995, + "rule_id": "telescopic-sight", + "title": "telesCopiC sight", + "content": "Telescopic sights magnify the target’s image, making it easy to see. This is especially useful for long-range shots that need to hit a very specific target location. A weapon with a telescopic sight ignores penalties for long and extreme range as long as the shooter takes a Full Action to Aim.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5996, + "rule_id": "dragonfire-shells", + "title": "Dragonfire Shells", + "content": "Dragonfire shells replace their main explosive charge with an air-reactive concentrate. When the round detonates, the payload combusts in a burst of fire, offering area saturation comparable to a flamer. Effects: Decrease the weapon’s Damage by 2. Anyone within 2 metres of, and including, the target must succeed on an Agility Test or catch on fire. The firer may choose to target an object or specific area instead of an opponent. In this case", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5997, + "rule_id": "the-shot-is-routine-20-and-everyone-in-the-2-metre-radius", + "title": "The shot is Routine (+20), and everyone in the 2 metre radius", + "content": "must Test to avoid catching fire. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5998, + "rule_id": "hellfire-rounds", + "title": "Hellfire Rounds", + "content": "Originally designed to combat the Tyranid threat, hellfire rounds have a devastating effect on organic matter. Their cores are replaced with vials of mutagenic acid that eats through any living material with horrific speed. Effects: The weapon ignores Natural Armour and may inflict Righteous Fury on any damage die results of a 9 or 10. In addition, the weapon gains the Tearing Quality (if it did not already possess it). When used in a Heavy Bolter, it changes the weapon’s ROF to S/–/– and adds the Blast (3) Quality. When used against a Horde, Hellfire Rounds add one additional point of damage to the Horde’s Magnitude per hit. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 5999, + "rule_id": "implosion-shells", + "title": "Implosion Shells", + "content": "The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimal amount of antimatter; this creates a violently decompressing vacuum when exposed to matter. Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round’s force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim’s body from the inside out—enough to debilitate even a Space Marine. Effects: In addition to taking normal damage, a target who takes one or more points of Damage (after Armour and Toughness) from an implosion shell suffers 1d5 points of Agility Damage. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6000, + "rule_id": "kraken-rounds", + "title": "Kraken Rounds", + "content": "The superior propellants in kraken rounds provide increased range without sacrificing armour penetration, while their ultra-dense adamantine composition and improved explosive charge provide a final burst of force for puncturing the heaviest armours. Effects: The weapon’s Penetration increases to 8, and its Range increases by 50%. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6001, + "rule_id": "metal-storm-rounds", + "title": "Metal Storm Rounds", + "content": "Metal storm rounds are tipped with proximity triggers, causing them to detonate sooner than standard bolt shells and release their payload of explosive frag before fully penetrating the target. When employed in a bolter with a high rate of fire, they can decimate groups of lightly armoured enemies. Effects: The weapon’s Damage and Penetration are each reduced by 2, but it gains the Blast (2) Quality. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6002, + "rule_id": "stalker-rounds", + "title": "Stalker Rounds", + "content": "Stalker rounds were designed for sniping use in Stalker-pattern boltguns, and that is still where they achieve maximum efficacy. However, they may be used in other bolt weapons to reduce their report. A stalker round’s core is replaced with gas propellant and the mass-reactive explosive replaced with solid mercury. Effects: Awareness Tests to hear shots made with stalker rounds suffer an additional –30 penalty and can only be attempted at half the normal distance. Reduce the weapon’s Damage by 2. When used in a Stalker-pattern Boltgun, this damage penalty does not apply. Additionally in such a weapon, no Tests to detect the shot are possible (however, depending on the situation, the appropriate Opposed Skill Test may be required for the firer himself to remain hidden). Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6003, + "rule_id": "vengeance-rounds", + "title": "Vengeance Rounds", + "content": "Vengeance rounds were originally created to combat the Adeptus Astartes’ most bitter foe: Chaos Space Marines. Designed to breach power armour of Space Marine calibre, the core of each round contains a spark of unstable matter that creates a micro-fission explosion upon detonation. Each delicately engineered bolt is supremely effective at thwarting armour and eradicating even the most resilient target, but the technology needed to imbue a bolt shell with such power carries great risks.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6004, + "rule_id": "effects-the-weapon-gains-the-felling-1-quality-and", + "title": "Effects: The weapon gains the Felling (1) Quality, and", + "content": "its Penetration increases to 9. Vengeance rounds detonate prematurely on an attack roll of 91–100. When this happens, the firer suffers explosive damage equal to the weapon’s damage with a Penetration of 5 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if fired with two hands). This automatically causes the weapon to Jam, and happens too quickly to avoid the damage by dropping the weapon. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6005, + "rule_id": "witch-bolts", + "title": "Witch Bolts", + "content": "Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with warp-reductive compounds that disrupt a creature’s connection to the warp. Effects: In addition to taking normal Damage from the weapon, any creature with a Psy Rating who takes Damage from a witch bolt reduces its Psy Rating by 1 for 1d10 Rounds each time. During this time, the creature may not Push its Psychic Strength. Additionally, creatures with Warp Instability must immediately make a Willpower Test to check for disruption as described in the Trait. Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6006, + "rule_id": "stalker-rounds-1", + "title": "Stalker Rounds", + "content": "Stalker rounds were designed for sniping use in Stalker-pattern boltguns, and that is still where they achieve maximum efficacy. However, they may be used in other bolt weapons to reduce their report. A stalker round’s core is replaced with gas propellant and the mass-reactive explosive replaced with solid mercury. Effects: Awareness Tests to hear shots made with stalker rounds suffer an additional –30 penalty and can only be attempted at half the normal distance. Reduce the weapon’s Damage by 2. When used in a Stalker-pattern Boltgun, this damage penalty does not apply. Additionally in such a weapon, no Tests to detect the shot are possible (however, depending on the situation, the appropriate Opposed Skill Test may be required for the firer himself to remain hidden). Used With: All bolt weapons.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Special Issue Ammunition", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6027, + "rule_id": "famed", + "title": "Famed", + "content": "Primitive Armour Varies Varies Varies N/A N/A Carapace Armour All 6 15 N/A – Diagnostor Helmet Head 8 30 15 – Masking Screen – – +0.5 kg 25 Distinguished Flak Armour All 4 15 N/A – Artificer armour is not available on a per-mission basis; it must be obtained as Signature Gear. For Techmarines, the artificer armour Renown requirement is only Distinguished. This encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6028, + "rule_id": "armour-craftsmanship", + "title": "Armour Craftsmanship", + "content": "All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example, the Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the actual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while the flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of better manufacture uses the following modifiers. Exceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the armour increases its AP by 1. Master: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted armour weighs half the normal amount and increases AP by 1.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6029, + "rule_id": "flak-armour", + "title": "Flak Armour", + "content": "Relatively lightweight and cheap to produce, flak armour is one of the most common types of armour in the galaxy. It can be found protecting countless human factions and xenos species. It is also standard issue to the millions of Imperial Guard adding their names to the memorial of the fallen on Karlack. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. A great many foes in the Jericho Reach have dreaded weapons powerful enough to completely negate flak armour, but a guardsman who discovers the dark terrors absent from his Primer usually doesn’t live long enough to tell others. As long as the wearer is not on the target spot of the blast, Flak armour counts as AP 5 against weapons with the Blast Quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6030, + "rule_id": "force-fields", + "title": "Force Fields", + "content": "Astartes power armour comprises the highest quality ceramite and adamantite plating—the strongest protective materials the Imperium can produce. However, the armour-piercing claws of some xenos, and the assaults of their twisted weapons, call for better defences than any armour can provide. In these situations, the Adeptus Astartes utilise force fields, which provide protection of an altogether different level. Force fields are designed to deflect rather than merely absorb incoming attacks; this makes them capable of averting blows from even the most powerful weapons. Force field projectors are often small devices, easily fitted onto armour, shields, or weaponry. The technology to produce such powerful emanations from such tiny devices is also a highly guarded secret of the Adeptus Mechanicus, and virtually all force fields are centuries old, at least. The Adeptus Astartes and the Deathwatch are fortunate to have more than their fair share of these precious machines and carefully control their deployment.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6031, + "rule_id": "field-rules", + "title": "Field Rules", + "content": "A character may only benefit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is less than or equal to the field’s protection rating, the attack is nullified and has no effect on the protected character (although the attack may have an impact on the character’s surroundings or other nearby characters, such as weapons with the Blast Quality). Fields may also overload. Compare the result of the d100 roll to avoid damage to the field’s Overload Roll. If the result is less than or equal to the listed number, the field is overloaded and ceases to function until it is recharged or repaired (requiring a successful Very Hard (–30) Tech-Use Test). Most Common Astartes force fields overload on a roll of 01–10. Exceptional craftsmanship reduces that threshold to rolls below 05, while a Master-Crafted force field only overloads on a roll of 01.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6032, + "rule_id": "astartes-combat-shield", + "title": "Astartes Combat Shield", + "content": "A combat shield is a compromise between flexibility and defence, trading the stronger field and physical protection a storm shield’s size offers for a free hand. A combat shield straps to the arm, providing an able parrying tool as well as a smaller energy field. A combat shield is a Balanced weapon that does 1d5+1 Impact damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6033, + "rule_id": "astartes-storm-shield", + "title": "Astartes Storm Shield", + "content": "Storm shields are large and heavy shields that can house extensive webs of field generation circuitry in their thick plating. Its energy field can fend off bullets and blasts from afar, while the physical shield itself protects against melee attacks. A storm shield provides +4 Armour Points to the Arm wielding the shield and to the Body location. Storm Shields also have the Defensive Quality. It also reduces the time necessary for a Guarded Attack to a Half Action. If used to bash an enemy, a storm shield does 1d10 Impact damage but suffers a –20 penalty to the attack roll.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6034, + "rule_id": "protection", + "title": "Protection", + "content": "Rating Overload Roll Wt Req Renown Astartes Combat Shield 25 01–10 3 20 Distinguished Astartes Storm Shield 55 01–10 10 35 Distinguished Iron Halo 50 01 0.5 kg 40 Hero", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6035, + "rule_id": "iron-halo", + "title": "Iron Halo", + "content": "Exceedingly rare and reserved only for Battle-Brothers who have proven themselves time and again through exceptional deeds, the Iron Halo is as much a mark of valour as it is a protective device—a function which should not be understated. These devices radiate an energy field almost as powerful as a storm shield, while their typical design of a literal halo crowning the wearer’s head leaves his hands free for battle. An Iron Halo is always Master-Crafted.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6036, + "rule_id": "chapter-relics", + "title": "Chapter Relics", + "content": "On rare occasion a Chapter permanently contributes a relic of Chapter significance to the Deathwatch as a reaffirmation of their oaths. Other such items sometimes find their way into Deathwatch armouries when the Battle-Brother who owned it dies in service with his Mission unfulfilled. Even if many Deathwatch vaults did not protect their own contents through gene-coded locks, no Space Marine would be so crass as to use a relic sacred to another Chapter. These relics are only issued to Battle-Brothers of the same affiliation as the relic’s legacy. Armour of the Remorseless", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6037, + "rule_id": "crusader-black-templars", + "title": "Crusader (Black Templars)", + "content": "This artificer armour is one of a trinity crafted by the Black Templars. Each suit is gilded with detestations of the warp and said to have the blood of saints layered into the thousand-Pitiless Crusader and the Fearless Crusader remain with the Chapter, but one unit was tithed to the Deathwatch. In addition to the normal benefits of artificer armour, hexagrammic wards provide +20 to Tests made to resist psychic effects, and double the suit’s armour points against psychic or warp attacks that deal damage. It retains full armour value against attacks with the Warp Weapon effect. The Armour of the Remorseless Crusader also incorporates a Master-Crafted, Sanctified sword that can extend from the forearm.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6038, + "rule_id": "chalice-of-vision-blood-angels", + "title": "Chalice of Vision (Blood Angels)", + "content": "The shrouded motives of the Omega Vault revealed this ornate gold chalice the day Watch Captain Mordigael assumed his role as Master of the Vigil. Unknown hands engraved it with the image of Sanguinius’ final battle and set a reservoir of a ritual compounds in its base that releases when the cup is filled. The resulting draught can be used in the Rite of Vision, said to grant a Blood Angel the same almost prescient clarity their Primarch possessed. Bearers of the Chalice typically carry a flask of scarlet sacramental wine to use with the relic. Those who imbibe from the Chalice gain +10 to all WS, BS, and Skill Tests, and the Unnatural Perception Trait for 1 hour. Dire consequences exist for those who violate the strictures against performing the Rite of the Vision too often. At the GM’s discretion, those who drink from the Chalice may experience strange oracular visions that my reveal hints about the future.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6039, + "rule_id": "special", + "title": "Special", + "content": "25 50 Hero Skapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full Accurate, Tearing, Special 16 75 Hero", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6040, + "rule_id": "remorseless-crusader", + "title": "Remorseless Crusader", + "content": "(Sword Profile) Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero Chalice of Vision — — — — — — N/A — 5 70 Hero Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6041, + "rule_id": "blast-1-felling", + "title": "Blast(1), Felling", + "content": "(1), Volatile 7 70 Hero Frost Blade Melee — — 1d10+11 E 9 — N/A Balanced, Power Field, Tearing 10 60 Hero Helm of Varthion — — — — — — N/A — 18 70 Hero The Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6042, + "rule_id": "this-venerated-plasma-pistol", + "title": "This Venerated Plasma Pistol", + "content": "was recently left to the Deathwatch by Captain Raziel of the Dark Angels, who gave his life to hold a fortress on the edge of the Cellebos Warzone", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6043, + "rule_id": "against-chaos-sieges-until", + "title": "Against Chaos Sieges Until", + "content": "reinforcements arrived. Deathroar contains the power of a heavy weapon in its small casing. The super-heated air around the muzzle as the weapon discharges produces a unique sound reminiscent of predatory felines from which Deathroar derives its name. Firing Deathroar on Maximal setting does not cause the Overheats Quality.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6044, + "rule_id": "frost-blade-space-wolves", + "title": "Frost Blade (Space Wolves)", + "content": "Frost blades are master works from the Space Wolves’ Iron Priests—each incredibly rare and prestigious. The teeth of these icy chain weapons are always cut from nigh-unbreakable substances such as Kraken fangs or tempered diamond. The unique power fields enveloping frost blades have a distinct blue cast. A frost blade combines the best of a chain weapon and a power weapon, and adds +3 Damage when an attack from the weapon causes Critical Damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6045, + "rule_id": "helm-of-varthion-ultramarines", + "title": "Helm of Varthion (Ultramarines)", + "content": "Sergeant Varthion is a legend on Watch Fortress Erioch. Long before Warmaster Achilus ever dreamed of conquest through the Warp Gate, the Deathwatch kept vigil over it. In the fourth century of M41, Varthion and his squad destroyed a xenos warhost hundreds of times their number in defence of the Gate. Records conflict as to which side of the Gate originated the enemy assault, but accounts of the aftermath in the control structure are identical. They describe alien corpses of an aspect uncatalogued before or since, “in such volumes that Varthion’s squad stood atop them like Titans astride a demolished hive.” The Ultramarine Sergeant’s ancient helm contains the pinnacle of augury sensors and prophesier readouts. It grants +10 to all Attack rolls, and unerringly divines the enemy’s weakest point, granting a +3 bonus to the Penetration of any weapon wielded by the helm’s wearer. A dedicated cogitator bank also provides tactical recommendations based on thousands of years of compiled Ultramarines combat theory. This increases the wearer’s effective Rank by 1 for purposes of calculating Cohesion or for Ultramarines Chapter abilities in Solo Mode.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "gear", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6066, + "rule_id": "a-jump-pack-requires-the-pilot-personal-skill-to-operate-effectively", + "title": "A Jump Pack requires the Pilot (Personal) skill to operate effectively.", + "content": "An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle-Brother to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the end of his Turn. Alternatively, the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6067, + "rule_id": "astartes-magboots", + "title": "Astartes Magboots", + "content": "Astartes power armour can be upgraded to contain strong electromagnets built into the boot soles, allowing the wearer to adhere to metallic surfaces such as exterior hull plating. These magnets may be activated or de-activated at the beginning of the wearer’s Turn. Magboots reduce Agility Bonus (recalculate Movement accordingly) by half when used, but otherwise allow normal movement in low- or zero- gravity areas provided there is a suitable surface to walk upon. Standalone versions of Magboots can be found outside the Adeptus Astartes.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6068, + "rule_id": "astartes-psychic-hood", + "title": "Astartes Psychic Hood", + "content": "The arcane devices known as psychic hoods are lined with psiSome would say more importantly, they render the wearer capable of nullifying the effects that other psykers have on the warp nearby. A character equipped with a psychic hood may spend his Reaction to attempt to nullify a psychic technique being used by another psyker within a number of metres equal to the character’s Willpower. This attempt should be declared before the enemy psyker makes his Focus Power roll. The psychic hood’s wearer first makes a Focus Power (Willpower) Test. Every degree of success imposes a –10 penalty on the enemy’s Focus Power Test. Alternatively, the wearer may attempt to nullify the effects of a Psychic Technique on himself only, regardless of Range. To do this, the character", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6069, + "rule_id": "takes-a-focus-power-willpower-test-if-he-succeeds-he", + "title": "Takes a Focus Power (Willpower) Test. If he succeeds, he", + "content": "is unaffected by the Psychic Technique, but any other targets or areas are affected normally. A nullification Test may trigger psychic phenomena based on Psychic Strength as normal. Additionally, the psychic hood grants the wearer a +5 bonus to all Focus Power Tests, including nullification attempts.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6070, + "rule_id": "back-banner", + "title": "Back Banner", + "content": "A Battle-Brother is asked to leave his home Chapter allegiances and the majority of its heraldry behind when he joins the Deathwatch. However, that does not mean his squad is without honour, inspiration, or heroes, for devoting oneself to the grisly war against the alien is its own great reward. Back banners fly on ornate poles wrought with the Deathwatch symbol and icons of Imperial faith, mounted on a backpack power unit or rising from between the shoulder blades. These elaborate banners often tower as tall again as the Battle-Brother’s height itself, heralding the valour of the Emperor’s avenging angels to brother and foe alike. When the Kill-team’s leader spends a Fate Point to restore a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6072, + "rule_id": "astartes-harness-1", + "title": "Astartes Harness", + "content": "8 4 –", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6073, + "rule_id": "astartes-jump-pack", + "title": "Astartes Jump Pack", + "content": "50 15 –", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6074, + "rule_id": "astartes-magboots-1", + "title": "Astartes Magboots", + "content": "5 3 –", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6075, + "rule_id": "astartes-psychic-hood-1", + "title": "Astartes Psychic Hood", + "content": "15 25 Distinguished", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6076, + "rule_id": "back-banner-1", + "title": "Back Banner", + "content": "5 15 –", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6077, + "rule_id": "chrono", + "title": "ChRono", + "content": "Chronos are timepieces, which are dependable and simple to use. General models are usually hand-held or worn on the wrist, while Space Marines typically rely on the ones built into their armour.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6078, + "rule_id": "dilation-field", + "title": "Dilation Field", + "content": "Remnants of largely abandoned experiments with inverting stasis field technology, a few of these devices linger in the armouries of Jericho Reach. These small, unembellished boxes are similar in size to a force field projector, but rather than surrounding the user with a protective field, within their sphere of effect time seems to pass at a different rate. While this enables a Battle-Brother to react with unprecedented swiftness to the events around him, the sudden shift in his perceptions can be disorienting. A dilation field grants the owner the Unnatural Agility and Unnatural Speed Traits. Activating the field is a Ready Action with all effects (including any change to the character’s place in the Initiative Order) beginning at the start of the next Round. Dilation fields consume huge amounts of power, and once activated remain on for only 1d10 Rounds before requiring 1 hour to recharge. Furthermore, the character is at –10 WS and BS on the first Turn the field goes into effect, and the first Turn after the field’s effects end, as he adjusts his timing. The interactions between dilation fields and force fields can have disastrous consequences, and only one type of field should be activated at a time on a character.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6079, + "rule_id": "consumables", + "title": "Consumables", + "content": "Common combat drugs such as Slaught or Ghostfire Pollen would only serve to pollute the perfectly engineered Space Marines’ blood. However, chemical compounds have a place in their arsenal, primarily for use on enemies, but also in the specially formulated concentrates used to help an Adeptus Astartes shrug off debilitating injuries. Unless otherwise noted, all drugs listed here are Astartes-grade. They may be used on normal humans, but this", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6080, + "rule_id": "requires-a-routine-10-medicae-test-when-administered-to", + "title": "Requires a Routine (+10) Medicae Test when administered to", + "content": "correctly cut the dosage and avoid causing 1d5 levels of Fatigue and 1 Round of Stun in addition to the intended effect. Unless otherwise noted, the Requisition cost listed in Table 5–19: Drugs and Consumables is for a single unit or dose.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6081, + "rule_id": "de-tox", + "title": "De-tox", + "content": "A more powerful form of the anti-toxins found in Astartes power armour, this drug can negate the effects of most dangerous gases and toxins if administered quickly enough. A dose of de-tox immediately ends the ongoing effects, both positive and negative, of any drugs, toxins, or gases affecting the character (unless the effect states that de-tox is not effective against them) and renders him immune for another 1d10 Rounds. Given that natural Space Marine resilience protects him against many of the common chemicals that pose a threat to other beings, de-tox is manually administered to avoid unintended interruption of injector system effects.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6082, + "rule_id": "deadlock-toxin", + "title": "Deadlock (Toxin)", + "content": "This paralytic chemical causes the target’s muscles to seize, immobilising him for easy elimination or capture without rendering him unconscious. This toxin is most commonly found in the form of needler rounds. If the victim fails a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6083, + "rule_id": "difficult-10-toughness-test-he-suffers-1d10-temporary", + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure. If he reaches “0” Strength, he is completely paralysed and unable to act. This paralysis and Strength Damage wears off in 2d5 minutes, minus the victim’s Toughness Bonus (minimum 1 minute).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6084, + "rule_id": "delay-agent-toxin", + "title": "Delay Agent (Toxin)", + "content": "Not a toxin in and of itself, a delay agent encapsulates the molecules of drugs and poisons with a slowly decaying non-reactive microshell that allows the payload to take effect substantially after delivery. Any drug or toxin may be cut with a delay agent, causing it to take effect 1d5 hours after it is administered.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6085, + "rule_id": "genophage-toxin", + "title": "Genophage (Toxin)", + "content": "Lethally effective, every dose of genophage is tailored to attack the weaknesses in the molecular structure of a particular individual. As such, it may never be simply Requisitioned, and must always be custom made. Victims of genophage stand little chance of resisting the quick-acting enzymes that immediately shut down circulatory and respiratory functions. Genophage is so deadly that it only needs to make contact with its intended target to be effective. If used in weapon form, this means the attack must deal at least 1 point of Damage after AP, but does not need to overcome TB. If contact is made,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6086, + "rule_id": "the-target-must-pass-a-hard-20-toughness-test-failure", + "title": "The target must pass a Hard (–20) Toughness Test. Failure", + "content": "indicates he takes 1d10+5 impact Damage with no reduction", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6087, + "rule_id": "injector", + "title": "Injector", + "content": "Injectors carried by the Adeptus Astartes are usually hypocontact can be made. An injector can hold a single dose of", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6088, + "rule_id": "any-drug-or-toxin-which-a-character-may-administer-as-a", + "title": "Any drug (or toxin), which a character may administer as a", + "content": "Full Action. An injector may be used on an unwilling target through standard melee combat rules as though it were a weapon, but the injector itself deals no Damage and cannot penetrate armour.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6089, + "rule_id": "narthecium", + "title": "Narthecium", + "content": "The tool of an Apothecary’s trade, a narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s power armour. It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed. A narthecium grants a +20 Bonus to Medicae Tests made on a Space Marine patient. It also raises the Threshold at which the patient is considered Lightly Damaged to 3 times his Toughness Bonus, and doubles the amount of damage healed by first aid. A narthecium also holds ten doses of any one drug. The drug must be acquired separately.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6090, + "rule_id": "pain-suppressant", + "title": "pain suppressant", + "content": "The same chemical is found in most Astartes power armour injectors and allows a character to ignore Critical Effects for 1d10 Rounds. Additional doses are often carried in nartheciums, and may also be used in the Sacraments of Renewal to refill", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6091, + "rule_id": "repair-cement", + "title": "Repair Cement", + "content": "Repair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6092, + "rule_id": "resuscitex", + "title": "ResusCitex", + "content": "This stimm is intended to revive an unconscious comrade. It immediately wakes an unconscious character. If the character has taken Fatigue levels in excess of his Toughness Bonus, it reverts the level of Fatigue to a number equal to his TB. It has no effect on conscious characters suffering Fatigue levels equal to or less than their TB.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6093, + "rule_id": "sacred-unguents", + "title": "Sacred unguents", + "content": "Sacred unguents blessed by the Omnissiah are much sought after for their mystical properties when applied to machines.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6094, + "rule_id": "to-jamming-see-chapter-viii-combat-page-249-for-a", + "title": "to Jamming (see Chapter VIII: Combat, page 249) for a", + "content": "number of shots equal to its clip size. If the weapon is Jammed and the unguent is then applied, it immediately unjams, but there is no further effect.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6095, + "rule_id": "astartes-cluster-mines", + "title": "Astartes Cluster mines", + "content": "Cluster mines are designed not just for explosive power, but to avoid the enemy’s notice until he is blown into tiny bits. Cluster mines achieve this aim by packing triple-intensity fyceline or similarly potent explosives into dozens of micro-explosive nodules that are linked to a single trigger, typically a tripwire or pressure sensor. The networked explosives have a synergistic effect and produce a massive blast when detonated. A standard mine array covers two square metres; this can be increased by linking multiple mine arrays, but the area’s smallest dimension must not be less than one metre for the mines to have their full effect. Cluster mines are designed for even the relatively green Scout squads to plant without extensive training. When setting cluster mines, the character makes a Concealment Test, receiving a +20 bonus if he is also trained in Demolitions. Note the degrees of success, as any character about to pass through a mined area Opposes those successes with an Awareness Test. If the potential victim wins the contest, he may stop short to avoid the mines. If he fails, he and anyone else in the mined area take 4d10 X Damage with a Penetration of 4. A successful Demolitions Test while planting mines allows for more sophisticated trigger techniques such as time-delays. These booby traps are particularly effective when used to damage the vulnerable underside of most vehicles. Cluster mines double their Penetration to any vehicle in their area of effect.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6096, + "rule_id": "astartes-signum", + "title": "Astartes signum", + "content": "A signum is a sensorium and transmitter array that can be mounted on a Battle-Brother’s armour. It broadcasts enhanced tactical readings to all members of a Squad, allowing them to benefit from the targeting data. While a character equipped with a signum is in Squad Mode, all characters in Squad Mode receive a +5 bonus to Ballistic Skill Tests. If the equipped character spends a Full Action and succeeds on a Tech-Use Test, this bonus increases to +10 until the end of the next Round. The effects of multiple signums are not cumulative, but see the signum link below.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6097, + "rule_id": "astartes-signum-link", + "title": "Astartes signum link", + "content": "A signum is a useful tool alone, but by equipping the targeting systems of one or more squad members with a signum link, they can make optimal use of the signum’s readings to achieve unparalleled acts of teamwork by forming a web of their interconnected autosenses. This allows all participating members", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6098, + "rule_id": "astartes-targeter", + "title": "Astartes targeter", + "content": "The Space Marine version of a Targeter encompasses several sights connected to a guidance cogitator array that improves overall accuracy. Rather than being hard-wired to a specific weapon, the array fixes at the shoulder or backpack unit and links into the power armour’s general targeting systems, providing its benefits to all ranged weapons the user wields regardless of their Class. A Targeter combines the effects of a Red-Dot Laser Sight and Telescopic Sight. In addition, its sophisticated target-lock system makes evading a shot from a weapon guided by it extremely difficult. Attempts to Dodge ranged attacks from a character equipped with a Targeter suffer a –10 penalty.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6099, + "rule_id": "auspex-scanner", + "title": "auspex/scanner", + "content": "These devices are used to detect energy emissions, motion, and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6100, + "rule_id": "cartograph", + "title": "Cartograph", + "content": "This specialised data-slate accepts geographical and navigational information on a planet, either from existing data-banks or gathered by a ship’s Augur Arrays in orbit. Its geo-locator tracks the user’s planetary coordinates, enabling it to provide distance and bearing to any known location. This provides a +10 to all Navigation (Surface) Tests. It is also capable of storing detailed maps and schematics, which can be useful for objective approach planning. Many cartographs are also equipped with a small holo-projector that displays three-dimensional maps of its contents.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6101, + "rule_id": "codex-astartes", + "title": "Codex Astartes", + "content": "The entirety of the Codex Astartes fills immense librariums, but many Space Marines carry the heart of this sacred text into battle. Of course, interpretations of what passages form the core of the codex vary even more than the forms it has been transcribed into over the millennia since the Second Founding. From hand-copied tomes bound in etched leather to crystal-circuited datacrypts, the collected wisdom of Roboute Guilliman, the Primarch of the Ultramarines—and arguably the most celebrated war tactician the Imperium has ever seen—endures in forms uncounted. It is also the guiding doctrine for how most Chapters operate today. Many Battlepass a day without studying from this text.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6102, + "rule_id": "combi-tool", + "title": "Combi tool", + "content": "Commonly found in the hands of Techmarines, combi-tools are versatile, if somewhat bizarre, mechanical devices. They are spindled with small implements that interface, cut, solder, and anoint, granting a +10 bonus to Tech-Use Tests.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6103, + "rule_id": "data-slate", + "title": "Data Slate", + "content": "Data-slates are commonplace in the Imperium—the primary means of storing and reading printed text, schematics, and other media such as video (pict) or audio (vox) recordings. Models range from cheap, single purpose devices built to play only a certain recording, to sophisticated models that can reother devices.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6104, + "rule_id": "demolition-charge", + "title": "Demolition Charge", + "content": "A demolition charge is a simple explosive device, commonly used for blowing open doors, breaching bulkheads, and destroying infrastructure. The listed weight for a demolition charge represents 1 kg of explosives, though it is possible to rig charges together, thus increasing their destructive potential. When a demolition charge explodes, anyone (or anything) caught within its blast radius takes 3d10 Explosive Damage plus an additional 2 points of Damage for every kilogram used. The blast radius of the charge is 3 metres for each kilogram used. For setting and defusing explosives see the Demolition Skill in Chapter III: Skills, pages 97-98.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6105, + "rule_id": "elucidator", + "title": "Elucidator", + "content": "The Jericho Reach is rife with planets out of contact with the Imperium for thousands of years, pockets of humanity lost during the Age of Shadow or even before. During that time, their language may have diverged radically from Low Gothic. An elucidator is a hand-held device that can analyse speech or text, and translate it into a standard language and dialect (and vice versa). It is most useful in dealing with cultures whose languages have a basis in Low Gothic, requiring no Test to perform this function. However, a character with the Logic Skill may make", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6106, + "rule_id": "lamp-glow-globe", + "title": "lamp/ glow-globe", + "content": "These common devices can illuminate an area a dozen or more metres in diameter. A typical lamp lasts 1d5 hours before it needs to be recharged.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6107, + "rule_id": "locus-seeker", + "title": "Locus Seeker", + "content": "A locus seeker is actually a pair of devices. The smaller component, the locus caller, is a dull metal sphere only millimetres in diameter. The larger component is a small, translucent globe with a needle of identical metal suspended mysteriously inside. The needle, called the locus seeker, is usually carved in the shape of a grasping talon and reaches unerringly towards the caller, with no observed limits on its distance. Occasionally these globes have been unearthed with missing callers, and unlucky men have been sent to search for decades or even lifetimes to locate the other piece, so valuable is a completed locus seeker. Although difficult to come by, these devices can be invaluable for tracking suspicious ships, cargo, or individuals over not just planets, but sectors. Plotting a course towards the caller using the globe requires the appropriate Navigation Test with a Difficulty based on how much distance lies between the two. Hiding a locus caller on a person or object requires a Concealment Test, with the degrees of success noted for later Opposed Search Tests by any potential detectors. One may also embed a caller", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6108, + "rule_id": "magnoculars", + "title": "magnoCulaRs", + "content": "These are powerful vision aids that magnify distant objects. More advanced, high-quality magnoculars can also give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6109, + "rule_id": "melta-bomb", + "title": "melta bomb", + "content": "Melta bombs affix to their target with mag-adhesives designed to quickly adhere to metallic surfaces. They detonate with a powerful shaped charge of intense heat akin to a meltagun beam, and are ideal for destroying dangerous alien relics, vehicle hulls, and other heavily armoured targets. Melta bombs are typically unwieldy and not designed to be thrown, only placed in contact with their target material to ensure the charge explodes to maximum effect. When a melta bomb explodes it deals 6d10 E Damage to anything within 2 metres with a Penetration of 12. Anything surviving must pass an Agility Test or catch on fire.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6110, + "rule_id": "multikey", + "title": "multikey", + "content": "As it can open most standard Imperial locks, a multikey is reason for suspicion in the hands of a common citizen. For organisations like the Deathwatch they are indispensable, as it is considerably faster and quieter to infiltrate the enemy’s fortifications than to blast through them. A character with a multikey gains a +30 bonus to any Security Test when trying to open locks.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6111, + "rule_id": "pict-recorders-or-simply-picters-are-relatively-simple-live-media", + "title": "Pict recorders (or simply picters) are relatively simple live-media", + "content": "recording devices, and some have holographic capabilities. Most also allow for playback as well as recording, and some are even built into dedicated pict-servitors so they can capture important battles, weapon tests, alien interrogations, and other dangerous events. Psykers and Librarians often use these items to help them focus their powers. A psy-focus could be a book of meditations, a blessed icon, or a carved witch stave from the Battle-Brother’s homeworld. When a psyker with a Psy-focus makes an", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6112, + "rule_id": "reductor", + "title": "ReduCtoR", + "content": "Retrieval and storage of a fallen Battle-Brother’s gene-seed is so critical that Apothecaries carry a special tool for this operation. While a reductor is not required for Progenoid removal, it significantly reduces the time. This surgical implement fastens under the wrist. It includes a monomolecular saw for penetrating power armour and Ossmodula-enhanced rib cages, and a diamantine-tipped extractor drill.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6113, + "rule_id": "to-1-round-per-gland-2-for-a-full-recovery-although-generally", + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it can also be used as a melee weapon that does 1d10+2 R with a Penetration of 10. If used as a weapon, a reductor does not add the Battle-Brother’s SB to Damage; its design emphasises control and precision, but does not provide adequate leverage to take advantage of the wielder’s strength.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6114, + "rule_id": "restraints", + "title": "RestRaints", + "content": "Despite their designation, Kill-teams’ Mission objectives are far more varied than simple target elimination. Live capture may be the means to an end or the goal itself. Simple but effective, Deathwatch restraints size to most roughly human-shaped bodies and are strong enough to hold even a thrashing Ork.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6115, + "rule_id": "screamer", + "title": "sCReameR", + "content": "Screamers are proximity alarms that detect motion or sound—depending on the model—and alert their users to incoming dangers by making a horrendous noise. To use a screamer, you must succeed on a Tech-Use Test. The GM rolls this test in secret so you are not sure of whether or not the device will work properly. Once set, a screamer has a Perception of 75 for the purposes of detecting sound or motion. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to 1 kilometre and may also be set to broadcast over a pre-programmed vox channel. Doors, walls, and other barriers may reduce the alarm’s auditory range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6116, + "rule_id": "stummer", + "title": "stummeR", + "content": "The reverse of a screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving personnel in a small area. A character carrying an active stummer gains a +30 to Silent Move Tests. The device may also be used as a countermeasure against vox-bugs and other surveillance attempts. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged, a process that takes about 1 hour.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6117, + "rule_id": "teleport-homer", + "title": "telepoRt homeR", + "content": "These powerful signal transmitters allow ships equipped with a Teleportarium or similar technology to zero in on a person, object, or area. Teleport homers may be used to target points for squad deployment or to locate a moving individual who needs to be retrieved.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6118, + "rule_id": "short-range-voxes-like-those-in-power-armour-lack-the-range", + "title": "Short-range voxes (like those in power armour) lack the range", + "content": "to coordinate across an entire planet or reach spacecraft in orbit. A vox-caster can be used to send signals over great distances, up to and including ships in orbit from a planet’s surface. Using a vox-caster to receive or transmit signals through interference or other unusual conditions requires a successful Tech-Use Test with a Difficulty commensurate to the adversity of the conditions.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6119, + "rule_id": "cybernetics", + "title": "Cybernetics", + "content": "“This hand? Yes, it seems a fine instrument of vengeance. I trust it will help me repay the one who necessitated it in the first place.” –Brother Leonen of the Dark Angels, after losing an arm", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6120, + "rule_id": "operation-and-recovery-takes-2d10-tb-days-minimum-1", + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many Techmarines, who embrace the chance to become closer to the machine. A Techmarine may start with a Servo-Arm and one other Common craftsmanship cybernetic. (In some Chapters, like the Space Wolves, the sacrifice of flesh is required to walk the path of Machine Spirits.) When a Techmarine crosses the Renown threshold to Respected, he may opt to install one Exceptional craftsmanship cybernetic; this may either be a new bionic or an upgrade to an existing system. When a Techmarine become Famed, he may opt to install one MasterThe robust construction of cybernetics adds 2 to the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6121, + "rule_id": "owner-s-toughness-bonus-after-unnatural-toughness-in", + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts as Damage to the character, and Critical Damage dealt to these locations functions as normal. Any result that causes bleeding or some other inappropriate result has a 50% chance of rendering the bionic limb useless; otherwise the durable natures of the appendage and its owner manage to shrug off the effect. Critical Damage to a limb that results in death always has the full effect; it can be assumed that the limb explodes into shrapnel, incinerates, or discharges stored energy through the owner with lethal results. Replacement and additional limbs—such as servo-arms— can only be used to perform tasks that the owner already knows how to do. Any bonuses or penalties relate only to", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6122, + "rule_id": "teleportation", + "title": "telepoRtation", + "content": "Space Marines often use a teleportarium aboard one of their Strike Cruisers, Battle Barges, or other space vessels to arrive directly into the thick of the action. Typically, this is done only by the heavily-armoured Terminators.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6123, + "rule_id": "the-arm-s-strength-value-of-75-with-unnatural-strength-x2", + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased through devices or abilities that affect the Techmarine’s strength). The limb’s gripping mandibles allow the Techmarine to lift heavy objects or anchor himself to a suitable point as a Free Action. Astartes servo-arms are more than just repair tools, and make deadly weapons. The Techmarine may strike with the arm as his Reaction for the round, or as a Standard Attack during his turn (so long as the servo-arm only makes one attack per round). This attack uses the Techmarine’s Weapon Skill, and deals 2d10+14 Impact Damage with Pen 10. Exceptional craftsmanship servo-", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6124, + "rule_id": "85-increasing-damage-to-2d10-16", + "title": "85 (increasing damage to 2d10+16)", + "content": "and add a +10 to Grapple Tests. astaRtes seRvoLike a servo-arm, a full servo-harness integrates with the Techmarine’s power armour and is controlled through the same spine interface that makes him one with his armour. Radiating from a boosted fusion backpack capable of powering them all, this cluster of auxiliary limbs aid in battlefield repairs as well as combat. The composition of each servo-harness is unique,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6125, + "rule_id": "machine-spirits-and", + "title": "machine spirits and", + "content": "laying waste to the Godfew appendages, while others are great spiders of diagnostors, interface tines, drills, weapons, plasma cutters, and even more arcane elements that future inheritors may struggle to fully understand. At a minimum, a servo-harness consists of two servo-arms, a Combi-tool, a fyceline torch, and a plasma cutter. The torch is identical to an Astartes flamer. The plasma cutter can cut through a metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6126, + "rule_id": "used-as-though-it-were-an-astartes-plasma-pistol-see-page-148", + "title": "used as though it were an Astartes Plasma Pistol (see page 148)", + "content": "with a Range of 10m and no option to fire on Maximal Mode. The ingenious machine spirit of a servo-harness is capable of far more sublime communion with its master than a simple servo-arm. A character with Talents that make him capable of taking the Multiple Attacks Action may use any weapon (or equivalent) on his servo-harness for any of the attacks he would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the Techmarine may use his Reaction to make a single shot or strike with any one weapon on the harness. Exceptional servo-harnesses enhance the servo-arms to Exceptional as discussed above, and add a +5 to all Skill, WS, and BS Tests made using the components of the harness. The Servo-Harness Integration Talent is required in order to use a Servo-Harness.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6127, + "rule_id": "auger-array", + "title": "augeR aRRay", + "content": "These implanted devices duplicate the effects of sensor systems that go beyond the human horizons of perception. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard handfunction as a full auspex and also allow re-rolls on Perception based Tests when using its functions.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "equipment", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6310, + "rule_id": "abseiling", + "title": "abseiling", + "content": "A character can descend a sheer surface more quickly by abseiling. This requires some kind of climbing gear, such as a drop harness, or at the very least some long rope. An abseiling", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6311, + "rule_id": "character-makes-a-challenging-0-agility-test-on-a", + "title": "character makes a Challenging (+0) Agility Test. On a", + "content": "success, he descends at a rate of 10 metres per Round. On a failure, he descent rate is only five metres per Round. Failure by two or more degrees requires to the character to make a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6312, + "rule_id": "challenging-0-strength-test-or-lose-his-grip-if-he-is", + "title": "Challenging (+0) Strength Test or lose his grip—if he is", + "content": "not wearing a drop harness, he falls.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6313, + "rule_id": "jumping-and-leaping", + "title": "JUmPing and leaPing", + "content": "A jump is a controlled vertical ascent or descent where a character attempts to either jump as high as he can, or jump down safely without suffering damage. If a character is pushed over an edge, or is otherwise not in control of a descent, he is", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6314, + "rule_id": "not-jumping-but-falling-see-page-261-a-leap-is-a-horizontal", + "title": "not jumping, but falling (see page 261). A leap is a horizontal", + "content": "jump where a character attempts to cover as much distance as possible. Both jumping and leaping can benefit from a running start. Performing any kind of jump or leap is treated as a Full Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6315, + "rule_id": "standing-vertical-jumps", + "title": "sTanding veRTiCal JuMps", + "content": "From a standing position, an average character can jump about half a metre straight up (measured from the ground to the bottom of his feet). Jumping distance depends as much on a character’s body mass as it does his Strength and Agility, so this distance tends to vary only slightly between characters. A character can jump up to reach an overhead ledge, or similar object, that is as high as his own height, plus about one metre for average arm length, plus another half a metre for an average standing jump. Usually, no test is required to make such a jump, though pulling oneself up onto a grabbed ledge", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6316, + "rule_id": "agility-bonus-by-making-a-challenging-0-agility-test", + "title": "Agility Bonus by making a Challenging (+0) Agility Test.", + "content": "If he succeeds, he lands on his feet and takes no damage. If he succeeds, but the jump is a greater distance than his Agility", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6317, + "rule_id": "bonus-he-must-take-falling-damage-see-page-261-equal-to", + "title": "Bonus, he must take Falling Damage (see page 261) equal to", + "content": "the distance jumped in metres beyond his Agility Bonus and ends his Turn prone. If he fails the Agility Test, he suffers Falling Damage for the entire distance of the jump and ends his Turn prone.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6318, + "rule_id": "running-vertical-jumps", + "title": "Running veRTiCal JuMps", + "content": "If a character gets a running start by moving at least four metres in a straight line, he can jump higher. At the end of his", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6319, + "rule_id": "up-in-metres-to-his-normal-vertical-jump-distance-see-above", + "title": "up) in metres to his normal vertical jump distance (see above),", + "content": "plus an additional half metre for each Degree of Success. If he fails the test, he stumbles, which ends his Turn. For every four additional metres beyond the first four that a character runs before making a Jump, he receives a +10 bonus to his Agility", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6320, + "rule_id": "difficult-10-agility-test-on-a-success-he-leaps-number", + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre for each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6321, + "rule_id": "number-of-metres-equal-to-half-his-strength-bonus-round-up", + "title": "number of metres equal to half his Strength Bonus (round up),", + "content": "and each Degree of Failure further reduces this distance by", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6322, + "rule_id": "another-half-metre-to-a-minimum-of-one-half-metre-should", + "title": "another half metre (to a minimum of one-half metre). Should", + "content": "it be important, the height attained while leaping is equal to", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6323, + "rule_id": "running-horizontal-leaps", + "title": "Running hoRizonTal leaps", + "content": "When performing a Running Horizontal Leap, a character must move at least four metres in a straight line before making the Leap. At the end of his movement, he makes a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6324, + "rule_id": "challenging-0-agility-test-on-a-success-he-leaps-a", + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another half metre for each Degree of Success. On a failure, he only Leaps a number of metres equal to half his Strength Bonus (round up), and each Degree of Failure further reduces this distance by another half metre (to a minimum of one-half metre). For every four additional metres beyond the first four that a character runs before making a Leap, he receives a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6325, + "rule_id": "10-bonus-to-his-agility-test-maximum-30-should-it-be", + "title": "+10 bonus to his Agility Test (maximum +30). Should it be", + "content": "important, the height attained while leaping is equal to one", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6326, + "rule_id": "swimming", + "title": "Swimming", + "content": "A character doesn’t need to make a Swim Test under ideal circumstances, but hazardous conditions such as rough waters, hands being tied, or swimming whilst fighting all require Swim Tests to move. To swim under hazardous conditions,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6327, + "rule_id": "a-character-must-make-a-challenging-0-swim-test-as-a", + "title": "a character must make a Challenging (+0) Swim Test as a", + "content": "Full Action. A success indicates that the character moves in any direction up to a number of metres equal to one-half his Strength Bonus, or simply treads water at his option. A failed Test means that he makes no progress and cannot move. A character can choose to swim underwater, but he must hold his breath to do so. A character who is unable to swim for some", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6328, + "rule_id": "reason-unconsciousness-paralysis-etc-automatically-goes", + "title": "reason (unconsciousness, paralysis, etc.) automatically goes", + "content": "underwater. While underwater, a character risks Suffocation", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6329, + "rule_id": "due-to-drowning-see-page-261", + "title": "due to drowning (see page 261).", + "content": "Heavy equipment, especially armour, makes swimming extremely difficult. If a character is wearing armour or is otherwise weighted down, all Swim Tests are Very Hard (–30) and a failed Swim Test automatically imposes one level of Fatigue.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6330, + "rule_id": "swimming-and-narrative-time", + "title": "swimming and narrative time", + "content": "Prolonged swimming can be exhausting. A character may swim for a number of hours equal to his Toughness Bonus. After that point, he must make a Toughness Test each hour with a cumulative –10 penalty per hour. On a failed test, he takes one level of Fatigue. If a swimming character falls unconscious due to Fatigue, he goes underwater and begins to", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6331, + "rule_id": "suffocate-see-page-261-to-determine-the-distance-covered", + "title": "suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time Movement and swap the character’s Strength Bonus for his Agility Bonus. Carrying, lifting, and", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6332, + "rule_id": "pushing-objects", + "title": "pushing objects", + "content": "Under normal circumstances, characters in Deathwatch do not need to precisely calculate how much they can carry. Common sense can serve as a guide for most purposes. In general, most characters can reasonably carry one main", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6333, + "rule_id": "secondary-weapons-such-as-pistols-or-melee-weapons-plus-a", + "title": "secondary weapons (such as pistols or melee weapons), plus a", + "content": "few clips of extra ammo and several pieces of miscellaneous equipment in a backpack, satchel, or similar container. On the other hand, it would not be at all reasonable for a character (even a very strong one) to be walking around with three different heavy weapons and several thousand rounds of ammo for each, or for a character to have a backpack with one of everything from the equipment section in Chapter V: Armoury. However, there are likely to be instances when it is useful to know how much a character can lift or carry. The amount of weight a character can move depends on the sum of his Strength Bonus and Toughness Bonus. Compare the total to Table 7–7: Carrying, Lifting, and Pushing Weights to find out the limits of a character’s might. Note that certain Traits may increase these values.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6334, + "rule_id": "carrying-weight", + "title": "carrying weight", + "content": "A character’s Carrying Weight is how much he can comfortably carry without suffering and penalties to his movement. If a character carries more that this weight, he is Encumbered (see Table 7–7).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6335, + "rule_id": "lifting-weight", + "title": "lifting weight", + "content": "A character’s Lifting Weight represents the maximum amount of weight he can pick up off the ground. A character can attempt to move whilst holding a heavy load, but if the load", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6336, + "rule_id": "exceeds-his-carrying-weight-he-is-encumbered-see-below", + "title": "exceeds his Carrying Weight, he is Encumbered (see below).", + "content": "Lifting a heavy load is treated as a Full Round Action. A character can attempt to lift more than his usual limit by", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6337, + "rule_id": "making-a-challenging-0-strength-test-each-degree", + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s Strength Bonus and Toughness Bonus for the purpose of determining limits. If the test is failed by two degrees or more, the character suffers one level of Fatigue.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6338, + "rule_id": "pushing-weight", + "title": "pushing weight", + "content": "A character’s Pushing Weight represents the maximum amount of weight he can shove across a smooth surface, such as a metal floor. Difficult Terrain can make pushing objects much more difficult. Pushing a heavy object is treated as a Full Round Action. A character can attempt to push more", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6339, + "rule_id": "than-his-usual-limit-by-making-a-challenging-0-strength", + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum of the character’s Strength Bonus and Toughness Bonus for the purpose of determining limits. If the test is failed by two degrees or more, the character suffers one level of Fatigue. Table 7–7: Carrying, Lifting & Pushing", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6340, + "rule_id": "weight", + "title": "Weight", + "content": "00.9kg2.25kg4.5kg 12.25kg4.5kg9kg 24.5kg9kg18kg 39kg18kg36kg 418kg36kg72kg 527kg54kg108kg 636kg72kg144kg 745kg90kg180kg 856kg112kg224kg 967kg134kg268kg 1078kg156kg312kg 1190kg180kg360kg 12112kg224kg448kg 13225kg450kg900kg 14337kg674kg1,348kg 15450kg900kg1,800kg 16675kg1,350kg2,700kg 17900kg1,800kg3,600kg 181,350kg2,700kg5,400kg 191,800kg3,600kg7,200kg 202,250kg4,500kg9,000kg", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6341, + "rule_id": "encumbered-characters", + "title": "encumbered characters", + "content": "If a character attempts to carry more than his normal carrying", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6342, + "rule_id": "limits-but-less-than-his-lifting-limit-he-is-encumbered-an", + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementpurposes of determining movement rates and Initiative. In addition, after a number of hours equal to his Toughness Bonus have passed while carrying this weight, he must make", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6343, + "rule_id": "throwing-objects", + "title": "throwing objects", + "content": "Chapter V: Armoury describes several weapons designed to be thrown at targets, but a character can attempt to throw just about any object that weighs up to half the character’s normal Lifting Weight (as indicated by Table 7–7: Carrying, Lifting, and Pushing Weights). To throw an object, a character makes", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6344, + "rule_id": "a-challenging-0-strength-test-a-successful-test-means-that", + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus. For each Degree of Success, this distance increases by a factor of one, so one degree means that the character throws the object a number of metres equal to twice his Strength Bonus, two degrees means that the object is thrown a number of metres equal to three times his Strength Bonus, and so forth. On a failed test, the object flies a number of metres equal to half his Strength Bonus (round down; a result of 0 means it fell at his feet). If the object hits a hard surface such as a wall, it takes 1d10+SB Damage plus one for every Degree of Success on the test. These rules do not apply to aerodynamic throwing weapons and grenades. Such weapons have a range given on the weapons tables and have range brackets like other weapons. If the object is being thrown at a specific target, it is treated as an improvised weapon and the throwing character makes a Ballistic Skill Test instead of a Strength Test. A character can attempt to throw an object that weighs more than", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6345, + "rule_id": "lighting", + "title": "lighting", + "content": "Many adventures in Deathwatch take place under the cover of night, in the shadowy depths of a space hulk, or in the dank and fetid underhive. As a result, the oppressive darkness becomes a constant enemy, concealing countless terrors and monstrous threats in its depths. For these reasons, light sources are of paramount importance when exploring the dark places of the Imperium. For simplicity, Deathwatch uses three levels of light: Bright, Shadow and Darkness. Bright light is any light that allows normal vision, such as sunlight or being within the radius of a torch, gloand twilight hours on Earth-like planets, whenever a character or object is just beyond the range of a normal light source, or when that source is obscured by an effect such as fog. Darkness, naturally enough, is the absence of light. Aside from the obvious effects of Darkness and Shadow, areas of Shadow and Darkness can interfere with a character’s movement and combat capabilities. Characters may move through areas of Shadow at no penalty, but may move at only half speed or less through Darkness. Exceeding", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6346, + "rule_id": "flying", + "title": "flying", + "content": "This section describes rules for flying creatures, or characters with specific technology that grants flight capability.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6347, + "rule_id": "altitude", + "title": "altitude", + "content": "On a typical Earth-like planet, there are three broad altitude levels: Hovering, Low Altitude, and High Altitude. A flying", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6348, + "rule_id": "creature-can-change-altitude-by-one-level-up-or-down-during", + "title": "creature can change altitude by one level (up or down) during", + "content": "each Move Action taken. If a creature is using a Charge or Run Action, it can change altitudes by two levels.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6349, + "rule_id": "hovering-altitude", + "title": "hovering altitude", + "content": "Hovering means that a creature is skimming just above the ground, no higher than two metres. It can move over low obstacles with ease. A hovering creature can both attack and be attacked by other creatures and characters on the ground. Some creatures are capable of hovering, but incapable of flying at other altitudes. Such creatures have the Hoverer", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6350, + "rule_id": "trait", + "title": "Trait", + "content": "A creature with the Hoverer Trait always stays at the same height above ground (usually within two metres) even if it descends into low terrain, such as a pit. Such creatures will not willingly descend into an area they cannot get out of, no more so than any normal creature would willingly jump into a hole in which it could not escape.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6351, + "rule_id": "low-altitude", + "title": "Low Altitude", + "content": "This altitude indicates that a creature is flying at a height that is beyond the melee attack range of other creatures or characters on the ground, but is still within the range of most ranged attacks from such creatures or characters. A Low Altitude flier takes no penalties for shooting downwards, but those firing up at it suffer a –10 penalty to their Ballistic Skill Tests in addition to any normal penalties for range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6352, + "rule_id": "high-altitude", + "title": "High Altitude", + "content": "When a creature is flying at High Altitude, it is far above the ground beyond the range of all attacks, even those coming from Low Altitude. A High Altitude flier can only attack or be attacked by other creatures flying at High Altitude.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6353, + "rule_id": "flying-movement", + "title": "Flying Movement", + "content": "Flying creatures and characters are broken up into two categories, each of which is a Trait (see Chapter IV: Talents & Traits). They are Hoverers and Flyers. Hoverers can move through the air, but are incapable of gaining more than two metres of altitude. A Flyer can ascend or descend to any altitude. Each Trait has an associated number in the creature’s description. This number describes the character or creature’s Flying Movement. This works just like regular movement, but applies only when the creature is flying. While flying or hovering, a creature must devote a Movement Action to maintaining its flight each Turn, or it falls. Half Move, Full Move, Charge, and Run are all valid Actions for maintaining flight. If the creature at Hovering Altitude suddenly stops flying (by not devoting a Move Action or being Stunned, for example), it simply lands on the ground unharmed. If it is instead at Low Altitude, it suffers Falling Damage as if it fell 15 metres. If it is instead at High Altitude, it suffers Falling Damage as if it fell 25 metres, or more at the GM’s discretion.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6354, + "rule_id": "effects-of-gravity", + "title": "Effects of Gravity", + "content": "Although the inhabited worlds of the Imperium may vary slightly in terms of gravity, the effects on game play are minimal. Only when characters explore High Gravity or Low Gravity worlds are movement, lifting and other factors affected.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6355, + "rule_id": "low-gravity-worlds", + "title": "Low Gravity Worlds", + "content": "On worlds of low gravity, all characters increase their Agility Bonus by two for the purposes of movement and determining Initiative. In addition, characters add four to the total of their Strength Bonus and Toughness Bonuses for the purpose of determining carrying, lifting, and pushing limits. Characters also add two to their Strength Bonus for determining how far they can throw objects. Low gravity doubles all jumping and Leaping distances.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6356, + "rule_id": "high-gravity-worlds", + "title": "High Gravity Worlds", + "content": "On worlds of high gravity, all characters decrease their Agility Bonus by two (to a minimum of one) for the purposes of movement and determining Initiative. In addition, characters subtract four (to a minimum zero) from the total of their Strength Bonus and Toughness Bonuses for the purpose of determining carrying, lifting, and pushing limits. Characters also subtract two from their Strength Bonus (to a minimum of 0) for determining how far they can throw objects. Finally, halve all Jumping and Leaping distances.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6357, + "rule_id": "zero-gravity", + "title": "Zero Gravity", + "content": "Battle-Brothers are most likely to encounter zero gravity conditions in outer space when there has been a serious technological failure. Zero gravity is considered Difficult Terrain, meaning that a character’s movement is halved while in it, and if he attempts a Charge or Run Action, he must succeed at a Hard (–20) Agility Test or drift out of control (treat as falling prone). Additionally, a character beginning a movement action in zero gravity must be adjacent to a floor, wall, ceiling, or other secure object, so he has something to push off from.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6358, + "rule_id": "cohesion", + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as mankind’s wall against the dark.” –Arch-Scribe Urtos, Memorite of the Book of Days and manoeuvres known as Squad Mode abilities (see page 215). Cohesion and The squad leader Cohesion is generated at the start of each Mission depending on which player-character has taken on the role of the squad leader (see page 228 for details on Missions and selection of the squad leader). This reflects the leader’s command abilities and natural charisma, as well as his Battle-Brothers’ faith in him. To work out the size of the Kill-team’s pool of Cohesion points use the squad leader’s Fellowship Bonus as a base modified using Table 7–8: Cohesion Modifiers. His score can then be recorded by the squad leader on his", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6359, + "rule_id": "cohesion-damage", + "title": "Cohesion Damage", + "content": "In the same way that a Battle-Brother may suffer Damage to his physical capacities, he may also suffer Damage to his ability to connect to his squad and combat morale. This often comes in the form of some kind of weapon attack, though it can come from other sources such as Psychic Powers or unusual environments. This Damage temporarily reduces the Kill-team’s Cohesion in the same way that weapon Damage reduces Wounds. This reflects the fact that weight of enemy fire, the chaos of combat, and particularly devastating weapons can all place strain on the Kill-team and its ability to function as an organised battlefield unit.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6360, + "rule_id": "when-a-battle-brother-is-in-squad-mode", + "title": "When a Battle-Brother is in Squad Mode", + "content": "every time his character suffers 10 or more Damage from one of the following sources (before reduction from armour of Toughness) his Kill-team will lose a point of Cohesion: • A basic ranged weapon with the Accurate quality (such as a sniper rifle) • A weapon with the Blast quality • Any weapon with the Devastating quality This Cohesion damage can however be ignored if the squad leader can pass a Challenging (+0) Command or Fellowship Test, rallying his men under fire. This test is a Free Action and is taken as soon as the damage occurs. Since damage to Cohesion relies on shock and confusion, there are limits to the amount that a Kill-team can suffer in a single combat Round—additional explosions, storms of shells, and artillery have little additional effect. For this reason, a KillTurn, with any additional Cohesion damage being ignored.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6361, + "rule_id": "creatures-with-the-fear-trait", + "title": "Creatures with the Fear Trait", + "content": "can also cause Cohesion damage to the Kill-team, but this damage is negated if the Kill-team Leader succeeds at a Willpower Test (see page 277 in Chapter IX: The Game Master for full details on Fear and how it affects Cohesion).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6478, + "rule_id": "friendly-fire", + "title": "fRiendly fiRe", + "content": "During the Mission, the Kill-team is either mistaken for an enemy unit or finds itself in an area coming under Imperial saturation bombing. This attack can occur at any time during the Mission, usually from an unseen Imperial artillery unit.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6479, + "rule_id": "insertion-and-extraction", + "title": "inseRTion and exTRaCTion", + "content": "How the Kill-team reach the battlefield and how they leave it depends on the nature of the Mission. This could include such things as deployment by drop pod from low orbit, direct assault via Thunderhawk gunships, or even land-based assaults in Rhinos or Land Raiders from a forward base. Ultimately it falls to the GM, in the role of the characters’ commanders, to decide how they should be deployed. In certain circumstances, the players may be able to choose for themselves depending on the level of freedom their Mission allows. In either case, the strengths and weaknesses of each method can have a big effect on the Mission. For instance, arrival by drop pod can place a Kill-team deep behind enemy lines with limited chance of extraction, while arriving as part of a massive assault (possibly involving other arms of the Imperial war machine) means negotiating the chaos and havoc of battle to complete their objectives.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6480, + "rule_id": "dice-roll-complication", + "title": "Dice Roll Complication", + "content": "1 A Bad Beginning\n2 Bad Intelligence\n3 Cut Off\n4 Friendly Fire\n5 Logistical Failure\n6 Misdrop\n7 Race Against Time\n8 Rivalry\n9 They Knew We Were Coming...\n10 Unexpected Enemies", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6481, + "rule_id": "logistical-failure", + "title": "logisTiCal failuRe", + "content": "A Space Marine can usually rely on his weapons and armour in battle, but sometimes the demands of battlefield logistics mean that supplies can be scarce. For this Mission, the Kill-team will just have to make every shot count and complete their objectives regardless.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6482, + "rule_id": "misdrop", + "title": "MisdRop", + "content": "The Kill-team is delivered to the wrong coordinates either as a result of heavy near-orbit ground fire or a tactical error. Possibly kilometres from their intended drop zone, the Kill-team must find a way of crossing the distance quickly or alternatively try to hit a closer target. The GM should", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6483, + "rule_id": "roll-2d10-or-5d10-if-the-players-arrived-by-drop-pod-to", + "title": "roll 2d10 (or 5d10 if the players arrived by drop pod) to", + "content": "determine how many kilometres the Kill-team is from its primary objective.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6484, + "rule_id": "race-against-time", + "title": "RaCe againsT TiMe", + "content": "All Missions typically have some kind of timeframe in which they must be completed. For a few, this can be very tight indeed. For some reason, this Mission must be completed in a very tight timeframe. Perhaps a vessel is moving into orbital strike distance, ready to wipe out the forward Imperial base, or perhaps the enemy is retreating, taking vital supplies with them. The GM should roll 2d10 and multiply it by 10. This is the number of minutes the Kill-team has to complete the Mission. As this is game time, the GM should be a bit flexible by allowing the players time to plan and prepare during play.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6485, + "rule_id": "rivalry", + "title": "RivalRy", + "content": "Even within the ranks of the Deathwatch, the old rivalries of Chapter and Primarch sometimes arise. This can lead to competition between Kill-teams and even between Battlewithin the players’ Kill-team or with another. The characters are encouraged to roleplay such rivalries. For its duration, the Kill-team has their Cohesion reduced by 2.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6486, + "rule_id": "unexpected-enemies", + "title": "unexpeCTed eneMies", + "content": "Powerful foes can often lurk unseen and undetected within the ranks of their lesser brethren and escape the notice of Imperium intelligence. The GM should add an additional powerful foe to the enemies’ ranks for this Mission, hidden somewhere close to the Mission’s primary objective. Adversaries who are naturally hard to detect, such as Daemonhosts or Tyranid Lictors are good choices for this foe.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6490, + "rule_id": "lost-leadership", + "title": "losT leadeRship", + "content": "If a Kill-team’s Leader is slain or otherwise removed from the game (such as being taken prisoner or knocked unconscious), the group must then choose a new Leader. However, in this circumstance, no new Oath is taken, and the group is still bound by the initial Oath. At the GM’s discretion, circumstances may allow for the group to select a new Oath during the mission.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6498, + "rule_id": "combat-overview", + "title": "combat overview", + "content": "Combat is usually resolved using structured time divided into Rounds, Turns, and Actions. Each character, including NPCs, takes one Turn each Round. The order in which Turns are resolved depends on Initiative Order. When a new combat begins, follow these steps to determine what happens. step one: surprise At the beginning of a combat, the GM determines if any characters are Surprised. This can only happen once at the beginning of a combat, and there will be many combats where nobody is Surprised. A Surprised character loses his Turn on the first Round of combat because he has been caught unawares by his enemies. If no one is Surprised, move immediately to Step Two. step two: roll Initiative At the start of the first Round, each character rolls for Initiative. Each character rolls 1d10 and adds his Agility Bonus (the tens digit of his Agility Characteristic). The result of the roll applies for all successive Rounds in the combat. step three: Determine Initiative", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6499, + "rule_id": "order", + "title": "order", + "content": "The GM ranks all the Initiative rolls, including those of the NPCs, from highest to lowest. This is the order in which the characters their Turns during each Round of combat. step Four: combatants take turns Starting with the character at the top of the Initiative Order, each character takes a Turn. The character currently taking his Turn is known as the active character. During his Turn, the active character can perform one or more Actions. Once his Actions have been resolved, the next character in the Initiative Order becomes the active character and takes his Turn, and so forth.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6500, + "rule_id": "surprise", + "title": "surprise", + "content": "Surprise only affects the beginning of a new combat. It is up to the GM to decide if any of the combatants are Surprised. Ultimately, this comes down to a judgement call on the GM’s part, based on the circumstances and the Actions of the various combatants leading up to the encounter. The GM should take the following into account when determining Surprise: • Is anyone hiding? Successful use of the Concealment Skill before the combat may mean that some combatants are hidden. Extremely wary characters may oppose this with an Awareness Test. • Is anyone sneaky? Successful use of the Silent Move Skill may have positioned some characters for an ambush. Again, wary opponents may oppose this with an Awareness Test. • Are there any unusual circumstances that would mask the approach of attackers? This can cover nearly anything, from pouring rain to whining engines to nearby explosions. • Are there any distractions? It’s possible that something quite distracting is going on. A cultist’s attention may be so fixated on the sermon of his confessor that he doesn’t notice his attackers approaching. Bearing all of this in mind, the GM must decide which combatants are Surprised. Whilst it’s often the case that one entire side or the other is Surprised, there can be individual exceptions. For example, mutants may easily Surprise a unit of green Guardsmen, but not their keen-eyed commissar. If no one is Surprised, proceed with the combat as normal. A Surprised character loses his Turn in the first Round. He can do nothing except stand dumbfounded. Furthermore, a non-Surprised attacker receives a +30 bonus to Weapon Skill and Ballistic Skill Tests made to attack a Surprised target. After the Surprise Round completely resolves, all Surprised characters recover their wits and can act normally. All combatants then roll for Initiative and the combat proceeds normally.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6501, + "rule_id": "example-25", + "title": "example", + "content": "While returning to his Kill-team, Helgath spots a sizable group of termagants scouring the area for biomatter. Rather than waiting for the creatures to spot him, he decides to quickly plan an ambush. Finding a low rise in the termagants’ path, Helgath hides using his Concealment Skill. The GM then makes an Awareness Test for the termagants, which is opposed by Helgath’s Concealment Test, which Helgath wins. The GM rules that the termagants are all Surprised, allowing Helgath to take any Combat Actions he wishes for one Round. Additionally, any Weapon Skill and Ballistic Skill Tests he makes to attack the termagants receive a +30 bonus. After the Surprise Round is resolved, everyone involved in the combat, including Helgath, rolls for Initiative.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6502, + "rule_id": "initiative", + "title": "initiative", + "content": "Initiative determines the order in which participants act during each Round. To determine Initiative, roll 1d10 and add the result to the character or NPC’s Agility Bonus. The GM rolls the Initiative for any NPCs and creatures present. To keep things simpler, it is recommended that the GM make one Initiative roll for an entire group of similar enemies.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6503, + "rule_id": "example-26", + "title": "example", + "content": "Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team which has just been attacked by a group of four Tyranid warriors. The three players controlling the Battle-Brothers each determine their own Initiatives by rolling 1d10 and adding their Space Marine’s Agility Bonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8, and Kalad gets 11. Since the four Tyranid warriors all have similar Characteristics, the GM makes one Initiative roll for all of them and", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6504, + "rule_id": "gets-9-after-each-combatant-or-group-of-combatants-has-determined", + "title": "gets 9. After each combatant (or group of combatants) has determined", + "content": "his Initiative, the GM makes a list and places them in order, from highest to lowest. This is known as the Initiative Order, which is the order the combatants act in each Round, until the combat is over.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6505, + "rule_id": "example-27", + "title": "example", + "content": "Using the Initiative rolls in the above example, the GM ranks them in order from highest to lowest. Kalad acts first with his Initiative of 11, followed by all of the Tyranid warriors with their Initiative of 9. Helgath and Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is higher, so he acts third, followed by Myrdor who acts last. Most combats last for multiple Rounds, but each combatant’s Initiative is only determined once at the start of the combat. Once the Initiative Order has been established, it usually remains the same from Round to Round. If new combatants join in the middle of the fight, simply determine their Initiatives normally and insert them into the Initiative Order.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6506, + "rule_id": "actions-1", + "title": "actions", + "content": "During each normal Round, every character gets a Turn to act. On his Turn, a character can take one or more Actions. There are five types of Actions in Deathwatch, and every Action also has one or more subtypes. types of actions Every Action is categorised into one of the following types.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6507, + "rule_id": "full-actions", + "title": "Full actions", + "content": "A Full Action requires a character’s complete attention to accomplish. A character can take one Full Action on his Turn and cannot take any Half Actions. Grappling an opponent is an example of a Full Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6508, + "rule_id": "half-actions", + "title": "Half actions", + "content": "A Half Action is fairly simple; it requires some effort or concentration, but not so much that it consumes a character’s entire Turn. A character can take two different Half Actions on his Turn instead of taking one Full Action. A character cannot take the same Half Action twice in the same Turn. Readying a weapon or making a Standard Attack are both examples of Half Actions.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6509, + "rule_id": "reactions", + "title": "reactions", + "content": "A Reaction is a special Action made in response to some event, such as an attack. A character receives one Reaction each Round, which may only be used when it is not his Turn. Examples include making a Dodge Test or Parrying an attack.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6510, + "rule_id": "free-actions", + "title": "Free actions", + "content": "A Free Action takes only a moment and requires no real effort by the character. Free Actions may be performed in addition to any other Actions on a character’s Turn, and there is no formal limit to the number of Free Actions one character can take. The GM should use common sense to set reasonable limits on what can be done in a few seconds. Examples of Free Actions include dropping an item or speaking a few words.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6511, + "rule_id": "extended-actions", + "title": "extended actions", + "content": "Some Actions take more time than a single Round to complete. Once a character commits to an Extended Action, he is considered to be working towards completing it for as long as necessary. If the character abandons the Extended Action, or is interrupted, all progress towards completing the Extended Action is lost.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6512, + "rule_id": "example-28", + "title": "example", + "content": "Athas, a Devastator, needs to reload his meltagun in the middle of a combat. A meltagun’s reload time is two Full Actions. On his Turn,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6513, + "rule_id": "athas-shouts-for-his-companions-to-cover-him-a-free-action-and", + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he finishes the reloading by spending another Full Action. If he had chosen to abandon his reloading efforts after the first Round, the Extended Action would have been aborted and he would need to start the whole process over again, if he still wanted to reload.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6514, + "rule_id": "action-subtypes", + "title": "action subtypes", + "content": "In addition to its type, every Action is also categorised into one or more subtypes. Action subtypes don’t do anything in of themselves, but they are used to clarify what a character is and is not allowed to do in a variety of special circumstances. For example, a character who is immobilised cannot perform any Actions with the Movement subtype.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6515, + "rule_id": "using-actions", + "title": "using actions", + "content": "During his Turn, a character may perform one Full Action or two different Half Actions. A character could, for example,", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6516, + "rule_id": "make-a-charge-attack-full-action-or-aim-and-shoot-two-half", + "title": "make a charge attack (Full Action) or aim and shoot (two Half", + "content": "Actions). It’s important to remember that a Round is only a few seconds long, so the character’s Turn within that Round is but a few moments. Any Action can be combined with talking, banter, battle cries, and other short verbal expressions—these are considered Free Actions. It is left to the GM to decide what a player might be able to say in that amount of time. A wry aside to a companion or a terse insult to an enemy are always reasonable, but recounting the intimate details of one’s seven duels-to-the-death between swings of a power sword should probably count as something more than just a Free Action. Most Actions are started and completed within the active character’s same Turn. For example, a character does not begin a Charge on one Turn and finish it on a later Turn or a later Round; he performs the entire Charge (which is a Full Action) at once on his Turn. But, there are two broad exceptions. Reactions are always performed when it is not the reacting character’s Turn, and Extended Actions always take more than one Round to complete.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6517, + "rule_id": "action-descriptions", + "title": "action descriptions", + "content": "These Actions provide players with a variety of options in combat.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6548, + "rule_id": "parry", + "title": "parry", + "content": "Type: Reaction\nSubtype: Defence, Melee\nIf the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6549, + "rule_id": "attack-by-making-a-challenging-0-weapon-skill-test", + "title": "attack by making a Challenging (+0) Weapon Skill Test.", + "content": "If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6550, + "rule_id": "ready", + "title": "ready", + "content": "Type: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6551, + "rule_id": "type-half-full-or-extended-action-varies-by-weapon", + "title": "Type: Half, Full, or Extended Action (Varies by Weapon)", + "content": "Subtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6552, + "rule_id": "with-this-action-see-two-weapon-fighting-page-246-the", + "title": "with this action (see Two-Weapon Fighting, page 246). The", + "content": "attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6553, + "rule_id": "test-see-the-attack-page-244-a-character-using-this-action", + "title": "test (see The Attack, page 244). A character using this Action", + "content": "with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6554, + "rule_id": "example-33", + "title": "example", + "content": "Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The boltgun has a semi-auto Rate of Fire of 2, so regardless of what else happens, Helgath expends two bolt rounds from his magazine. Helgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for a modified total of 52. He rolls a 23 on his Ballistic Skill Test and", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6555, + "rule_id": "succeeds-with-two-degrees-of-success-52-42-32-helgath-scores", + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two Degrees of Success. The first hit strikes the mutant’s left arm, which is determined by reversing his Ballistic Skill Test roll (52 becomes 25). Table 8–2: Multiple Hits is then consulted which indicates that the second hit also strikes the mutant’s arm. Helgath would then make two Damage rolls, one for each hit. If the weapon has the Scatter special quality and is fired with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6556, + "rule_id": "example-34", + "title": "example", + "content": "Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at an Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic Skill 46 +10 for firing a Semi-Auto Burst, and +30 for being at Point Blank Range, result in a modified total of 86. Freyan rolls a 22 on his Ballistic Skill Test and succeeds with an amazing six", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6557, + "rule_id": "degrees-of-success-86-76-66-56-46-36-26-he-scores-one", + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of his extra Degrees of Success. Even though he rolled enough extra Degrees of Success for another hit, Freyan’s combat shotgun has a semi-automatic Rate of Fire of two, so he cannot score more than two hits with a Semi-Auto Burst no matter how well he shoots. However, the combat shotgun also has the Scatter special quality, which grants an extra hit for every two Degrees of Success when fired at Point Blank Range. Freyan therefore scores three more extra hits for a total of five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6558, + "rule_id": "standard-attack", + "title": "standard attack", + "content": "Type: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6559, + "rule_id": "stun", + "title": "stun", + "content": "Type: Full Action\nSubtype: Attack, Melee\nIf the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6560, + "rule_id": "the-attacker-makes-a-hard-20-weapon-skill-test-if-the", + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6561, + "rule_id": "suppressing-fire", + "title": "suppressing fire", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6562, + "rule_id": "jammed-see-weapon-jams-page-249-if-the-ballistic-skill-test", + "title": "Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test", + "content": "succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the+20 attack bonus Full Auto Burst provides.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6563, + "rule_id": "stand-mount", + "title": "stand/mount", + "content": "Type: Half Action\nSubtype: Movement\nIf the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6564, + "rule_id": "run", + "title": "run", + "content": "Type: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6565, + "rule_id": "tactical-advance", + "title": "tactical advance", + "content": "Type: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover to another position of cover. In so doing, he may cover a distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6566, + "rule_id": "use-a-skill", + "title": "use a skill", + "content": "Type: Half, Full, or Extended Action (Varies by circumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6567, + "rule_id": "other-actions", + "title": "other actions", + "content": "If a player wants to do something not covered by the Actions described here, the GM should make a judgement about how long something might take and what type of Action it would be. Generally, most Actions should be resolved with some sort of test: Characteristic Test, Skill Test, or Opposed Test. Keep in mind that a Round is only a few seconds long, which is a very limited amount of time to accomplish a task.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6568, + "rule_id": "status-conditions", + "title": "status conditions", + "content": "During combat, a character in Deathwatch can often end up in various states, usually not to his benefit! A brief overview of some common conditions includes:", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6569, + "rule_id": "helpless", + "title": "Helpless", + "content": "Helpless characters can take no Actions. A Helpless character is no longer Helpless at the GM’s discretion (when a sleeping character wakes up, when a trapped character breaks free, etc.).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6570, + "rule_id": "after-a-set-duration-usually-one-or-two-rounds-also-a", + "title": "after a set duration (usually one or two Rounds). Also, a", + "content": "Stunned Character can spend a Fate Point to no longer be Stunned.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6571, + "rule_id": "unaware", + "title": "Unaware", + "content": "Unaware characters can take no Actions. An Unaware Character is no longer Unaware after he has been attacked (successfully or otherwise!).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6572, + "rule_id": "example-35", + "title": "example", + "content": "Helgath wants to use a Standard Attack action to shoot his bolt pistol at a giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic Skill is 45 and he is at Short Range, which grants him a +10 bonus. Helgath spends a Half Action to Aim, granting him another +10 bonus. However, there is a lot of heavy mist in the area so Helgath will suffer a –20 penalty for that, and his target, the squig, is engaged in melee with Myrdor, so Helgath will also suffer –20 penalty for shooting into melee combat. After all bonuses and penalties have been combined, Helgath will need to roll 25 or less on his Ballistic Skill", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6573, + "rule_id": "test-to-hit-the-squig-45-10-10-20-20-25", + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test After the modified Characteristic has been determined, the attacker makes a Weapon Skill Test if he is performing a melee attack or a Ballistic Skill Test if performing a ranged attack. Both of these are resolved like any other test. If the roll is equal or less than the modified Characteristic, the attack hits (but see Dodge and Parry Reactions, below).", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6574, + "rule_id": "example-36", + "title": "example", + "content": "Helgath makes a Ballistic Skill Test by rolling percentile dice and gets 14, which is less than his modified Ballistic Skill of 25. His attack hits the giant squig.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6575, + "rule_id": "dodge-and-parry-reactions", + "title": "Dodge and parry reactions", + "content": "When a target is hit by an attack, it may have a chance to negate the hit with a Dodge or Parry Reaction. See Combat Actions, page 236 for details on resolving each of these Reactions. If the Dodge or Parry attempt is successful, the attack is negated and no Damage is dealt.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6576, + "rule_id": "example-37", + "title": "example", + "content": "After Helgath’s bolt pistol shot hits the giant squig, the GM rules that the creature will attempt to Dodge the attack. The creature’s Agility is 30, but it does not have the Dodge Skill trained, so it can only use half its Agility score of 15 for the Dodge Test. The GM rolls for the creature and gets a 56. The squig fails to dodge the attack. step three: attacker determines", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6577, + "rule_id": "hit-location", + "title": "hit location", + "content": "On a successful hit, the attacker needs to determine where the hit landed. Using the percentile dice result from the attacker’s Weapon Skill or Ballistic Skill Test, reverse the order of the digits (e.g. a roll of 32 becomes 23, a roll of 20 becomes 02, and so on) and compare this number to Table 8–2: Hit Locations.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6578, + "rule_id": "example-38", + "title": "example", + "content": "Helgath’s Ballistic Skill Test to hit the giant squig resulted in a percentile dice roll of 14. He reverses these digits and gets 41. Consulting Table 8–2: Hit Locations, he sees he has hit the giant squig’s body. step Four: attacker determines", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6579, + "rule_id": "damage", + "title": "Damage", + "content": "After the hit location has been determined, the attacker determines the Damage dealt by his attack. Each weapon has a Damage listing, which is usually a die roll, plus or minus Table 8–3: Hit Locations", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6580, + "rule_id": "rolllocation", + "title": "RollLocation", + "content": "01–10 Head 11–20 Right Arm 21–30 Left Arm 31–70 Body 71–85 Right Leg 86-00 Left Leg", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6581, + "rule_id": "righteous-fury", + "title": "righteous fury", + "content": "When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor’s favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that is identical, all modifiers included, to the original attack. If that second attack hits, the attacker may make an additional Damage roll and add it to the Damage total. If the additional Damage roll also results in a natural 10, the Emperor has indeed smiled upon the attacker and he may make yet another Damage roll and add it to the Damage total. This process continues as long at least one Damage die results in a natural 10.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6582, + "rule_id": "example-39", + "title": "example", + "content": "Helgath has hit the giant squig with his bolt pistol and proceeds to make his Damage roll. A bolt pistol deals 2d10+5 points of Damage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds 5 for a total of 23. In addition, as one of the dice results was a 10, his attack is also a possible Righteous Fury! Helgath then makes a second attack roll identical to his first, which is a Ballistic Skill Test using his modified Ballistic Skill of 25. Helgath makes a percentile roll and gets 22, which is a hit! He now makes a second Damage roll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6583, + "rule_id": "helgath-s-damage-total-for-this-attack-is-38-23-15-38-the", + "title": "Helgath’s Damage total for this attack is 38 (23+15=38). The", + "content": "Emperor has truly smiled upon Helgath this day. step FIve: target applies Damage From the Damage total, the target subtracts his Toughness Bonus and any Armour Points that protect the location hit by the attack. If this reduces the Damage to zero or less, the target shrugs off the attack. Any remaining Damage is recorded by the target as Damage. If the target’s Damage equals or exceeds his Wounds, he notes any excess Damage as Critical Damage, and the GM consults the appropriate table based on the type of Damage, the location hit, and the amount of Critical Damage accumulated. See Critical Damage on page 250 for more information.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6584, + "rule_id": "example-40", + "title": "example", + "content": "Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total Damage. The GM notes the creature’s Toughness Bonus is 8 and it does not have any Armour Points protecting its body. He subtracts eight points from the total Damage, leaving 30. The creature has only 25 Wounds, so it thuds to the ground dead.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "example", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6585, + "rule_id": "unarmed-combat", + "title": "unarmed combat", + "content": "Not every fight in Deathwatch requires bolters and power swords. Some conflicts can be settled the old-fashioned way with fists (not to mention feet and, if the character is a dirty scummer, teeth). To make an unarmed attack, the attacker must be engaged in melee with his opponent. The attacker then makes", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6586, + "rule_id": "is-armed-with-a-weapon-a-hard-20-weapon-skill-test-if", + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus the character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6587, + "rule_id": "primitive-1", + "title": "Primitive", + "content": "see page 143). In addition, a successful hit that inflicts Damage equal to or greater than the target’s Toughness Bonus also inflicts one level of Fatigue. During unarmed combat, if a 10 is rolled on a die for Damage, the rules for Righteous Fury apply with 10s counting as 5s in terms of damage caused. As with most melee attacks, an Unarmed attack can be Parried.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6608, + "rule_id": "pinning", + "title": "piNNiNg", + "content": "Being shot at is a terrifying experience at the best of times, and even the most inexperienced soldiers know to keep their heads down when the bullets and bolt shells start flying. Pinning represents a character’s survival instincts telling him to stay in cover. While he may want to charge headlong into a storm of bullets, he first needs to steel his nerves. When a character is on the receiving end of Suppressive Fire, even if the shot struck a Hit Location that is behind cover or the character suffers no", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6609, + "rule_id": "damage-he-must-make-a-hard-20-pinning-test-this-is-a", + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally. On a failure, the character becomes Pinned.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6610, + "rule_id": "being-pinned", + "title": "beIng pInneD", + "content": "A Pinned character may only take Half Actions. Additionally, he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned character is in cover relative to the attacker that Pinned him, he may not leave it except to retreat (provided he can remain in cover while doing so). If he is not in cover when Pinned, he must use his next Turn to reach cover. If there is no cover nearby, he must move away from the attacker that Pinned him. A character can test Willpower at the end of his Turn to escape Pinning, in which", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6611, + "rule_id": "case-he-may-act-as-normal-in-his-next-turn-this-test-is-easy-30", + "title": "case he may act as normal in his next Turn. This test is Easy (+30)", + "content": "if the character is no longer under fire (i.e., no one tried to shoot", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6612, + "rule_id": "stray-shots-optional-rule", + "title": "stray shots (optIonal rule)", + "content": "GMs keen on reinforcing the merciless nature of the 41st millennium may rule that if a character shooting into a melee combat misses his target by a small margin (one Degree of Failure or less), the attack instead hits another target engaged in the same melee. The GM might also rule that anyone shooting into a melee combat with a Semi-Auto Burst or Full Auto Burst must allocate multiple hits to different targets engaged in the melee.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6613, + "rule_id": "point-blank-range", + "title": "poInt blank range", + "content": "When a character makes a ranged attack against a target that is two metres away or closer, that target is at Point Blank Range. Ballistic Skill Tests made to attack a target at Point", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6614, + "rule_id": "blank-range-are-easy-30-this-bonus-does-not-apply", + "title": "Blank Range are Easy (+30). This bonus does not apply", + "content": "when the attacker and the target are engaged in melee combat with each other. For weapons with a short range of less than 3 metres, point blank range is 1 meter less than the weapon’s short range.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6615, + "rule_id": "prone", + "title": "prone", + "content": "A character is considered Prone any time he is lying on the ground. Weapon Skill Tests made to attack Prone targets are", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6616, + "rule_id": "targets-are-difficult-10-unless-the-attacker-is-at-point-blank", + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to Weapon Skill Tests and a –20 penalty to Dodge Tests. Unless a character is engaged in a Grapple, he can drop Prone as a Free Action.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6617, + "rule_id": "short-range", + "title": "short range", + "content": "Targets that are at a distance of less than half the Range of a character’s weapon are at Short Range. Ballistic Skill Tests", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6618, + "rule_id": "size-1", + "title": "sIZe", + "content": "Size is an important factor when shooting ranged weapons because it is usually easier to hit a larger target. All characters and creatures in Deathwatch have a defined size category, and it should be relatively easy for the GM to assign appropriate size categories to objects as needed. Use Table 8–6: Target Size Modifiers for working out bonuses and penalties based on a target’s size.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6619, + "rule_id": "stunned-targets", + "title": "stunneD targets", + "content": "Weapon Skill and Ballistic Skill Tests made to attack Stunned", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6620, + "rule_id": "unaware-targets", + "title": "unaware targets", + "content": "When a character has no idea that he is about to be attacked, he is considered an Unaware target. Usually, this happens at the beginning of a combat when one or more characters are", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6621, + "rule_id": "weapon-jams", + "title": "weapon jams", + "content": "Such is the capricious whim of the 41st Millennium that many of the ranged weapons characters use will have an unfortunate tendency to malfunction, either through extreme age, maltreatment of their machine spirit, or just plain poor design. To represent these unfortunate occurrences, an unmodified result of 96 to 00, in addition to being an automatic miss, also indicates the weapon has Jammed. A Jammed weapon cannot be fired until it is cleared. Clearing a Jam is a Full Action which requires a Ballistic Skill Test. If the test is successful then the Jam has been cleared, though the weapon needs to be reloaded and any ammo in it is lost. If the test is failed, the weapon is still Jammed, though the character can attempt to clear it again next Round. Note: Some weapons, such as plasma guns, grenades, and missiles, are particularly dangerous to use. For these weapons, refer to their descriptions and Weapon Special Qualities (see Armoury). Semi-automatic and fully automatic fire also increases the likelihood of Jamming. This is described within the Semiweather, smoke, anD unnatural", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6622, + "rule_id": "conditions", + "title": "conDItIons", + "content": "Weapon Skill and Ballistic Skill Tests made to attack whilst enduring harsh weather or unnatural conditions, such as heavy rain, an ash storm, or knee-deep in waves of fungus are", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6623, + "rule_id": "injury", + "title": "iNjury", + "content": "A natural consequence of pushing one’s luck in the far reaches of the galaxy is getting hurt. Battle-Brothers can get into fights with an endless array of enemies, machinery can malfunction, pilots can fail to perform manoeuvres, and careless psykers can invite all manner of warp horrors to show up and ruin everyone’s day. Common physical injuries to Deathwatch characters are represented by Damage and Fatigue. Additionally, characters can also experience several types of Conditions and Special Damage such as fire, suffocation, being Stunned, and the amputation of limbs. With all these different types of punishment waiting to befall characters, it is important to know how much physical abuse a character can take, and a key measurement of this is how many Wounds he possesses.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6624, + "rule_id": "wounds-1", + "title": "wounDs", + "content": "Wounds are a measurement of how much punishment a character can take before suffering debilitating effects and ultimately, death. Every character in Deathwatch has a specified number of Wounds. A character can often increase his Wounds by spending Experience Points (see Chapter II: Specialities). Wounds do not normally deplete. Even when a character is injured, that injury does not decrease his Wounds. Instead, a character’s Wounds simply serve as a threshold, and the injury is recorded on his character sheet as Damage. When a character’s Damage exceeds his Wounds, he is in real trouble.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6625, + "rule_id": "damage-1", + "title": "Damage", + "content": "Damage is physical trauma dealt to a character. Characters can suffer Damage a number ways including being shot by a boltgun, lacerated by daemon claws, falling into a lava-filled crevasse, exposure to the hard vacuum of space, and so forth. When a character suffers Damage, record the amount on his character sheet. That Damage remains with the character until it is removed over time by natural healing, or the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6626, + "rule_id": "character-receives-medical-attention-see-page-262-damage", + "title": "character receives medical attention (see page 262). Damage", + "content": "is cumulative; each time a character suffers Damage, the amount is added to any previous Damage he had. Each time a character is dealt Damage, there may be an opportunity for him to reduce it before it is applied to his total. By default, a character reduces incoming Damage by an amount equal to his Toughness Bonus. Armour can also help further reduce Damage. If the source of the Damage struck a body location protected by armour, the incoming Damage is reduced by an amount equal to the Armour Points provided by the armour. It is important to note that some sources of Damage ignore armour and/or Toughness; such cases are always detailed in the description of the Damage source. As long a character’s total Damage is equal to or less than his Wounds, his body still functions normally. If a character’s Damage ever exceeds his Wounds, he begins to take Critical Damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6627, + "rule_id": "example-42", + "title": "example", + "content": "Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his Unnatural Toughness trait). He is also wearing Adeptus Astartes power armour that provides 10 Armour Points of protection to his arms, body, and legs. He is shot by a lascannon that deals 21 points of Damage to his body. His armour reduces the Damage by 10, and his Toughness Bonus reduces it by another 8, leaving 3 points of Damage. Myrdor’s player records 3 Damage on his character sheet. Later, Myrdor is struck in the head by a genestealer for 19 points of Damage. Myrdor reduces the incoming Damage by 8, thanks to his Toughness Bonus, but since he wasn’t wearing a helmet, that’s as much reduction as he’s going to get. Myrdor therefore suffers 11 Damage, which is recorded on his character sheet by adding it to his previous Damage. Myrdor has now suffered a total of 14 Damage, which is one less than his 15 Wounds. Another hit would likely inflict Critical Damage!", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6628, + "rule_id": "damage-types", + "title": "Damage types", + "content": "All Damage is divided up into four types: Energy (lasers, fire, plasma), Explosive (grenades, bolt rounds, missiles), Impact (clubs, bullets, falling) and Rending (swords, chain weapons, claws). If a source of Damage does not specify a type, treat it as Impact. Damage Type is usually only important for determining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Damage Types", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6629, + "rule_id": "plasma-explosive-grenades-bolt-rounds-missiles-impact", + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons, claws). If a source of Damage does not specify a type, treat it as Impact. Damage Type is usually only important for determining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Damage Types", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6668, + "rule_id": "blood-loss", + "title": "Blood Loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage. Characters suffering from Blood Loss have a 10% chance of dying each Round unless treated in some way. If the suffering character", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6669, + "rule_id": "is-conscious-he-may-attempt-a-difficult-10-medicae-test", + "title": "Is Conscious, He May Attempt a Difficult (–10) Medicae Test", + "content": "each Round to staunch the bleeding. If the character is also trying simultaneously to engage in strenuous activity, such as running away from whatever caused the Blood Loss, attempts to staunch", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6670, + "rule_id": "the-bleeding-instead-requires-a-very-hard-30-medicae-test", + "title": "The Bleeding Instead Requires a Very Hard (–30) Medicae Test", + "content": "If the suffering character is not conscious, or doesn’t fancy his chances, another character may attempt the test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6671, + "rule_id": "deafened", + "title": "Deafened", + "content": "The character cannot hear at all, or at least not well enough to communicate with others. Until the character recovers or has his disability repaired, he automatically fails any Skill or Characteristic Test that relies on hearing. Apart from having trouble communicating, the GM is free to decide what effects a deaf character will have on the game.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6672, + "rule_id": "fire", + "title": "Fire", + "content": "A character suffers Damage from fire each Round he is exposed to it. At the beginning of each Round after the first in which a character is exposed to the same source of flames (or if he is hit by a weapon with the Flame special quality), he must make a Challenging (+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6673, + "rule_id": "suffers-1d10-damage-with-no-reduction-from-armour-and-suffers", + "title": "Suffers 1d10 Damage (with no reduction from armour) and Suffers", + "content": "1 level of Fatigue each Round until the fire is extinguished. All Damage from fire is treated as Energy Damage for the purpose of determining Critical Effects—if the location is not otherwise specified, use the body location. If a character is on fire and is not", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6674, + "rule_id": "challenging-0-willpower-test-at-the-beginning-of-each-of", + "title": "Challenging (+0) Willpower Test at the Beginning of Each of", + "content": "his Turns in order to be able to take Actions normally; otherwise, he may only run around and scream, which counts as a Full Action. A character that is on fire may try to extinguish the flames himself", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6675, + "rule_id": "by-dropping-prone-and-making-a-hard-20-agility-test", + "title": "By Dropping Prone and Making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or harder depending on environmental conditions and whether the blazing character is able to receive any help from nearby allies. If the character is wearing fully enclosed armour (including Power Armour), he automatically passes the Willpower Test.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6676, + "rule_id": "falling", + "title": "Falling", + "content": "Gravity is an ever-present danger to characters who have a nasty habit of falling off all manner of things during the course of their adventures. Regardless of the reason, however, the results are usually the same. To work out Damage from falling, simply roll 1d10+1 for every meter the character fell. Use Table 8–3: Hit Location, page 244 to determine which part of the body hits the ground first. Armour offers no protection against falls. Damage from falling is treated as Impact Damage for the purposes of determining Critical Effects. The GM may adjust the Damage depending on the type of surface impacted as well abnormal gravity conditions, and so forth.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6677, + "rule_id": "stunned", + "title": "Stunned", + "content": "In addition to Damage and Fatigue, characters may also become Stunned. A character can become Stunned due to the effects of some Psychic Powers, Critical Damage, or the Takedown Talent. Weapon Skill and Ballistic Skill Tests to hit", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6678, + "rule_id": "stunned-characters-are-considered-routine-20-in-addition", + "title": "Stunned Characters Are Considered Routine (+20). In Addition,", + "content": "Stunned characters cannot take Actions or Reactions such as Dodge. A Stunned character is not helpless or unaware.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6679, + "rule_id": "suffocation", + "title": "Suffocation", + "content": "There are many ways to suffocate, including drowning, smoke inhalation, and exposure to certain toxins. The rate of suffocation depends on the character’s activity level. If a character is actively trying to conserve oxygen, he can hold his breath for a number of minutes equal to his Toughness Bonus. If a character is instead", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6680, + "rule_id": "engaged-in-strenuous-activity-combat-swimming-and-so-forth", + "title": "Engaged in Strenuous Activity (Combat, Swimming, and So Forth)", + "content": "he may hold his breath for a number of Rounds equal to twice his Toughness Bonus. While holding his breath, a character", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6681, + "rule_id": "must-make-a-challenging-0-toughness-test-each-minute", + "title": "Must Make a Challenging (+0) Toughness Test Each Minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous activity). If he fails, he suffers one level of Fatigue. Remember, any amount of Fatigue imposes a –10 penalty to all tests, and if a character ever has a number of levels of Fatigue in excess of his Toughness Bonus, he immediately falls unconscious for 10-TB minutes. If the character has not gained a fresh source of oxygen by the end of the allotted time, he automatically falls unconscious regardless of his levels of Fatigue. If a character is", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6682, + "rule_id": "both-unconscious-and-deprived-of-a-fresh-source-of-oxygen-he", + "title": "Both Unconscious and Deprived of a Fresh Source of Oxygen, He", + "content": "suffers 1d10 Damage each Round until he dies. Armour and Toughness cannot reduce this Damage. It is important to note that Space Marines with a functioning Multi-lung implant may breathe water and thus do not drown.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6683, + "rule_id": "unconsciousness", + "title": "Unconsciousness", + "content": "Unconsciousness is usually a temporary state that typically results from excessive levels of Fatigue or Critical Damage. The duration of a state of unconsciousness is usually included in the description of the effect that caused it, but if no other duration is given, unconsciousness lasts for 10-TB minutes. An unconscious character is completely unaware of his surroundings and cannot take any actions. He is also treated as a helpless target (see Combat Circumstances, page 246). If a character fell into unconsciousness due to excessive levels of Fatigue, he recovers some of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6684, + "rule_id": "useless-limbs", + "title": "Useless Limbs", + "content": "Certain Critical Effects indicate a risk of permanently losing the use of a limb unless the affected character succeeds at a", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6685, + "rule_id": "challenging-0-toughness-test-if-a-character-with-the", + "title": "Challenging (+0) Toughness Test. If a Character with the", + "content": "Medicae Skill is present to assist the injured character, the victim gains a +20 bonus to such a test. Even if the test is successful, the limb must be held in a sling for 1d5+1 weeks and is useless during this time. Should the Toughness Test fail, the limb must be removed, requiring a character with the Medicae Skill to", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6686, + "rule_id": "succeed-at-a-difficult-10-medicae-test-should-this-fail-the", + "title": "Succeed at a Difficult (–10) Medicae Test. Should This Fail, the", + "content": "limb still comes off, but the surgery inflicts 1d10 Damage to the limb—almost always Critical Damage. Should the amputee live, the limb comes off, but he suffers Blood Loss and must be treated for it. Once this has been dealt with, the chirurgeon must treat the", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6687, + "rule_id": "vacuum", + "title": "Vacuum", + "content": "There is nothing good about being exposed to vacuum. There are two main ways this unfortunate event could occur: A character can be suddenly thrust into an airless, pressureless", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 6688, + "rule_id": "environment-such-as-being-expelled-from-an-airlock-or-he", + "title": "Environment (Such as Being Expelled from an Airlock), or He", + "content": "can be slowly affected (such as being trapped on a starship as its atmosphere is vented into space). If suddenly exposed to vacuum, a character may survive unharmed for a number of Rounds equal to his Toughness Bonus. Unless he has an oxygen source, he will also begin to suffer from the effects of suffocation. At the end of each Round after this, he suffers 1d10+3 Explosive Damage from depressurisation. If he is", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "skills/rules", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 7070, + "rule_id": "civilian", + "title": "Civilian", + "content": "Humanity is spread across the stars in countless billions. The majority go about their lives as they can and their circumstances dictate, from hive workers to hardscrabble colonists to individuals born on far-flung worlds that have never known the Imperial Creed.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "civilian", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 7071, + "rule_id": "civilian-profile", + "title": "Civilian Profile", + "content": "Ws Bs s T ag int Per WP fel 20 20 30 30 30 25 20 20 25 Movement: 3/6/9/18 Wounds: 8", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "civilian", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 7192, + "rule_id": "attack-patterns-1", + "title": "Attack Patterns", + "content": "Fire SupportHalf / Free1YesThe Kill-team concentrates suppressing fire.\nTactical AdvanceHalf / Free1YesThe Kill-team crosses dangerous ground in concert.\nTank BusterFree1NoA Space Marine distracts a target to create an opportunity.\nFire for EffectHalf1YesThe Kill-team fires at targets as they appear.\nBolter AssaultFree3NoThe Kill-team rushes forward firing their bolters.\nFurious ChargeFree3NoThe Kill-team charges an enemy in unison.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Action", + "created_at": "2025-08-17 20:58:47" + }, + { + "id": 7193, + "rule_id": "defensive-stances-1", + "title": "Defensive Stances", + "content": "Tactical SpacingFull1YesThe Kill-team spaces itself to react to danger.\nGo to GroundReaction1NoA Space Marine calls for movement into cover.\nRegroupFull2NoA Space Marine calls to move the Kill-team together.\nSoak FireReaction2NoA Space Marine takes automatic fire with his Kill-team.\nDig InFull3YesThe Kill-team makes expert use of cover.\nStrongpointFull3YesA Space Marine coordinates fire to defend a position.", + "page": 1, + "source": "sanitized", + "source_abbr": "SAN", + "category": "Action", + "created_at": "2025-08-17 20:58:47" + } + ] +} \ No newline at end of file diff --git a/database/backups/purge_non_csv_rules_report_2025-08-18T19-18-25-026Z.json b/database/backups/purge_non_csv_rules_report_2025-08-18T19-18-25-026Z.json new file mode 100644 index 0000000..2cfa0ec --- /dev/null +++ b/database/backups/purge_non_csv_rules_report_2025-08-18T19-18-25-026Z.json @@ -0,0 +1,11 @@ +{ + "purgedAt": "2025-08-18T19:18:25.052Z", + "purgedCount": 532, + "remaining": [ + { + "source": "csv-import", + "c": 45 + } + ], + "total": 45 +} \ No newline at end of file diff --git a/database/backups/rules-backup-2025-08-17T17-31-41-080Z.json b/database/backups/rules-backup-2025-08-17T17-31-41-080Z.json new file mode 100644 index 0000000..e4ca974 --- /dev/null +++ b/database/backups/rules-backup-2025-08-17T17-31-41-080Z.json @@ -0,0 +1,1446 @@ +{ + "backedAt": "2025-08-17T17:31:41.080Z", + "count": 288, + "rows": [ + { + "id": 1, + "title": "CORE RULEBOOK", + "content": "™\n™\n" + }, + { + "id": 2, + "title": "DARKNESS OF THE 41ST MILLENNIUM", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n" + }, + { + "id": 3, + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n" + }, + { + "id": 4, + "title": "GAME?", + "content": "Introduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n" + }, + { + "id": 5, + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n" + }, + { + "id": 6, + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n" + }, + { + "id": 7, + "title": "their Perception. See page 36 for details.", + "content": "exaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n" + }, + { + "id": 8, + "title": "88 —", + "content": "Techmarine masters of machinery\ns Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your character’s Movement, Fate Points,\n" + }, + { + "id": 9, + "title": "therefore, and you will know no fear.”", + "content": "–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n" + }, + { + "id": 10, + "title": "Strength and Toughness Traits.", + "content": "Abilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n" + }, + { + "id": 11, + "title": "and Toughness Traits.", + "content": "–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n" + }, + { + "id": 12, + "title": "Willpower Test to leave the progenoids behind.", + "content": "• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n" + }, + { + "id": 13, + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n" + }, + { + "id": 14, + "title": "benefits: +5 Weapon Skill,, +5 Willpower, and the", + "content": "are at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n" + }, + { + "id": 15, + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n" + }, + { + "id": 16, + "title": "–S.S.", + "content": "The Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n" + }, + { + "id": 17, + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n" + }, + { + "id": 18, + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n" + }, + { + "id": 19, + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n" + }, + { + "id": 20, + "title": "LEMAN RUSS", + "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n" + }, + { + "id": 21, + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n" + }, + { + "id": 22, + "title": "Squad Mode.", + "content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n" + }, + { + "id": 23, + "title": "Rapid Reload 500 Talent —", + "content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n" + }, + { + "id": 24, + "title": "os by the strength of their hatred for the", + "content": "forgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n" + }, + { + "id": 25, + "title": "Carouse Toughness —", + "content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n" + }, + { + "id": 26, + "title": "Concealment Agility —", + "content": "Contortionist Agility Movement\nDeceive Fellowship Interaction\n" + }, + { + "id": 27, + "title": "Dodge Agility —", + "content": "III: Skills\nEvaluate Intelligence Investigation\n" + }, + { + "id": 28, + "title": "Gamble Perception —", + "content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n" + }, + { + "id": 29, + "title": "Search Perception —", + "content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n" + }, + { + "id": 30, + "title": "Ciphers† Intelligence —", + "content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n" + }, + { + "id": 31, + "title": "Literacy Intelligence —", + "content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n" + }, + { + "id": 32, + "title": "Performer† Fellowship —", + "content": "Pilot† Agility Operator\n" + }, + { + "id": 33, + "title": "Tracking Intelligence —", + "content": "Trade† Intelligence Crafting\n" + }, + { + "id": 34, + "title": "Wrangling Intelligence —", + "content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n" + }, + { + "id": 35, + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n" + }, + { + "id": 36, + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n" + }, + { + "id": 37, + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n" + }, + { + "id": 38, + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n" + }, + { + "id": 39, + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n" + }, + { + "id": 40, + "title": "out of action to regain full Cohesion.", + "content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n" + }, + { + "id": 41, + "title": "chance of Righteous Fury.", + "content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n" + }, + { + "id": 42, + "title": "Immune to Pinning by Pistols and Basic Weapons.", + "content": "Last Man Standing Nerves of Steel\n" + }, + { + "id": 43, + "title": "Improves Cover.", + "content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n" + }, + { + "id": 44, + "title": "Fellowship Test.", + "content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n" + }, + { + "id": 45, + "title": "One item up to 20 Requisition becomes standard", + "content": "Signature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n" + }, + { + "id": 46, + "title": "One item up to 70 Requisition becomes standard", + "content": "Signature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n" + }, + { + "id": 47, + "title": "Prerequisites: Agility 30", + "content": "This Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n" + }, + { + "id": 48, + "title": "Prerequisites: Strength 45", + "content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n" + }, + { + "id": 49, + "title": "Weapon Skill instead of +10.", + "content": "call To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n" + }, + { + "id": 50, + "title": "Prerequisites: Weapon Skill 50", + "content": "The character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n" + }, + { + "id": 51, + "title": "Prerequisites: Weapon Skill 30", + "content": "The character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n" + }, + { + "id": 52, + "title": "Prerequisites: Perception 40", + "content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n" + }, + { + "id": 53, + "title": "Prerequisites: Agility 40, Two-Weapon Wielder", + "content": "elecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n" + }, + { + "id": 54, + "title": "Full Action and a successful a Willpower Test.", + "content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n" + }, + { + "id": 55, + "title": "successful Willpower Test.", + "content": "t\n" + }, + { + "id": 56, + "title": "Prerequisites: Intelligence 30", + "content": "Logic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n" + }, + { + "id": 57, + "title": "Prerequisites: Agility 40", + "content": "Light on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n" + }, + { + "id": 58, + "title": "Prerequisites: Toughness 40", + "content": "GooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n" + }, + { + "id": 59, + "title": "Prerequisites: Intelligence 40", + "content": "The character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n" + }, + { + "id": 60, + "title": "Prerequisites: Ballistic Skill 40", + "content": "The character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n" + }, + { + "id": 61, + "title": "Prerequisites: Perception 30", + "content": "The slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n" + }, + { + "id": 62, + "title": "Prerequisites: Fellowship 30", + "content": "The character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n" + }, + { + "id": 63, + "title": "Prerequisites: Intelligence 40, Fel 30", + "content": "The character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n" + }, + { + "id": 64, + "title": "Brother. Gain +1 Cohesion.", + "content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n" + }, + { + "id": 65, + "title": "Prerequisites: Intelligence 30", + "content": "Either through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n" + }, + { + "id": 66, + "title": "Prerequisites: Intelligence 30", + "content": "Mental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n" + }, + { + "id": 67, + "title": "Prerequisites: Toughness 40", + "content": "The character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n" + }, + { + "id": 68, + "title": "equal to the character’s Intelligence Bonus.", + "content": "unshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n" + }, + { + "id": 69, + "title": "Willpower Bonus x10 metres.", + "content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n" + }, + { + "id": 70, + "title": "Strength Bonus increases to 8.", + "content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n" + }, + { + "id": 71, + "title": "Requisition", + "content": "•\n" + }, + { + "id": 72, + "title": "Renown", + "content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortress’s\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatch’s own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n" + }, + { + "id": 73, + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n" + }, + { + "id": 74, + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n" + }, + { + "id": 75, + "title": "Renown Rating Renown Rank", + "content": "Weapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n" + }, + { + "id": 76, + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n" + }, + { + "id": 77, + "title": "Table 5–3: Craftsmanship and Requisition Costs", + "content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n" + }, + { + "id": 78, + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n" + }, + { + "id": 79, + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n" + }, + { + "id": 80, + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n" + }, + { + "id": 81, + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n" + }, + { + "id": 82, + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n" + }, + { + "id": 83, + "title": "be used to Parry.", + "content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n" + }, + { + "id": 84, + "title": "Righteous Fury on page 245).", + "content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n" + }, + { + "id": 85, + "title": "50 10 –", + "content": "(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n" + }, + { + "id": 86, + "title": "its smaller clip and slower rate of fire.", + "content": "However, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n" + }, + { + "id": 87, + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n" + }, + { + "id": 88, + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n" + }, + { + "id": 89, + "title": "††††", + "content": "See Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n" + }, + { + "id": 90, + "title": "cost for an Upgrade covers both the technological", + "content": "V: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n" + }, + { + "id": 91, + "title": "Agility Damage.", + "content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n" + }, + { + "id": 92, + "title": "attack roll.", + "content": "by\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n" + }, + { + "id": 93, + "title": "Tearing, Special", + "content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n" + }, + { + "id": 94, + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n" + }, + { + "id": 95, + "title": "Field, Tearing", + "content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n" + }, + { + "id": 96, + "title": "4d10 X Damage with a Penetration of 4.", + "content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n" + }, + { + "id": 97, + "title": "Name Wt Req Renown", + "content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n" + }, + { + "id": 98, + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n" + }, + { + "id": 99, + "title": "09–11", + "content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n" + }, + { + "id": 100, + "title": "12–14", + "content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n" + }, + { + "id": 101, + "title": "15–17", + "content": "Psyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n" + }, + { + "id": 102, + "title": "24–26", + "content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n" + }, + { + "id": 103, + "title": "27–29", + "content": "psyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n" + }, + { + "id": 104, + "title": "33–35", + "content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n" + }, + { + "id": 105, + "title": "36–38", + "content": "for the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n" + }, + { + "id": 106, + "title": "42–44", + "content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n" + }, + { + "id": 107, + "title": "45–47", + "content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n" + }, + { + "id": 108, + "title": "48–50", + "content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n" + }, + { + "id": 109, + "title": "51–53", + "content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n" + }, + { + "id": 110, + "title": "54–56", + "content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n" + }, + { + "id": 111, + "title": "63–65", + "content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n" + }, + { + "id": 112, + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n" + }, + { + "id": 113, + "title": "10–13", + "content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n" + }, + { + "id": 114, + "title": "14–18", + "content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n" + }, + { + "id": 115, + "title": "19–24", + "content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n" + }, + { + "id": 116, + "title": "56–58", + "content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n" + }, + { + "id": 117, + "title": "68–72", + "content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n" + }, + { + "id": 118, + "title": "83–86", + "content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n" + }, + { + "id": 119, + "title": "and Untouchables suffer half the damage rolled.", + "content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n" + }, + { + "id": 120, + "title": "hours recovery before it may be used again.", + "content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n" + }, + { + "id": 121, + "title": "cover protect as normal.", + "content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n" + }, + { + "id": 122, + "title": "a result of Fear.", + "content": "O\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n" + }, + { + "id": 123, + "title": "attacks count as having a Penetration of 0.", + "content": "True sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n" + }, + { + "id": 124, + "title": "Willpower Test to break free.", + "content": "TesTs\n•\nThe Role of faTe\n•\nt\n•\n" + }, + { + "id": 125, + "title": "Cohesion", + "content": "•\n" + }, + { + "id": 126, + "title": "squad Mode and", + "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n" + }, + { + "id": 127, + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n" + }, + { + "id": 128, + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n" + }, + { + "id": 129, + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n" + }, + { + "id": 130, + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n" + }, + { + "id": 131, + "title": "• Enter Squad Mode without a Cohesion Test.", + "content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n" + }, + { + "id": 132, + "title": "10 10 20 30 60", + "content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n" + }, + { + "id": 133, + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n" + }, + { + "id": 134, + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n" + }, + { + "id": 135, + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n" + }, + { + "id": 136, + "title": "Battle-Brother using the Squad Mode ability.", + "content": "Visual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n" + }, + { + "id": 137, + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n" + }, + { + "id": 138, + "title": "• His Kill-team’s Cohesion is reduced to 0.", + "content": "• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n" + }, + { + "id": 139, + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n" + }, + { + "id": 140, + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n" + }, + { + "id": 141, + "title": "using squad Mode abiliTies", + "content": "rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n" + }, + { + "id": 142, + "title": "keeping TRaCk of squad Mode", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n" + }, + { + "id": 143, + "title": "Support Range or leave Squad Mode.", + "content": "exaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n" + }, + { + "id": 144, + "title": "Joining susTained squad Mode", + "content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n" + }, + { + "id": 145, + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n" + }, + { + "id": 146, + "title": "Parry Tests.", + "content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n" + }, + { + "id": 147, + "title": "resist Cohesion damage.", + "content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n" + }, + { + "id": 148, + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n" + }, + { + "id": 149, + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n" + }, + { + "id": 150, + "title": "Kill-team has their Cohesion reduced by 2.", + "content": "InItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n" + }, + { + "id": 151, + "title": "Dodged or Parried.", + "content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n" + }, + { + "id": 152, + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n" + }, + { + "id": 153, + "title": "DoDge anD parry reactIons", + "content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n" + }, + { + "id": 154, + "title": "(but see Dodge and Parry Reactions, below).", + "content": "a number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n" + }, + { + "id": 155, + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n" + }, + { + "id": 156, + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n" + }, + { + "id": 157, + "title": "weapon and Ballistic Skill for the pistol.", + "content": "Table 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n" + }, + { + "id": 158, + "title": "1 3", + "content": "VIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n" + }, + { + "id": 159, + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n" + }, + { + "id": 160, + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n" + }, + { + "id": 161, + "title": "Zero Toughness The character dies.", + "content": "VIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n" + }, + { + "id": 162, + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n" + }, + { + "id": 163, + "title": "and Ballistic Skill Tests for 1 Round.", + "content": "3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n" + }, + { + "id": 164, + "title": "few Psychic Powers can speed up Damage recovery.", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n" + }, + { + "id": 165, + "title": "Damage equal to his Toughness Bonus.", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n" + }, + { + "id": 166, + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanity’s\ngroup’s players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n" + }, + { + "id": 167, + "title": "the weight of its own fear and confusion.", + "content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n" + }, + { + "id": 168, + "title": "Marine must have 60 Renown to be considered for", + "content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n" + }, + { + "id": 169, + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n" + }, + { + "id": 170, + "title": "Requisition is divided among each Battle-Brother", + "content": "of such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n" + }, + { + "id": 171, + "title": "Table 9–4: Setting Requisition", + "content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n" + }, + { + "id": 172, + "title": "REcovERy", + "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the\n" + }, + { + "id": 173, + "title": "Fear and", + "content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and\ntest, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n" + }, + { + "id": 174, + "title": "01–20", + "content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n" + }, + { + "id": 175, + "title": "21–40", + "content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n" + }, + { + "id": 176, + "title": "41–60", + "content": "the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n" + }, + { + "id": 177, + "title": "61–80", + "content": "makes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n" + }, + { + "id": 178, + "title": "101–120", + "content": "is still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n" + }, + { + "id": 179, + "title": "131–140", + "content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n" + }, + { + "id": 180, + "title": "171+", + "content": "successful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse\nnot be considered to be automatic. They can be best 31-60 –10\nLevel 1\nused to bring home the horrific nature of a location Primarch’s Curse\n" + }, + { + "id": 181, + "title": "61–90 –20", + "content": "IX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players’ allies—such as having Inquisitorial Primarch’s Curse\n" + }, + { + "id": 182, + "title": "91–99 –30", + "content": "agents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n" + }, + { + "id": 183, + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n" + }, + { + "id": 184, + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n" + }, + { + "id": 185, + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n" + }, + { + "id": 186, + "title": "of revelation (finding yourself covered in blood,", + "content": "surrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n" + }, + { + "id": 187, + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brother’s psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n" + }, + { + "id": 188, + "title": "source of Fear.", + "content": "s\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n" + }, + { + "id": 189, + "title": "IMPERIUM", + "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n" + }, + { + "id": 190, + "title": "THE SOUL BINDING", + "content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu\nal, kno wn as the Soul\nthe Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n" + }, + { + "id": 191, + "title": "EXTERMINATUS", + "content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n" + }, + { + "id": 192, + "title": "strengthen the sub vers ive cau se they", + "content": "ation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n" + }, + { + "id": 193, + "title": "SEGEMENTUM", + "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n" + }, + { + "id": 194, + "title": "ULTIMA", + "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n" + }, + { + "id": 195, + "title": "SEGEMENTUM", + "content": "Tempestus\nGryphonne IV Rynn’s World\nThe Veiled Region\n" + }, + { + "id": 196, + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n" + }, + { + "id": 197, + "title": "suppressiOns", + "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n" + }, + { + "id": 198, + "title": "CHINE", + "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n" + }, + { + "id": 199, + "title": "holds no fear.", + "content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\nalien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n" + }, + { + "id": 200, + "title": "THE PUREST OF T", + "content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance – th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n" + }, + { + "id": 201, + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n" + }, + { + "id": 202, + "title": "RADICALS AND PURITANS", + "content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n" + }, + { + "id": 203, + "title": "BLACK SHIELDS", + "content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n" + }, + { + "id": 204, + "title": "CATECHISM OF THE XENOS", + "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reach’s forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n" + }, + { + "id": 205, + "title": "disturb the plains of grey dust that cover", + "content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the system’s edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n" + }, + { + "id": 206, + "title": "THE HADEX ANOMALY", + "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n" + }, + { + "id": 207, + "title": "Hordes", + "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n" + }, + { + "id": 208, + "title": "damage Caused By Hordes", + "content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n" + }, + { + "id": 209, + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n" + }, + { + "id": 210, + "title": "(18) (12)", + "content": "awaits them as a price of their blindness.”\n" + }, + { + "id": 211, + "title": "75 60 66 45 48 48 48 75 30", + "content": "–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n" + }, + { + "id": 212, + "title": "I; Pen 6; Felling, Unwieldy).", + "content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n" + }, + { + "id": 213, + "title": "35 35 35 35 30 20 30 35 20", + "content": "S T ag int Per WP fel\n" + }, + { + "id": 214, + "title": "28 25 30 30 30 20 30 40 20", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n" + }, + { + "id": 215, + "title": "Gear: Respirator, 3 reloads for autopistol.", + "content": "Horde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n" + }, + { + "id": 216, + "title": "(10) (10)", + "content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n" + }, + { + "id": 217, + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n" + }, + { + "id": 218, + "title": "20 25 20 40 40 15 25 20 10", + "content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n" + }, + { + "id": 219, + "title": "25 35 30 30 25 30 20 30 30", + "content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n" + }, + { + "id": 220, + "title": "55 30 60 50 44 20 35 50 ––", + "content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n" + }, + { + "id": 221, + "title": "Talents: Fearless, Swift Attack.", + "content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).\n" + }, + { + "id": 222, + "title": "Blast (10), Deadly Snare, Tearing,", + "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n" + }, + { + "id": 223, + "title": "the victim’s Armour and Toughness Bonus.", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n" + }, + { + "id": 224, + "title": "WE ARE THE IMPERIUM!”", + "content": "XIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n" + }, + { + "id": 225, + "title": "30 30 30 35 30 30 30 30 35", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n" + }, + { + "id": 226, + "title": "Pen 2; Balanced, Tearing).", + "content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.\n" + }, + { + "id": 227, + "title": "35 35 30 35 35 45 45 40 40", + "content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n" + }, + { + "id": 228, + "title": "15; Reload Full; Reliable).", + "content": "Gear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n" + }, + { + "id": 229, + "title": "40 45 35 40 40 35 38 45 45", + "content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n" + }, + { + "id": 230, + "title": "30 30 30 35 30 20 30 35 20", + "content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n" + }, + { + "id": 231, + "title": "Unnatural Strength (x2).", + "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n" + }, + { + "id": 232, + "title": "35 35 50 48 30 20 30 35 ––", + "content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n" + }, + { + "id": 233, + "title": "51-70", + "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office,\nacross its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n" + }, + { + "id": 234, + "title": "†Includes Strength and Augmetic Bonus.", + "content": "Gear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n" + }, + { + "id": 235, + "title": "16 20 25 30 30 27 29 21 28", + "content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n" + }, + { + "id": 236, + "title": "\b 165 \b 115", + "content": "Index\n" + }, + { + "id": 237, + "title": "\b 113 \b", + "content": "\b\n" + }, + { + "id": 238, + "title": "\b 205 \b", + "content": "\b\n" + }, + { + "id": 239, + "title": "\b 117 \b 271", + "content": "Index\n" + }, + { + "id": 240, + "title": "\b 119 \b 241", + "content": "\b\n10\n" + }, + { + "id": 241, + "title": "\b \b", + "content": "121 205\n\b 273 \b 234\n\b 241 \b 123\n" + }, + { + "id": 242, + "title": "\b \b", + "content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n" + }, + { + "id": 243, + "title": "\b 121 \b", + "content": "\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160\n122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208\n" + }, + { + "id": 244, + "title": "\b 123 \b", + "content": "\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270\n" + }, + { + "id": 245, + "title": "\b 230", + "content": "\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b\n248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203\n" + }, + { + "id": 246, + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex\n" + }, + { + "id": 247, + "title": "SKILLS", + "content": "Trained\nTrained\nTrained\n" + }, + { + "id": 248, + "title": "+20%", + "content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n" + }, + { + "id": 249, + "title": "______________________________________", + "content": "〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕\nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕\n" + }, + { + "id": 250, + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n" + }, + { + "id": 251, + "title": "NAME", + "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n" + }, + { + "id": 252, + "title": "(31-70)", + "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕\n" + }, + { + "id": 253, + "title": "NAME", + "content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD 〔 〕\nType: Type:\n" + }, + { + "id": 254, + "title": "〔 POWER ARMOUR ABILITIES 〕", + "content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n" + }, + { + "id": 255, + "title": "SQUAD MODE", + "content": "Character Name: Player Name: Chapter:\n" + }, + { + "id": 256, + "title": "Squad Mode Abilities (pg 219)", + "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n" + }, + { + "id": 257, + "title": "SQUAD DESIGNATION:", + "content": "8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n" + }, + { + "id": 258, + "title": "COHESION:", + "content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n" + }, + { + "id": 259, + "title": "SOLO MODE", + "content": "Index\n™\n" + }, + { + "id": 260, + "title": "OF THE 41ST MILLENNIUM", + "content": "You are a Space Marine, one of the Imperium’s supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n" + }, + { + "id": 261, + "title": "ISBN:\b978-1-58994-778-8", + "content": "™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n" + }, + { + "id": 262, + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n•\nt\nShadow of Perhaps intending to preserve the planet’s ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just\n" + }, + { + "id": 263, + "title": "by Kroot (Novice Objective, 6 Requisition)", + "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n" + }, + { + "id": 264, + "title": "Objective, 7 Requisition)", + "content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n" + }, + { + "id": 265, + "title": "(Veteran Objective, 8 Requisition)", + "content": "You should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n" + }, + { + "id": 266, + "title": "(8) (8)", + "content": "and one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n" + }, + { + "id": 267, + "title": "Strength (x2), Unnatural Perception (x2).", + "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n" + }, + { + "id": 268, + "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", + "content": "Imperial Guardsmen fighting off an overwhelming number\n" + }, + { + "id": 269, + "title": "Gear: Rifle reloads.", + "content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\n" + }, + { + "id": 270, + "title": "Unnatural Perception (x2)", + "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n" + }, + { + "id": 271, + "title": "minus the wielder’s Strength Bonus in minutes.", + "content": "he’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n" + }, + { + "id": 272, + "title": "them they have discovered the General’s location", + "content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but\n" + }, + { + "id": 273, + "title": "Renown from the overall Mission Rewards.", + "content": "Shadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n" + }, + { + "id": 274, + "title": "Renown to the overall Mission Rewards.", + "content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n" + }, + { + "id": 275, + "title": "them, using the machine spirit’s Ballistic Skill.", + "content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n" + }, + { + "id": 276, + "title": "(10) (8)", + "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n" + }, + { + "id": 277, + "title": "Toughness (x2).", + "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n" + }, + { + "id": 278, + "title": "4; Balanced, Tearing).", + "content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip\n" + }, + { + "id": 279, + "title": "40, Reload 2Full)", + "content": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n" + }, + { + "id": 280, + "title": "cannot be reloaded in flight, Blast (6) )", + "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n" + }, + { + "id": 281, + "title": "Requisition to stack the odds in your favour.", + "content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the region’s budding cold\n" + }, + { + "id": 282, + "title": "ISBN: 978-1-58994-779-5", + "content": "9 781589 947795 51995\nwww.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective\nlogos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products\nand illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and\nother countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be\nreproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour\n" + }, + { + "id": 283, + "title": "Hordes", + "content": "Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used.\nHellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to\n" + }, + { + "id": 284, + "title": "†† ††† ††", + "content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n" + }, + { + "id": 285, + "title": "+10 to Parry.", + "content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n" + }, + { + "id": 286, + "title": "double the weapon’s Penetration.", + "content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n" + }, + { + "id": 287, + "title": "Tearing:", + "content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n" + }, + { + "id": 288, + "title": "Damage (no reduction for armour or Toughness).", + "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-backup-2025-08-17T17-32-04-635Z.json b/database/backups/rules-backup-2025-08-17T17-32-04-635Z.json new file mode 100644 index 0000000..b29f18e --- /dev/null +++ b/database/backups/rules-backup-2025-08-17T17-32-04-635Z.json @@ -0,0 +1,1446 @@ +{ + "backedAt": "2025-08-17T17:32:04.635Z", + "count": 288, + "rows": [ + { + "id": 1, + "title": "CORE RULEBOOK", + "content": "™\n™\n" + }, + { + "id": 2, + "title": "DARKNESS OF THE 41ST MILLENNIUM", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n" + }, + { + "id": 3, + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n" + }, + { + "id": 4, + "title": "GAME?", + "content": "Introduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n" + }, + { + "id": 5, + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n" + }, + { + "id": 6, + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n" + }, + { + "id": 7, + "title": "their Perception. See page 36 for details.", + "content": "exaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n" + }, + { + "id": 8, + "title": "88 —", + "content": "Techmarine masters of machinery\ns Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your character’s Movement, Fate Points,\n" + }, + { + "id": 9, + "title": "therefore, and you will know no fear.”", + "content": "–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n" + }, + { + "id": 10, + "title": "Strength and Toughness Traits.", + "content": "Abilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n" + }, + { + "id": 11, + "title": "and Toughness Traits.", + "content": "–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n" + }, + { + "id": 12, + "title": "Willpower Test to leave the progenoids behind.", + "content": "• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n" + }, + { + "id": 13, + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n" + }, + { + "id": 14, + "title": "benefits: +5 Weapon Skill,, +5 Willpower, and the", + "content": "are at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n" + }, + { + "id": 15, + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n" + }, + { + "id": 16, + "title": "–S.S.", + "content": "The Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n" + }, + { + "id": 17, + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n" + }, + { + "id": 18, + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n" + }, + { + "id": 19, + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n" + }, + { + "id": 20, + "title": "LEMAN RUSS", + "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n" + }, + { + "id": 21, + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n" + }, + { + "id": 22, + "title": "Squad Mode.", + "content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n" + }, + { + "id": 23, + "title": "Rapid Reload 500 Talent —", + "content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n" + }, + { + "id": 24, + "title": "os by the strength of their hatred for the", + "content": "forgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n" + }, + { + "id": 25, + "title": "Carouse Toughness —", + "content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n" + }, + { + "id": 26, + "title": "Concealment Agility —", + "content": "Contortionist Agility Movement\nDeceive Fellowship Interaction\n" + }, + { + "id": 27, + "title": "Dodge Agility —", + "content": "III: Skills\nEvaluate Intelligence Investigation\n" + }, + { + "id": 28, + "title": "Gamble Perception —", + "content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n" + }, + { + "id": 29, + "title": "Search Perception —", + "content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n" + }, + { + "id": 30, + "title": "Ciphers† Intelligence —", + "content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n" + }, + { + "id": 31, + "title": "Literacy Intelligence —", + "content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n" + }, + { + "id": 32, + "title": "Performer† Fellowship —", + "content": "Pilot† Agility Operator\n" + }, + { + "id": 33, + "title": "Tracking Intelligence —", + "content": "Trade† Intelligence Crafting\n" + }, + { + "id": 34, + "title": "Wrangling Intelligence —", + "content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n" + }, + { + "id": 35, + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n" + }, + { + "id": 36, + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n" + }, + { + "id": 37, + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n" + }, + { + "id": 38, + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n" + }, + { + "id": 39, + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n" + }, + { + "id": 40, + "title": "out of action to regain full Cohesion.", + "content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n" + }, + { + "id": 41, + "title": "chance of Righteous Fury.", + "content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n" + }, + { + "id": 42, + "title": "Immune to Pinning by Pistols and Basic Weapons.", + "content": "Last Man Standing Nerves of Steel\n" + }, + { + "id": 43, + "title": "Improves Cover.", + "content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n" + }, + { + "id": 44, + "title": "Fellowship Test.", + "content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n" + }, + { + "id": 45, + "title": "One item up to 20 Requisition becomes standard", + "content": "Signature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n" + }, + { + "id": 46, + "title": "One item up to 70 Requisition becomes standard", + "content": "Signature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n" + }, + { + "id": 47, + "title": "Prerequisites: Agility 30", + "content": "This Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n" + }, + { + "id": 48, + "title": "Prerequisites: Strength 45", + "content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n" + }, + { + "id": 49, + "title": "Weapon Skill instead of +10.", + "content": "call To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n" + }, + { + "id": 50, + "title": "Prerequisites: Weapon Skill 50", + "content": "The character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n" + }, + { + "id": 51, + "title": "Prerequisites: Weapon Skill 30", + "content": "The character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n" + }, + { + "id": 52, + "title": "Prerequisites: Perception 40", + "content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n" + }, + { + "id": 53, + "title": "Prerequisites: Agility 40, Two-Weapon Wielder", + "content": "elecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n" + }, + { + "id": 54, + "title": "Full Action and a successful a Willpower Test.", + "content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n" + }, + { + "id": 55, + "title": "successful Willpower Test.", + "content": "t\n" + }, + { + "id": 56, + "title": "Prerequisites: Intelligence 30", + "content": "Logic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n" + }, + { + "id": 57, + "title": "Prerequisites: Agility 40", + "content": "Light on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n" + }, + { + "id": 58, + "title": "Prerequisites: Toughness 40", + "content": "GooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n" + }, + { + "id": 59, + "title": "Prerequisites: Intelligence 40", + "content": "The character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n" + }, + { + "id": 60, + "title": "Prerequisites: Ballistic Skill 40", + "content": "The character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n" + }, + { + "id": 61, + "title": "Prerequisites: Perception 30", + "content": "The slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n" + }, + { + "id": 62, + "title": "Prerequisites: Fellowship 30", + "content": "The character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n" + }, + { + "id": 63, + "title": "Prerequisites: Intelligence 40, Fel 30", + "content": "The character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n" + }, + { + "id": 64, + "title": "Brother. Gain +1 Cohesion.", + "content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n" + }, + { + "id": 65, + "title": "Prerequisites: Intelligence 30", + "content": "Either through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n" + }, + { + "id": 66, + "title": "Prerequisites: Intelligence 30", + "content": "Mental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n" + }, + { + "id": 67, + "title": "Prerequisites: Toughness 40", + "content": "The character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n" + }, + { + "id": 68, + "title": "equal to the character’s Intelligence Bonus.", + "content": "unshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n" + }, + { + "id": 69, + "title": "Willpower Bonus x10 metres.", + "content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n" + }, + { + "id": 70, + "title": "Strength Bonus increases to 8.", + "content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n" + }, + { + "id": 71, + "title": "Requisition", + "content": "•\n" + }, + { + "id": 72, + "title": "Renown", + "content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortress’s\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatch’s own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n" + }, + { + "id": 73, + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n" + }, + { + "id": 74, + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n" + }, + { + "id": 75, + "title": "Renown Rating Renown Rank", + "content": "Weapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n" + }, + { + "id": 76, + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n" + }, + { + "id": 77, + "title": "Table 5–3: Craftsmanship and Requisition Costs", + "content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n" + }, + { + "id": 78, + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n" + }, + { + "id": 79, + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n" + }, + { + "id": 80, + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n" + }, + { + "id": 81, + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n" + }, + { + "id": 82, + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n" + }, + { + "id": 83, + "title": "be used to Parry.", + "content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n" + }, + { + "id": 84, + "title": "Righteous Fury on page 245).", + "content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n" + }, + { + "id": 85, + "title": "50 10 –", + "content": "(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n" + }, + { + "id": 86, + "title": "its smaller clip and slower rate of fire.", + "content": "However, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n" + }, + { + "id": 87, + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n" + }, + { + "id": 88, + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n" + }, + { + "id": 89, + "title": "††††", + "content": "See Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n" + }, + { + "id": 90, + "title": "cost for an Upgrade covers both the technological", + "content": "V: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n" + }, + { + "id": 91, + "title": "Agility Damage.", + "content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n" + }, + { + "id": 92, + "title": "attack roll.", + "content": "by\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n" + }, + { + "id": 93, + "title": "Tearing, Special", + "content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n" + }, + { + "id": 94, + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n" + }, + { + "id": 95, + "title": "Field, Tearing", + "content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n" + }, + { + "id": 96, + "title": "4d10 X Damage with a Penetration of 4.", + "content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n" + }, + { + "id": 97, + "title": "Name Wt Req Renown", + "content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n" + }, + { + "id": 98, + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n" + }, + { + "id": 99, + "title": "09–11", + "content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n" + }, + { + "id": 100, + "title": "12–14", + "content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n" + }, + { + "id": 101, + "title": "15–17", + "content": "Psyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n" + }, + { + "id": 102, + "title": "24–26", + "content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n" + }, + { + "id": 103, + "title": "27–29", + "content": "psyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n" + }, + { + "id": 104, + "title": "33–35", + "content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n" + }, + { + "id": 105, + "title": "36–38", + "content": "for the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n" + }, + { + "id": 106, + "title": "42–44", + "content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n" + }, + { + "id": 107, + "title": "45–47", + "content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n" + }, + { + "id": 108, + "title": "48–50", + "content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n" + }, + { + "id": 109, + "title": "51–53", + "content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n" + }, + { + "id": 110, + "title": "54–56", + "content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n" + }, + { + "id": 111, + "title": "63–65", + "content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n" + }, + { + "id": 112, + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n" + }, + { + "id": 113, + "title": "10–13", + "content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n" + }, + { + "id": 114, + "title": "14–18", + "content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n" + }, + { + "id": 115, + "title": "19–24", + "content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n" + }, + { + "id": 116, + "title": "56–58", + "content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n" + }, + { + "id": 117, + "title": "68–72", + "content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n" + }, + { + "id": 118, + "title": "83–86", + "content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n" + }, + { + "id": 119, + "title": "and Untouchables suffer half the damage rolled.", + "content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n" + }, + { + "id": 120, + "title": "hours recovery before it may be used again.", + "content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n" + }, + { + "id": 121, + "title": "cover protect as normal.", + "content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n" + }, + { + "id": 122, + "title": "a result of Fear.", + "content": "O\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n" + }, + { + "id": 123, + "title": "attacks count as having a Penetration of 0.", + "content": "True sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n" + }, + { + "id": 124, + "title": "Willpower Test to break free.", + "content": "TesTs\n•\nThe Role of faTe\n•\nt\n•\n" + }, + { + "id": 125, + "title": "Cohesion", + "content": "•\n" + }, + { + "id": 126, + "title": "squad Mode and", + "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n" + }, + { + "id": 127, + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n" + }, + { + "id": 128, + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n" + }, + { + "id": 129, + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n" + }, + { + "id": 130, + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n" + }, + { + "id": 131, + "title": "• Enter Squad Mode without a Cohesion Test.", + "content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n" + }, + { + "id": 132, + "title": "10 10 20 30 60", + "content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n" + }, + { + "id": 133, + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n" + }, + { + "id": 134, + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n" + }, + { + "id": 135, + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n" + }, + { + "id": 136, + "title": "Battle-Brother using the Squad Mode ability.", + "content": "Visual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n" + }, + { + "id": 137, + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n" + }, + { + "id": 138, + "title": "• His Kill-team’s Cohesion is reduced to 0.", + "content": "• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n" + }, + { + "id": 139, + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n" + }, + { + "id": 140, + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n" + }, + { + "id": 141, + "title": "using squad Mode abiliTies", + "content": "rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n" + }, + { + "id": 142, + "title": "keeping TRaCk of squad Mode", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n" + }, + { + "id": 143, + "title": "Support Range or leave Squad Mode.", + "content": "exaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n" + }, + { + "id": 144, + "title": "Joining susTained squad Mode", + "content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n" + }, + { + "id": 145, + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n" + }, + { + "id": 146, + "title": "Parry Tests.", + "content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n" + }, + { + "id": 147, + "title": "resist Cohesion damage.", + "content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n" + }, + { + "id": 148, + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n" + }, + { + "id": 149, + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n" + }, + { + "id": 150, + "title": "Kill-team has their Cohesion reduced by 2.", + "content": "InItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n" + }, + { + "id": 151, + "title": "Dodged or Parried.", + "content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n" + }, + { + "id": 152, + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n" + }, + { + "id": 153, + "title": "DoDge anD parry reactIons", + "content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n" + }, + { + "id": 154, + "title": "(but see Dodge and Parry Reactions, below).", + "content": "a number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n" + }, + { + "id": 155, + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n" + }, + { + "id": 156, + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n" + }, + { + "id": 157, + "title": "weapon and Ballistic Skill for the pistol.", + "content": "Table 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n" + }, + { + "id": 158, + "title": "1 3", + "content": "VIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n" + }, + { + "id": 159, + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n" + }, + { + "id": 160, + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n" + }, + { + "id": 161, + "title": "Zero Toughness The character dies.", + "content": "VIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n" + }, + { + "id": 162, + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n" + }, + { + "id": 163, + "title": "and Ballistic Skill Tests for 1 Round.", + "content": "3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n" + }, + { + "id": 164, + "title": "few Psychic Powers can speed up Damage recovery.", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n" + }, + { + "id": 165, + "title": "Damage equal to his Toughness Bonus.", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n" + }, + { + "id": 166, + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanity’s\ngroup’s players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n" + }, + { + "id": 167, + "title": "the weight of its own fear and confusion.", + "content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n" + }, + { + "id": 168, + "title": "Marine must have 60 Renown to be considered for", + "content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n" + }, + { + "id": 169, + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n" + }, + { + "id": 170, + "title": "Requisition is divided among each Battle-Brother", + "content": "of such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n" + }, + { + "id": 171, + "title": "Table 9–4: Setting Requisition", + "content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n" + }, + { + "id": 172, + "title": "REcovERy", + "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the\n" + }, + { + "id": 173, + "title": "Fear and", + "content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and\ntest, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n" + }, + { + "id": 174, + "title": "01–20", + "content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n" + }, + { + "id": 175, + "title": "21–40", + "content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n" + }, + { + "id": 176, + "title": "41–60", + "content": "the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n" + }, + { + "id": 177, + "title": "61–80", + "content": "makes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n" + }, + { + "id": 178, + "title": "101–120", + "content": "is still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n" + }, + { + "id": 179, + "title": "131–140", + "content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n" + }, + { + "id": 180, + "title": "171+", + "content": "successful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse\nnot be considered to be automatic. They can be best 31-60 –10\nLevel 1\nused to bring home the horrific nature of a location Primarch’s Curse\n" + }, + { + "id": 181, + "title": "61–90 –20", + "content": "IX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players’ allies—such as having Inquisitorial Primarch’s Curse\n" + }, + { + "id": 182, + "title": "91–99 –30", + "content": "agents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n" + }, + { + "id": 183, + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n" + }, + { + "id": 184, + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n" + }, + { + "id": 185, + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n" + }, + { + "id": 186, + "title": "of revelation (finding yourself covered in blood,", + "content": "surrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n" + }, + { + "id": 187, + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brother’s psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n" + }, + { + "id": 188, + "title": "source of Fear.", + "content": "s\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n" + }, + { + "id": 189, + "title": "IMPERIUM", + "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n" + }, + { + "id": 190, + "title": "THE SOUL BINDING", + "content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu\nal, kno wn as the Soul\nthe Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n" + }, + { + "id": 191, + "title": "EXTERMINATUS", + "content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n" + }, + { + "id": 192, + "title": "strengthen the sub vers ive cau se they", + "content": "ation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n" + }, + { + "id": 193, + "title": "SEGEMENTUM", + "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n" + }, + { + "id": 194, + "title": "ULTIMA", + "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n" + }, + { + "id": 195, + "title": "SEGEMENTUM", + "content": "Tempestus\nGryphonne IV Rynn’s World\nThe Veiled Region\n" + }, + { + "id": 196, + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n" + }, + { + "id": 197, + "title": "suppressiOns", + "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n" + }, + { + "id": 198, + "title": "CHINE", + "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n" + }, + { + "id": 199, + "title": "holds no fear.", + "content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\nalien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n" + }, + { + "id": 200, + "title": "THE PUREST OF T", + "content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance – th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n" + }, + { + "id": 201, + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n" + }, + { + "id": 202, + "title": "RADICALS AND PURITANS", + "content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n" + }, + { + "id": 203, + "title": "BLACK SHIELDS", + "content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n" + }, + { + "id": 204, + "title": "CATECHISM OF THE XENOS", + "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reach’s forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n" + }, + { + "id": 205, + "title": "disturb the plains of grey dust that cover", + "content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the system’s edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n" + }, + { + "id": 206, + "title": "THE HADEX ANOMALY", + "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n" + }, + { + "id": 207, + "title": "Hordes", + "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n" + }, + { + "id": 208, + "title": "damage Caused By Hordes", + "content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n" + }, + { + "id": 209, + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n" + }, + { + "id": 210, + "title": "(18) (12)", + "content": "awaits them as a price of their blindness.”\n" + }, + { + "id": 211, + "title": "75 60 66 45 48 48 48 75 30", + "content": "–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n" + }, + { + "id": 212, + "title": "I; Pen 6; Felling, Unwieldy).", + "content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n" + }, + { + "id": 213, + "title": "35 35 35 35 30 20 30 35 20", + "content": "S T ag int Per WP fel\n" + }, + { + "id": 214, + "title": "28 25 30 30 30 20 30 40 20", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n" + }, + { + "id": 215, + "title": "Gear: Respirator, 3 reloads for autopistol.", + "content": "Horde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n" + }, + { + "id": 216, + "title": "(10) (10)", + "content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n" + }, + { + "id": 217, + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n" + }, + { + "id": 218, + "title": "20 25 20 40 40 15 25 20 10", + "content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n" + }, + { + "id": 219, + "title": "25 35 30 30 25 30 20 30 30", + "content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n" + }, + { + "id": 220, + "title": "55 30 60 50 44 20 35 50 ––", + "content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n" + }, + { + "id": 221, + "title": "Talents: Fearless, Swift Attack.", + "content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).\n" + }, + { + "id": 222, + "title": "Blast (10), Deadly Snare, Tearing,", + "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n" + }, + { + "id": 223, + "title": "the victim’s Armour and Toughness Bonus.", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n" + }, + { + "id": 224, + "title": "WE ARE THE IMPERIUM!”", + "content": "XIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n" + }, + { + "id": 225, + "title": "30 30 30 35 30 30 30 30 35", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n" + }, + { + "id": 226, + "title": "Pen 2; Balanced, Tearing).", + "content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.\n" + }, + { + "id": 227, + "title": "35 35 30 35 35 45 45 40 40", + "content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n" + }, + { + "id": 228, + "title": "15; Reload Full; Reliable).", + "content": "Gear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n" + }, + { + "id": 229, + "title": "40 45 35 40 40 35 38 45 45", + "content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n" + }, + { + "id": 230, + "title": "30 30 30 35 30 20 30 35 20", + "content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n" + }, + { + "id": 231, + "title": "Unnatural Strength (x2).", + "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n" + }, + { + "id": 232, + "title": "35 35 50 48 30 20 30 35 ––", + "content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n" + }, + { + "id": 233, + "title": "51-70", + "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office,\nacross its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n" + }, + { + "id": 234, + "title": "†Includes Strength and Augmetic Bonus.", + "content": "Gear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n" + }, + { + "id": 235, + "title": "16 20 25 30 30 27 29 21 28", + "content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n" + }, + { + "id": 236, + "title": "\b 165 \b 115", + "content": "Index\n" + }, + { + "id": 237, + "title": "\b 113 \b", + "content": "\b\n" + }, + { + "id": 238, + "title": "\b 205 \b", + "content": "\b\n" + }, + { + "id": 239, + "title": "\b 117 \b 271", + "content": "Index\n" + }, + { + "id": 240, + "title": "\b 119 \b 241", + "content": "\b\n10\n" + }, + { + "id": 241, + "title": "\b \b", + "content": "121 205\n\b 273 \b 234\n\b 241 \b 123\n" + }, + { + "id": 242, + "title": "\b \b", + "content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n" + }, + { + "id": 243, + "title": "\b 121 \b", + "content": "\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160\n122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208\n" + }, + { + "id": 244, + "title": "\b 123 \b", + "content": "\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270\n" + }, + { + "id": 245, + "title": "\b 230", + "content": "\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b\n248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203\n" + }, + { + "id": 246, + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex\n" + }, + { + "id": 247, + "title": "SKILLS", + "content": "Trained\nTrained\nTrained\n" + }, + { + "id": 248, + "title": "+20%", + "content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n" + }, + { + "id": 249, + "title": "______________________________________", + "content": "〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕\nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕\n" + }, + { + "id": 250, + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n" + }, + { + "id": 251, + "title": "NAME", + "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n" + }, + { + "id": 252, + "title": "(31-70)", + "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕\n" + }, + { + "id": 253, + "title": "NAME", + "content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD 〔 〕\nType: Type:\n" + }, + { + "id": 254, + "title": "〔 POWER ARMOUR ABILITIES 〕", + "content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n" + }, + { + "id": 255, + "title": "SQUAD MODE", + "content": "Character Name: Player Name: Chapter:\n" + }, + { + "id": 256, + "title": "Squad Mode Abilities (pg 219)", + "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n" + }, + { + "id": 257, + "title": "SQUAD DESIGNATION:", + "content": "8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n" + }, + { + "id": 258, + "title": "COHESION:", + "content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n" + }, + { + "id": 259, + "title": "SOLO MODE", + "content": "Index\n™\n" + }, + { + "id": 260, + "title": "OF THE 41ST MILLENNIUM", + "content": "You are a Space Marine, one of the Imperium’s supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n" + }, + { + "id": 261, + "title": "ISBN:\b978-1-58994-778-8", + "content": "™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n" + }, + { + "id": 262, + "title": "GAMES USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n•\nt\nShadow of Perhaps intending to preserve the planet’s ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just\n" + }, + { + "id": 263, + "title": "by Kroot (Novice Objective, 6 Requisition)", + "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n" + }, + { + "id": 264, + "title": "Objective, 7 Requisition)", + "content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n" + }, + { + "id": 265, + "title": "(Veteran Objective, 8 Requisition)", + "content": "You should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n" + }, + { + "id": 266, + "title": "(8) (8)", + "content": "and one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n" + }, + { + "id": 267, + "title": "Strength (x2), Unnatural Perception (x2).", + "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n" + }, + { + "id": 268, + "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", + "content": "Imperial Guardsmen fighting off an overwhelming number\n" + }, + { + "id": 269, + "title": "Gear: Rifle reloads.", + "content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\n" + }, + { + "id": 270, + "title": "Unnatural Perception (x2)", + "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n" + }, + { + "id": 271, + "title": "minus the wielder’s Strength Bonus in minutes.", + "content": "he’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n" + }, + { + "id": 272, + "title": "them they have discovered the General’s location", + "content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but\n" + }, + { + "id": 273, + "title": "Renown from the overall Mission Rewards.", + "content": "Shadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n" + }, + { + "id": 274, + "title": "Renown to the overall Mission Rewards.", + "content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n" + }, + { + "id": 275, + "title": "them, using the machine spirit’s Ballistic Skill.", + "content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n" + }, + { + "id": 276, + "title": "(10) (8)", + "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n" + }, + { + "id": 277, + "title": "Toughness (x2).", + "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n" + }, + { + "id": 278, + "title": "4; Balanced, Tearing).", + "content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip\n" + }, + { + "id": 279, + "title": "40, Reload 2Full)", + "content": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n" + }, + { + "id": 280, + "title": "cannot be reloaded in flight, Blast (6) )", + "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n" + }, + { + "id": 281, + "title": "Requisition to stack the odds in your favour.", + "content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the region’s budding cold\n" + }, + { + "id": 282, + "title": "ISBN: 978-1-58994-779-5", + "content": "9 781589 947795 51995\nwww.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective\nlogos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products\nand illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and\nother countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be\nreproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour\n" + }, + { + "id": 283, + "title": "Hordes", + "content": "Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used.\nHellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to\n" + }, + { + "id": 284, + "title": "†† ††† ††", + "content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n" + }, + { + "id": 285, + "title": "+10 to Parry.", + "content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n" + }, + { + "id": 286, + "title": "double the weapon’s Penetration.", + "content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n" + }, + { + "id": 287, + "title": "Tearing:", + "content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n" + }, + { + "id": 288, + "title": "Damage (no reduction for armour or Toughness).", + "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-backup-before-pdf-import-2025-08-17T18-23-31-203Z.json b/database/backups/rules-backup-before-pdf-import-2025-08-17T18-23-31-203Z.json new file mode 100644 index 0000000..b3ad9ca --- /dev/null +++ b/database/backups/rules-backup-before-pdf-import-2025-08-17T18-23-31-203Z.json @@ -0,0 +1,68 @@ +[ + { + "id": 398, + "rule_id": "ocr_refined_1_inquiry_basic_investigation_", + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 399, + "rule_id": "ocr_refined_2_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 400, + "rule_id": "ocr_refined_3_strength", + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 401, + "rule_id": "ocr_refined_4_war_cry", + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 402, + "rule_id": "ocr_refined_5_willpower", + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + { + "id": 403, + "rule_id": "ocr_refined_6_literacy_advanced_", + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + } +] \ No newline at end of file diff --git a/database/backups/rules-backup-before-pdf-import-2025-08-17T18-24-49-259Z.json b/database/backups/rules-backup-before-pdf-import-2025-08-17T18-24-49-259Z.json new file mode 100644 index 0000000..8ec3636 --- /dev/null +++ b/database/backups/rules-backup-before-pdf-import-2025-08-17T18-24-49-259Z.json @@ -0,0 +1,23135 @@ +[ + { + "id": 404, + "rule_id": "pdf_skill_1_warriors", + "title": "warriors", + "content": "warriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions nodangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 405, + "rule_id": "pdf_skill_2_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 406, + "rule_id": "pdf_skill_3_ross_watson", + "title": "Ross Watson", + "content": "Written and Developed by\nOwen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 407, + "rule_id": "pdf_skill_4_additional_writing", + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 408, + "rule_id": "pdf_skill_5_interior_art", + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton,\nDave Gallagher, David Griffith, Des Hanley, Nikolaus\nIngeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev,\nKarl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese,\nWinona Nelson, Hector Ortíz, Michael Phillippi, Roberto\nRicci, Karl Richardson, Skysoul Studios, Adrian Smith,\nOliver Specht, and Theo Stylianides", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 409, + "rule_id": "pdf_skill_6_special_thanks", + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters (see page\n396 for a complete list), especially Les Hedges of “No Guts, No\nGlory,” who will be forever remembered as an inspiration and best\nfriend to all who met him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 410, + "rule_id": "pdf_skill_7_usa", + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 411, + "rule_id": "pdf_skill_8_contents", + "title": "Contents", + "content": "Foreword\b6\nYou Shall Know No Fear .......................................................8\nWhat is a Roleplaying Game? ...............................................8\nWhat’s in this book? ...............................................................9\nGame Dice ............................................................................ 10\nThe Space Marines ............................................................... 11\nThe Origins of The Space Marines ................................. 11\nThe Codex Astartes ........................................................... 12\nConditioning ...................................................................... 16\nThe Path of the Space Marine ......................................... 19\nMasters of the Chapter ..................................................... 20\nChapter\bI:\bCharacter\bCreation\b22\nCreating your Deathwatch Space Marine ......................... 22\nGenerating Characteristics ................................................ 25\nNature .................................................................................. 31\nDemeanours ........................................................................ 32\nUsing Demeanours .......................................................... 32\nName ................................................................................... 34\nRoleplaying as a Space Marine ........................................ 35\nSpace Marine Abilities ......................................................... 36\nThe Black Templars ........................................................... 38\nEternal Crusaders ............................................................ 39\nRighteous Zeal ...................................................... .......... 39\nCombat Doctrine ............................................................. 39\nThe Blood Angels .............................................................. 41\nThe World of Blood ........................................................ 41\nThe Sons of Sanguinius .................................................. 42\nCombat Doctrine ............................................................. 43\nThe Dark Angels ................................................................ 44\nCaliban ............................................................................. 44\nThe Inner Circle .............................................................. 44\nCombat Doctrine ............................................................. 45\nThe Space Wolves .............................................................. 47\nLand of Fire and Ice ........................................................ 47\nThe Trials ......................................................................... 47\nCombat Doctrine ............................................................. 48\nStorm Wardens ................................................................... 50\nThe World of Storms ...................................................... 50\nThe Way of Honour ........................................................ 51\nCombat Doctrine ............................................................. 51\nThe Ultramarines ............................................................... 53\nThe Realm of Ultramar ................................................... 53\nDuty and Honour ............................................................ 54\nCombat Doctrine ............................................................. 54\nChapter\bII:\bSpecialties\b56\nGetting Started ..................................................................... 56\nSpeciality Format .................................................................. 56\nCharacter Advancements ..................................................... 57\nRanks ..................................................................................... 57\nSkill and Talent Advances ................................................. 58\nGeneral Space Marine Advances ...................................... 60\nDeathwatch Advances ....................................................... 64\nChapter Advances .............................................................. 66\nDeathwatch Apothecary ...................................................... 68\nDeathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nDeathwatch Tactical Marine .............................................. 84\nDeathwatch Techmarine ..................................................... 88\nChapter\bIII:\bSkills\b92\nGaining Skills ....................................................................... 92\nSkill Mastery ...................................................................... 92\nBasic and Advanced Skills .................................................. 92\nSkill Descriptors ................................................................... 94\nSkill Groups .......................................................................... 94\nSpecial Uses .......................................................................... 94\nSkill Descriptions ................................................................. 94\nChapter\bIV:\bTalents\b&\bTraits\b108\nGaining Talents ..................................................................108\nTalent Groups .....................................................................108\nTalent Prerequisites ............................................................108\nTalent Descriptions ............................................................112\nTraits ....................................................................................130\nTrait Descriptions ...............................................................130\nChapter\bV:\bArmoury\b138\nRequisition ..........................................................................138\nRenown ...............................................................................139\nCraftsmanship .....................................................................140\nWeapons ..............................................................................140\nAstartes Weapons .............................................................142\nWeapon Special Qualities ..................................................142\nBolt Weapons ......................................................................146\nPlasma Weapons .................................................................147\nMelta Weapons ...................................................................148\nFlame Weapons ...................................................................148\nSolid Projectile Weapons ..................................................149\nLas Weapons .......................................................................149\nGrenades and Missiles .......................................................150\nLaunchers ............................................................................152\nExotic Weapons ..................................................................152\nMelee Weapons ..................................................................153\nChain Weapons ..................................................................153\nPower Weapons ..................................................................154\nForce Weapons....................................................................155\nTraditional Weapons ..........................................................156\nWeapon Upgrades ..............................................................156\nAmmunition ........................................................................158\nSpecial Issue Ammunition .................................................159\nArmour ................................................................................160\nAstartes Power Armour......................................................160\nOther Armour .....................................................................164\nForce Fields .........................................................................166\nRelics ...................................................................................167\nChapter Relics ....................................................................167\nDeathwatch Relics ..............................................................168\nChapter Trappings .............................................................169\nWargear ...............................................................................171\nDrugs and Consumables....................................................172\nTools ....................................................................................173\nCybernetics .........................................................................176", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 412, + "rule_id": "pdf_skill_9_chaos_heretic_troops", + "title": "Chaos Heretic (Troops) ...................................................364", + "content": "The Tau ...............................................................................365", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 413, + "rule_id": "pdf_skill_10_tau_fire_warriors_troops", + "title": "Tau Fire Warriors (Troops) .............................................368", + "content": "Tyranids ...............................................................................369", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 414, + "rule_id": "pdf_skill_11_termagant_troops", + "title": "Termagant (Troops) .........................................................371", + "content": "Tyranid Weapons ............................................................372\nNon-player Characters ......................................................374\nChapter\bXIV:\bExtraction\b378\nGM’s Briefing .....................................................................378\nPyroclast-Gamma-9 ...........................................................380\nMission to Tantalus ............................................................382\nPlanetfall .............................................................................382\nThe Mission Briefing .........................................................382\nSeek, Locate, Destroy ........................................................383\nTyranid Encounters ............................................................383\nMap Locations ....................................................................385\nExit Strategy .......................................................................390\nTantalus Dies ......................................................................390\nRewards ..............................................................................390\nFurther Adventures ............................................................390\nNPCs & Antagonists ..........................................................391", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 415, + "rule_id": "pdf_skill_12_tabletop_battlegame_has_been", + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 416, + "rule_id": "pdf_skill_13_dark_heresy_book_and", + "title": "Dark heresy book and", + "content": "the grim darkness of the far future could now be explored by\nlegions of roleplaying enthusiasts. The popularity of Dark\nheresy outstripped all expectations, and it was clear that the\nidea of roleplaying in the 41st Millennium was as strong, if\nnot stronger than it had ever been. The subsequent licensing\nof the property to Fantasy Flight Games first consolidated and\nthen built on this success, in somewhat spectacular fashion it\nhas to be said. FFG have already produced a string of high\nquality supplements for Dark heresy and in 2009 launched\nrogue traDer, the second core rulebook in the series,\nand associated supplements. With this amazing wealth of\nmaterial and the growing popularity of both strands, it is now\ndifficult to imagine a roleplaying scene without a Warhammer\n40,000 presence.\nThis volume, Deathwatch, completes the triptych of 40K\nRoleplay core rulebooks and introduces the Space Marines.\nThat this book is devoted to the Adeptus Astartes explains\nto some extent the structure of the whole 40K roleplay line.\nAs I said earlier, a few years ago a small group of people at\nGames Workshop began to think seriously about how we\nmight actually publish a 40K roleplaying game. There was, if\nI recall, much excitement and quite a few proposals as to how\nwe might approach such a venture. Broadly speaking these\nproposals fell into one of two camps. On the one side was the\nopinion that because Space Marines were so powerful in the\nsetting it made no sense to have them being featured alongside\nother characters at low levels of play and that therefore\nincluding them at all would simply unbalance the game. On\nthe other side was the opinion that a 40K game without\nSpace Marines was just unthinkable and that the game would\nhave little interest if they were left out. So did we publish a\n40K roleplaying game with or without Space Marines? The\nsolution we eventually settled upon was to do both!\nIn fact, we went one further and sketched out a plan that\nadded a third core rulebook to the set. This gave us, on paper\nat least, an interesting progression through the universe of\nthe 41st Millennium and through the power levels of the\nplayer characters. We also gave tentative themes and titles to\nthe three core rulebooks.\nDark heresy would introduce the\nuniverse to roleplayers and provide a very strong environment\nfor developing low level, inexperienced characters under the\naegis of the Inquisition (a format very much inspired by the\nearlier and perfectly successful tabletop game InquIsItor\nby Games Workshop). rogue traDer would expand the\ngame’s horizons and introduce higher level characters and\nadventures and maybe the first look at a playable Space\nMarine. Finally Deathwatch would present the Space Marines\nin all of their glory—the ultimate warriors facing the most\ndangerous challenges.\nAs it turned out, the GW team only got to do part one of\nthe set and that book along with the plan we had sketched\nout was offered to FFG when they acquired the license. To\nour delight, they liked both\nDark heresy and our plan and\nimmediately set about turning parts two and three into a reality.\nIn the course of doing this it has been inevitable that Ross\nand his teams have had to adapt those initial ideas somewhat.\nAs well as making some essential changes and developments\nthey have added an enormous amount of original material of\ntheir own devising to the final fleshed-out products. This has\nresulted in the most amazing series of roleplaying books, as\nyou can no doubt ascertain for yourself by examining the book\nin your hands right now. This realisation of those early ideas\nin such a high quality fashion and the dedication and ongoing\ncommitment of FFG to the property is immensely satisfying to\nthose of us at GW who were involved in those early planning\nmeetings. It is good to know that the ‘Holy Grail’ has not\nonly been grasped but that it is in such talented hands. The\n41st Millennium may be grim and dark but the future of 40K\nroleplaying looks very bright indeed.\nAlan Merrett,\nGames Workshop 2010", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 417, + "rule_id": "pdf_skill_14_roleplaying_opportunities", + "title": "roleplaying opportunities", + "content": "presented by the unique\ncomposition of the\nDeathwatch itself;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 418, + "rule_id": "pdf_skill_15_powerful_and_successful", + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 419, + "rule_id": "pdf_skill_16_in_a_roleplaying_game_rpg_y", + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 420, + "rule_id": "pdf_skill_17_much_more_exciting_when", + "title": "much more exciting when", + "content": "the slightest misstep (or\nbad dice roll!) may result\nin your character falling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 421, + "rule_id": "pdf_skill_18_like_deathwatch_may", + "title": "like Deathwatch may", + "content": "appear to have a lot of\nrules. However, you will\nsoon see that the rules are\nactually quite simple,\neasy to remember, and\noften very intuitive.\nTo adjudicate\nthese rules,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 422, + "rule_id": "pdf_skill_19_a_game_master_or_gm_the_gm", + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 423, + "rule_id": "pdf_skill_20_as_the_player_characters_pcs", + "title": "as the Player Characters (PCs). During the game, the players", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 424, + "rule_id": "pdf_skill_21_gm_who_then_decides_based_on", + "title": "GM, who then decides (based on the rules) whether those", + "content": "actions succeed or fail, and how the character’s words and\ndeeds affect the game’s story.\nWHAT’S IN THIS bOOK?\nDeathwatch is divided into fifteen chapters. They are:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 425, + "rule_id": "pdf_skill_22_introduction", + "title": "IntroductIon", + "content": "The section you are reading right now. It provides an overview\nof Deathwatch and roleplaying in general.\nchapter I: character creatIon\nThis chapter takes you step by step through the process of\ncreating your character for this game.\nchapter II: SpecIalItIeS\nSpecialities describe your character’s role within the\nDeathwatch and what you do for your Kill-team. This chapter\ndetails all the various Specialities and also explains how you\ncan improve and develop your character through game play.\nchapter III: SkIllS\nFrom Awareness to Tactics, every character has a variety of\nlearned skills that they can employ. This chapter describes\nthese skills in detail.\nchapter IV: talentS & traItS\nEvery character also has certain special abilities that make\nhim unique, such as Bolter Drill or Preternatural Speed. This\nchapter describes all of those Talents and Traits.\nchapter V: armoury\nThis chapter describes some of the tools, trappings, weapons,\nand armour your Space Marine may use or encounter.\nchapter VI: pSychIc powerS\nThe unnatural powers of the mind can be both rewarding and\ndangerous. The psychic abilities of a Space Marine Librarian are\nunlike those of any other psyker, and this chapter explains what\nthose powers are... and what happens when things go wrong.\nchapter VII: playIng the game\nThis chapter explains how to make Skill Tests, spend Fate\nPoints, and perform other rules-related actions.\nchapter VIII: combat\nIn Deathwatch, you will often have to face alien enemies\non the field of war. This chapter tells you how to create and\noversee such a battle in the game.\nchapter IX: the game maSter\nThe GM has a special role to play in any roleplaying game,\nand this chapter explains how best to fulfil that role. In\naddition to advice on how to run a Deathwatch game, this\nchapter also contains rules for insanity and experience.\nchapter X: the ImperIum\nThis chapter describes the Imperium of Man in the 41st\nMillennium in all its decaying, war-torn glory.\nchapter XI: the deathwatch\nThe Deathwatch is an elite organisation of Space Marines drawn\nfrom all over the galaxy. This chapter provides key background\ndetails about the Deathwatch itself, from its origins to the\nmysteries and secrets that surround this enigmatic group.\nchapter XII: the JerIcho reach\nThe Jericho Reach is the core setting for Deathwatch. This\nchapter provides an overview of the Reach and then provides\ndetailed information on certain significant areas, such as\nWatch Fortress Erioch, the Achilus Crusade, and the three\nSalients. This chapter should give the GM plenty of material\nto work with when running a Deathwatch campaign.\nchapter XIII: adVerSarIeS\nThe galaxy is fraught with all manner of deadly creatures, and\nthis chapter provides background and game rules for various\nadversaries that can be found in the Jericho Reach.\nchapter XIV: eXtractIon\nThis book includes an adventure that is optimal for starting\nDeathwatch characters. It involves a race against time to\nrecover precious knowledge in the face of great danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 426, + "rule_id": "pdf_skill_23_example", + "title": "eXample", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a\nfrag grenade which inflicts 2d10 explosive Damage. The GM rolls\ntwo ten-sided dice, resulting in a 9 on one die and a 7 on the other.\nThese results are added together for a total of 16 points of Damage.\nSometimes, the rules require\na roll of 1d5. To make this kind\nof dice roll, simply roll a tentwo, and round up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 427, + "rule_id": "pdf_skill_24_example", + "title": "eXample", + "content": "The exploding frag grenade was powerful enough to deal one point\nof Critical Damage to Atreus’s body. Consulting the appropriate\nCritical Damage table, the GM discovers that Atreus is going to\nbe knocked backward 1d5 metres. He rolls a ten-sided die and gets\na result of 5, which is treated as a result of three (5/2 = 2.5,\nrounded up to 3). Poor Atreus is knocked backwards three metres\nby the blast.\nTable A–1: Percentage Roll Examples\n“Tens” Die “Ones” Die Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 428, + "rule_id": "pdf_skill_25_play_deathwatch", + "title": "play Deathwatch", + "content": "When you’re ready to start playing Deathwatch, you’ll\nneed the following items:\n• This rulebook\n• Three or more people to play the game", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 429, + "rule_id": "pdf_skill_26_some_ten_sided_dice_two_or", + "title": "• Some ten-sided dice (two or more per player)", + "content": "• Paper\n• Pencils and an eraser\n• Snacks, drinks, etc.\nYou should be able to find ten-sided dice in the shop\nwhere you bought this book, or failing that, there are\nmany internet stores that sell these dice in a variety\nof different colours and finishes. If you have access\nto a photocopier, you may like to copy the character\nsheet at the back of this book for each member of your\ngroup to use, though this isn’t essential. (You can also\ndownload free printable character sheets from our\nwebsite at www.FantasyFlightGames.com.)\nTo help visualise the action, you may wish to use\nsuitable miniatures to represent your characters and\nenemies during combat. Games Workshop’s own\nCitadel range of Warhammer 40,000 miniatures are\nideal for this task. See www.games-workshop.com for\nmore details and nearest stockists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 430, + "rule_id": "pdf_skill_27_marines", + "title": "Marines", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin a firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of Man. So shall it be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 431, + "rule_id": "pdf_skill_28_space_marines", + "title": "SPAcE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought\nto be in existence, a blessed few can trace their beginnings back\nto a time more than ten thousand years ago, when the Emperor\nof Mankind still walked among men. In those days, the Emperor\ncreated the Primarchs, twenty immortal superbeings who were\nto be his generals and comrades during the Great Crusade to\nreunite the scattered and long-isolated Human worlds. The\nPrimarchs wielded powers the like of which are not known\nin the universe today. The first Space Marines of the nascent\nImperium were also the creation of that period, each made using\nthe genetic inheritance of one of the Primarchs, albeit diluted a\nhundred times for no human body could contain such power.\nEach Primarch led a Legion of Space Marines, each a formation\nconsiderably larger than the later Space Marine Chapters.\nThe names of many of the Primarchs echo down the\nmillennia, and the tales of their deeds are legendary. Names\nsuch as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to\nthat afforded the Emperor himself. Other names are cursed\nwherever men gather, for many Primarchs rebelled against the\nEmperor and followed Horus, mightiest of their number, when\nhe raised his standard against Mankind.\nAt the very height of the Emperor’s Great Crusade, Horus\nled his Traitor Legions against those who stood loyal at the\nEmperor’s side. Worlds burned in the name of the Dark Gods,\nand a terror unlike any seen before was unleashed. Much of the\ntruth of these times has been lost, obscured by the mists of time\nor embellished to the point where giants bestrode worlds with\nthunderous steps and the planets themselves cracked and split\nat their tread.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 432, + "rule_id": "pdf_skill_29_12", + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsewas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the genebeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 433, + "rule_id": "pdf_skill_30_the_codex_astartes", + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 434, + "rule_id": "pdf_skill_31_prelude_the_codex_astartes", + "title": "–Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the\nfoundations of the Imperium were laid down. The first High\nLords of Terra established the structure by which the Adeptus\nTerra operated, and described the feudal responsibilities and\nduties of the planetary lords. One of the most important\naccomplishments was the reorganisation of the Imperium’s\nfighting forces. This was undertaken almost single-handedly by\nthe Primarch of the Ultramarines Legion, Roboute Guilliman,\nwho with characteristic speed and efficiency codified the\nstructure of the Imperial Guard, the Imperial Navy, and\nthe Space Marines. Of all of his works, the most influential\nis the Codex Astartes, the great prescriptive tome that lays\ndown the basic organisational and tactical rules for the Space\nMarine Chapters.\nThe Codex Astartes decreed that Space Marines would\nbe created and trained over a controlled period of time.\nThe genetic banks used to cultivate the implants that turn a\nnormal man into a mighty Space Marine would be carefully\nmonitored, and cultivated organs would be subject to the most\nstringent tests of purity. Young initiates would undergo rigorous\ntrials of physical and psychological suitability before they\nwere accepted, and only those of the highest calibre would\nbe chosen.\nOn Earth, the Adeptus Terra created genetic repositories\nto produce and store Space Marine gene-seed. These banks\nwere used to provide all new gene-seed for Space Marines\nand, to prevent cross-contamination, the genetic material of\neach of the old Legions was isolated. Henceforth, the new\nSpace Marine Chapters would receive gene-seed only from\ntheir own genetic stock.\nThe gene-seed of the Traitor Legions was placed under a\ntime-locked stasis seal, although at the time, many believed\nthese dangerous stocks should be destroyed. By taking direct\ncontrol of the genetic stocks, the Adepts of Terra could\nultimately control the Space Marines. Now they alone had the\npower to destroy or create Space Marine chapters at will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 435, + "rule_id": "pdf_skill_32_13", + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 436, + "rule_id": "pdf_skill_33_the_codex_astartes_the_so_cal", + "title": "the Codex Astartes (the so-called Apocrypha of Skaros) gives", + "content": "the total as 23, but does not name them.\nAs a result of the Second Founding, the Ultramarines’ genefoundings. The new Chapters created from the Ultramarines\nare often referred to as the Primogenitors, or ‘first born.’ All\nof the Primogenitor Chapters venerate Roboute Guilliman as\ntheir founding father and patron.\nThe Codex Astartes further defines the tactical roles,\nequipment specifications, and uniform identification markings\nof the Space Marines. These guidelines have evolved over the\ncenturies, and the Codex Astartes of the 41st Millennium is a\nhighly developed treatise combining the wisdom of hundreds\nof military thinkers throughout history. Some of its contents\nseem petty and restrictive, hardly worthy of the great mind\nof a Primarch. Others describe actual battles together with\ncomments on the tactics employed and the decisions of the\ncommanders of the day. As such, the Codex Astartes is revered\nas a holy text, and many Chapters regard its recommendations\nas sanctified by the Emperor himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 437, + "rule_id": "pdf_skill_34_codex_chapters", + "title": "codeX chapterS", + "content": "The Chapters that rigidly follow the word of the Codex\nAstartes are sometimes referred to as Codex Chapters. These\nSpace Marines adhere to the codex as the model for their\norganisation, identification markings and tactical doctrine. Of\nall of the Codex Chapters, the most famous is the Ultramarines,\nthe Chapter of Roboute Guilliman himself. Most Chapters,\nhowever, do not adhere so rigidly to the Codex patterns laid\ndown for organisation, tactical roles, or other processes. Many\nChapters are organised largely according to the Codex, but\nare further shaped by their home world and the personality\nof their Primarch. The Blood Angels and Dark Angels are\nprime examples of this. A small number of Chapters are vastly\ndifferent from the Codex, and owe little or nothing to it at\nall. The most famous of these ‘wild’ Chapters are the Space\nWolves, whose strong-willed Primarch Leman Russ moulded\nhis Chapter very much in his own image irrespective of\nother influences.\nThe Adeptus Terra has never decreed it necessary to\nenforce the Codex absolutely. Indeed, it is doubtful whether\nit could. However, with subsequent foundings, they have\nalways favoured the Ultramarines’ gene-seed and created\nmany new Codex Chapters from their line. With the passage\nof time, some of these Chapters have subsequently strayed\nfrom the strict letter of the Codex, introducing new variations\nbut remaining broadly faithful to the principles laid down by\nRoboute Guilliman many thousands of years before.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 438, + "rule_id": "pdf_skill_35_subsequent_foundings", + "title": "SubSequent FoundIngS", + "content": "The history of the Imperium since the Horus Heresy is not\na continuous story. There have been periods of rebellion\nand anarchy, times when the balance of power has suddenly\nchanged and history has quite literally been rewritten. Many\nof the subsequent foundings of Space Marine Chapters\nbelong to these troubled times, making it almost impossible\nto ascertain when some Chapters have been created. It is\nbelieved that of the one thousand or more Chapters thought\nto be in existence today, more than half are descended from\nthe Ultramarines, either directly or through one of the\nPrimogenitor Chapters of the Second Founding.\nIt is not known how many new Chapters were created by\nthe Second Founding. Many records were lost during the Age\nof Apostasy, a troubled time that bestrides the history of the\nImperium like an impenetrable veil. In all likelihood, some of\nthe Chapters created during the Second Founding have since", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 439, + "rule_id": "pdf_skill_36_14", + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 440, + "rule_id": "pdf_skill_37_selection_and_initiation", + "title": "SelectIon and InItIatIon", + "content": "Each Chapter has its own methods of recruiting young warriors\nto fill its ranks. Many are based on a single homeworld and\nrecruit solely from that populace, setting trials and tests for\nprospective candidates to weed out all but the strongest and the\nmost faithful. These worlds are often technologically backward\nwith strong militaristic societies, where male children who show\npotential are pushed harder and harder, that they may one day\nhave a chance to join the ranks of the Space Marines, who are\noften known to such peoples as ‘star warriors’, ‘sky knights,’ or\nsimilar names. Because feral worlds are rough, primitive, and\nuntamed, their inhabitants invariably provide excellent recruits.\nFor true aggression and nigh-psychotic killer-instinct, however,\nfew recruits can best the murderous city-scum that roam the\ndarkest pits of the Hive worlds. Driven to extremes of violence\nby the pressures of hive world living, these merciless killers\nare usually ignored by the authorities. They make ideal Space\nMarine recruits, and whole gangs of city-scum are sometimes\nhunted down and made to undergo the trials. Some recruits are\ndrawn from the more civilised worlds of the Imperium, but not\nvery many.\nThose planets used by the Space Marines as recruiting\nworlds are observed closely by the Chapter’s Apothecaries and\nChaplains. The population’s genetic purity must be maintained,\nin order to conserve those qualities that serve the Space Marines’\npurposes best. Their spiritual health is also maintained, to ensure\nthat no trace of the influence of the Ruinous Powers becomes\nmanifest. Such observations are in general carried out from a\ndistance, and it is rare for the society to have any direct contact", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 441, + "rule_id": "pdf_skill_38_15", + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 442, + "rule_id": "pdf_skill_39_genetic_initiation", + "title": "genetIc InItIatIon", + "content": "The trials in which an aspirant must participate before being\naccepted as a Neophyte are harsh and arduous, yet the process\nby which he will become a Space Marine is many times more\ngruelling. Over the course of several years, the youth will be\nsurgically altered, a number of unique organs implanted into\nhis body, turning him slowly into a Space Marine. Although\nmuch diluted, each of these organs is drawn from the genetic\nstock of one of the first Primarchs, and through him, of the\nEmperor himself. Thus, the Space Marines are the descendants\nand inheritors of the Master of Mankind.\nThe various implants cause vital changes in the recipient’s\nphysique and mental state. Many of these changes are controlled\nby natural hormonal secretions and growth patterns. Implants\nmay not prove effective, or may not become fully-functional,\nif they are implanted once the recipient has reached certain\nstages of natural development. It is therefore inevitable that\nrecruits must be reasonably young. Tissue compatibility is also\nessential, otherwise organs may fail to develop properly.\nThe third consideration is mental suitability. Several of the\nimplants will only develop to a usable condition under the\nstimulus of hypnotic-suggestion. A recruit must therefore be\nsusceptible to this particular treatment.\nThese conditions mean that only a small proportion of\naspirants prove suitable to become Space Marines, even if\nthey survive the trials. They must be male, because zygotes\nare keyed to male hormones and tissue types, hence the need\nfor tissue compatibility tests and psychological screening. If\nthese prove successful, a candidate becomes a Neophyte. With\nthe completion of organ implantation and attendant chemical\nand hypnotic training, the subject is ready to take his place in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 443, + "rule_id": "pdf_skill_40_the_tenth_scout_company_a_s", + "title": "the Tenth (Scout) Company. A Space Marine normally joins", + "content": "the ranks between the ages of sixteen and eighteen, but such\nare the hormonal changes induced by the process of creating\na Space Marine that recruits are physically fully grown\nbefore then.\nAlthough the Chapters are careful to select only the\nmost suitable candidates, not all Neophytes survive the\nprocess to be initiated as full Space Marines. If an implant\nfails to develop properly, it is likely that a Space Marine’s\nmetabolism will become gravely unstable. He may fall into\na catatonic state or suffer bouts of hyperactivity. In either\nevent, he will probably die. Those unfortunates who do not\ndie almost invariably suffer mental damage, degenerating into\nhomicidal maniacs or gibbering idiots. When a Chapter is\nat full strength, these misfits may be put out of their misery.\nHowever, if the Chapter is short of Space Marines, they may\nbe allowed to live and may be placed within their own special\nunits. Those who display controllable psychotic tendencies\ncan be recruited into suicide assault squads.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 444, + "rule_id": "pdf_skill_41_16", + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 445, + "rule_id": "pdf_skill_42_conditioning", + "title": "cONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte\nundergoes chemical treatment, psychological conditioning,\nand subconscious hypnotherapy, all the while spending\nevery waking hour honing his combat skills with ceaseless\nbattle training.\nUntil his initiation as a Battle-Brother, a Neophyte must\nsubmit to constant tests and examinations. The newly implanted\norgans must be monitored very carefully, imbalances corrected,\nand any sign of corrupt development treated. This chemical\ntreatment is reduced after completion of the initiation process,\nbut it never ends. Space Marines undergo periodic treatment for\nthe rest of their lives in order to maintain a stable metabolism.\nTo this end, power armour contains extensive monitoring and\ndrug dispensation equipment.\nAs the super-enhanced body grows, the recipient must learn\nhow to use his new skills. Some of the implants, specifically\nthe Catalespean Node and Occulobe, can only function once\ncorrect hypnotherapy has been administered. Hypnotherapy\nis not always as effective as chemical treatment, but it can\nhave substantial results. If a Space Marine can be taught how\nto control his own metabolism, his dependence on drugs is\nlessened. The process is undertaken in a machine called a\nhypnomat. Space Marines are placed in a state of hypnosis and\nsubjected to visual and aural images in order to awaken their\nminds to their unconscious metabolic processes.\nA Space Marine is more than a human with extraordinary\npowers. Just as their bodies receive nineteen separate implants,\nso their minds are altered to release the latent powers within.\nThese mental powers are, if anything, more extraordinary\nthan even the physical powers endowed by the implants. For\nexample, a Space Marine can control his senses and nervous\nsystem to a remarkable degree, and can consequently endure\npain that would kill a normal man. A Space Marine can also\nthink and react at lightning speeds. Memory training is an\nimportant part of the indoctrination as well. Some Space\nMarines develop photographic memories. Space Marines vary\nin intelligence as do other men, and their individual mental\nabilities vary in degree.\nThe very first stage in the process is the implantation of\nthe Secondary\bHeart, normally between the age of ten\nand fourteen. This is capable of boosting the blood supply\nor sustaining full life functions even after the destruction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 446, + "rule_id": "pdf_skill_43_17", + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 447, + "rule_id": "pdf_skill_44_18", + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of genecorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 448, + "rule_id": "pdf_skill_45_marine", + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 449, + "rule_id": "pdf_skill_46_to_these_three_squad_types_th", + "title": "to these three squad types, the First (Veteran) Company can be", + "content": "formed into Terminator or Veteran squads, while the Scouts\nof the Tenth Company are always fielded as Scout squads. All\nSpace Marine squad types, with the exception of the Scouts,\nnominally consist of ten troopers, but they can be divided\ninto two separate combat squads in battle. This gives each\nunit a further degree of flexibility in action.\nA warrior accepted into the Chapter’s ranks will serve\nin many roles, starting out as a young Scout in the Tenth\nCompany and, if fate favours him, progressing through the\nranks serving as Devastator, Assault Marine, Tactical Marine\nand, if he is exceptionally bold, eventually earning the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 450, + "rule_id": "pdf_skill_47_honour_of_serving_in_the_first", + "title": "honour of serving in the First (Veteran) Company. A favoured", + "content": "few excel even this great honour and join the ranks of the\nChapter’s masters, leading their fellows into the blood and\nfury of battle.\nThe first step along the path to becoming a mighty hero\nof the Chapter is service in one of the Scout squads of the\nTenth Company. Scout squads consist of a Space Marine\nSergeant and four to nine Scouts. The role of the Sergeant\nis to train the Scouts and lead them in battle. Only Sergeants\nof considerable experience and status are designated for this\nrole. Scouts attend to every word their Sergeant utters, for it is\nsaid that he has forgotten more of war than many more senior\nofficers will ever learn.\nWhilst serving as a Scout, a Neophyte learns the most\nsubtle arts of war. In a range of infiltration and reconnaissance\nmissions, he learns how to approach and observe the enemy.\nInformation gathered in such missions is passed back to the\nmain battle force. The Scouts get their first taste of combat\nby way of carefully placed ambushes, the Scout Sergeant\ndrawing on centuries of experience to deploy his charges in\nsuch a manner as to teach them as valuable a lesson as the\nenemy. Unlike that enemy, the Scouts learn valuable skills in\nsuch combats—the enemy earns nothing more than a quick\ndeath, for even a Neophyte Space Marine is a puissant warrior\ncompared to a mortal man.\nA Space Marine serving in a Devastator squad may only\nrecently have completed his service in the Tenth Company\nand been initiated as a Space Marine. It will be his first\nexperience of fighting in power armour. When first assigned\nto such a squad, the Space Marine will bear a bolter and\ngrenades and fulfil a support role within the squad, providing\nclose support to those Battle-Brothers armed with heavy\nweapons, identifying targets and being close at hand to\nproffer ammunition and to take up the weapons of any who\nshould fall. Only when he has proven himself steady and\nreliable in battle will the Space Marine be entrusted with one\nof the Chapter’s mighty heavy weapons, which he will come\nto master over the course of several hundred battles.\nDevastator squads consist of a Sergeant and nine Space\nMarines. Up to four Space Marines may be armed with heavy\nweapons, whilst the remainder will carry bolters. This is\nthe most heavily armed type of Space Marine squad of all,\nand they are deployed wherever overwhelming firepower is\nneeded, especially when the Chapter faces enemy tanks or\nfortified positions.\nHaving proved himself steadfast and disciplined in the\nDevastator squads, a Space Marine will in time earn himself\na place in an Assault squad. Here the Space Marine comes\nto master the application of overwhelming force, taking the\nfight directly to the enemy’s strong points. He embraces the\ncontrolled savagery of close combat and looks his enemy in\nthe eye as he deals him death. Assault squads are specialists\nat fighting in hand-to-hand combat. Each squad consists\nof a Sergeant and nine Space Marines all equipped with\njump packs and armed with a close combat weapon in each\nhand. Common armament consists of a bolt pistol and a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 451, + "rule_id": "pdf_skill_48_20", + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven Battlecan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 452, + "rule_id": "pdf_skill_49_creation", + "title": "Creation", + "content": "“The enemies of the Emperor fear many things. They fear discovery,\ndefeat, despair, and death. Yet there is one thing they fear above all\nothers. They fear the wrath of the Space Marines!”\n–Imperial Maxim", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 453, + "rule_id": "pdf_skill_50_space_marine", + "title": "Space Marine", + "content": "“Space Marines are men in the same way a knife is a piece of metal.\nSpace Marines are forged, not born. They are the finest weapons of\nthe Emperor’s will.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 454, + "rule_id": "pdf_skill_51_provided_in_this_book_see_pag", + "title": "provided in this book (see page 397).", + "content": "• All Space Marines have many special implants that give\nthem special bonuses and abilities. These bonuses are\nincluded on the character sheet provided in this book,\nand are summarised on page 16. For detailed information\non these implants, see page 36.\n• All Space Marines seconded to the Deathwatch begin with\nSkills and Talents granted by special hypno-conditioning\nand training, represented by the Deathwatch Training", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 455, + "rule_id": "pdf_skill_52_talent_and_access_to_the_forbi", + "title": "Talent and access to the Forbidden Lore (Xenos) Skill.", + "content": "These have already been marked for you on the character\nsheet provided in this book.\nStage 2: SeleCt Chapter\nThe next step in creating your character is to determine your\nSpace Marine’s home Chapter. A Chapter is a self-contained\nSpace Marine force that has been your character’s home for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 456, + "rule_id": "pdf_skill_53_decades_if_not_centuries_t", + "title": "decades (if not centuries!). The Imperium is a vast civilisation,", + "content": "and by the time your character begins his adventures in the\nDeathwatch, he has been influenced by many factors, chief\namongst them the beliefs and traditions of his home Chapter.\nIn this book, the available Chapters include: Black Templars,\nBlood Angels, Dark Angels, Space Wolves, Storm Wardens,\nand Ultramarines. Many more Chapters exist in the Warhammer\n40,000 Universe, and future Deathwatch sourcebooks will\nexpand the available Chapters and provide other options to\nenhance this step of character creation.\n• When you choose your character’s Chapter, this decision\naffects his personality, his characteristics, and his combat\nabilities. The Chapters are listed on pages 38–54.\n• Each Chapter modifies your character’s Characteristics.\nAdd the bonuses from your Chapter to the appropriate\nCharacteristics on your character sheet.\n• The culture and gene-seed of a Space Marine’s Chapter\ngrants him a Solo Mode Ability. Write down the name\nof this ability on your character sheet. See page 215 for\nmore on Solo Mode Abilities.\n• All Space Marines of a particular Chapter possess a\nDemeanour that embodies the beliefs and traditions of\nthat Chapter. Write down the name of this Demeanour\non your character sheet. See page 32 for more\non Demeanours.\nStage 3: SeleCt SpeCialitY\nWhile your Chapter and Characteristics are important for\nunderstanding your character, it is your Speciality that defines\nyour character’s function within the game. Deathwatch has\nsix Specialities: Deathwatch Apothecary, Deathwatch Assault\nMarine, Deathwatch Devastator Marine, Deathwatch Librarian,\nDeathwatch Tactical Marine, and Deathwatch Techmarine. As\nyou play the game, your Rank within your Speciality will\nincrease. This opens doors to a host of new options, giving\nyou the means to customise your Space Marine.\n• Space Marine characters each have a Speciality that\nrepresents their role in the Kill-team. Choose one from\nthe options on pages 68-90.\n• Most Specialities include at least one Skill that the Space\nMarine gains during character creation. Note this down\non your character sheet.\n• Each Speciality has a selection of Special Abilities.\nChoose one and note it down on your character sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 457, + "rule_id": "pdf_skill_54_some_specialities_such_as_l", + "title": "• Some Specialities (such as Librarian and Techmarine)", + "content": "gain further options from their Special Abilities. Read the\nchosen Special Ability carefully to make sure you don’t\nmiss any important choices for your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 458, + "rule_id": "pdf_skill_55_and_custom_chapters", + "title": "anD CuStoM ChapterS", + "content": "There are a number of very famous and distinguished\nChapters of Space Marines in the Warhammer 40,000\nUniverse other than the six presented in this book.\nFuture books for the Deathwatch line will present some\nof thee classic Space Marine Chapters and provide\nmore details on the six Chapters for this book as well.\nIn addition, a future book in the Deathwatch line\nwill provide extensive rules on how to create your own\ncustom Space Marine Chapter!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 459, + "rule_id": "pdf_skill_56_and_experience_points", + "title": "anD experienCe pointS", + "content": "This step is where you can further customise your Space\nMarine. Each character begins play with an amount of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 460, + "rule_id": "pdf_skill_57_experience_points_xp_that_re", + "title": "Experience Points (xp) that reflects his life prior to joining", + "content": "the Deathwatch. You may spend your starting experience\nto purchase new Skills and Talents or to improve your\nCharacteristics. See Chapter II: Specialities for details. This\nstage is also the point where you determine how many Fate\nPoints and Wounds your character has.\n• Determine the Space Marine’s starting wounds by rolling\n1d5 and adding 18 to the result. For more details, see\npage 27.\n• Determine the Space Marine’s starting Fate Points by\nrolling 1d10 and consulting Table 1–2 on page 27.\n• Determine the Space Marine’s movement rates by\nconsulting table 1–3 on page 27. The Space Marine’s\npower armour will increase your Agility Bonus by 1 for\nthis purpose.\n• You may now further customise your Space Marine by\nspending 1,000 experience points on certain Advances.\nSee page 57 for more details. You may purchase Advances\nfrom any combination of the General Space Marine,\nChapter, or Speciality Advance tables, as appropriate for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 461, + "rule_id": "pdf_skill_58_your_rank_you_begin_as_rank_1", + "title": "your Rank (you begin as Rank 1).", + "content": "Stage 5: Starting equipMent\nSpace Marines begin the game with a set of equipment worthy\nof their exceptional talents, gear that makes other warriors\nweep with envy. See Chapter V: Armoury for details on\nyour character’s starting gear based on your Speciality.\n• Every Space Marine has a selection of equipment\nprovided to him. Note the starting equipment for a Space\nMarine and the gear for your chosen Speciality on your\ncharacter sheet.\nStage 6: giving CharaCterS life\nOnce all the numbers are finished with, it is time to flesh\nout your Space Marine. This stage helps you define your\ncharacter’s past, temperaments, beliefs, and more. This step\nis an important one, as it helps you portray the character\nduring game play and makes your Space Marine a unique\nbeing, helping to set him apart from others who may fill a\nsimilar niche. During this step, you also select your character’s\nDemeanours—strong elements of his personality that define\nhim as an individual.\n• Consider your character’s appearance. What colour is his\nhair? Does he have any distinguishing features?\n• Before joining the Deathwatch, your Space Marine\nperformed admirably in the service of his Chapter.\nThese events are what led to his selection to join the\nDeathwatch. Choose or randomly roll for a past history\nevent from the tables on pages 29.\n• Your Space Marine’s power armour has had many owners,\nand it may have some particular quirks. Randomly roll\nfor your power armour’s history and quirks on Table\n5–12 on page 162.\n• Answer the questions on page 31 to flesh out the\npersonality of your Space Marine.\n• Choose a personal Demeanour that best fits your\ncharacter. This can contrast or compliment your Chapter\nDemeanour. Your personal Demeanour may change over\ntime as your character develops during the game.\n• Give your Space Marine a name, either by thinking one\nup on your own or choosing one from Table 1–11 on\npage 34.\nStage 7: plaY DeathwatCh\nWith all of this complete, you are now ready to play\nDeathwatch!\nSpenDing experienCe pointS?\nSeveral of the options in later chapters allow a character\nto spend an amount of Experience Points, abbreviated\nas “xp.” Starting characters in Deathwatch begin with\n1,000 xp that they may spend to purchase an available\noption. See page 57 for more details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 462, + "rule_id": "pdf_skill_59_weapon_skill_ws", + "title": "weapon Skill (wS)", + "content": "Weapon Skill measures your character’s competence in hand-to-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 463, + "rule_id": "pdf_skill_60_ballistic_skill_bs", + "title": "balliStiC Skill (bS)", + "content": "Ballistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 464, + "rule_id": "pdf_skill_61_strength_s", + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 465, + "rule_id": "pdf_skill_62_toughness_t", + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 466, + "rule_id": "pdf_skill_63_agility_ag", + "title": "agilitY (ag)", + "content": "Agility measures your character’s quickness, reflexes,\nand poise.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 467, + "rule_id": "pdf_skill_64_intelligence_int", + "title": "intelligenCe (int)", + "content": "Intelligence is a measurement of your character’s acumen,\nreason, and knowledge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 468, + "rule_id": "pdf_skill_65_perception_per", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 469, + "rule_id": "pdf_skill_66_willpower_wp", + "title": "willpower (wp)", + "content": "Willpower demonstrates your character’s ability to withstand\nthe horrors of war and the dread opponents he is bound to\nencounter in his missions with the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 470, + "rule_id": "pdf_skill_67_fellowship_fel", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 471, + "rule_id": "pdf_skill_68_characteristic_bonuses", + "title": "CharaCteriStiC bonuSeS", + "content": "Each Characteristic has a corresponding bonus. A\nCharacteristic Bonus equals the tens digit of the Characteristic\nscore. For example, a character with a 41 Intelligence has a 4\nIntelligence Bonus. Generally, Characteristic Bonuses are used\nto determine the measure of success or failure in situations or\ntests that have variable results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 472, + "rule_id": "pdf_skill_69_characteristics", + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 473, + "rule_id": "pdf_skill_70_handedness", + "title": "hanDeDneSS", + "content": "Space Marines are naturally ambidextrous, so in\nDeathwatch, it is not important to note which hand is\ndominant. You may, of course, choose that your Space\nMarine prefers to use one hand or the other if you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 474, + "rule_id": "pdf_skill_71_example", + "title": "exaMple", + "content": "Sam is creating a new Deathwatch character, so he rolls 2d10 for\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\na final Weapon Skill of 41. He repeats this process for the rest of his\nCharacteristics, gaining the following results:\nCharacteristic 2d10 Roll Total Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 475, + "rule_id": "pdf_skill_72_fellowship_8_30_38_3", + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 476, + "rule_id": "pdf_skill_73_allocating_points", + "title": "alloCating pointS", + "content": "An alternate method for generating Characteristic\nscores is to give each player a number of Characteristic\npoints that he may assign as he wishes. In this case, the\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristics, adding no more than 20 to any one\nCharacteristic. This method generates characters with\nslightly lower than average scores.\nTable 1–1: Specialities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 477, + "rule_id": "pdf_skill_74_and_experience_points", + "title": "anD experienCe pointS", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin the firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of man. So it shall be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Codex Astartes\nOnce you have determined your Speciality, your next step\nis to note down your character’s Movement, Fate Points,\nand Wounds on your character sheet. Finally, you spend\nyour 1,000 starting Experience Points by referencing the\nappropriate Rank Advances in Chapter II: Specialities\nbefore moving on to the next Stage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 478, + "rule_id": "pdf_skill_75_wounds", + "title": "wounDS", + "content": "Wounds are a vital part of any character and represent how\nmuch punishment he can take before suffering serious injury.\nTo determine your character’s wounds, roll 1d5 and add 18\nto the result. The total number is how many wounds your\ncharacter begins play with.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 479, + "rule_id": "pdf_skill_76_example", + "title": "exaMple", + "content": "Steve’s character is Storn, a Space Wolf. To determine Storn’s starting\nWounds, Steve rolls 1d5 and gets a result of 3. Adding this number", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 480, + "rule_id": "pdf_skill_77_fate_points", + "title": "fate pointS", + "content": "Space Marines are unique individuals that are destined to do\nthe Emperor’s work. Fate represents this special destiny that\nsets this Space Marine apart from the other Battle-Brothers of\nhis Chapter. Roll 1d10 on table 1–2: Fate Points to determine\nyour character’s starting number of Fate Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 481, + "rule_id": "pdf_skill_78_movement", + "title": "MoveMent", + "content": "Characters may move at one of four speeds: Half Move, Full\nMove, Charge, and Run. The number of metres a character may\nmove in his turn is determined by his Agility Bonus. Traits and\nTalents can modify some or all Movement Speeds. For more\ninformation about these modes of Movement, see page 205.\nNote that the Space Marine’s Power Armour improves his\nnormal Agility Bonus for calculating movement rate by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 482, + "rule_id": "pdf_skill_79_starting_experience", + "title": "Starting experienCe", + "content": "All Deathwatch characters begin play with 12,000 xp. This\ninitial amount of xp is considered to have already been spent\nin preparing your character’s abilities to the point where he is\nnow. You do not actually spend these xp; that amount represents your\ncharacter’s pre-existing Characteristics, Skills, and other abilities. This\ninitial xp is primarily of concern when bringing Deathwatch\ncharacters into other Warhammer 40,000 Roleplay games,\nsuch as Dark heresy and rogue traDer, or vice versa.\nBeginning characters also have an additional 1,000 xp\nthat they may spend to increase Characteristics, acquire or\nimprove Skills, acquire new Talents, and so on. Chapter\nII: Specialities describes the cost of these improvements,\nreferred to as Advances, as well as what Advances are available\nbased on your Speciality—you may spend your 1,000 xp on\nany advances from your Chapter Advances, the first rank of\nthe General Space Marine Advances, and the first rank of your\nSpeciality. Because your character has just recently joined the\nDeathwatch, you may not spend your starting xp on Advances\nfrom the Deathwatch Advances. Be sure to note how much\nxp you spend, as spent xp determines your character’s Rank\nwithin his Speciality. When you have finished spending\nyour initial 1,000 xp, your character’s total xp should equal\n13,000, less any XP you have left over (if you purchased less\nthan 1,000 xp worth of Advances).\nTable 1–2: Fate Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 483, + "rule_id": "pdf_skill_80_dice_result_fate_points", + "title": "Dice Result Fate Points", + "content": "1-7 3 Fate Points\n8-9 4 Fate Points\n10 5 Fate Points\nTable 1–3: Movement in Metres Per", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 484, + "rule_id": "pdf_skill_81_hellish_tasks", + "title": "helliSh taSkS", + "content": "The initial 1,000 Experience Points represents the\nfact that your Space Marine has been sent to the\nDeathwatch as a seasoned Battle-Brother amongst his\nhome Chapter. Surviving the difficult missions of the\nDeathwatch is not easy, but rising to and overcoming\nthat challenge rewards the Space Marine with renown\nand glory. If your Game Master is running a campaign\nintended for more experienced characters, he may\ndecide to gift your character with additional starting\nExperience Points and gear. If this is the case, simply\nspend the xp as if you had earned them through play.\nChapter II: Specialities describes this process in detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 485, + "rule_id": "pdf_skill_82_ammunition_not_exceeding_25_r", + "title": "ammunition (not exceeding 25 Requisition per clip)", + "content": "per mission. Note that you must still meet the Renown\nrequirement for this ammunition.\n• Deathwatch Techmarine Standard Issue: Astartes bolter\nwith fire selector, Astartes servo-arm (as a part of his power\narmour), and one other Common craftsmanship cybernetic\n(chosen at character creation). See the Cybernetics section\nfor rules on installing further bionics.\nStage 6: giving CharaCterS life\n“Salute the great Primarch, salute the Emperor, onward to victory!”\n–Lord Macragge\nThe numbers and words you have written down so far are the\nnuts and bolts that define your character’s capabilities. They\nsay little about the character’s past, personality, and other\ndetails that help you and others visualise your Space Marine.\ngenDer & appearanCe\nDue to the special nature of the zygotes that make up a Space\nMarine’s geneseed, all Space Marines are male. Appearance\nencompasses all of your character’s physical traits. Note down\nany special features of your Space Marine’s appearance on\nyour character sheet. Many Space Marines have scars from\npast battles against the Imperium’s numerous foes. Some bear\nspecial service studs implanted into their forehead to mark a\ncentury of service with his Chapter. Space Marines may have\nshort hair, long hair, or can be completely bald; many have a\npiercing gaze or a deep, commanding voice. You should select\nsome of these details or create your own to personalise your\ncharacter’s appearance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 486, + "rule_id": "pdf_skill_83_past_events", + "title": "paSt eventS", + "content": "Your past has had a strong influence on your character (unless,\nof course, your Space Marine has been mind-cleansed!). You\nmay already have a great idea about what has happened to\nyour character before he joined the Deathwatch. If this is the\ncase, go ahead and write it all down. If you would like a little\ninspiration, use the tables below to figure out what happened\nbefore your Space Marine was chosen to attend Watch Fortress\nErioch. To use these tables, find the corresponding one to\nyour Space Marine’s chosen Chapter. Either select one of the\nchoices or roll 1d5 and find the entry that matches the result.\nNote that these entries can be used to help flesh out your\ncharacter’s background and personality. In addition, the GM\ncan use these entries to craft additional encounters involving\nyour character during the Deathwatch campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 487, + "rule_id": "pdf_skill_84_power_armour_history", + "title": "power arMour hiStorY", + "content": "Once you have determined an event in your past, you can move\non to the next step: determining any particular quirks of your\nSpace Marine’s power armour—a suit of ancient armour that\nenhances the Space Marine’s already impressive musculature\nand senses. To a Space Marine, his power armour is a sacred\npiece of gear with its own history and legend. Most power\narmour is quite old and has had numerous wearers before its\ncurrent owner, and the war spirit of such armour tends to\nacquire certain unique characteristics that set it aside from\nthe rest.\nTo determine your power armour’s history or quirks,\nroll on Table 5–12: Power Armour Histories and Quirks on\npage 162.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 488, + "rule_id": "pdf_skill_85_height_and_weight", + "title": "height anD weight", + "content": "Whilst wearing their power armour, an unarmed Space\nMarine typically stands slightly over 2.1 metres tall and\nweighs between 500–1,000 kg. When you visualise\nyour Space Marine character, you should decide if he is\ntaller or shorter, lighter or heavier. Generally speaking,\nSpace Marines rarely vary to a large degree in height or\nweight—your character, however, may have been one\nof those unusual few who is the exception to the rule!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 489, + "rule_id": "pdf_skill_86_nature", + "title": "nature", + "content": "The character creation process provides you with the skeleton\nof your Space Marine. However, these numbers and notes are\nnot the sum total of your character—a vital element remains\nto be added: You! The background details of your character’s\nlife are largely up to you—as is, of course, his personality.\nome people like to develop their characters during play,\nand that is a perfectly reasonable approach. When you start\nto play, it may be enough to know that your character is\na Space Wolf Assault Marine who has been chosen to join\nthe Deathwatch. Many players, however, prefer to work out\nbackground and personality notes before the game begins. If\nyou need some help fleshing out your character, try answering\nthe following six questions. These answers should help you\nfocus your thoughts on the emerging personality and history\nof your Space Marine character.\nwhat iS Your hoMeworlD like?\nYou should consider giving some thought to your character’s\nhomeworld, and the culture he grew up in as well. There are\nmany different types of worlds settled by humanity (see page\n292 for some examples), and each can have an impact on how\na character native to that world thinks and acts. What was\nyour home culture like? Were you born into a feral tribe or\nhive gang? Perhaps you were part of a knightly order, or had\nbeen born into your world’s aristocracy?\nHowever, for a Space Marine, the culture of his home\nworld is not as significant as the beliefs and traditions that\nsurround him after he is recruited into his Chapter. After all,\nlittle more than a decade of his life is spent as a human before\nhe begins to be shaped by the Space Marine Chapter that has\nrecruited him.\nwhat iS Your perSonalitY like?\nThe first thing you should consider is your character’s\ndisposition. What is he like? Fiery and passionate, or earthy\nand practical? Is he pessimistic and cynical or does he\nalways have faith that the best will happen? Answering these\nquestions will help to round out your Space Marine beyond\nthe extremes of his Demeanours. What is your instinctive\nresponse to threats, surprises, or pressure to perform?\nwhY were You SeleCteD for the\nDeathwatCh?\nFor many Chapters, the selection of a Space Marine to join the\nDeathwatch is an honour. Some Chapters consider it to be a\nvery high honour, whilst others believe that service with the\nDeathwatch is little more than a diversion of his true duties\namongst his Battle-Brothers. Your Space Marine was specially\nchosen, and you should give some thought as to what factors\nwere involved with that choice.\nPerhaps you accomplished some particularly difficult\ntask, or defeated an especially dangerous enemy. Perhaps\nyou survived a nigh-unstoppable assault, or were wounded\ndefending an important objective...perhaps even a luminary of\nthe Imperium, such as an Inquisitor or Imperial Commander. It\nis also possible that you have been sent to the Deathwatch as a\nform of exile, perhaps to teach you humility or atone for some\nfailure, real or perceived. Whatever the case, the circumstances\nof your selection to join the Deathwatch will likely colour\nyour opinions and beliefs for some time to come...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 490, + "rule_id": "pdf_skill_87_what_does_the_deathwatch", + "title": "what DoeS the DeathwatCh", + "content": "Mean to You?\nThe Deathwatch is an elite force gathered from Space Marine\nChapters across the galaxy. Its purpose is to hunt the alien\nforces that threaten the Imperium of man, operate in small Killlines, and venture into dark, secret places at the bequest of the\nInquisition. Were it not for the Deathwatch, the Imperium\nwould have long since crumbled into oblivion at the hands of\nheretics, Chaos renegades, and foul xenos.\nHowever, the performance of these duties is often done in\ncontravention of the Codex Astartes, and involves Chapters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 491, + "rule_id": "pdf_skill_88_who_may_be_rivals_or_even_ene", + "title": "who may be rivals (or even enemies) of one another. How does", + "content": "your Space Marine reconcile the differences between how the\nDeathwatch operates and the values of his home Chapter?\nDoes he believe in the purpose of the Deathwatch, or does he\nconsider his assignment a dangerous distraction from the efforts\nof his Chapter? Is his role in the Deathwatch a step down from\nthe authority and rank he enjoyed in his home Chapter, or is\nit a humble reminder of his place in the Emperor’s plan for the\nuniverse? Is service in the Deathwatch an opportunity to gain\ngreat glory, or is it a chance to atone for past sins?\nwhat Do You DeSire?\nSome Space Marines hunger for glory, others for honour.\nWhat are the things that warm your heart through the long\ndark night of the soul? Perhaps a person, or a place, or a\nworld that has been overrun by Tyranids or consigned to\ndestruction? Perhaps you love thrill of taking extreme risks,\nor perhaps you dream of facing a truly worthy opponent in\neither guile or strength. Maybe you prefer the quiet depths\nof your own faith in the God-Emperor, or maybe you enjoy\nnothing more than telling a grand tale of your own exploits.\nwhat Do You hate?\nHatred’s flame burns long and cold, even when all hope is\nextinguished. What will sustain you through violence, horror,\nand death? Do you seek to destroy as many Tyranids as you\ncan find? Do you wish to lay low the renegade Chaos Space\nMarines who slaughtered your closest friends—your Battlenormal humans, or perhaps you simply cannot endure heresy\nagainst the Emperor. Hate is a powerful weapon in the hands\nof the Adeptus Astartes, but it can spread like rot in the heart of\nthe greatest hero, a flaw that may one day act as his doom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 492, + "rule_id": "pdf_skill_89_demeanours", + "title": "Demeanours", + "content": "“Your honour is your life. Let none dispute it.”\n–Captain Navarre of the Black Templars", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 493, + "rule_id": "pdf_skill_90_using_demeanours", + "title": "usinG Demeanours", + "content": "Part of the fun of a roleplaying game involves selecting unique\nchoices personal to one’s own character, and then gaining\nthe benefits of that choice during the game. In this way, a\nDemeanour can be both a particular advantage for the Space\nMarine or portray a challenge he must overcome—and in\nenduring, grow stronger.\nThe Chapter Demeanour represents the beliefs and\ntraditions of your home Chapter. It may also represent\nparticular quirks or mutations of their gene-seed. Your Chapter\nDemeanour is part of the bedrock of your character, and as\nsuch, the Chapter Demeanour does not change. Your Personal\nDemeanour represents a strongly-held set of values or facet\nof your personality. It may be an ideal you strive to live up\nto or a code of honour. However you choose to describe it,\nyour Personal Demeanour is a powerful part of who you are\nand helps set you apart from the other Space Marines of your\nChapter. During the course of the campaign, part of the GM’s\nrole to challenge your personal Demeanour and test your\nvalues. Will you hold true to your beliefs in the face of utter\nevil or seductive temptation? It is natural that your character\nshould grow and change over time, and that should be reflected\nin your Personal Demeanour. You may choose to change your\nPersonal Demeanour at any time you feel it is appropriate...no\none knows your character better than you!\no, in short: Your Chapter Demeanour never changes. Your\nPersonal Demeanour changes with the character’s growth and\ndevelopment as a character during the campaign.\nDemeanours can be triggered by the player to gain a\nbonus in much the same manner as a Fate Point (see page\n204). Unlike spending a Fate Point, however, triggering a\nDemeanour provides a bonus that can then be boosted\nby roleplaying.\ntriggering a DeMeanour\nWhen a Space Marine focuses on the core elements of his\npersonality, calls upon the legacy of his geneseed, or honours\nthe important beliefs and traditions of his Chapter, he becomes\nmore than just another Battle-Brother. He has triggered his\nDemeanour, and thus he becomes a paragon of his own traits\nand those of his Chapter.\nIn order to trigger a Demeanour, the Space Marine player\nneed only announce that he is doing so and apply the\nbenefits. When a Space Marine’s Demeanour is triggered, the\nSpace Marine gains any applicable benefit he would normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 494, + "rule_id": "pdf_skill_91_get_from_spending_a_fate_point", + "title": "get from spending a Fate Point (see page 204). Triggering a", + "content": "Demeanour should be done in a manner that is relevant to\nthe Demeanour, although it is up to the player’s discretion\nas to how he chooses to interpret his Demeanour for\nthe situation.\nTable 1–10: Example Demeanours\nD10 Roll\n(Optional) Name Description\n1 Calculating\nThe Space Marine’s mind is\nhighly analytical, constantly\naware of the pros and cons of\nany decisions he faces.\n2 Gregarious\nThe Space Marine is a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 495, + "rule_id": "pdf_skill_92_charismatic_and_talkative", + "title": "charismatic and talkative", + "content": "sort, one who puts his Battlehumans at ease.\n3 Hot-Blooded\nThe Space Marine is quick to\ntemper and aggressive in all\nthings.\n4 Studious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 496, + "rule_id": "pdf_skill_93_the_space_marine_values", + "title": "The Space Marine values", + "content": "lore and learning, preferring\nto think his way through a\nproblem.\n5 Taciturn\nThe Space Marine is a\nbrooding individual, little\ngiven to conversation.\n6 Pious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 497, + "rule_id": "pdf_skill_94_the_space_marine_cherishes", + "title": "The Space Marine cherishes", + "content": "faith in his Primarch and the\nEmperor above all.\n7 Stoic\nNo test of endurance is too\nmuch for this Space Marine.\n8 Scornful\nPity has no place in this Space\nMarine’s heart.\n9 Ambitious\nThis Space Marine’s gaze is\never-lifted towards his goal.\n10 Proud", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 498, + "rule_id": "pdf_skill_95_example", + "title": "exaMple", + "content": "Ross is playing a Dark Angel Space Marine with the Gregarious\nDemeanour. Ross invokes his Gregarious Demeanour to give him a\n+20 bonus to a Charm Skill Test when discussing tactics with the\nLord Governor of Platea, and convinces the Lord Governor not to\ncommit his forces foolishly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 499, + "rule_id": "pdf_skill_96_improvements", + "title": "iMproveMentS", + "content": "In addition, the benefits of triggering or overcoming the\nDemeanour may be enhanced if the Space Marine player puts\neffort into roleplaying the Demeanour. The player can portray\nhis character either gaining strength from the ideals of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 500, + "rule_id": "pdf_skill_97_demeanour_or_alternately_con", + "title": "Demeanour or (alternately) considering the demeanour as a", + "content": "particular challenge to be overcome. If the Space Marine player\nroleplays his Demeanour well, he can gain an Improvement. An\nImprovement is a doubling of any applicable bonus (gaining a\n+20 bonus to a Test instead of +10, removing 2d5 Damage\ninstead of 1d5, and so forth). For removing Fatigue, an\nImprovement removes all current levels of Fatigue.\nA Space Marine Triggering his Demeanour can add an\nImprovement if the other Space Marine players agree that the\nDemeanour has been roleplayed well. This bonus is meant to\nreward additional effort on the Space Marine player’s part and\nthe appreciation of his efforts by the other Battle-Brothers in\nhis kill-team. A simple method to judge this is to simply ask for\nthe opinion of the other Space Marine players at the table after\nroleplaying the Demeanour. Alternatively, the other players may\noffer a thumbs-up or thumbs-down verdict—if the majority\nagree, the character gains the benefits of the Improvement.\nDeSigner’S note: triggering a DeMeanour\nThe intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic\nand highly memorable moment (a “divine moment of blessed fury”) once per game. The opportunity provided by the\nDemeanour is inextricably linked to the Space Marine’s Chapter and his own unique strength of personality—it is his\nchance to put the spotlight on just how his Chapter is different from those of his Kill-team Battle-Brothers, or (just as\nsignificant) how that particular Space Marine’s personality is expressed. It is recommended to the GM that triggering a\nDemeanour should always have something extremely impressive occur in-game, even if the Space Marine player’s dice\nutterly desert him. A Triggered Demeanour that results in an attack that hits and fails to do damage, for example, could\nstill knock down the enemy—or (should the enemy escape) leave him with a distinctive scar that he will bear forevermore.\nIt is left to the GM’s discretion for the exact effects of this, but it should be suitably epic and reward the Space Marine for\nroleplaying his Demeanour.\nin Your hanDS\nSome players may be used to having the Game Master keep track of a character’s particular strengths and weaknesses.\nHowever, Game Masters have lots to do during a game. The GM manages the story, the pacing, the NPC’s, the challenges,\nand describes the action. It is very easy for a GM to forget an additional detail for each character whilst handling all the\nother myriad aspects of his job. In addition, the player has his Demeanours listed prominently on his own character sheet\nand is far more aware of the effects that the events in the game are having on his character than anyone else. Therefore,\nif Demeanours are meant to come into play regularly during the game, it would be good to place them into the player’s\nhands. Lastly, Deathwatch is at its best when the players themselves shape the course of the experience, from Cohesion\nto the Mission structure to the choice of Kill-team Leader. The reasons listed above are why the decision was made to\nmake Triggering Demeanours a choice that is firmly under the player’s control.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 501, + "rule_id": "pdf_skill_98_name", + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 502, + "rule_id": "pdf_skill_99_the_codex_astartes_how_closel", + "title": "The Codex Astartes: How closely do you (or your Chapter)", + "content": "adhere to the Codex Astartes? Are you used to finding innovative\nsolutions or do you prefer everything to go “by the book?”\nPurity: How pure is your gene-seed? Some Chapters (the\nSpace Wolves and Blood Angels amongst them) have severe\ncomplications with their gene-seed. Some individual Space\nMarines have difficulties adjusting to the particular effects of\ntheir Chapter’s gene-seed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 503, + "rule_id": "pdf_skill_100_psykers_how_do_you_or_your_c", + "title": "Psykers: How do you (or your Chapter) view psykers? Most", + "content": "Chapters utilise Librarians and rely on psykers like most other\nfacets of the Imperium, whilst some are far more suspicious of\ntheir nature or eschew the benefits of Librarians altogether.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 504, + "rule_id": "pdf_skill_101_mankind_how_do_you_and_your", + "title": "Mankind: How do you (and your Chapter) view the citizens", + "content": "of the Imperium and humanity as a whole? How do you react\nupon meeting and interacting with a normal Imperial citizen?\nthree things to remember:\n• Space Marines generally do not use contractions or slang\nwhen they speak—they are angelic warrior knights, and\ntheir manner of speech often reflects this.\n• The Deathwatch’s partnership with the Ordo Xenos and\ntheir focus on hunting aliens does not mean that they\nignore other threats! Heretics, daemons, and Chaos Space\nMarines alike are all foes of the Imperium and are worthy\nof the Deathwatch’s attention.\n• The saying “And They Shall Know No Fear,” is famously\nattributed to Space Marines. It means that they are\nexceptionally brave and motivated warriors, but it is\nnot literally true: most Space Marines understand and\nexperience fear, but they control it and channel it to a much\ngreater degree than any normal man. This means that Space\nMarines are wise and tactical forces on the battlefield—if\nSpace Marines retreat, they do so for a reason; they do not\nflee pell-mell before an enemy advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 505, + "rule_id": "pdf_skill_102_abilities", + "title": "Abilities", + "content": "“As our bodies are armoured with adamantium, our souls are\nprotected with loyalty. As our bolters are charged with death for the\nEmperor’s enemies, our thoughts are charged with wisdom. As our\nranks advance, so does our devotion, for are we not Space Marines?\nAre we not the chosen of the Emperor, his loyal servants unto death?”\n–Chaplain Fergas Nils", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 506, + "rule_id": "pdf_skill_103_need_to_meet_the_prerequisites", + "title": "need to meet the prerequisites (if any) for these starting Skills", + "content": "and Talents. Starting Skills are considered Trained Skills\n(either Advanced or Basic depending on the Skill).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 507, + "rule_id": "pdf_skill_104_gothic_tactics_choose_one", + "title": "Gothic), Tactics (Choose one), Tracking.", + "content": "Starting Talents: Ambidextrous, Astartes Weapons\nTraining, Bulging Biceps, Heightened Senses (Hearing,\nSight), Killing Strike, Nerves of Steel, Quick Draw, Resistance\n(Psychic Powers), True Grit, Unarmed Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 508, + "rule_id": "pdf_skill_105_toughness_x2", + "title": "Toughness (x2).", + "content": "Deathwatch hypno-conditioning\nAll Space Marine characters in Deathwatch begin with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 509, + "rule_id": "pdf_skill_106_deathwatch_training", + "title": "Deathwatch training", + "content": "All Space Marine characters in Deathwatch have received\nextensive training to battle the alien enemies of Man.\nDeathwatch Space Marine characters gain the Deathwatch\nTraining Talent.\nSpaCe Marine iMplantS gaMe ruleS\nSpace Marines have a series of special organs and modifications\nimplanted into their bodies. Page 16 describes each implant\nand its function, but the following section describes the inTraits and Talents provided by these implants have already\nbeen taken into effect and are listed in the Space Marine’s\nstarting Talents and Traits above.\n• Secondary Heart: This organ has no in-game effect\nbesides contributing to the Space Marine’s Unnatural\nStrength and Toughness Traits.\n• Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n• Biscopea: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Strength\n(x2) Trait.\n• Haemastamen: This organ has no in-game effect besides\ncontributing to the Space Marine’s Unnatural Strength\nand Toughness Traits.\n• Larraman’s Organ: Space Marines do not normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 510, + "rule_id": "pdf_skill_107_attacks_with_the_warp_weapon_q", + "title": "attacks with the Warp Weapon Quality (see page 136)", + "content": "may still inflict Blood Loss as normal.\n• Catalepsean Node: A Space Marine suffers no penalties", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 511, + "rule_id": "pdf_skill_108_to_perception_based_tests_suc", + "title": "to Perception-based Tests (such as Awareness) when", + "content": "awake for long periods of time.\n• Preomnor: The Space Marine gains a +20 bonus to any\nToughness Test against ingested poisons.\n• Omophagea: By devouring a portion of an enemy, a\nSpace Marine can gain access to certain information\n(such as the whereabouts of a cult’s hidden lair, access\ncodes, and so forth). The information he can access is\nat the GM’s discretion, keeping in mind what may\nhave been known by the enemy in the first place. In\naddition, a Space Marine can temporarily gain access\nto a Skill or Skill Group (such as Pilot, Lore, Ciphers,\nand so forth) that he did not already possess. The Skills\nhe may gain are at the GM’s discretion, depending on\nthe Skills originally possessed by the enemy. The Space\nMarine may access this acquired Skill or Skill Group as\nan untrained Basic Skill for a number of hours equal to\nhis Intelligence Bonus. After this time, the information\nbegins to fade and the Skill is no longer useable by the\nSpace Marine (until he devours another portion of an\nenemy, of course).\n• Multi-lung: The Space Marine may re-roll any failed\nToughness Tests for drowning or asphyxiation (see page\n261). In addition, the Space Marine gains a +30 bonus\nto Toughness Tests made to resist the effects of gases,\nand may re-roll failed results. The Space Marine may also\nbreathe water through his multi-lung.\n• Occulobe: This implants grants the Space Marine the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 512, + "rule_id": "pdf_skill_109_heightened_senses_hearing_ta", + "title": "Heightened Senses (Hearing) Talent.", + "content": "• Sus-an Membrane: The Space Marine may voluntarily\nenter a form of suspended animation. To do so, the Space\nMarine must meditate for 1d5 Rounds. This organ also\nautomatically activates if the Space Marine is knocked\nunconscious by Critical Damage. While in suspended\nanimation, the Space Marine’s wounds will not deteriorate\nor heal. It requires chemical therapy, auto-suggestion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 513, + "rule_id": "pdf_skill_110_unnatural_toughness_x2_trait", + "title": "Unnatural Toughness (x2) Trait. At the GM’s discretion,", + "content": "the Space Marine may ignore or be resistant to exposure\nto radiation, depending on the severity.\n• Oolitic Kidney: This implant gives the Space Marine\nthe ability to re-roll any failed Toughness Test to\nresist poisons and toxins, including attacks with the\nToxic Quality.\n• Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 514, + "rule_id": "pdf_skill_111_trained_skill_and_may_at_the", + "title": "trained Skill, and may (at the GM’s discretion) gain a", + "content": "+10 bonus to any Tracking Tests against an opponent\nhe has tasted.\n• Mucranoid: The Space Marine may re-roll any failed\nToughness Tests caused by temperature extremes, such as\ndesert heat or the cold of outer space.\n• Betcher’s Gland: The Space Marine may spit acid at his\nfoes. This acts as a ranged weapon with the following\nprofile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the\nSpace Marine gains three or more Degrees of Success on\nhis Ballistic Skill Test, he may also blind the opponent\nfor 1d5 Rounds. At the GM’s discretion, the Space\nMarine may also slowly chew his way through nearly\nany nonliving substance. The rate at which he does so\nis at the GM’s discretion (one example includes chewing\nthrough iron bars—this would be roughly at a rate of 4 kg\nper minute).\n• Progenoids: See page 271 for more information on\nthe benefits of retrieving a Space Marine’s progenoids.\nRemoving a Space Marine’s progenoids requires a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 515, + "rule_id": "pdf_skill_112_arduous_40_if_performed_wit", + "title": "Arduous (–40) if performed without the narthecium", + "content": "(see page 173), and adds 2 Rounds to the time required.\nTaking out the progenoids takes 1 Round, adding 1\nRound for every Degree of Failure on the Medicae Test.\nSpace Marines go to great lengths to recover a fallen\nBattle-Brother’s gene-seed, and the GM may require a\nWillpower Test to leave the progenoids behind.\n• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 516, + "rule_id": "pdf_skill_113_space_marine_in_power_armour_h", + "title": "Space Marine in power armour has the Size (Hulking)", + "content": "Trait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\ntogether as a team. In Squad Mode, the Space Marines are not as focused on their individual Chapter abilities, instead\ngaining the benefits of teamwork and being able to act as a unit. When Space Marines are in Squad Mode, they are a\nnearly-unstoppable unit of deadly warriors.\nWhen a Kill-team is in Squad Mode, they have access to a resource known as Cohesion. Cohesion may be spent to\ntrigger certain effects and abilities that benefit the group and allow the Kill-team to perform incredible feats.\nYou can find more detailed game information about these terms on page 219 (for Squad Mode), page 215 (for Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 517, + "rule_id": "pdf_skill_114_mode_and_page_211_for_cohesi", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 518, + "rule_id": "pdf_skill_115_templars", + "title": "Templars", + "content": "“To the darkness, I bring fire. To the ignorant, I bring faith. Those\nwho welcome these gifts may live, but I will visit naught but death\nand eternal damnation on those who refuse them.”\n–Chaplain Grimaldus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 519, + "rule_id": "pdf_skill_116_initiations", + "title": "initiations", + "content": "Despite that Rogal Dorn eventually accepted the dictates\nof the Codex Astartes, the Black Templars are organised\nin a different manner to many Space Marine Chapters and\ndeviate from the strictures of Guilliman’s great tome in several\nnotable ways. One deviation is in the recruitment and training\nof its warriors. The Black Templars have no Scout company in\nwhich new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nBlack Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\nother equally lethal trials held for those who aspire to joining\nthe Chapter. Only the bravest warriors can hope to reach the\nfinal stages of selection and even then only a fraction will meet\nthe Chaplains’ high standards.\nAn aspirant is brought to the chapter keep, where the\nApothecaries administer tissue compatibility tests and root out\nany latent mutation to ensure that he is of sufficient purity and\nstrength to become a Neophyte. Not all survive these processes,\nas the Black Templars tolerate no weakness. Should the aspirant\nsurvive, he becomes a Neophyte and so begins the ritual\nsurgery that will turn him into a superhuman warrior. Here too,\nan aspirant may fail. Thanks to the degeneration of knowledge,\nimplant surgery is heavily ritualised. It is often accompanied by\nscarring, incantation, prayer, fasting, and arcane practices that\nunintentionally compromise medical efficiency.\nOnce a Neophyte begins his training, he severs all links\nwith the world of his birth and begins a life dedicated to the\nEmperor. Once he is deemed ready, he will be taken under\nthe wing of an Initiate and complete his training in the fires\nof battle, where he will either learn or die. When he finally\nbecomes an Initiate himself, he can no longer be considered\nhuman. Any chance for a normal life is gone forever,\nbut though a great and terrible sacrifice, it is\nmade willingly.\nOnce accepted within one of a Crusade’s\nFighting Companies, an Initiate fights and\nhones his craft of death, building his legend\nand forging his hero’s name before one day\ngoing on to train a Neophyte himself. In\nthis way, the experience and wisdom of\nthe Initiates is preserved and passed\non to new recruits.\nThe greatest warriors in a\nFighting Company will be\norganised into the Marshal’s\nhousehold, the equivalent of a\nCodex Chapter’s First Company.\nKnown as the Sword Brethren,\nthese Space Marines are mighty\nheroes whose deeds become part\nof the Chapter’s history. It is\nevery Black Templar’s ambition\nto become one of these elite. Clad\nin the finest suits of armour and\nbedecked with purity seals, the\nSword Brethren are the very image\nof a baroque warrior-knight. When\na Marshal dies, it is from the Sword\nBrethren that his replacement will be\ndrawn, and only the best and bravest\nare worthy of this great honour. Which\nBlack Templar will succeed the Marshal is\ndetermined by ritual combat, during which all", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 520, + "rule_id": "pdf_skill_117_eternal_crusaders", + "title": "eternal CrusaDers", + "content": "The Black Templars have no single home world. Instead, they\nlive in their Crusade fleets, upon many battle-barges, strike\ncruisers, training vessels, and gigantic forgeships. The Black\nTemplars establish chapter keeps on every world they conquer\nor reclaim for the Emperor. The main purpose of the chapter\nkeeps is to recruit new Space Marines from the population,\nand to act as staging posts for mustering the Crusades. These\nchapter keeps are sizeable, with chambers to accommodate two\nto three companies of Space Marines, but are far smaller than\nthe fortress-monasteries of other Chapters. However, there have\nbeen hundreds of chapter keeps established over the millennia,\nsome of which are still standing, others which have fallen into\nruin and disrepair and are no longer manned.\nThe High Marshal himself has his own battle-barge, the\nEternal Crusader, and he can travel from Crusade to Crusade\nlending his military genius and spiritual guidance to those\nunder his command. The Eternal Crusader is gigantic, even\nfor a battle-barge, having been expanded and refitted over ten\nthousand years with extra docking facilities for escort ships,\nadditional launch bays for shuttles and Thunderhawk gunships,\nas well as accommodation for twice as many Space Marines\nthan a normal battle-barge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 521, + "rule_id": "pdf_skill_118_righteous_zeal", + "title": "riGhteous Zeal", + "content": "All Space Marines are renowned for their fervent dedication,\nbut the extent of the Black Templars’ faith is often described as\nfanatical. They seek nothing less than to crush every last enemy\nof mankind. They have absolutely no tolerance of heretics,\nmutants, witches, aliens, or any other abomination against the\nEmperor. For ten thousand years they have crusaded to prove\ntheir loyalty, and this creed has become so embedded in their\ndoctrines that they are utterly ruthless towards anyone or\nanything perceived as a threat to the Emperor. They have been\nknown to mercilessly wipe out entire planetary populations to\nexpunge the sin of heresy, while the mere presence of a witch\non the battlefield drives them into a zealous fury against which\nfew enemies have any hope of standing. The Black Templars’\nprofessed loathing of the witch even extends to those psykers\nin the employ of the Imperium. Although the Chapter must\nutilise astropaths, Navigators, and others with such talents,\nthe Black Templars are loath to do so, and eschew the use of\nlibrarians in the ranks of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 522, + "rule_id": "pdf_skill_119_combat_doctrine", + "title": "Combat DoCtrine", + "content": "In battle, the Black Templars seek to continue to fight in the\nmanner of their founder, Sigismund, preferring close combat over\nranged warfare. Face-to-face with his enemy, a Black Templar\nseeks to earn glory and respect and be sure that his foe is truly\nvanquished, fighting with righteous fury and the noblest ideals\nof honour.\nThis is truly emphasised by the fanaticism of Black Templar\nBattle-Brothers, whose righteous anger makes them loathe to\nretreat before an enemy. They will instead drive towards the foe\nrelentlessly, their own casualties only serving to spur them on still\nfurther, hungry for vengeance on the slayers of their brethren.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 523, + "rule_id": "pdf_skill_120_black_templars_characters", + "title": "blaCk teMplarS CharaCterS", + "content": "Black Templars Space Marines perform an eternal\nCrusade across the galaxy, eliminating the enemies of\nman. This Chapter’s warriors possess both great skill\nat arms and mental fortitude.\nBlack Templars Space Marines gain the following\nbenefits: +5 Weapon Skill,, +5 Willpower, and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 524, + "rule_id": "pdf_skill_121_righteous_zeal_solo_mode_abili", + "title": "Righteous Zeal Solo Mode ability (see page 217).", + "content": "Restrictions: Black Templars Space Marines may\nnot select the Deathwatch Devastator Marine or\nDeathwatch Librarian Specialities.\nImplants: Although Black Templars Space Marines\npossess both the Betcher’s gland and sus-an membrane\nimplants, their zygotes are significantly deficient. Black\nTemplar characters do not gain the benefits of either of\nthese implants.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 525, + "rule_id": "pdf_skill_122_zealous_is_a_demeanour_see_pa", + "title": "Zealous is a Demeanour (see page 32) unique to Space", + "content": "Marines from the Black Templars Chapter. When not\nengaged in battle, the brethren of the Black Templars\nare invariably to be found preparing for it. They pass\ntheir time in prayer and meditation, or engaged in\nexacting training rituals. Those Initiates entrusted\nwith the training of a Neophyte spend long hours\npassing on their knowledge to their young pupil and\nsupervising endless drills, practice sessions, and trials.\nThe brethren frequently impose upon themselves many\nhardships, foregoing all but the bare necessities in\norder to purify themselves in the eyes of the Emperor\nand their primarch, and to emulate the example of their\nfounder Sigismund.\nWhen serving alongside the Battle-Brothers of\nother Space Marine Chapters, many Black Templars\nprepare themselves through long fasts and week-long\nvigils in order to tolerate the presence of Space Marine\nlibrarians. For those who serve in the Deathwatch,\nfighting alongside a brother Space Marine who wields\npsychic power is a particular hardship, a trial they\nmust undergo in order to serve the Emperor more fully\nand to strike down the hated alien. For this reason,\ngreat care is undertaken when selecting a Black\nTemplar for secondment to the Deathwatch, for only\na brother able to contain his deep-seated intolerance\nwill be able to fight to his full capacity. Despite this,\neven these individuals are likely to pass every hour\nnot spent fighting in deep contemplation and prayer,\noften cloistering themselves away from their fellow\nDeathwatch Space Marines in a personal shrine to the\nEmperor, Dorn, and Sigismund.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 526, + "rule_id": "pdf_skill_123_angels", + "title": "Angels", + "content": "“For he today who sheds his blood with me shall be my Battle-Brother\neternal.”\n–Last Line of the Invocation Initiate of the Flesh Tearers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 527, + "rule_id": "pdf_skill_124_radioactive_toxins_that_built", + "title": "radioactive toxins that built", + "content": "up in the survivors’ bodies\nforced them to devolve into\nmutants, shambling parodies\nof the men their forefathers had\nonce been. But there were some\nwho held onto their humanity and\npreserved some semblance of sanity, forming\ntribes for mutual protection. But these were\nthe embattled few, as a new and savage\nculture evolved amid the ruins of the old.\nThe only social unit remaining was the\ntribe. For humanity and cannibal alike,\nthe only folk they could rely on were\ntheir own kin.\nThe people of the Baal system\nbecame nomads, shifting from place to\nplace, picking the ruins clean, and warring", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 528, + "rule_id": "pdf_skill_125_initiations", + "title": "initiations", + "content": "To ascertain who is worthy to join the ranks of the Blood Angels,\nthe youths of the pure Baalite tribes must take part in violent\ngames and magnificent tournaments, battling against both the\nharsh landscape of their home world and, ultimately, each other.\nThe contests are held only once in each generation, at the very\nplace that Sanguinius first came to Baal—Angel’s Fall. Aspirants\nmust reach the so-called Place of Challenge by whatever means\nthey can, a process that weeds out many weaker individuals\nhoping to join the ranks of the Blood Angels. They must race\nacross uncharted miles of hostile, irradiated desert. They must\nleap from the highest cliffs, praying that the primitive assembly\nof wings each bears will save them from sudden death. They\nmust find their way through canyons infested with gigantic,\nmutated beasts. The desiccated husks of previous hopefuls bear\nwitness to those who undertook the trials rashly. Once they\nreach the Place of Challenge, gladiatorial contests, often to the\nvery death, ensure that only the most skilled and determined\nfighters survive.\nOnce fifty or so victors have been separated from the\nunsuccessful aspirants, they will be taken by Thunderhawk\ngunship to fulfil the next stage of their trials. Those who fail\nare nonetheless granted positions of honour when they return\nto their tribes, for the mere fact of their having survived the\ntrials, even if not selected, is a great feat in itself.\nThe successful aspirants are taken to the fortress-monastery\nof the Blood Angels, where they witness sights of such\nmagnificent glory that many are struck down with awe. They\nare taken before the full battle-brethren, and it is here that the\ncontrast between aspirant and Space Marine is truly evident.\nDespite their youth, very few of the aspirants will be untouched\nby the ravages of the blasted lands in which they have lived.\nTheir bodies are riddled with cankers and sores, their faces\nmarred by lesions. In contrast, the towering physiques of the\nSpace Marines around them are the very ideal of perfect beauty,\ntheir skin smooth, their features noble.\nHaving observed a gruelling vigil of three days and three\nnights, the aspirants are led away by the Chapter’s Sanguinary\nPriests, who fulfil not only the role of Apothecary, but of the\nbearers of their primarch’s most sacred blood. Each aspirant\nmust partake of this blood, which is born in a chalice proffered\nto them by a priest. Soon after sipping the precious liquid, the\naspirants fall into a profound sleep and are taken to the Hall\nof Sarcophagi. The walls of this vast, cathedral-like chamber\nare lined with mighty golden caskets, each twice the size of\na man. The sleeping aspirants are entombed within, dwarfed\nby the size of the huge sarcophagi, and attached to an array\nof life-sustaining nodes. There they remain for a full year,\nfed intravenously with nutrients and injected with the Blood\nof Sanguinius.\nAs the aspirants slumber, they are engulfed by vivid and\nstrange dreams depicting the memories of Sanguinius himself.\nThus the very essence of the primarch permeates the minds of\nhis new sons, and ever afterwards these potent emotions and\nmemories will be permanently imprinted upon their souls.\nWhen the aspirants are finally removed from their sarcophagi,\nthey have been changed so thoroughly that few could believe\nthey were once the twisted creatures rescued from the living\nhell of their prior lives. They have become tall, immensely\nstrong, and superhumanly powerful. Their restructured bodies\nhave taken on a haunting beauty reminiscent of their angelic\nforefather, their senses keener, and their muscles stronger\nthan tempered steel. Through this arcane process and lost\ntechnology, the scrofulous wastelander is transformed into a\nbeing of radiant purity and noble purpose.\nthe sons of sanGuinius\nThe Blood Angels are amongst the longest-lived of all of\nthe Space Marine Chapters, their gene-seed granting a vastly\nincreased lifespan on all who possess it. It is not uncommon,\ntherefore, for a Blood Angel to live for a millennium or more, if\ndeath in battle or the Red Thirst does not claim him first. These\nvastly extended life spans allow the Blood Angels to perfect\ntheir techniques in art as well as in war. They have centuries to\nperfect the disciplines to which they turn their minds, and this\naccounts for the fact that Blood Angels’ armour and banners\nare amongst the most ornate ever produced.\nFollowing the example of their primarch, the Blood Angels\nespouse a vision of the galaxy in which the enemies of the\nEmperor can be defeated and mankind can progress to the life\nhe was always fated to live. There is a deeply mystical streak in\nthe Blood Angels’ doctrines, and a strong belief that things can\nbe made better. After all, the Blood Angels are recruited from the\nscrofulous wastelanders of Baal, and if such can be transformed\ninto a tall, proud, and handsome warrior, then there is hope for\nmankind yet. This belief can be seen in everything the Blood\nAngels do. They strive for perfection in all of their endeavours.\nTheir works of art are things of beauty and symmetry. Their\nmartial disciplines are practised unceasingly. Their doctrines are\npermeated with a sense of mortality and the fallen greatness\nof Man.\nThe beatific countenance and noble bearing of the Blood\nAngels is in stark contrast to the curse they bear. While lesser\nwarriors might become morose or fatalistic, weighed down by\nthe inevitability of their fate, the Blood Angels remain stoic.\nThe Blood Angels’ cadre of Sanguinary Priests—the equivalent\nof Apothecaries in other Chapters—tirelessly pursue a cure\nto the Red Thirst. But each year, more and more brethren\nsuccumb to it. Perhaps in an effort to hold the curse at bay,\nmany Blood Angels sleep in the same casket where their bodies\nwere transformed from the ravaged Baalite wastelanders to the\nperfect forms they emerged as, the arcane machinery filtering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 529, + "rule_id": "pdf_skill_126_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Blood Angels adhere closely to the organisation\nlaid down in Roboute Guilliman’s Codex Astartes, and the\nChapter’s Battle-Brothers are equipped in a similar manner to\nmost other Space Marines. The Battle-Brothers often display a\nsavage desire to engage their foes in the fury of close combat,\ntheir rage growing all the stronger the closer to succumbing\nto the Red Thirst the Blood Angel steps. Most of the time, the\nBlood Angels are able to hold their curse in check, but those\nthey engage in assault soon discover the bloodthirsty savagery\nof the sons of Sanguinius.\nBlood Angels are unique amongst the Space Marines in\nthat their gene-seed contains the encoded experience of their\nPrimarch, and most deeply imprinted of all is the memory of\nSanguinius’ final battle with Horus. Sometimes, on the eve of\nbattle, an event or circumstance will trigger this embedded\nmemory and the Battle-Brother’s mind is suddenly wrenched\ninto the distant past. The Black Rage overcomes the Blood\nAngel as the memories and consciousness of Sanguinius intrude\nupon his mind, and dire events ten thousand years old flood\ninto the present.\nA warrior overcome with the Black Rage appears half mad\nwith fury; he is unable to distinguish past from present and does\nnot recognise his comrades. He may believe he is Sanguinius\nupon the eve of his destruction, and the bloody battles of the\nHorus Heresy are raging all around him. Such a Battle-Brother\nstands at the end of his travails, for his path leads only to the\nDeath Company, where he and the Chapter’s other damned\nsouls will fight one final battle in Sanguinius’ name under the\nguidance of a Chaplain. These individuals each fight their own\nbattle, perhaps believing themselves to be waging the wars of\nthe Horus Heresy at the side of their beloved primarch. Death\nfor the members of the Death Company is a blessed mercy,\nfor those not consumed in the cleansing fires of battle must\nbe restrained and imprisoned, for their safety and that of their\nbrethren, until the next battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 530, + "rule_id": "pdf_skill_127_blood_angels_characters", + "title": "blooD angelS CharaCterS", + "content": "The Blood Angels’ battle honours encompass millennia\nof victories, many purchased with ferocity in closedeveloped great manual dexterity and coordination\nin the pursuit of art, due to their exceptionally long\nlife spans.\nBlood Angels Space Marines gain the following\nbenefits: +5 Weapon Skill, +5 Agility, and the Blood", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 531, + "rule_id": "pdf_skill_128_the_red_thirst_is_a_demeanour", + "title": "The Red Thirst is a Demeanour (see page 32) unique", + "content": "to Space Marines from the Blood Angels Chapter.\nDeep within the psyche of every Blood Angel is a\ndestructive yearning, a battle fury and blood hunger\nthat must be held in abeyance in every waking moment.\nFew Battle-Brothers can hold the Red Thirst in check\nunceasingly—it is far from unknown for Blood\nAngels to temporarily succumb to its lure at the height\nof battle.\nThe Red Thirst is the Blood Angels’ darkest\nsecret and greatest curse, but it is also their greatest\nsalvation—for it brings with it a humility and\nunderstanding of their own failings which make them\ntruly the most noble of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 532, + "rule_id": "pdf_skill_129_sanguinius", + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 533, + "rule_id": "pdf_skill_130_angels", + "title": "Angels", + "content": "“Repent, for tomorrow you die!”\n–Battle cry of the Dark Angels Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 534, + "rule_id": "pdf_skill_131_the_chapter_has_been", + "title": "The Chapter has been", + "content": "shaped by its dark past and\nis secretive and monastic\nin nature, with much time\ngiven over to worship and\nprayer. There are many\ndifferent levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 535, + "rule_id": "pdf_skill_132_caliban", + "title": "Caliban", + "content": "Caliban, the home world of the Dark Angels, was once a\nverdant world of dense forests. Yet, those forests seethed\nwith mutation and corruption, the baleful influence of the\nnearby Eye of Terror cursing Caliban and making it one of\nthe deadliest worlds in the galaxy. The original inhabitants\nof Caliban are said to have been a proud, martial people,\nbrought up to live and die by the sword. The lush forests\nwere inhabited by all manner of terrifying beasts that had\nbeen warped by Chaos. The ferocity of these creatures forced\nthe inhabitants to build brooding stone fortresses in huge\nclearings hacked from the forests, in which the warrior-elite\ndwelled. It was from this ruling class, called the Order, that\nthe Dark Angels Legion was formed.\nDuring the titanic wars of the Horus Heresy, the entire\nplanet of Caliban was torn asunder, reduced in a cataclysmic\nbattle to scattered debris. All that remained was the rock upon\nwhich stood the ruins of the Order’s fortress monastery. In the\nmillennia since the destruction of Caliban, the Dark Angels\nhave drilled deep into the bedrock and rebuilt the fortress\nruins. The dead asteroid was transformed into the Dark\nAngels home, called the Rock, while the rebuilt monastery\nis referred to as the Tower of Angels. Countless tunnels, halls\nand chambers were constructed and, in time, even warp\nengines were fitted to allow the Rock to move from star\nto star. As a result, the Rock does not stay in any\none place for any length of time, and the Chapter\nrecruits from a variety of different worlds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 536, + "rule_id": "pdf_skill_133_holy_sigils_conceal", + "title": "holy sigils conceal", + "content": "vast repositories of\nancient archeotech.\nOnly the most senior of the Dark\nAngels, the Masters and the Inner\nCircle, are aware of the chambers\nand may unlock their dread secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 537, + "rule_id": "pdf_skill_134_the_inner_circle", + "title": "the inner CirCle", + "content": "After the fall of Caliban, the senior members\nof the Legion assembled in secret conclave. They\ndecreed that knowledge of the fall of their brothers must\nremain undisclosed for all time, that no outsider must ever\nlearn of the schism that had split the legion or that some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 538, + "rule_id": "pdf_skill_135_combat_doctrine", + "title": "Combat DoCtrine", + "content": "With the breakup of the Space Marine Legions after the Horus\nHeresy, the Dark Angels were split into Chapters according\nto Roboute Guilliman’s Codex Astartes. With the exception\nof the Deathwing and the Ravenwing, the Dark Angels\nfollow standard Space Marine combat doctrine, and their\ndogged resistance against overwhelming odds is legendary. In\nsituations where even other Space Marines might withdraw\nand redeploy, the Dark Angels will fight to the bitter end\nrather than give ground to their foes. This is also reflected in\ntheir stubborn refusal to move in the face of the enemy, even\nin situations where it would sometimes be tactically beneficial\nfor them to do so.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 539, + "rule_id": "pdf_skill_136_the_lion", + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beastknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 540, + "rule_id": "pdf_skill_137_dark_angels_characters", + "title": "Dark angelS CharaCterS", + "content": "The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 541, + "rule_id": "pdf_skill_138_solo_mode_ability_see_page_21", + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 542, + "rule_id": "pdf_skill_139_the_deathwing", + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 543, + "rule_id": "pdf_skill_140_the_ravenwing", + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 544, + "rule_id": "pdf_skill_141_wolves", + "title": "Wolves", + "content": "“We may be few, and our enemies many. Yet so long as there remains\none of us still fighting, one who still rages in the name of justice and\ntruth, then by the Allfather, the galaxy shall yet know hope.”\n–Ragnar Blackmane of Space Wolves", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 545, + "rule_id": "pdf_skill_142_chasms_rend_deep", + "title": "chasms rend deep", + "content": "gashes in the skin of the planet. Yet somehow,\namongst the shifting ice floes and fierce tides,\nthe men of Fenris thrive.\nAs the constant ravages of the cruel and\never-changing climate harden its people, so too\ndoes it harden the native species. The prey, such\nas the herds of giant Fenrisian elk with their\nmajestic and razor-sharp antlers and the hulking", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 546, + "rule_id": "pdf_skill_143_mammoths_that_can_crush", + "title": "mammoths that can crush", + "content": "a man’s body to a pulp,\nare dangerous indeed. The predators, however, are among\nthe most ferocious in the galaxy. Ancient drakes and wyrms\nsoar on the thermals above the shifting islands, thriving\nin caves heated by geothermal processes. Sea serpents and\nkraken haunt the deeps, terrifying leviathans that can grow\nthousands of metres in length. It has even been suggested\nthat these kraken, one of which is said to have been caught\nby Leman Russ himself, are the remnants of an unsuccessful\nTyranid invasion from the distant past.\nGreat white bears, raging beasts that weigh as much as an\nice shark and are almost invisible in a blizzard, can be found\nprowling the frozen tundra, fully capable of smashing apart\nthe strongest buildings to feed upon the unwary occupants.\nBut most dangerous of all, a predator so terrible that it is\nknown throughout the galaxy, is the Fenrisian wolf. These\niron-furred monsters range from the mass of a small horse to\nthat of an armoured personnel carrier, and are possessed of\na singular cunning. Perhaps the most terrifying thing about\nthese beasts is that they live in packs and, when they are\nhunting, their prey has little hope of escape.\nGiven that many Space Wolves wear the pelts of these\nvicious creatures, having killed the beasts with their bare\nhands, the warriors of Fenris can be reckoned mighty indeed.\nBorn into a world of such omnipresent danger, only the\ntoughest can thrive. Few worlds in the breadth of the galaxy\nhold any fear for the Space Wolves of Fenris.\nMany Space Wolves have served in the Deathwatch,\nand some of the most celebrated Battle-Brothers are drawn\nfrom the Chapter. Their propensity to engage the foe head\non has led to many great victories, even if none outside of\nthe Deathwatch ever hear of them. Though many Space\nWolves have been elevated to the rank of Watch-Captain in\nthe Deathwatch, comparatively few have\nserved as Watch Commanders. It\nis likely that this is due to the\nbrothers’ natural gregariousness,\nand their desire to return to the\ngreat feasting halls of Fenris once\ntheir duty is done.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 547, + "rule_id": "pdf_skill_144_the_trials", + "title": "the trials", + "content": "The Space Wolves claim to\nbe blessed with the most\npotent of all gene-seeds.\nThe heritage of Leman\nRuss is as unique as it\nis deadly, and the first\nstage of the aspirant’s\ntransformation is often the\nlast, for many are killed,\nor worse, transformed into\nslavering beasts. Before\nthe transformation can begin,\nthe aspirant must first imbibe the\nCanis Helix. Unfortunately for many,\nthe genetic coding of the helix contains\na number of substances that are not\nsynthesised by the human body, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 548, + "rule_id": "pdf_skill_145_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Space Wolves have a very different approach to martial\nstrategy from many of their brother Space Marines. There\nare several distinct types of squad, or pack, unique to the\nChapter. Due to the Canix Helix in the Space Wolf gene-seed,\nSpace Wolves experience their canines continuing to grow\nthroughout their life-span. As a Space\nWolf progresses through his life, he may rise through the\nranks until he is old and his fangs are long. If his bravery and\nmight are proven beyond question, he may be invited to join\nthe Wolf Guard, or even become a mighty Wolf Lord and lead\none of the Chapter’s Great Companies.\nMost Space Wolves begin their careers as Blood Claws, hotcharging in howling packs at the front lines of the enemy\nin their efforts to garner personal glory. The Blood Claws\nare the shock troops of the Space Wolves and spearhead the\nmajority of assaults. If they survive to become mature and\ncapable warriors, they will be elevated to the ranks of the\nGrey Hunters, tempered by battle but nonetheless ready\nto give their lives in the name of honour. When the Space\nWolves are fully mature, their hair grey and their canines\npronounced, they are likely to be inducted into the Long\nFangs, veteran warriors who are disciplined and steady even\nin the heat of battle, and hence entrusted with the company’s\nheavy weapons.\nThe bravest and strongest of the Space Wolves, after proving\nthemselves in a feat of exceptional valour or martial prowess,\nmay become Wolf Guards. It is not by age or maturity that\none attains such a coveted rank, but by deed, and so a newly\nraised Blood Claw has the same chance of joining the ranks\nof the Wolf Guard as does a veteran Long Fang. The Wolf\nGuard may lead less experienced packs into battle, or form\na retinue for the mightiest warrior of the Great Company—\nthe Wolf Lord himself. Few can stand before these heroic\nwarriors, equipped as they are with the best wargear in the\ncompany’s armoury, making them virtually unstoppable in\nclose combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 549, + "rule_id": "pdf_skill_146_space_wolves_characters", + "title": "SpaCe wolveS CharaCterS", + "content": "Space Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 550, + "rule_id": "pdf_skill_147_mode_ability_see_page_217", + "title": "Mode Ability (see page 217).", + "content": "Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\nthe SonS of ruSS\nThe Sons of Russ is a Demeanour (see page 32) unique to Space Marines from the Space Wolves Chapter.\nThe Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers,\nthey are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and\nare driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the\nheady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on\noccasion extended to their compatriots in other branches of the Imperium’s military.\nAlthough as devoted to the Emperor as any other Space Marine Chapter, the Space Wolves express their faith not in\nprayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before battle in\nsolemn meditation, the Space Wolves are more likely to mark the eve of battle in bawdy celebration, raising overflowing\njacks of Fenrisian ale to brothers they may be mourning once battle is done. A Space Wolf will drink and make merry,\nfor tomorrow, he may die.\nIn temperament, most Space Wolves are blunt and plain speaking, even to the point of giving offence to those not\nused to their ways. They abhor pretension and despise politicking. They are honest to a fault, and expect the same\nquality in those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from the\nheadstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays the role fate lays before\nhim, knowing that a life spent in service to the Emperor is a life well lived.\nIn the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war\non his lips.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 551, + "rule_id": "pdf_skill_148_the_lion_and_the_wolf", + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 552, + "rule_id": "pdf_skill_149_storm_wardens", + "title": "Storm Wardens", + "content": "“We are the storm! We are the fury!”\n–Lorgath Maclir at the Purging of Vigil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 553, + "rule_id": "pdf_skill_150_including_the_chapter", + "title": "including the Chapter", + "content": "Master and the entire veteran\nFirst Company. The Chapter’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 554, + "rule_id": "pdf_skill_151_dreadnoughts_are_the_guardians", + "title": "Dreadnoughts are the guardians", + "content": "of these hidden chambers, and\neach has taken a vow of silence,\nstanding as mute sentinels\nover these forbidden places.\nAfter the Nemesis Incident, the Chapter re-built its First\nCompany. These honoured Battle-Brothers know themselves\nas the “The Inheritors”, custodians of the Chapter’s honour\nuntil the day their ancestors rise from their timeless slumber.\nEver since this time, the Storm Wardens have redoubled\ntheir diligence, and their fortress-monastery mounts\nsophisticated scanning technology placed reluctantly by\nthe Adeptus Mechanicus as payment for an ancient pact.\nCurrently, the Chapter is led by Lorgath Maclir, a cunning\nstrategist who constantly challenges his captains with tactical\nexercises and obsessively studies the Tactica Imperialis. Some\nrumours claim that Lorgath has managed to memorise these\nprecepts of war, an impressive feat even for a Space Marine’s\nenhanced memory.\nthe WorlD of storms\nLocated in the Calixis Sector of the Segmentum Obscurus,\nthe planet known as Sacris is classified as Forbidden by the\nAdeptus Terra. Sacris is a remote, feudal world of highland\nmoors and dark, oppressive swampland. It is inhabited by\nprimitive human tribes of warriors who gather around\ncharismatic warlords and continually struggle for dominance\nin the murky swamps. The tribes of Sacris have a fierce code\nof honour and hold that a man’s word is his bond. The tribes\nworship the Emperor as a stern father-figure who judges all\nmen’s souls by the strength of their arms and the purity of\ntheir honour. The culture of Sacris has a strong impact on\nthe Storm Wardens, and it is not uncommon to\nsee Storm Warden’s Scouts with woad-painted\nfaces like those of the native tribes. Humans\nare not the only inhabitants of Sacris; a sizeable\ncolony of abhuman ogryns\nsurvive on the rocky\nsouthern continent,\npossibly the result of\nan ancient oath sworn\nby the Storm Wardens\nprior to the Nemesis\nIncident. Whatever the\ntruth may be, the Storm\nWardens have no particular\ndistaste for abhumans and have fought", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 555, + "rule_id": "pdf_skill_152_beside_imperial_guard_regiment", + "title": "beside Imperial Guard regiments", + "content": "including ogryns and ratlings in\nthe past. Currently, automated\nbeacons surround Sacris’ orbit,\ndeclaring the world forbidden and\nspreading rumours of virulent plague.\nThe reason for this deception is\nunknown, save for the fact that it was\nOwin Glendwyr’s final command as\nChapter Master. Chapter Masters\nhave since dutifully carried on\nwith this oath-bound quarantine,\nalthough they know not its\npurpose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 556, + "rule_id": "pdf_skill_153_initiations", + "title": "initiations", + "content": "The Storm Wardens descend from Sacris’ moon to the foggy\nmoors and teeming tribes below to hold a series of games and\nritual combats to select only the fiercest and most cunning\nwarriors to join their ranks as aspirants.\nOften, aspirants must struggle against the fen-trolls and\nother highly dangerous native fauna of Sacris during the\ntrials, battling their way up and down the shifting moors in a\ncombination skirmish and marathon race. The aspirants must\nnavigate past pockets of deadly swamp gas, through regions\ninfested with swarm leeches, across quicksand-laden plains,\nand find their way to the Storm Warden’s landing site. Those\nwho survive that far then compete in games that pit aspirants\nagainst each other in contests of strength and skill at arms.\nSimply to compete in these trials elevates a man in the eyes\nof the tribes of Sacris; succeed or fail, he has tested himself\nagainst the greatest warriors on the planet, and that is worthy\nof great respect. After passing the trials, many Aspirants\ntake with them the Sacris claymore, an heirloom weapon\ncherished by the tribesmen. It is also common that, when a\nStorm Warden dies, his claymore is ritually returned to his\nhomeworld, and many blades have earned great honour for\ntheir tribe in this manner.\nthe Way of honour\nThe Storm Wardens, like the feral tribesman they recruit from,\nvalue personal honour and strength at arms. It is said that\nmany Storm Wardens prefer to challenge enemy commanders\nto personal combat in order to test themselves against the\nbest that the foe has to offer. Many Storm Wardens have\na predilection for single combat with a foe they consider\nworthy of such a distinction, although more than a few\nveteran sergeants and captains have fallen in battle against\nparticularly dangerous opponents in this way.\nThe Storm Wardens are highly insular, and rarely visit\nother worlds. In fact, the Calixis Sector is largely unaware\nof their very presence, with the exception of several highChapter’s aloof nature has to do with the high value that the\nStorm Wardens place on personal honour, and some speculate\nthat these Space Marines prefer not to associate with many of\nthe disreputable worlds that surround them.\nDespite their generally remote and detached nature,\nStorm Wardens rarely cause friction with the Imperium’s\nvarious organisations, having assisted both the Inquisition\nand the Imperial Guard in numerous campaigns and actions\nthroughout their history. Many Imperial frontier worlds\nunder dire threat have witnessed the sight of Storm Warden’s\ndrop pods entering the atmosphere, each containing a squad\nof Space Marines intent on repelling any attack upon the\nImperium’s borders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 557, + "rule_id": "pdf_skill_154_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The traditions of the Chapter mirror those of the tribes\nof Sacris, with a strong emphasis on close combat, testing\nthemselves against the strongest of foes upon the field of\nbattle.\nLike most Codex Chapters, the Storm Wardens perform\nwell at all forms of combat, but there is one strategy they have\nrefined with devastating effect. Using heavy armour, their\nassaults feature numerous Predator tanks and Land Raiders.\nThe enemy is subjected to a savage but brief bombardment,\neither from a Strike Cruiser in close orbit or a Thunderhawk\ngunship strafe. This pins the enemy in place for an armoured\nassault by the Chapter’s Predators and Land Raiders, supported\nby Rhinos and Razorbacks carrying Tactical and Sternguard\nsquads into the thick of battle.\nIt is this armoured assault which has its roots in the\nChapter’s recruiting world of Sacris. Many Storm Wardens\nuse their armoured vehicles as a steed to carry them into the\nthick of the battle, where they may launch savage assaults\nagainst the enemy and fight by the tenets of the Way of\nHonour. Their preference for fighting in tandem with the\nheavy firepower and mobility of their armoured units has led\nto many stunning tactical feats, and also evens the balance\nso they may fight their enemy face-to-face on even and\nhonourable terms.\nIt is no surprise, therefore, that the Chapter currently\ncounts a high number of Techmarines amongst its number,\nand there has been some speculation that the Storm Wardens\nhave a closer relationship with the Adeptus Mechanicus than\nother Space Marine Chapters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 558, + "rule_id": "pdf_skill_155_storm_wardens_characters", + "title": "StorM warDenS CharaCterS", + "content": "Storm Wardens value strength at arms and have battled for centuries against some of the most dangerous denizens beyond\nthe Imperium’s borders.\nA Storm Wardens Space Marine gains the following benefits: +5 Strength, +2 Wounds, and the Thunder’s Call Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 559, + "rule_id": "pdf_skill_156_mode_ability_see_page_218", + "title": "Mode Ability (see page 218).", + "content": "Starting Gear: A Storm Wardens Space Marine may replace his combat knife with a Sacris claymore (see page 170).\naSpire to glorY\nAspire to Glory is a Demeanour (see page 32) that is part of the beliefs and traditions of the Storm Wardens Chapter.\nWhile fierce upon the field of battle, Storm Wardens are no less committed to the tenets of personal honour and\nobligation. Generally considered clannish and aloof even by other Space Marines, Storm Wardens prefer to remain distant\nfrom the Imperium at large. A Storm Warden is slow to make friends, but esteems and protects those who persevere to\nbecome companions.\nAmongst the Storm Wardens, one’s word is his bond, and honour is paramount. The night before battle is often spent\nin meticulous planning of tactics and strategy, sharing quiet camaraderie amongst their fellow warriors. Many of the most\nsenior Battle-Brothers engage in ritualised duals, the victors gaining a coveted place in the vanguard.\nMost Storm Wardens enjoy debate and crafting points to support their arguments, although some outsiders see these\ntendencies as quarrelsome or insubordinate. However, once a course of action has been agreed upon, a Storm Warden will\nset aside any dispute and carry it out. Perhaps because of their fondness for debate or their own turbulent history, Storm\nWardens have an interest in mysteries and engimas. This curiosity has led more than a few Battle-Brothers to volunteer for\nthe Deathwatch.\nWhen battle begins, Storm Wardens fight with keen fervour, often seeking out an enemy champion or commander to\ntest his skills against.\nKraazgrug’s Folly\nOne of the most famous of the Storm Wardens’ battles took place on the verdant plains of Keffik’s\nWorld in the Scarus Sector. An Ork warband led by Warboss Kraazgrug had been ravaging a number\nof settlements and threatened the food supply for an entire sub-sector. Just before the Orks overran\nthe last of the system’s defences, an astropathic distress signal was relayed to Sacris. In response,\nthe Storm Wardens deployed several companies of Space Marines, supported by many armoured\nvehicles. These forces were under the command of Captain Lorgath Maclir (prior to his ascension to\nthe rank of Chapter Master) and included a handful of Space Marines from the elite First Company.\nMaclir’s plan was to face the Warboss’ trukks and warbuggies on the open plains of the northern\ncontinent. However, the Ork vehicles manoeuvred through the depths of a massive dust storm, and\nMaclir was forced to revise his strategy. Dispatching Scout Bikers, Stormravens, and Land Speeder\nTyphoons, he used his swiftly-moving skirmishing force to lure the main body of the greenskin’s\narmy into a box canyon. The Orks and the warboss were eliminated with an unrelenting salvo of\nheavy weapons fire from the rim of the canyon, and no greenskin left that battlefield alive.\nThe Cleansing of Vigil\nA singularly savage conflict was fought entirely underground in the tunnels beneath the dead world\nof Vigil. In those lightless passages, the Storm Wardens battled metre by bloody metre in a series\nof close-range firefights against the foul Slaugth and their warrior constructs. The cleansing of Vigil\nproved to be a crucial test of the Chapter’s resolve, as the tight quarters of the tunnels precluded\nthe use of heavy armour and the alien forces seemed particularly adept at provoking the Storm\nWardens into abandoning a cautious, methodical approach. The planet was cleansed at last, but at\nthe cost of many veteran Battle-Brothers. The survivors, however, had learned to pay closer heed to\nthe wisdom of the Codex Astartes, and Chapter Master Maclir promoted many of these veterans to\nhis honour guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 560, + "rule_id": "pdf_skill_157_ultramarines", + "title": "Ultramarines", + "content": "“We follow in the footsteps of Guilliman. As it is written in the\nCodex, so shall it be.”\n–Marneus Calgar, Chapter Master of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 561, + "rule_id": "pdf_skill_158_the_ultramarines_chapter", + "title": "the Ultramarines Chapter", + "content": "that turned the tide, even at the cost\nof the entire First Company. At\nthe Chapter’s home world of\nMacragge, one of the largest\nbattles seen in centuries was\nfought, with the Ultramarines,\nled by their Master Marneus\nCalgar, at the very forefront. In\naddition to the great honour won\nby the Chapter in that titanic\nstruggle, the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 562, + "rule_id": "pdf_skill_159_gained_invaluable_experience", + "title": "gained invaluable experience", + "content": "in fighting these vile xenos,\nwhich they have passed on,\noften via service in the Deathwatch, to many other Chapters.\nWhen the Horus Heresy struck, Guilliman was leading his\nmighty Legion in a massive campaign in the galactic south. So\nsuccessful was the campaign that the Legion had been carried\nfar from the Imperium’s heart, so that by the time Guilliman\nreceived word of the Warmaster’s treachery, the siege of Terra\nwas underway. The Ultramarines fought their way towards\nTerra, and although they defeated a massive Traitor space\nfleet, were unable to intervene in the final battle.\nIt is Guilliman’s actions subsequent to the Horus Heresy\nthat made him the figure of adoration that he would become.\nWith the traitors scattered and the Emperor to all intents\nand purposes lost to Humanity, the Imperium stood at the\nprecipice. It was the genius and leadership of Roboute\nGuilliman that saw the Imperium through its first century, as\nhe kept invaders at bay and saved the scattered worlds from\ncollapsing into anarchy.\nRoboute Guilliman fell at the hands of his erstwhile\nbrother, Primarch Fulgrim of the Emperor’s Children Traitor\nLegion. Poisoned unto death, Guilliman’s barely living\nbody was placed in a stasis field, and later enthroned in the\nUltramarine’s fortress-monastery. There it remains to this day,\nand some say that within the timeless aura of the stasis field,\nhis body heals, and he may one day be returned to defend the\nImperium he strove so hard to build.\nthe realm of ultramar\nSituated deep in the galactic southeast in Ultima Segmentum,\nUltramar is unique amongst all of the Chapter headquarters\nof Space Marines, in that while most Chapters operate\nfrom asteroid bases, lonely fortress-monasteries, and\nisolated worlds, the Ultramarines\ncontrol no fewer than eight\nstar systems near their home\nworld of Macragge. Each of\nthese worlds has its own\ngovernment, armed forces,\nand individual cultures,\nbut all are utterly loyal to\nthe Ultramarines Chapter. The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 563, + "rule_id": "pdf_skill_160_worlds_surrounding_macragge", + "title": "worlds surrounding Macragge", + "content": "are largely industrialised,\nthough due to the organisational\nskills and far-sightedness of the Chapter’s primarch, they\nare not the polluted wastelands of similar worlds across the\nImperium. The worlds of Ultramar do not pay a tithe to\nthe Imperium or provide regiments to the Imperial Guard.\nInstead, their every effort is devoted to the service of the\nUltramarines, the ultimate reward for which is selection\nof a scion for service in the Chapter. Those families with\nan ancestor who joined the ranks of the Ultramarines\nare greatly honoured, and revere his name for all time.\nMacragge itself is mostly bleak and rocky, with\nmore than three-quarters of its land mass formed from\nmountainous terrain nearly entirely devoid of life..\nThe planet is encircled by vast, nigh impregnable\norbital defences, as well as mighty fortresses at\neither pole. The polar fortresses bore the brunt of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 564, + "rule_id": "pdf_skill_161_duty_and_honour", + "title": "Duty anD honour", + "content": "The Ultramarines are rightly held as exemplars of all that a\nSpace Marine can and should be. They are noble and virtuous,\nself-sacrificing and stoic, and truthful and just in thought and\ndeed. Unlike the Battle-Brothers of some other Chapters,\nthey are not arrogant in their dealings with the common man,\nand have served and died alongside warriors of every other\nmilitary force in the Imperium.\nThis attitude is instilled in the Ultramarines from a very\nyoung age, long before consideration is given to recruitment\ninto the Chapter. The people of Macragge in particular, and of\nUltramar as a whole, are raised in a culture of discipline and\nservice. On Macragge, it is common for a young man to leave\nhis family whilst still a child to learn the ways of the warrior\nin one of the many martial communities of the world. In these\nschools, the youngster learns of honour and duty, practising\nand studying so that his arm is strong and his mind keen.\nIt is from these communities that many of the Ultramarine\naspirants are drawn, for they are well versed in the arts of war\nand ideal candidates for recruitment into the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 565, + "rule_id": "pdf_skill_162_combat_doctrine", + "title": "Combat DoCtrine", + "content": "As befits the Chapter of Roboute Guilliman, the Ultramarines\nadhere rigidly to the tenets laid down in the Codex Astartes.\nFor ten thousand years they have fought in the manner\ndescribed in its holy pages. Other Chapters may freely\ninterpret the words of Guilliman, but to the Ultramarines\nsuch deviation is unthinkable. The Codex Astartes is a work\nof divine wisdom, sanctified by the Emperor himself, and\nthe Ultramarines see no reason to deviate from it. The lifein the people of Ultramar from birth give them the strength\nof character to hold true to teachings over ten thousand\nyears old.\nFor any given tactical situation, the Codex offers hundreds\nof pages devoted to how it may be met and overcome. Each\nwarrior of the Chapter is required to memorise whole sections\nof the Codex so that within a company there exists an entire\nrecord of the Codex’s tenets. The wisdom of thousands of\nthe Imperium’s warriors has contributed to the Codex, and\ndetails on everything from unit markings to launching a fullThis is not to say that the Ultramarines are hidebound or\nunimaginative in their thinking, for it must not be forgotten\nthat Primarch Roboute Guilliman is regarded as one of the\nmost imaginative and innovative military thinkers of all time.\nIt is rather a deep-seated belief that every problem can be\nsolved with recourse to the Codex Astartes, that there is no\nneed to reinvent solutions to dilemmas solved long ago. By\ntheir strict adherence to the Codex, the Ultramarines are in\nfact freed by it. The success of this doctrine is self-evident in\nthe countless thousands of battle honours the Chapter has\nearned over ten millennia of loyal service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 566, + "rule_id": "pdf_skill_163_ultramarines_characters", + "title": "ultraMarineS CharaCterS", + "content": "The Ultramarines often serve as the standard against\nwhich all Space Marines are measured, and these\nqualities encompass a variety of strengths, from tactical\nskill to strategic genius.\nUltramarines Space Marines gain the following\nbenefits: +5 to two Characteristics of the players’s\nchoice, and the Favoured Son Solo Mode ability (see\npage 218).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 567, + "rule_id": "pdf_skill_164_honour_the_codex", + "title": "honour the CoDex", + "content": "Honour the Codex is a Demeanour (see\npage 32) unique to Space Marines from the\nUltramarines Chapter.\nIn all of their duties, from battle to study, the\nUltramarines are thorough, analytical, and attentive to\nevery detail. They are slow to anger and rarely make\na rash decision. By constant recourse to the articles\nof faith enshrined within the Codex Astartes, the\nUltramarines are able to face any eventuality with wellIn their dealings with Battle-Brothers from\nother Chapters, Ultramarines often fulfil the role of\nfacilitator and peacemaker. While the Battle-Brothers\nof some Chapters display extremes of character,\nfrom hotheaded to taciturn, the Ultramarines are\nbalanced in their approach, and often able to broker\nagreements between wildly differing points of view.\nThis is evidenced in the fact that a high proportion of\nDeathwatch leaders are drawn from the Ultramarines\nand their successors, a fact that has more to do with\ntheir outlook and character than it does with their\nnumerical superiority.\nAn Ultramarine is likely to turn to the vast tracts\nof the Codex Astartes that he has memorised for the\nsolution to a problem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 568, + "rule_id": "pdf_skill_165_specialities", + "title": "Specialities", + "content": "“We are the Emperor’s wrath! Let the blood of the unclean act as an\noffering to the Lion’s shade!”\n–Battle credo of the Dark Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 569, + "rule_id": "pdf_skill_166_getting_started", + "title": "GettinG Started", + "content": "“You carry the Emperor’s will as your torch. With it, destroy\nthe shadows.”\n–Verses of Sigismund, Book CIV, Verse 1\nYour character’s Speciality is decided during the character\ncreation process. After you select your Space Marine’s home", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 570, + "rule_id": "pdf_skill_167_chapter_see_page_26_you_the", + "title": "Chapter (see page 26), you then choose a Speciality from the", + "content": "options presented in this section. However, it is important\nto note that some Space Marine Chapters (notably the Black\nTemplars and Space Wolves) are restricted in their selections\nand are not able to choose certain Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 571, + "rule_id": "pdf_skill_168_description", + "title": "desCription", + "content": "In each Speciality section, you can find a description and\nillustration to help give you some ideas about what your\ncharacter might be like. This section tells you about the\nbackground for the Speciality and how it fits into the Space\nMarine organisation and the Deathwatch as a whole.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 572, + "rule_id": "pdf_skill_169_rank_chart", + "title": "rank Chart", + "content": "Each Speciality is divided into a series of Ranks. This chart\ntells you the progression necessary to reach a certain Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 573, + "rule_id": "pdf_skill_170_characteristic_advance_scheme", + "title": "CharaCteristiC advanCe sCheme", + "content": "Each Speciality allows you to improve your character’s raw\nabilities, or Characteristics. Depending on the nature of the\nSpeciality, some Characteristics are more difficult to increase\nthan others. This chart lists the cost of each Characteristic\nAdvance you can take.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 574, + "rule_id": "pdf_skill_171_rank_advance_scheme", + "title": "rank advanCe sCheme", + "content": "For each Rank within your Speciality, you will find a table\nthat shows you what new abilities your character can learn,\nand what you must do in order to learn them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 575, + "rule_id": "pdf_skill_172_advancements", + "title": "advancementS", + "content": "“Where there is uncertainty, I shall bring light. Where there is doubt,\nI shall sow faith. Where there is shame, I shall point atonement.\nWhere there is rage, I shall show its course. My word in the soul\nshall be as my bolter in the field.”\n–Litany of Devotion\nAs you adventure through the 41st Millennium, your\ncharacter will have plenty of opportunities to improve. Your\nGame Master will reward you with Experience Points that\nyou can spend to further develop your character. Each career\nhas plenty of room for you to customise your character and\nmake him unique.\nThere are three types of improvements that you can select\nfor your character:\n• Characteristic Advance: Increases your raw abilities.\n• Rank Increase: Opens new training opportunities.\n• Skill or Talent Advance: Learn new Skills or Talents,\nor improve an existing Skill or Talent.\nIn addition to the advances listed for the Ranks in your\nSpeciality, sometimes your GM will allow you to purchase an\nElite Advance. See page 59 for more on this.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 576, + "rule_id": "pdf_skill_173_characteristic_advance", + "title": "CharaCteristiC advanCe", + "content": "A Characteristic Advance is an increase to your character’s\nraw abilities. When you buy a Characteristic Advance, you\nadd +5 to the Characteristic on your character sheet.\nCharacteristic Advances are divided into four progression\nlevels. These are as follows:\n• Simple: A small fulfilment of your potential.\n• Intermediate: A significant improvement to\nyour capabilities.\n• Trained: Active, focused effort upon improving\nyour prowess.\n• Expert: The limit of your natural capabilities.\nAs you set about increasing a Characteristic, you must\nprogress through each of the progression levels in turn, starting\nat Simple and ending at Expert.\nThe costs for these increases for each Speciality are listed in\nthe relevant Speciality section in a table, which looks like this:\ndeathwatch tactical marine advance Scheme\nCharacteristic Simple Intermediate Trained Expert\nWillpower 200 xp 500 xp 1,000 xp 1,500 xp\nAs you can see, the first +5 increase to a Deathwatch\nTactical Marine’s Willpower costs 200 xp; the next +5 (the\nIntermediate progression level) costs 500 xp; a further +5", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 577, + "rule_id": "pdf_skill_174_improvement_the_trained_progr", + "title": "improvement (the Trained progression level) costs 1,000 xp,", + "content": "while the final possible improvement (Expert progression\nlevel) costs 1,500 xp.\nThe costs for Characteristic Advances are cumulative. Thus,\nyou could not just pay 500 xp for a +10 increase. Instead,\nyou would pay 200 xp for the Simple Advance, then pay 500\nxp for the Intermediate Advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 578, + "rule_id": "pdf_skill_175_example", + "title": "example", + "content": "John wants to increase the Willpower of his Deathwatch Tactical\nMarine character. His starting Willpower is 44, and it will cost\nJohn 200 xp to buy the Simple Willpower Advance. He spends 200\nxp and increases his character’s Willpower to 49. John wants to raise\nhis character’s Willpower even higher, so he spends another 500 xp\n(the cost of the Intermediate Advance) to increase his Deathwatch\nTactical Marine’s Willpower by another +5. In the end, John’s\nSpace Marine has increased his Willpower to 54 (44 + 5 + 5 =", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 579, + "rule_id": "pdf_skill_176_ranks", + "title": "rankS", + "content": "Your Rank is a general measure of your experience and capabilities.\nIt represents the progression of your character’s abilities as he\ngrows in status and prowess. Your Rank is determined by the\ntotal amount of Experience Points your character has spent.\nThe Advancement Scheme for each Rank has a combination of\nSkills and Talents that you may purchase with xp.\nYou may buy Advances from any Rank Advancement\nScheme you currently hold or have previously held.\nAs your Rank rises, you have access to more and more\nAdvancement Schemes, and therefore, you have more options\non how to customise your character.\nAs with Characteristic Advances, it is easy to gain Ranks\nto start with, but it becomes progressively harder throughout\nthe life of your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 580, + "rule_id": "pdf_skill_177_gaining_ranks", + "title": "GaininG ranks", + "content": "Characters automatically gain Ranks by spending xp. Once\na character’s total spent xp reaches the necessary amount,\nthe character’s Rank increases. Note that Rank increases\nalways occur after an Advance has been taken. All Specialities\nin Deathwatch require the same amount of xp in order to\nincrease in Rank. The xp needed to advance in Rank is listed\non Table 2-2 on page 58.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 581, + "rule_id": "pdf_skill_178_deathwatch_advances", + "title": "deathwatCh advanCes", + "content": "There are a number of Skills and Talents that are appropriate\nonly for specific Space Marine Chapters or the Deathwatch\nitself. These special Advance lists are presented on pages\n60 to 67. Deathwatch-specific Advances can be selected by\nany Deathwatch Space Marine of the appropriate Rank,\nand Chapter-specific Advances can be selected by any\nSpace Marine from that Chapter of the appropriate Rank.\nThe best way to think of these Advances is to consider\nthem additional menus that your character may choose\nfrom as he grows in Rank in his particular Speciality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 582, + "rule_id": "pdf_skill_179_example", + "title": "example", + "content": "Ross’s Deathwatch Librarian has spent 20,800 xp in total on\nvarious Advances. In the course of the game, Ross earns an additional\n1,000 xp, and he decides to spend this amount on a Characteristic\nAdvance. Ross receives permission from his GM to take the Advance\nthen crosses off the 1,000 xp from his unspent xp amount on his\ncharacter sheet. He notes down the Advance on the character sheet\nand alters his Characteristic Profile to reflect the Advance he took.\nFinally, he adds the 1,000 xp to his current spent xp total. Ross", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 583, + "rule_id": "pdf_skill_180_has_now_spent_21_800_xp_20_80", + "title": "has now spent 21,800 xp (20,800 + 1,000 = 21,800). When he", + "content": "consults the Deathwatch Librarian Ranks, he sees that he has spent", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 584, + "rule_id": "pdf_skill_181_advances", + "title": "advanceS", + "content": "A Skill Advance teaches you a new Skill or improves an\nexisting Skill to make it more effective. A Talent Advance\ngives you a knack or aptitude for something.\nDepending on your Speciality, some Skills and Talents are\neasier to learn than others. A Scholarly Librarian, for example,\nwould have to spend far fewer Experience Points to learn a\nForbidden Lore Skill than a Deathwatch Devastator Marine\nwould. The wide range of Skills and Talents allows you to\ncustomise your character as you wish.\nNote that Deathwatch characters may select from four\ndifferent sources. A Deathwatch Space Marine may choose\nadvances for his appropriate Rank from his home Chapter\nAdvances, Deathwatch Advances, General Space Marine\nAdvances, and the advances for his Speciality. There is no\nRank requirement for selecting advances from the Chapter\nAdvances lists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 585, + "rule_id": "pdf_skill_182_prerequisites", + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 586, + "rule_id": "pdf_skill_183_their_name_x2_x3_etc_adv", + "title": "their name (x2, x3, etc.). Advances with a multiplier may", + "content": "be purchased multiple times at that Rank, up to a maximum\nnumber of times equal to the multiplier. However, this rule\ndoes not apply to Advances that are Traits. Instead, the\nmultiplier for a Trait that is also an Advance is usually an\nindication that the Trait is an Unnatural Characteristic (see\npage 136 for details).\ndeCidinG how to advanCe your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 587, + "rule_id": "pdf_skill_184_character", + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 588, + "rule_id": "pdf_skill_185_elite_advances", + "title": "elite advanCes", + "content": "Your character is broadly described by his Speciality. However,\nthe Advancements listed are not the sum total of all that your\ncharacter could learn. Sometimes, your character will be\nexposed to certain Skills or Talents during play. For example,\nyou might spend an adventure infiltrating the crystal caverns\nof Krrk’tikit or restoring the machine spirits of the longgood reason for learning a Skill or Talent that is not listed on\nyour Advancement Scheme, you can request an Elite Advance\nfrom your GM. The base cost for an Elite Advance is 750 xp.\nThe GM may adjust this base cost at his discretion. To make\na request, you will need the following:\n• Logical justification for the Elite Advance (e.g., “Spending\na month battling a mutant uprising on Vespasia means it\nwould make sense that I have learned the Lore: Forbidden\n(Mutants) Skill.”)\n• In-character explanation for how you gained the Advance\n(e.g., “Our Ordo Xenos guide taught me some secret\nknowledge as repayment for saving his life.”)\n• An offer of how many Experience Points you are willing\nto pay to gain the Advance (e.g., “I will happily pay 800", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 589, + "rule_id": "pdf_skill_186_xp_to_learn_the_lore_forbidde", + "title": "xp to learn the Lore: Forbidden (Mutants) Skill.”)", + "content": "Your GM may decide not to grant you the Elite Advance,\nor may demand a higher Experience Point cost than you have\nsuggested. In these cases, gracious acceptance of the GM’s\ndecree is the best course. Your GM may also rule that you\nneed to pass a series of tests in order to successfully learn\nthe requested Skill or Talent. This will usually tie into your\nexplanation for how you gained the Advance (e.g., “Make a\nCharm Test to convince the Ordo Xenos agent to teach you\nhis secret techniques.”). The quest for an Elite Advance can be\nan adventure in and of itself.\nSometimes, your GM will offer you an opportunity to\ntake an Elite Advance as part of the reward for completing\nan adventure. For example, you may have encountered an\ninfluential Inquisitor whilst on a mission. Having protected\nthe Inquisitor from various threats during the mission, your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 590, + "rule_id": "pdf_skill_187_gm_may_offer_you_the_chance_to", + "title": "GM may offer you the chance to purchase Peer (Inquisition).", + "content": "Sometimes, these Elite Advances will come with additional\nside effects, such as Corruption or Insanity Points. Think\ncarefully before accepting such an offer!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 591, + "rule_id": "pdf_skill_188_creating_your_own_specialities", + "title": "CreatinG your own speCialities", + "content": "Whilst the Specialities detailed here are purposely broad in\nscope, once you’ve had some experience adventuring within\nthe 41st Millennium, you might find it fun to develop\nsomething a little more specific. Perhaps you feel like making\nup your own Space Marine Chapter, or maybe you have a\nspecial kind of Space Marine you’d like to try out. If this is\nthe case, work closely with your GM to develop an Advance\nScheme that is balanced and sensible. Remember to make\nsure that your new Speciality fits in with the other members\nof your group—after all, if the Deathwatch Space Marines\ncannot work smoothly together, malignant forces in the\nuniverse will happily exploit their weaknesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 592, + "rule_id": "pdf_skill_189_completing_all_the_ranks", + "title": "CompletinG all the ranks", + "content": "Through a combination of skill, audacity, daring, and sheer\nluck, your character may survive the manifold horrors of the\n41st Millennium long enough to progress to the top Rank\nwithin his Speciality. In game terms, the character who has\nattained the top Rank of his Speciality is considered to\nhave completed his initial service in the Deathwatch. The\ncharacter has now passed beyond the scope of Deathwatch\nand has entered into the realms of other Warhammer 40,000\nroleplaying games.\nAt those rarefied heights, little can stand against such\npowerful characters. Some may lead massive crusades to\nconquer worlds for the Imperium or may direct the actions\nof hundreds of his Battle-Brothers. Others might become a\nlegend that is celebrated in his home Chapter for millennia.\nThere are many options, only limited by your imagination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 593, + "rule_id": "pdf_skill_190_duplicated_skills_and_talents", + "title": "dupliCated skills and talents", + "content": "It is important to note that many Space Marine starting\nSkills and Talents are duplicated on the Rank 1 of the\nGeneral Space Marine Advances. This is an intentional\nduplication, and represents the training that is available\nto all Deathwatch Space Marines regardless of their\norigins. Future expansions for the Deathwatch line\nmay feature Space Marines with different starting\nskills, and therefore, this duplication serves a purpose\nfor the overall Deathwatch line.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 594, + "rule_id": "pdf_skill_191_trade_any_600_skill", + "title": "Trade (any) 600 Skill —", + "content": "Astartes Weapon Specialisation 1,500 Talent Astartes Weapon Training\nSignature Wargear 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 595, + "rule_id": "pdf_skill_192_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Awareness +10 300 Skill Awareness\nCarouse +10 200 Skill Carouse\nCharm 800 Skill —\nClimb +10 400 Skill Climb\nCommand 300 Skill —\nDeceive 400 Skill —\nDemolition 400 Skill —\nGamble 200 Skill —\nInquiry 800 Skill —\nLiteracy +10 200 Skill Literacy\nLogic 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 596, + "rule_id": "pdf_skill_193_speak_language_any_10_200_s", + "title": "Speak Language (any) +10 200 Skill Speak Language (same Skill group)", + "content": "Survival +10 400 Skill Survival\nSwim +10 200 Skill Swim\nTracking 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 597, + "rule_id": "pdf_skill_194_trade_any_10_400_skill_trad", + "title": "Trade (any) +10 400 Skill Trade (same Skill group)", + "content": "Wrangling 200 Skill —\nAir of Authority 1,000 Talent Fel 30\nPolyglot 500 Talent Int 40, Fel 30", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 598, + "rule_id": "pdf_skill_195_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Awareness +20 800 Skill Awareness +10\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 599, + "rule_id": "pdf_skill_196_ciphers_chapter_runes_10_20", + "title": "Ciphers (Chapter Runes) +10 200 Skill Ciphers (Chapter Runes)", + "content": "Climb +20 400 Skill Climb +10\nConcealment +10 800 Skill Concealment\nContortionist 800 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 600, + "rule_id": "pdf_skill_197_drive_any_10_800_skill_driv", + "title": "Drive (any) +10 800 Skill Drive (same Skill group)", + "content": "Evaluate 400 Skill —\nInterrogation 400 Skill —\nIntimidate +10 400 Skill Intimidate\nLiteracy +20 200 Skill Literacy +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 601, + "rule_id": "pdf_skill_198_pilot_any_800_skill", + "title": "Pilot (any) 800 Skill —", + "content": "Search +10 400 Skill Search\nSecurity 800 Skill —\nSilent Move +10 800 Skill Silent Move", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 602, + "rule_id": "pdf_skill_199_trade_any_20_400_skill_trad", + "title": "Trade (any) +20 400 Skill Trade (same type) +10", + "content": "Orthoproxy 500 Talent —\nRapid Reaction 500 Talent Ag 40\nRapid Reload 300 Talent —\nRank 4 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 603, + "rule_id": "pdf_skill_200_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm +10 800 Skill Charm\nCommand +10 500 Skill Command\nDeceive +10 400 Skill Deceive\nDemolition +10 400 Skill Demolition\nGamble +10 200 Skill Gamble\nInquiry +10 800 Skill Inquiry\nLogic +10 400 Skill Logic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 604, + "rule_id": "pdf_skill_201_performer_any_10_400_skill", + "title": "Performer (any) +10 400 Skill Performer (same Skill group)", + "content": "Scrutiny +10 400 Skill Scrutiny\nShadowing 400 Skill —\nSurvival +20 800 Skill Survival +10\nIron Discipline 1,000 Talent WP 30, Command\nIron Jaw 500 Talent T 40\nSprint 600 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 605, + "rule_id": "pdf_skill_202_drive_any_20_800_skill_driv", + "title": "Drive (any) +20 800 Skill Drive (same Skill group) +10", + "content": "Evaluate +10 400 Skill Evaluate\nIntimidate +20 400 Skill Intimidate +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 606, + "rule_id": "pdf_skill_203_navigation_stellar_400_skill", + "title": "Navigation (Stellar) 400 Skill —", + "content": "Lore: Common (Adeptus Astartes) +20 400 Skill Lore: Common (Adeptus Astartes) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 607, + "rule_id": "pdf_skill_204_pilot_any_10_800_skill_pilo", + "title": "Pilot (any) +10 800 Skill Pilot (same Skill group)", + "content": "Search +20 400 Skill Search +10\nSecurity +10 800 Skill Security\nSilent Move +20 800 Skill Silent Move +10\nTracking +10 400 Skill Tracking\nWrangling +10 200 Skill Wrangling\nCall to Vengeance 1,000 Talent Fel 40\nDouble Team 500 Talent —\nHardy 1,000 Talent T 40\nMimic 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 608, + "rule_id": "pdf_skill_205_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm +20 800 Skill Charm +10\nCommand +20 800 Skill Command +10\nDeceive +20 400 Skill Deceive +10\nDemolition +20 400 Skill Demolition +10\nGamble +20 200 Skill Gamble +10\nInquiry +20 800 Skill Inquiry +10\nLogic +20 400 Skill Logic +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 609, + "rule_id": "pdf_skill_206_navigation_surface_10_400_s", + "title": "Navigation (Surface) +10 400 Skill Navigation (Surface)", + "content": "Scrutiny +20 400 Skill Scrutiny +10\nGood Reputation (Adeptus\nAstartes)\n500 Talent\nFel 50, Peer (same Talent\ngroup)\nHammer Blow 1,000 Talent —\nLast Man Standing 500 Talent Nerves of Steel\nParanoia 500 Talent —\nSound Constitution 1,000 Talent —\nUnbowed and Unbroken 1,500 Talent Fel 30\nWisdom of the Ancients 1,000 Talent Int 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 610, + "rule_id": "pdf_skill_207_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use 800 Skill —\nEvaluate +20 400 Skill Evaluate +10\nInterrogation +10 400 Skill Interrogation\nLore: Forbidden (Adeptus\nAstartes) +10\n400 Skill\nLore: Forbidden (Adeptus\nAstartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 611, + "rule_id": "pdf_skill_208_tactics_any_10_400_skill_ta", + "title": "Tactics (any) +10 400 Skill Tactics (same skill group)", + "content": "Tech-Use +10 800 Skill Tech-Use\nTracking +20 400 Skill Tracking +10\nWrangling +20 200 Skill Wrangling +10\nBlind Fighting 800 Talent Per 30\nBolter Drill 1,500 Talent Astartes Weapon Training\nFearless 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 612, + "rule_id": "pdf_skill_209_signature_wargear_hero_any", + "title": "Signature Wargear (Hero) (any) 1,500 Talent —", + "content": "Sound Constitution 1,000 Talent —\nRank 8 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 613, + "rule_id": "pdf_skill_210_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Dodge +20 600 Skill Dodge +10\nInterrogation +20 400 Skill Interrogation +10\nLore: Forbidden (Adeptus\nAstartes) +20\n400 Skill\nLore: Forbidden (Adeptus\nAstartes) +10\nMedicae 800 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 614, + "rule_id": "pdf_skill_211_tactics_any_20_800_skill_ta", + "title": "Tactics (any) +20 800 Skill Tactics (same skill group) +10", + "content": "Into the Jaws of Hell 1,500 Talent Iron Discipline\nMaster Orator 1,000 Talent Fel 30\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 615, + "rule_id": "pdf_skill_212_lore_forbidden_xenos_400_sk", + "title": "Lore: Forbidden (Xenos) 400 Skill —", + "content": "Interrogation 400 Skill —\nSleight of Hand 400 Skill —\nHunter of Aliens 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 616, + "rule_id": "pdf_skill_213_lore_common_jericho_reach", + "title": "Lore: Common (Jericho Reach) +10 400 Skill Lore: Common (Jericho Reach)", + "content": "Interrogation +10 400 Skill Interrogation\nSleight of Hand +10 400 Skill Sleight of Hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 617, + "rule_id": "pdf_skill_214_lore_common_jericho_reach", + "title": "Lore: Common (Jericho Reach) +20 400 Skill Lore: Common (Jericho Reach) +10", + "content": "Interrogation +20 400 Skill Interrogation +10\nSleight of Hand +20 400 Skill Sleight of Hand +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 618, + "rule_id": "pdf_skill_215_lore_forbidden_warp_400_ski", + "title": "Lore: Forbidden (Warp) 400 Skill —", + "content": "Scourge of Heretics 1,000 Talent —\nRank 5 Deathwatch Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 619, + "rule_id": "pdf_skill_216_lore_forbidden_inquisition", + "title": "Lore: Forbidden (Inquisition)", + "content": "+10\nLore: Forbidden (Traitor\nLegions) +10\n800 Skill\nLore: Forbidden (Traitor\nLegions)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 620, + "rule_id": "pdf_skill_217_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Traitor\nLegions) +20\n800 Skill\nLore: Forbidden (Traitor\nLegions) +10\nSound Constitution 1,000 Talent —\nStrong Minded 1,500 Talent\nWP 30, Resistance (Psychic\nPowers)\nRank 8 Deathwatch Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 621, + "rule_id": "pdf_skill_218_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10\nAbhor the Witch 800 Talent Adeptus Astartes\nFearless 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 622, + "rule_id": "pdf_skill_219_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics 200 Skill —\nAcrobatics +10 600 Skill Acrobatics\nAcrobatics +20 600 Skill Acrobatics +10\nAssassin Strike 500 Talent Ag 40, Acrobatics\nBattle Rage 400 Talent Frenzy\nBerserk Charge 600 Talent —\nFlesh Render 500 Talent —\nFurious Assault 600 Talent WS 35\nFrenzy 400 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 623, + "rule_id": "pdf_skill_220_hatred_orks_500_talent", + "title": "Hatred (Orks) 500 Talent —", + "content": "Mental Rage 800 Talent Frenzy\nSlayer of Daemons 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 624, + "rule_id": "pdf_skill_221_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 625, + "rule_id": "pdf_skill_222_lore_forbidden_adeptus_astar", + "title": "Lore: Forbidden (Adeptus Astartes) 200 Skill —", + "content": "Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 626, + "rule_id": "pdf_skill_223_lore_forbidden_traitor_legio", + "title": "Lore: Forbidden (Traitor Legions) 400 Skill —", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)\nLore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 627, + "rule_id": "pdf_skill_224_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Carouse 200 Skill —\nCarouse +10 200 Skill Carouse\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 628, + "rule_id": "pdf_skill_225_performer_any_20_200_skill", + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 629, + "rule_id": "pdf_skill_226_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Gamble 200 Skill —\nGamble +10 200 Skill Gamble\nGamble +20 200 Skill Gamble +10\nTracking 400 Skill —\nTracking +10 400 Skill Tracking\nTracking +20 400 Skill Tracking +10\nDuty Unto Death 800 Talent WP 45\nHammer Blow 500 Talent —\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 630, + "rule_id": "pdf_skill_227_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm 400 Skill —\nCharm +10 400 Skill Charm\nCharm +20 400 Skill Charm +10\nCommand 400 Skill —\nCommand +10 400 Skill Command\nCommand +20 400 Skill Command +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 631, + "rule_id": "pdf_skill_228_tactics_any_20_400_skill_ta", + "title": "Tactics (any) +20 400 Skill Tactics (same Skill group) +10", + "content": "Duty Unto Death 800 Talent WP 45\nExemplar of Honour 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 632, + "rule_id": "pdf_skill_229_apothecary", + "title": "Apothecary", + "content": "“Yours is to serve, unto the last drop of your blood, that your brothers\nmight live to fight on. Watch over them, heal them, offer up your\nvery life should it extend theirs but a moment, and by your sacrifice\nthe enemy be slain. And when the time comes that you must fulfil\nyour most solemn oath, speak clearly, speak proudly, speed the bolt\nthat brings his end and send him joyous to the Emperor’s side. Then\ndo your duty, take that which is due, and know your mission is done.”\n–Extract from the Apocrypha of Eons, Verse V, Chapter L\n(M40 Redaction)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 633, + "rule_id": "pdf_skill_230_master_the_genetic_inheritance", + "title": "master the genetic inheritance", + "content": "not only of their own helix,\nbut of a myriad of other Chapters\ntoo, so that they might monitor\nand maintain the implants of all\ntheir fellow Space Marines, each of\nwhich may be drawn from a different\nChapter. In this matter, Deathwatch\nApothecaries occupy a uniquely trusted\nposition. Space Marine Chapters\ndo not lightly share the details of\ntheir gene-seed, with its associated traits,\nvariations, and even mutations. Deathwatch\nApothecaries are sworn to maintain the secrets of\neach of the Chapters from which their fellows\nare drawn, an oath that carries the harshest of\npenalties should it ever be broken.\nAside from monitoring the state of the\nSpace Marines’ implants, the Apothecaries\nmust also be ever alert to the risk of alien\ncontamination. Whilst undertaking their\nmissions, the Deathwatch Kill-teams\nare likely to come into contact not only\nwith creatures of utterly alien biology,\nbut with all the bacterial life that\naccompanies them. While the Space Marines are blessed with\nthe very strongest of immune systems, it is known that the spores\nof some alien life forms can cause mutation or death even in the\nAdeptus Astartes. There are some xenos that actually reproduce\nin this vile manner, their seed infecting the victim and slowly\nmutating him into the original life form. Such blasphemy must\nbe guarded against, and the Apothecaries administer an entire\nbank of tests on every member of a Kill-team before and after\nevery mission.\nAnother area in which the Deathwatch Apothecaries are\nhighly involved is that of training. Deathwatch Kill-teams\npush their bodies to, and beyond, the limits even of their\nunique physiology, and the Apothecaries must monitor this\nprocess closely. But they are a part of the training too, for the\nApothecaries often aid the Watch Captains in formulating the\nmost arduous of training regimens. Using his unique knowledge\nof his charges, the Apothecary can induce various states in his\nBattle-Brothers, under which their skills and strengths will\nbe tested all the further. Interfacing remotely with a Battlelimit blood oxygen levels or simulate the effects of any number\nof poisons, all in the cause of maintaining combat readiness.\nIn battle, an Apothecary carries a number of specialised\nitems of equipment, integrating a variety of tools into a single,\nwrist-mounted unit. The Apothecary may\nhave crafted many of these himself\naccording to his own needs. He uses\na high-powered laser scalpel or an\nadamantine-toothed chainsaw to cut\naway ruined armour so that he can\ntreat a Battle-Brother’s wounds,\nand he administers the panacea of\ndrugs stored within the unit using\nlong syringes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 634, + "rule_id": "pdf_skill_231_apothecaries_invariably", + "title": "Apothecaries invariably", + "content": "carry a bolt pistol, intended\nnot only for self-defence. One\nof the most arduous duties\nthey must perform is to end\nthe life and the suffering of a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 635, + "rule_id": "pdf_skill_232_battle_brother_wounded_unto", + "title": "battle brother wounded unto", + "content": "death. Space Marines’ bodies are\nsuch a feat of genetic engineering that they\nare able to sustain horrific injuries and live\non. However, there are some wounds that\nnot even an Adeptus Astartes can survive,\neven though he may remain conscious\nfor some time. The Apothecary must\noffer the fallen Battle-Brother such\nwords as will ease his passage to\nthe afterlife, where it is believed\nhe will sit at the right hand of his\nPrimarch, or even the Emperor\nhimself. Once the Apothecary\nhas spoken such words that the\ndying Space Marine needs to\nhear, a single bolt pistol round\nis the final mercy that he can\nadminister.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 636, + "rule_id": "pdf_skill_233_and_other_chapters_some_of_wh", + "title": "and other Chapters (some of whom may be rivals), were it not", + "content": "for the certain knowledge that their gene-seed will be returned\nshould they fall. It has been known for a Chapter to temporarily\nwithhold its honour service to the Deathwatch if too many of\nits Space Marines serving with the Ordo have been killed and\ntheir precious gene-seed irretrievably lost. Thus, the survival\nof a Space Marine’s parent Chapter and the reputation of the\nDeathwatch itself relies on the action of the Apothecaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 637, + "rule_id": "pdf_skill_234_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Apothecary begins with Medicae as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 638, + "rule_id": "pdf_skill_235_special_ability", + "title": "speCial ability", + "content": "Choose one of the following:\nGuardian of purity\nThe Apothecary’s careful monitoring of his Battle-Brothers’\ngene-seed means that any Space Marine in a Kill-team that\nincludes the Apothecary reduces all Corruption Points he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 639, + "rule_id": "pdf_skill_236_suffers_by_2_to_a_minimum_of", + "title": "suffers by 2 (to a minimum of 1), as long as the Apothecary", + "content": "has access to his narthecium—a special tool that assists with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 640, + "rule_id": "pdf_skill_237_create_toxins", + "title": "create toxins", + "content": "Once per day, the Apothecary can create a virulent poison\nthat he can hand out to the members of his Kill-team to help\ndestroy a particular enemy. The Apothecary needs a tissue\nsample of a particular enemy, his narthecium, and one hour\nto create the toxins. Once the toxin is applied, the Kill-team’s\nattacks in the next combat all have the Toxic quality against", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 641, + "rule_id": "pdf_skill_238_the_enemy_type_tyranid_tau", + "title": "the enemy type (Tyranid, Tau, etc.) for a number of rounds", + "content": "equal to the Apothecary’s Intelligence Bonus. Creatures with\nthe Daemonic Trait are not affected by this ability. In order to\nbenefit from this ability, the Space Marines in the Kill-team\nmust be in Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 642, + "rule_id": "pdf_skill_239_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 643, + "rule_id": "pdf_skill_240_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use400Skill—\nInterrogation200Skill—\nMedicae400Skill—\nAutosanguine500Talent—\nHardy500TalentT 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 644, + "rule_id": "pdf_skill_241_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +10 400 Skill Chem-Use\nInterrogation +10 200 Skill Interrogation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 645, + "rule_id": "pdf_skill_242_lore_scholastic_chymistry_2", + "title": "Lore: Scholastic (Chymistry) 200 Skill —", + "content": "Medicae +10 400 Skill Medicae\nRank 3 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 646, + "rule_id": "pdf_skill_243_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +20 400 Skill Chem-Use +10\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 647, + "rule_id": "pdf_skill_244_lore_scholastic_chymistry", + "title": "Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry)", + "content": "Medicae +20 600 Skill Medicae +10\nTech-Use 500 Skill —\nRank 4 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 648, + "rule_id": "pdf_skill_245_lore_forbidden_mutants_400", + "title": "Lore: Forbidden (Mutants) 400 Skill —", + "content": "Sure Strike 600 Talent WS 30\nRank 5 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 649, + "rule_id": "pdf_skill_246_lore_forbidden_mutants_10", + "title": "Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants)", + "content": "Disarm 1,000 Talent Ag 40\nInfused Knowledge 1,000 Talent Int 40\nIron Jaw 300 Talent T 40\nRank 6 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 650, + "rule_id": "pdf_skill_247_lore_forbidden_mutants_20", + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 651, + "rule_id": "pdf_skill_248_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Master Chirurgeon 800 Talent Medicae +10\nLightning Attack 800 Talent Swift Attack\nSound Constitution 1,000 Talent —\nRank 8 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 652, + "rule_id": "pdf_skill_249_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Flesh Render 800 Talent —\nPrecise Blow 500 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 653, + "rule_id": "pdf_skill_250_gods_among_men", + "title": "Gods Among Men", + "content": "To the average man, Space Marines are the subject of myth and legend, the\ndescendants of mighty heroes who went to war beside the Emperor himself. Many\nare taught the names of the greatest heroes, and celebrate their greatest deeds, as\nproclaimed from countless millions of pulpits across the entire Imperium.\nYet, very few will ever see a Space Marine, for their numbers are so few compared\nto the great, seething mass of humanity. Only when war comes to his world, and\nwith it the hosts of the Imperium’s armies, will a common man have any chance\nof setting eyes upon a Space Marine, let alone conversing with him.\nMost common men who do have cause to interact with a Space Marine are likely\nto hold him such awe that he may lose the power of words. At the very least,\na Space Marine will be regarded and addressed with great deference, even the\nhighest-ranking officials bowing their head to the Battle-Brother. As well they\nshould, for the very fact that a Space Marine has come to their world is sure sign\nthat the enemies of the Emperor are abroad, and only his strength and bravery\nwill hold them at bay.\nThe manner in which Space Marines are wont to interact with common Humanity\nvaries enormously, but most are aloof, so dedicated to their own mission, their\nvery nature so apart from what they once were, that they have little in common\nwith ordinary people. Most Space Marines care only for the traditions of their\nChapter and the task of defeating the Emperor’s enemies, and know so little\nof the trivial cares of normal life that very little common ground exists. Even\nwhen interacting with a mighty warrior, perhaps a decorated veteran Imperial\nGuardsman, so total is the Space Marine’s dedication to his duty that few can live\nup to his standards. It is rare indeed for a normal man to be regarded by a Space\nMarine as an equal. Only the greatest of the Imperium’s heroes—men such as the\nLord Solar Macharius —have earned such an honour of counting amongst their\nfriends one or more Space Marines of the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 654, + "rule_id": "pdf_skill_251_assault_marine", + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin\nare there, offering their fire and their prayers. Look instead to your\nfoe as you scream from the skies upon jets of white fire. Take but one\ninstant to savour the fear in his eyes as he looks skywards, and there,\nin the keen edge of your blade, he sees his doom, delivered by your\nhand.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 655, + "rule_id": "pdf_skill_252_lightning", + "title": "lightning", + "content": "c l a w s ,\nand all manner of similarly\ndevastating arms, and the Assault\nMarine is adept in the use of them\nall. Some choose not to carry a\npistol and a blade, and instead forego one\nweapon in favour of a combat shield or\na storm shield. These are particularly\nuseful against foes that are able to\nunleash powerful attacks in close\ncombat, allowing the brother to\ndeflect a strike with his shield while\ndelivering a lethal counter-attack with\nhis other weapon. Some Assault Marines\narm themselves instead with a mighty,\ndouble handed weapon, allowing them to put all\nof their strength into a single blow, which is capable\nof decapitating even the mightiest of foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 656, + "rule_id": "pdf_skill_253_special_ability", + "title": "speCial ability", + "content": "angel of death\nThe Assault Marine gains the Swift Attack Talent.\nIn addition, choose one of the following:\nWings of angels\nThe Assault Marine may add 20 metres the movement rate", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 657, + "rule_id": "pdf_skill_254_of_his_jump_pack_with_a_succes", + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this\nability, the Space Marine adds an additional 1d5 Damage to\nany melee attacks. This ability only functions when in Solo\nMode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 658, + "rule_id": "pdf_skill_255_wrathful_descent", + "title": "Wrathful descent", + "content": "When making a Charge against a Horde, the Assault Marine\nmay inflict an additional 1d10 damage to the Horde’s\nMagnitude after a successful melee attack. This ability only\nfunctions when in Squad Mode.\nDeathwatch Assault Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 659, + "rule_id": "pdf_skill_256_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 200 500 1,000 1,500\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 750 1,500 2,000 5,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 660, + "rule_id": "pdf_skill_257_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Catfall 200 Talent Ag 30\nDouble Team 200 Talent —\nTakedown 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 661, + "rule_id": "pdf_skill_258_pilot_personal_10_500_skill", + "title": "Pilot (Personal) +10 500 Skill Pilot (Personal)", + "content": "Crushing Blow 600 Talent S 40\nLightning Reflexes 500 Talent —\nSure Strike 500 Talent WS 30\nLightning Attack 600 Talent Swift Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 662, + "rule_id": "pdf_skill_259_pilot_personal_20_500_skill", + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 663, + "rule_id": "pdf_skill_260_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Counter-Attack 600 Talent WS 40\nDual Strike 500 Talent\nAg 40, Two-weapon Wielder\n(Melee)\nHammer Blow 800 Talent —\nRank 5 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 664, + "rule_id": "pdf_skill_261_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +10 400 Skill Acrobatics\nAssassin Strike 500 Talent Ag 40, Acrobatics", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 665, + "rule_id": "pdf_skill_262_death_from_above_900_talent_fl", + "title": "Death From Above 900 Talent Fly (Jump Pack)", + "content": "Disarm 500 Talent Ag 30\nFurious Assault 500 Talent WS 35\nRank 6 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 666, + "rule_id": "pdf_skill_263_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Blademaster 800 Talent WS 30\nHard Target 600 Talent Ag 40\nStep Aside 800 Talent Ag 40, Dodge\nRank 7 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 667, + "rule_id": "pdf_skill_264_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +20 400 Skill Acrobatics +10\nCrippling Strike 400 Talent WS 50\nDual Shot 600 Talent\nAg 40, Two-weapon Wielder\n(Ballistic)\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 668, + "rule_id": "pdf_skill_265_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Master 500 Talent WS 30\nGunslinger 700 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nPreternatural Speed 1,000 Talent WS 40, Ag 50\nWhirlwind of Death 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 669, + "rule_id": "pdf_skill_266_marine", + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 670, + "rule_id": "pdf_skill_267_encounter_especially_large_and", + "title": "encounter especially large and", + "content": "tough alien beasts, such as a\nTyranid Carnifex, the Devastator\nMarine may take to the field carrying\na lascannon or a plasma cannon. Both\nare long-ranged weapons with an extremely\npowerful attack. The former is designed to destroy\nenemy tanks with the single shot, while the latter\nis capable of wiping out enemy wearing heavy armour that are\ncaught in its deadly blast effect.\nIf the Kill-team is likely to face enemies occupying highly\nfortified bunkers or similar structures, the Devastator Marine\nmay carry a multi-melta to battle. This weapon is an even more\npowerful version of the standard meltagun, and is capable of\nreducing an entire fortress wall to slag. A Devastator Marine\nwielding such a weapon must be a master in its use, for it is\nall too possible to bring down an entire structure on to the\nheads of the Kill-team instead of burning a tunnel through\nan obstacle.\nA commonly wielded heavy weapon is the missile launcher.\nThe strength of this weapon is its versatility, as it is able to fire\na wide range of missile types. Most common are frag and krak\nmissiles, which are essentially larger versions of the grenades\nof the same name. However, the Deathwatch maintains stocks\nof more unusual or specialised warheads, including those\ncapable of delivering devastating toxins, gas, or even defoliants\nfor destroying vegetation. The Devastator Marine must be\nadept in the use of all such weapons, and he trains endlessly to\nmaster their application.\nIn addition to his heavy weapon, a Devastator Marine is\nlikely to carry a range of specialised equipment. Many carry\nsuspensors, small devices attached to the heavy weapon that\nutilise a miniature anti-grav generator to provide sufficient lift\nto offset the weight of the weapon. Other", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 671, + "rule_id": "pdf_skill_268_devices_include_additional_tar", + "title": "devices include additional targeting", + "content": "gear built into the Devastator\narine’s helmet and integrating\nwith pick-ups on the weapon\nitself, allowing him to see his\ntarget from the point of view\nof his weapon’s barrel. Some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 672, + "rule_id": "pdf_skill_269_devastator_marines_utilise_rar", + "title": "Devastator Marines utilise rare", + "content": "or exotic systems, often supplied\non a mission-specific basis by a\nTechmarine. These include motion\npredictors, psych- ocular buffers and\nwide band electro-magnetic filters.\nThe number of Deathwatch Battlefor a given mission depends upon the nature\nof the objective and the enemy, as does the\nexact weapons each will carry. Deciding such\ndetails is the responsibility of the Watch Captain,\nand a mission’s success or failure might rest upon it.\nAssigning two brothers to deployment as Devastator\narines allows for more flexibility, perhaps\nwith one being equipped with a\nheavy bolter and the other with a\nlascannon, but doing so reduces\nthe overall flexibility of the team,\nfor fewer brethren will be serving\nas Tactical Marines. Sometimes,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 673, + "rule_id": "pdf_skill_270_two_devastator_marines_may", + "title": "two Devastator Marines may", + "content": "both carry the same weapon,\nso that one may cover the entire Kill-team as\nit advances, before he redeploys covered by his\nBattle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 674, + "rule_id": "pdf_skill_271_immovable_warrior", + "title": "immovable Warrior", + "content": "When the Devastator Marine is wielding a Heavy weapon and\nbehind cover, he gains the Sturdy Trait and a +10 bonus to all\nBallistic Skill Tests. This ability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 675, + "rule_id": "pdf_skill_272_unrelenting_devastation", + "title": "Unrelenting devastation", + "content": "When firing a Heavy weapon, the Devastator Marine inflicts\n1 extra point of damage to a Horde’s Magnitude for every hit.\nIf using a weapon with the Blast Quality, he instead inflicts\n1d5 extra points of damage to a Horde’s Magnitude (after all\nother hits have been applied). This ability only functions in\nSquad Mode.\n“Many find it utterly preposterous that a realm so vast as the\nImperium should rely so completely upon only a million or\nso Space Marines to defend it against the untold horrors of\nthe galaxy. These fools ask, ‘if the Imperium is made up of\nmore than a million worlds, how can but one Space Marine\ndefend each?’\nThey have no conception of the application of strategic\npower. They do not understand how but one battle can turn\nthe tide of war in the same manner as one sniper’s bullet can\nend a tyranny. The Space Marines do not fight protracted\ncampaigns or engage in wars of attrition; they launch\nlightning strikes where their presence will tip the balance.\nWhile the uncounted masses of the Imperial Guard engage\nin century-spanning wars in which millions lay down their\nlives to advance but a mile, the Space Marines carry the fight\nto the very heart of the enemy. By cutting out that heart, by\nbrandishing it before his eyes even as he dies, by crushing it\nto a pulp before his cowering followers, the Space Marines\nwin the battles that win the wars that win the crusades that\nltimately decide the balance of power in the entire galaxy.”\n–Discourses on the Seventy-Nine Truths\nof Statecraft\nDeathwatch Devastator Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 676, + "rule_id": "pdf_skill_273_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 677, + "rule_id": "pdf_skill_274_exotic_weapon_training_any_5", + "title": "Exotic Weapon Training (any) 500 Talent —", + "content": "Mighty Shot 500 Talent BS 40\nStalwart Defence 500 Talent —\nRank 2 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 678, + "rule_id": "pdf_skill_275_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Formation 600 Talent Int 40\nCrack Shot 500 Talent BS 40\nDeadeye Shot 500 Talent BS 30\nDie Hard 500 Talent WP 40\nIron Jaw 500 Talent T 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 679, + "rule_id": "pdf_skill_276_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 800 Talent —\nHip Shooting 500 Talent BS 40, Ag 40\nSound Constitution 1,000 Talent —\nTarget Selection 500 Talent BS 50\nRank 4 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 680, + "rule_id": "pdf_skill_277_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Marksman 500 Talent BS 35\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 681, + "rule_id": "pdf_skill_278_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Hardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 682, + "rule_id": "pdf_skill_279_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 683, + "rule_id": "pdf_skill_280_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 684, + "rule_id": "pdf_skill_281_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 685, + "rule_id": "pdf_skill_282_librarian", + "title": "Librarian", + "content": "“Your fate is to know that which may not be known, to look into\nthose places of darkness and desolation and know that horrors look\nback upon you. Speak not to your brothers of such things, but use the\ngifts you have been given, by the Emperor himself, to blast and sear\nand rend and banish all those who would deny us our destiny.”\n–Extract from the Apocrypha of Eons, Verse XXI, Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 686, + "rule_id": "pdf_skill_283_and_summoning_violent", + "title": "and summoning violent", + "content": "thunderstorms.\nLibrarians fulfil a number of roles within\nthe Deathwatch. Chief among them is\nthat of the combat psyker. By focusing\nhis prodigious psychic powers, the\nLibrarian is able to unleash withering\nblasts of searing energy at his foe,\nreducing them to ashes with but a\nthought. Often, the energies are\ndirected and multiplied through the\nblade of a specially crafted weapon\nuch as a force sword or halberd,\nwith which even the mightiest of\nfoes might be cut down as wheat before the scythe. Death\ncan be unleashed from afar as well, for the Librarian is able to\nproject his powers at distant enemies, launching deadly bolts\nfrom a staff, an outstretched hand, or through his very gaze.\nUnlike conventional weapons, a Librarian’s wrath cannot be\nparried and does not run out of ammunition. The only limit\non a Librarian’s powers is his own will, and this is as strong as\nany of the Imperium’s mightiest heroes.\nLibrarians are also the guardians of the secrets of the\nDeathwatch. Within each Watch Fortress is to be found the\nsealed Vault which stores weapons and relics too dangerous\nto be allowed to fall into the hands of Mankind’s enemies.\nAlso within the Vault is an archive of forbidden knowledge—\nmultiple stasis chambers contain ancient tomes, engraved\ntablets, data-crystals, and mnemonic banks. Not even the\nWatch Commander has access to these archives—only the\nLibrarians are entrusted with their access codes, and only they\nare judged strong enough to withstand the sanity shattering\nsecrets sealed within. It is only in the direst of circumstances\nthat a Librarian will enter the Vault archive, for each time he\ndoes so he is exposed to the whispering voices of long-dead\nalien beings, tempting him with the power to rule the whole\nof Humanity in the name of ancient and blasphemous gods.\nNevertheless, so terrible are many of the horrors faced by the\nDeathwatch that the Librarian may be required to consult\nthe archives in order to discover some previous record of an\nenemy’s weakness. Such knowledge can spell the difference\nbetween a mission’s success and failure.\nAnother role carried out by a Watch Fortress’s Librarians is\nthat of providing the Watch Commander with counsel. Given\ntheir access to forbidden knowledge and their innate\nunderstanding of arcane matters, the word of a\nLibrarian rarely goes unheeded in the Watch\nCommander’s plans. In addition to this,\nmany Librarians are gifted with some\ndegree of prognostication—whether\nby way of visions,\nm e d i t a t i o n ,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 687, + "rule_id": "pdf_skill_284_can_often_discern", + "title": "can often discern", + "content": "something of what will come to pass. Though\nsuch a premonition is rarely clear enough to\nprovide complete certainty, it often provides\nclues that enable an experienced Librarian\nto make a sound judgement concerning\npotential dangers that may be faced in\nan upcoming mission, and to advise the\nWatch Captains accordingly. Often,\nthe premonition focuses upon the\nactions of the Librarian himself,\ntelling him that his own\npresence will be required if a\nmission is to succeed. Many", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 688, + "rule_id": "pdf_skill_285_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Librarian begins with Psyniscience as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 689, + "rule_id": "pdf_skill_286_special_ability", + "title": "speCial ability", + "content": "Battle-psyker\nThe Librarian begins the game with a Psy Rating of 3 and access to\nthree Psychic Techniques. Choose three from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 690, + "rule_id": "pdf_skill_287_iron_arm", + "title": "Iron Arm", + "content": "Your arm is sheathed in a field of psychic\nenergy, and you may ward off enemy\nattacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 691, + "rule_id": "pdf_skill_288_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 200 500 1,000 1,500\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 692, + "rule_id": "pdf_skill_289_psychic_power_x2_varies_tal", + "title": "Psychic Power (x2) Varies* Talent Varies*", + "content": "Rite of Sanctioning 400 Talent Psy Rating\nWarp Sense 500 Talent Psy Rating, Psyniscience, Per 30\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 693, + "rule_id": "pdf_skill_290_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Invocation +10 400 Skill Invocation\nLore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 694, + "rule_id": "pdf_skill_291_lore_scholastic_any_10_400", + "title": "Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group)", + "content": "Psyniscience +10 400 Skill Psyniscience\nPsy Rating 4 500 Talent Psy Rating 3\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers\nRank 3 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 695, + "rule_id": "pdf_skill_292_lore_common_any_10_400_ski", + "title": "Lore: Common (any) +10 400 Skill Lore: Common (same skill group)", + "content": "Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 696, + "rule_id": "pdf_skill_293_lore_forbidden_psykers_20", + "title": "Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 697, + "rule_id": "pdf_skill_294_lore_scholastic_any_20_400", + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 698, + "rule_id": "pdf_skill_295_lore_forbidden_heresy_10_8", + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 699, + "rule_id": "pdf_skill_296_strong_minded_1_000_talent_wp", + "title": "Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers)", + "content": "*See Chapter 6: Psychic Powers\nRank 5 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 700, + "rule_id": "pdf_skill_297_specialist_space_marine_ranks", + "title": "Specialist Space Marine Ranks", + "content": "Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve\nas specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while\nothers, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force\nas required.\nChaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of\nthe brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell\nbeings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations\nof the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith.\nJust as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their\nbodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight,\nand they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred\nof duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might\nbe ensured and his memory lives on in the inheritance of future generations of Space Marines.\nFor the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body\nis crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus\nof a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the\nSpace Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend.\nThose Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where\nthey undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called\nTechmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the techengines of war.\nRank 6 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 701, + "rule_id": "pdf_skill_298_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40\nDisturbing Voice 500 Talent —\nPsy Rating 8 1,500 Talent Psy Rating 7\nPsychic Power Varies* Talent Varies*\nStep Aside 500 Talent Ag 40, Dodge\n*See Chapter 6: Psychic Powers\nRank 7 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 702, + "rule_id": "pdf_skill_299_ciphers_any_20_400_skill_ci", + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 703, + "rule_id": "pdf_skill_300_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Furious Assault 800 Talent WS 35\nPreternatural Speed 2,000 Talent WS 40, Ag 50\nPsy Rating 10 2500 Talent Psy Rating 9\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 704, + "rule_id": "pdf_skill_301_marine", + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 705, + "rule_id": "pdf_skill_302_and_assault", + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 706, + "rule_id": "pdf_skill_303_the_specialised", + "title": "the specialised", + "content": "ammunition of\nthe Deathwatch.\nInstead they excel in\none particular field,\nsuch as engaging\nmultiple foes in the case\nof the flamer, or attacking heavily armoured enemies\nor positions in the case of the meltagun.\nBecause he has already served as Scout, Devastator,\nand Assault Marine in his parent Chapter, a Tactical\nMarine is able to take over the duties of a fallen brother\nshould the mission demand. Even if he is not as well\npractised in a specialist weapon, such as a multi-melta,\na Tactical Marine can take over the operation of such a\nweapon should the Devastator carrying it fall in action.\nSuch flexibility and range of skills and experience makes\nthe Deathwatch Tactical Marine the core of the Kill-team, and\nthe equal of almost any foe he may encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 707, + "rule_id": "pdf_skill_304_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Tactical Marine begins with Command as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 708, + "rule_id": "pdf_skill_305_bolter_mastery", + "title": "Bolter mastery", + "content": "The Tactical Marine gains a +10 bonus to all Ballistic Skill\nTests and +2 to Damage when firing a Bolt weapon. This\nability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 709, + "rule_id": "pdf_skill_306_tactical_expertise", + "title": "tactical expertise", + "content": "When initiating a Squad Mode ability, the Tactical Marine\nmay share the benefits of his Chapter’s Squad Mode\nabilities with the members of his Kill-team as if they were", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 710, + "rule_id": "pdf_skill_307_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 500 1,000 1,500 2,000\nPerception 500 1,000 1,500 2,000\nWillpower 200 500 1,000 1,500\nFellowship 200 500 1,000 1,500\nRank 1 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 711, + "rule_id": "pdf_skill_308_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Air of Authority 500 Talent Fel 30\nAstartes Weapon Specialisation 1,000 Talent Astartes Weapon Training\nDouble Team 200 Talent —\nRapid Reload 200 Talent —\nRank 2 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 712, + "rule_id": "pdf_skill_309_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Sense 500 Talent Per 40\nHip Shooting 500 Talent BS 40, Ag 40\nMighty Shot 500 Talent BS 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 713, + "rule_id": "pdf_skill_310_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Cleanse and Purify 400 Talent —\nCombat Formation 600 Talent Int 40\nIron Discipline 600 Talent WP 30, Command\nMarksman 600 Talent BS 35\nRank 4 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 714, + "rule_id": "pdf_skill_311_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Call to Vengeance 1,000 Talent Fel 40\nDeadeye Shot 500 Talent BS 30\nStorm of Iron 800 Talent —\nTarget Selection 800 Talent BS 50\nRank 5 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 715, + "rule_id": "pdf_skill_312_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 1,000 Talent —\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 716, + "rule_id": "pdf_skill_313_two_weapon_wielder_ballistic", + "title": "Two-weapon Wielder (Ballistic) 800 Talent BS 35, Ag 35", + "content": "Unbowed and Unbroken 800 Talent Fel 40\nRank 6 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 717, + "rule_id": "pdf_skill_314_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Into the Jaws of Hell 600 Talent Iron Discipline\nMaster Orator 700 Talent Fel 30\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 718, + "rule_id": "pdf_skill_315_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Foresight 800 Talent Int 40\nHard Target 800 Talent Ag 40\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 719, + "rule_id": "pdf_skill_316_advance_cost_type_prerequisite", + "title": "Advance Cost Type Prerequisites", + "content": "Eye of Vengeance 1,000 Talent BS 50\nGunslinger 1,000 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 720, + "rule_id": "pdf_skill_317_techmarine", + "title": "Techmarine", + "content": "“Yours is to heed the machine as others heed their kin. Tend to the\nwar spirits all about, but do so in the knowledge that you do the\nEmperor’s duty. Without your ministrations, no bolt may be fired,\nand no enemy slain.”\n–Extract from the Apocrypha of Eons, Verse III, Chapter CIV", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 721, + "rule_id": "pdf_skill_318_the_techmarine_knows_that", + "title": "the Techmarine knows that", + "content": "to neglect such equipment\nis akin to dereliction of duty\nand blasphemy. After all, a\nbolter not cleaned, oiled, blessed,\nand beseeched can scarcely be\nexpected to be reliable in battle,\nand so a Space Marine’s life may\ndepend upon how well such weapons\nare maintained. Techmarines oversee this\nprocess, guiding the battle brothers in the\ncorrect and proper rituals by which the\nwar spirit of each and every weapon is\nappeased.\nOn the battlefield, a Techmarine’s primary role is to effect\nrepairs of damaged equipment, so that it may return to the fight.\nEach Techmarine carries a huge range of highly specialised\nand often arcane tools, sometimes mounted on a servo-arm or\nat the end of a prehensile mechadendrite. With these tools, the\nTechmarine can repair virtually any item of equipment, from\nan overheated plasma pistol to an immobilised Land Raider,\nprovided that some spark of the machine spirit’s essence remains.\nMany battles have been won thanks to a Techmarine recovering\na damaged weapon in this manner, and in their own way they are\noften vital to a mission’s success.\nAlthough many of the weapons carried by Space Marines are\nwonders of technology beyond the dreams of normal men, there\nare some machines that are so exceptional that only a Techmarine\nmay attend them. One of the most unusual of these is the conversion\nbeamer, a rare weapon that works by converting matter to energy\nin a beam that becomes stronger the further it extends and the\nmore matter is converted. It is only by the constant ministrations of\na Techmarine that such a weapon can be utilised—should anyone\nelse attempt to use the weapon, its war spirit might become greatly\nangered and turn its ire upon the wielder instead.\nThere are yet more weapons and items of equipment even\nmore exotic than the conversion beamer. Many are unique,\nand all are sealed within the Vault at the heart of\neach Watch Fortress. Just as the Librarian has\nexclusive access to the reams of forbidden\nknowledge in each of these archives,\nso the Deathwatch Techmarine keeps\nhis portion of the Vault sealed to all\nbut his fellow Techmarines. There are\nweapons kept within the Vault the likes\nof which are thought\nto be unique in the\ngalaxy, their secrets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 722, + "rule_id": "pdf_skill_319_have_only_incomplete", + "title": "have only incomplete", + "content": "knowledge of their\noperation, and no understanding of their\nmaintenance. Such weapons might be lost\nrelics from the Dark Age of Technology, or\nthe product of alien technologies long since\nvanished from the galaxy. Some are known\nto be capable of unleashing unprecedented\nlevels of destruction, perhaps laying waste to\nentire cities in a single blast. Others are so poorly\nunderstood that their use would only be risked in\nthe direst of circumstances, and it is\nthe responsibility of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 723, + "rule_id": "pdf_skill_320_deathwatch_techmarine", + "title": "Deathwatch Techmarine", + "content": "to do so when called upon\nby his Watch Commander.\nA final, and often critical\nrole performed by Deathwatch\nTechmarines is the evaluation and, if\ndeemed necessary, the retrieval of alien", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 724, + "rule_id": "pdf_skill_321_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Techmarine begins with Speak Language\n(Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 725, + "rule_id": "pdf_skill_322_improve_cover", + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal\nto his unmodified Intelligence Bonus to any cover (see page\n246). Improving cover requires one Full Action.\nBlessed by the omnissiah\nThe Techmarine begins the game with the Mechanicus Implants\nTrait and the Electro-Graft Use and Mechadendrite Use\n(Servo-Arm) Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 726, + "rule_id": "pdf_skill_323_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 200 500 1,000 1,500\nToughness 200 500 1,000 1,500\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 500 1,000 1,500 2,000\nWillpower 750 1,500 2,000 5,000\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 727, + "rule_id": "pdf_skill_324_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus\nMechanicus)\n400 Skill —\nSecurity 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 728, + "rule_id": "pdf_skill_325_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill —\nAutosanguine 500 Talent —\nElectro-Graft Use 600 Talent —\nFeedback Screech 500 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 729, + "rule_id": "pdf_skill_326_mechadendrite_use_any_500_ta", + "title": "Mechadendrite Use (any) 500 Talent Techmarine", + "content": "Technical Knock 500 Talent Int 30\nThe Flesh is Weak 1 800 Talent —\nRank 2 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 730, + "rule_id": "pdf_skill_327_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +10 400 Skill Lore: Forbidden (Adeptus Mechanicus)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 731, + "rule_id": "pdf_skill_328_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine\nLogis Implant 500 Talent —\nLuminen Charge 500 Talent Techmarine\nMimic 500 Talent —\nRite of Awe 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 732, + "rule_id": "pdf_skill_329_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +20 400 Skill Lore: Forbidden (Adeptus Mechanicus) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 733, + "rule_id": "pdf_skill_330_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use\nInfused Knowledge 1,000 Talent Int 40\nThe Flesh is Weak 2 800 Talent The Flesh is Weak 1\nWeapon-Tech 600 Talent Techmarine\nRank 4 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 734, + "rule_id": "pdf_skill_331_lore_forbidden_archeotech", + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent —\nDisturbing Voice 400 Talent —\nLuminen Shock 800 Talent Techmarine\nRite of Fear 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 735, + "rule_id": "pdf_skill_332_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Security +20 400 Skill Security +10\nTech-Use +20 400 Skill Tech-Use +10\nGun Blessing 800 Talent Techmarine\nMaster Enginseer 1,000 Talent Tech-Use +10\nProsanguine 1,000 Talent Autosanguine\nThe Flesh is Weak 3 1,000 Talent The Flesh is Weak 2\nRank 6 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 736, + "rule_id": "pdf_skill_333_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Armour-Monger 500 Talent Techmarine\nFerric Summons 1200 Talent Ferric Lure, Techmarine\nLuminen Blast 1,000 Talent Techmarine\nMachinator Array 1200 Talent Techmarine\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 737, + "rule_id": "pdf_skill_334_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Concealed Cavity 500 Talent —\nElectrical Succour 1,000 Talent Techmarine\nEnergy Cache 1,500 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 4 1,000 Talent The Flesh is Weak 3\nRank 8 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 738, + "rule_id": "pdf_skill_335_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Enhanced Bionic Frame 1,000 Talent Machinator Array\nRite of Pure Thought 1,000 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 5 1,000 Talent The Flesh is Weak 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 739, + "rule_id": "pdf_skill_336_skills", + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 740, + "rule_id": "pdf_skill_337_gaining_skills", + "title": "GaininG SkillS", + "content": "The player chooses his first set of Skills during character\ncreation, based upon his background and chosen Speciality.\nThese Skills were learned some time in the past, before\nthe character started his current exploits. As the campaign\nprogresses, the player spends experience to gain additional\nSkills, furthering his vision for his character and reflecting\nhis in-game experiences. The Skills available for the various\nSpecialities and their costs can be found in Chapter II:\nSpecialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 741, + "rule_id": "pdf_skill_338_skill_mastery", + "title": "Skill MaStery", + "content": "Many characters have the opportunity to acquire the same\nSkill several times as they advance in their Speciality. Skill\nMastery is represented on the Specialities Rank Advance\nSchemes as the base Skill with a +10 or +20 bonus. The\nbase Skill must be acquired first, then the +10 version and\nthen the +20 version. As it is possible to buy advances from\nprevious Ranks, if a character misses a base Skill which is\noffered at Skill Mastery level on a later rank, he can still\nacquire the base Skill from the lower rank’s advances in order\nto then take the Skill Mastery.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 742, + "rule_id": "pdf_skill_339_example", + "title": "example", + "content": "Helgath already possesses the Intimidate Skill, and his career\nprogression allows him to take Intimidate +10. He pays the\nrequired experience and checks the +10 box on his character sheet,\nrepresenting Intimidate +10. Were this Skill to become available\nas Intimidate +20, he could pay for it and check the +20 box on\nhis sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 743, + "rule_id": "pdf_skill_340_skills", + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 744, + "rule_id": "pdf_skill_341_basic_skills", + "title": "BaSic SkillS", + "content": "Characters have intrinsic abilities and Characteristics that\nallow for rudimentary attempts at tests with basic Skills.\nThus, even though a character may not possess basic Skills,\nhe may still make Skill Tests using them. Those who do\nnot possess a basic Skill may test that Skill at half of the\nassociated Characteristic, rounding down. The Characteristic\ngets halved before any situational modifiers get applied to\nthe test. For example, an Easy test against an untrained basic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 745, + "rule_id": "pdf_skill_342_skill_would_be_characteristic", + "title": "Skill would be (Characteristic/2)+30, and not (Characteristic", + "content": "+30)/2. Even though the character might be able to muddle\nthrough such attempts, he does not have the same abilities as\none who has received real training or instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 746, + "rule_id": "pdf_skill_343_interrogation_willpower_invest", + "title": "Interrogation Willpower Investigation", + "content": "Invocation Willpower —\nLip Reading Perception —\nLiteracy Intelligence —\nLore: Common\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 747, + "rule_id": "pdf_skill_344_agility_operator", + "title": "Agility Operator", + "content": "Psyniscience Perception —\nSecurity Agility —\nShadowing Agility —\nSleight of Hand Agility —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 748, + "rule_id": "pdf_skill_345_tactics", + "title": "Tactics", + "content": "†\nIntelligence —\nTech-Use\n†\nIntelligence —\nTracking Intelligence —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 749, + "rule_id": "pdf_skill_346_advanced_skills", + "title": "advanced SkillS", + "content": "Advanced Skills require very specific training or education, and\ncommon individuals may not attempt their use. Regardless of\na character’s intrinsic abilities and Characteristics, he would\nnever be able to understand the Eldar language without\nprevious instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 750, + "rule_id": "pdf_skill_347_skill_descriptors", + "title": "Skill deScriptorS", + "content": "Some Skills fall into broad categories that use common rules.\nThese descriptors allow both players and GMs to instantly\nidentify the appropriate rules section from Chapter VII: Playing\nthe Game for their resolution. These categories include: Crafting,\nInteraction, Investigation, Movement and Operator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 751, + "rule_id": "pdf_skill_348_crafting_skills", + "title": "craftinG SkillS", + "content": "Skills with the Crafting descriptor allow characters to create\nthings from parts or raw materials. These creations can vary\nfrom sculptures to custom gun cutters. In general, a character\nmust obtain components or materials equal to half the item’s\nvalue. The GM sets up an appropriate Extended Test for\nthe task, and its resolution follows the guidelines given on\npage 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 752, + "rule_id": "pdf_skill_349_interaction_skills", + "title": "interaction SkillS", + "content": "All Skills with the Interaction descriptor involve interplay\nwith others. The difficulty of these Skill Tests depends on\nthe individual’s disposition towards the character, as defined\nby the GM in accordance with the circumstances of the\nencounter. See page 275 of Chapter IX: The Game Master\nfor more information on NPC disposition.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 753, + "rule_id": "pdf_skill_350_investigation_skills", + "title": "inveStiGation SkillS", + "content": "Most of the Skills with the Investigation descriptor allow the\ncharacter to collect information from various sources. These\nSkills also permit Extended Tests as the character tries to gather\ndetailed intelligence on his foes. The GM sets up the proper\ntime period for the test using his discretion, as it takes far\nlonger to uncover a hidden xenos shrine than it does to scout\nthe location of an armoured column.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 754, + "rule_id": "pdf_skill_351_movement_skills", + "title": "movement SkillS", + "content": "Skills with the Movement descriptor all relate to the\ncharacter’s mobility, anything from daring leaps across chasms\nto climbing out of the same if he doesn’t quite make it across.\nThey involve the ability to move across, through, over, or\nbetween the surrounding environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 755, + "rule_id": "pdf_skill_352_operator_skills", + "title": "operator SkillS", + "content": "If a Skill involves transportation, be it a humble ground vehicle\nor an mighty starship, it receives the Operator descriptor.\nThese Skills allow the character to drive or pilot a variety of\nvehicles.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 756, + "rule_id": "pdf_skill_353_skill_groups", + "title": "Skill GroupS", + "content": "Some Skills encompass groups of related Skills. For brevity’s\nsake, these Skill groups are listed under the same entry, but\neach must be acquired and used separately. Thus, a pilot with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 757, + "rule_id": "pdf_skill_354_special_uses", + "title": "Special uSeS", + "content": "Several Skill entries have subsections that detail a specific,\nfocused use outside its usual employment. These sections\nspotlight a particularly creative or interesting use of the Skill,\nallowing for greater variety of Skill applications.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 758, + "rule_id": "pdf_skill_355_agility", + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 759, + "rule_id": "pdf_skill_356_jump_and_leap", + "title": "Jump And Leap", + "content": "An Acrobatics Test may substitute for an Agility Test when\njumping or a Strength Test when leaping, according to the\nappropriate rules on page 207.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 760, + "rule_id": "pdf_skill_357_perception", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 761, + "rule_id": "pdf_skill_358_toughness", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 762, + "rule_id": "pdf_skill_359_his_toughness_bonus_minimum_1", + "title": "his Toughness Bonus (minimum 1 hour).", + "content": "Skill Use: Free Action taken whenever the character imbibes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 763, + "rule_id": "pdf_skill_360_fellowship", + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 764, + "rule_id": "pdf_skill_361_inspire", + "title": "Inspire", + "content": "Those in a position of authority can use the Charm Skill to\ninspire a group-related test, either with positive or negative\nreinforcement. Success provides a +10 bonus to the next\nCharacteristic Test of the motivated group, such as passing a\nWillpower Test to resist Fear or recover from Pinning. Thus, a\nBattle-Brother might inspire lesser Imperial troopers to fight\nharder, or the Kill-team’s Brother-Chaplain might rouse his\nbrothers with an impassioned prayer to the Emperor.\nchem-uSe (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 765, + "rule_id": "pdf_skill_362_intelligence", + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 766, + "rule_id": "pdf_skill_363_of_these_substances_the_trade", + "title": "of these substances, the Trade (Chymist) Skill deals with their", + "content": "manufacture from base components.\nSuccess in a Chem-Use Test, modified by the appropriate\ndifficulty for the chemical or drug in question, indicates it has\nbeen administered, combined, or otherwise applied correctly,\nproviding the desired results. Failure on the test indicates the\ndose was wasted without effect. See Chapter V: Armoury\nfor more information on drugs, chemicals, and their effects.\nSkill Use: Full Action; when using a medicae injector or\nnarthecium, the Skill Test to administer a drug or antidote\nis reduced to a Half Action. Employing Chem-Use to apply\nparticularly complex combinations of substances or toxins\nrequires an Extended Test of duration and difficulty set by\nthe GM for the treatment in question.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 767, + "rule_id": "pdf_skill_364_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its Battleto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prethat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 768, + "rule_id": "pdf_skill_365_strength", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 769, + "rule_id": "pdf_skill_366_fellowship", + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 770, + "rule_id": "pdf_skill_367_extend_support_range", + "title": "Extend Support Range", + "content": "As a Half Action the Battle-Brother nominated as the squad’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 771, + "rule_id": "pdf_skill_368_range_see_page_213_by_a_numb", + "title": "Range (see page 213) by a number of metres equal to his", + "content": "Fellowship Bonus. For this Skill to work the Battle-Brother\nmust be either within visual or vocal range of his Kill-team.\nThis extension lasts until the start of the Battle-Brother’s\nnext turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 772, + "rule_id": "pdf_skill_369_agility", + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 773, + "rule_id": "pdf_skill_370_agility", + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 774, + "rule_id": "pdf_skill_371_escape_bonds", + "title": "Escape Bonds", + "content": "The character can make a Contortionist Test to slip free\nof bonds. This is an Opposed Test, using the character’s\nContortionist Skill against his opponent’s Characteristic Test\nusing Intelligence.\nThe quality of the bonds and the time used to employ\nthem affects the difficulty of the test. It may be impossible to\nescape adamantine manacles properly employed by a bounty\nhunter, but far easier to slip out of the crude ropes hastily\napplied by a feral tribesman—especially after applying grox\nfat to one’s wrists. Escaping bonds requires 1 minute, with\neach Degree of Success reducing this time by 10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 775, + "rule_id": "pdf_skill_372_escape_grapple", + "title": "Escape Grapple", + "content": "After an opponent has grappled the character in combat, he\nmay escape using the Contortionist Skill. Make an Opposed\nTest with the character’s Contortionist Skill against the\ngrappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nFailure means he remains grappled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 776, + "rule_id": "pdf_skill_373_squeeze_through", + "title": "Squeeze Through", + "content": "The character can make a Contortionist Test to squeeze\nthrough a tight space, such as through a maintenance conduit\naboard a ship or a gap in damaged blast doors. The character\ncan also use this aspect of the Skill to cram himself into a space\nnormally too small to fit his body. The GM sets the difficulty\nof the test according to the size of the passage or opening,\nis well within his rights to rule that some spaces are simply\ntoo small to allow use of this Skill. A successful Skill Test\nindicates that the character has managed to squirm through\nthe gap or into the crate. Failure means that he cannot pass\nthe area or fit into the space. Four or more Degrees of Failure\nmeans the character has become stuck until he can succeed\nin another Contortionist Test or someone else pulls him free\nof the embarrassing predicament. Squeeze Through takes 1\nminute, with each Degree of Success reducing this time by\n10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 777, + "rule_id": "pdf_skill_374_fellowship", + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 778, + "rule_id": "pdf_skill_375_intelligence", + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 779, + "rule_id": "pdf_skill_376_manufacture_explosives", + "title": "Manufacture Explosives", + "content": "Much like the Trade Skills, Demolition Skill allows the\ncharacter to make explosive materials from basic components.\nThis use of the Demolition Skill is an Extended Test, and\nthe GM assigns a difficulty and duration in accordance with\nthe complexity of the compound and the materials at hand.\nConstructing breaching charges in a well-stocked munitorum\nwarehouse is far easier than making a fuse from dried vines\nand droppings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 780, + "rule_id": "pdf_skill_377_place_explosives", + "title": "Place Explosives", + "content": "The effectiveness of explosive devices is greatly dependent\nupon the skill with which they are placed. Success on a\nDemolitions Test indicates the character has successfully\nplanted the explosive charge, set with his trigger of choice.\nPossible triggers are only limited by the imagination, and\ncan include trip wires, timers, proximity sensors, or remote\nactivators. Failure indicates that the explosives fail to go off\nwhen triggered, though the character will not know this until\nthe time of activation. Four or more Degrees of Failure indicate\nthe device explodes as the character is manipulating it, with\nsuitably lethal results. Some tasks, such as rigging a building\nfor demolition or bringing down a massive suspension bridge,\nrequire an Extended Test. The GM sets difficulty and duration\ndepending on the extent of the undertaking. When placing\nexplosives, make sure to note the total Degrees of Success and\nthe die roll, as it may be used in an Opposed Test if someone\nattempts to defuse the character’s hard work.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 781, + "rule_id": "pdf_skill_378_defuse_explosives", + "title": "Defuse Explosives", + "content": "Defusing charges also falls under the Demolition Skill. Make\nan Opposed Test against the Demolition Skill of the individual\nwho sets the explosives. Winning the test indicates that the\nbomb has been defused. Simple failure means that while the\ncharge has not been disarmed, neither has it gone off. Four or\nmore Degrees of Failure indicate the character has set off the\ndevice, suffering the consequences of the explosion. Defusing\nmultiple charges or complex trigger mechanisms may require\nan Extended Test as determined by the GM.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 782, + "rule_id": "pdf_skill_379_agility", + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 783, + "rule_id": "pdf_skill_380_agility", + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 784, + "rule_id": "pdf_skill_381_intelligence", + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 785, + "rule_id": "pdf_skill_382_its_craftsmanship_see_page_14", + "title": "its Craftsmanship (see page 140) and structural integrity,", + "content": "or its make or model. Additional Degrees of Success gives\nadditional information about the object. A failed test results\nin false information about the object, with the degree of error\nincreasing with each Degree of Failure. The GM should roll\nEvaluate Tests and only reveal what the character believes to\nbe true. The difficulty of the test should be adjusted for the\ncharacter’s access to the item and any relevant Lore or Trade\nSkills related to the item. Using Evaluate on large or numerous\nobjects requires an Extended Test, though the character can\nappraise a single item in about a minute.\nSkill Use: 1 minute or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 786, + "rule_id": "pdf_skill_383_weak_points", + "title": "Weak Points", + "content": "When making an attack against a heavily armoured stationary\ntarget such as a bunker or pillbox, a character may use\nEvaluate to determine weak points by making a Challenging\n(+0) Evaluate Test. Success adds an additional +4 to the Pen\nof the character’s weapon for his next attack if it is made\nagainst the target. Each additional Degree of Success adds a\nfurther +4 points of Pen. This is a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 787, + "rule_id": "pdf_skill_384_when_in_cover_a_character_can", + "title": "When in cover, a character can make a Challenging (+0)", + "content": "Evaluate Test to find the cover’s strongest point. Success adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 788, + "rule_id": "pdf_skill_385_an_additional_4_ap_to_the_cov", + "title": "an additional +4 AP to the cover (for the character only) with", + "content": "each additional Degree of Success adding another +4 AP.\nThis is a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 789, + "rule_id": "pdf_skill_386_intelligence", + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 790, + "rule_id": "pdf_skill_387_fellowship", + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 791, + "rule_id": "pdf_skill_388_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\nconditions. Interrogation is always an Opposed Test, pitting\nthe character’s Interrogation Skill against an opponent’s\nWillpower. If the interrogator wins the Opposed Test, he gets\none answer plus one answer for each Degree of Success. If the\nvictim wins the Opposed Test, the interrogator get nothing\nof worth. Two or more Degrees of Failure inflict 1d10 plus\nthe interrogator’s Willpower Bonus in damage against the\nvictim and prevents any further interrogation for 1d5 days.\nIf the interrogator suffers four or more Degrees of Failure,\nthe victim takes the same damage and gains a +30 bonus to\nWillpower Tests made to resist Interrogation at the hands of\nthe interrogator or his allies. Each Interrogation Test inflicts\none level of Fatigue on the target.\nSkill Use: 1d5 hours", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 792, + "rule_id": "pdf_skill_389_strength", + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 793, + "rule_id": "pdf_skill_390_war_cry", + "title": "War Cry", + "content": "As part of a Charge Action a character may use the Intimidate\nskill to make a war cry. This is a Free Action that targets the\nrecipient or recipients of the character’s charge—i.e. those he\nwill end up in combat with and make melee attacks against.\nThe character then makes an Intimidate Test, based on\nStrength, opposed by the target’s Willpower. If the character\nis successful, the target suffers –10 to all Parry and Dodge\ntests against the charging character.\nCreatures immune to the effects of Fear and other mind-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 794, + "rule_id": "pdf_skill_391_willpower", + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character’s mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test.\nFailure on the Invocation Test indicates that the character’s\nattempts to focus have backfired, and he must take a –1\npenalty to the final Psy Rating of a Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 795, + "rule_id": "pdf_skill_392_intelligence", + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 796, + "rule_id": "pdf_skill_393_intelligence", + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 797, + "rule_id": "pdf_skill_394_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 798, + "rule_id": "pdf_skill_395_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nArcheotech, the Black Library, Daemonology, Heresy, the\nInquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 799, + "rule_id": "pdf_skill_396_and_xenos", + "title": "and Xenos", + "content": "Forbidden Lore skills represent knowledge usually hidden,\nveiled, or proscribed by an organisation or society. Mere\npossession of this knowledge may cause difficulties for those\nnot associated with the group in question. Excessive knowledge\nof the hidden truths of the Traitor Legions, for example, can\nbe decidedly bad for one’s health for those outside (or even\ninside) the Adeptus Astartes. A successful Forbidden Lore Test\nindicates the character recalls basic information about the\nsubject. The GM reveals additional information as appropriate\nto the Degree of Success on the roll.\nAdeptus Astartes: Extensive knowledge of the practices,\norganisation, and homeworlds of the Imperial Space Marines\nand their Chapters, including hints and rumours of their myriad\nof secret rituals and methods of recruitment and training.\nAdeptus Mechanicus: An in-depth understanding of\nfollowers of the Machine God, including such things as their\nrituals, observances, common beliefs, core philosophies, and\nspecific knowledge of the Universal Laws.\nArcheotech: Knowledge of the great, lost tech devices\nof past times and clues to their mysterious functions\nand purposes.\nThe Black Library: Secret knowledge concerning the\nBlack Library, its forbidden contents, horrific guardians, and\nthe unspeakable xenos that toil within its confines.\nDaemonology: The crawling information about some of\nthe most infamous warp entities and their twisted physical\nmanifestations.\nHeresy: Wisdom concerning acts and practices deemed\nheretical by the Imperium, the most contemptible heretics of\nhistory, and their acts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 800, + "rule_id": "pdf_skill_397_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy,\nChymistry, Codex Astartes, Cryptology, Heraldry, Imperial\nCreed, Judgement, Legend, Numerology, Occult, Philosophy,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 801, + "rule_id": "pdf_skill_398_tactica_imperialis", + "title": "Tactica Imperialis", + "content": "Scholastic Lore grants the character knowledge of a\nparticularly complex or esoteric subject. A successful Skill\nTest allows the character to recall necessary information or\nresearch a particular subject if appropriate reference material is\nreadily available. Scholastic Lore grants a depth of knowledge\nfar beyond that of Common Lore, requiring both experience\nand study to obtain. Scholastic Lore Tests can identify things\nthat fall within the character’s area of expertise, such as a\nperson, book, starship, or machine spirit. A successful Skill\nTest within the realm of the character’s speciality reveals basic\ninformation about the object in question in accordance with\nTable 3–3: Scholastic Lore.\nScholastic Lore can overlap with Common Lore and\nForbidden Lore in some areas, but it represents more in-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 802, + "rule_id": "pdf_skill_399_common_lore_imperial_creed_m", + "title": "Common Lore (Imperial Creed) might know conventional", + "content": "information about the Cult of the Emperor and its various\norganisations and their practices within the Imperium, but", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 803, + "rule_id": "pdf_skill_400_one_with_scholastic_lore_impe", + "title": "one with Scholastic Lore (Imperial Creed) would be able to", + "content": "name the various cults within a subsector and their varying\nlevels of divergence from the Ministorum. Scholastic Lore\nTests require no time, as the character either knows the fact\nor not. Researching, however, requires an Extended Test of a\nduration and difficulty appropriate to the task at hand.\nArchaic: An understanding of the Imperium’s dark past,\nits proscribed eras, and how the long millennia have changed\nthe face of mankind.\nAstromancy: A knowledge of stars, singularities, and the\nworlds around them, as well as theoretical understanding of\nhow to use telescopes, astrolithic charts, and the like.\nBeasts: An understanding of the genus and families of\nanimals and familiarity with the characteristics and appearance\nof many semi-sentient creatures.\nBureaucracy: A familiarity with the rules and regulations\ninvolved with governments, particularly the Adeptus\nAdministratum, and their many and varied departments,\nbureaus, and policies.\nChymistry: A knowledge of chemicals, their alchemical\napplications in a number of uses, and their prevalence or\nscarcity throughout the Imperium.\nCodex Astartes: Understanding and interpreting the\nsacred Codex Astartes and how it relates to the organisation,\ndeployment, and tactics of the Space Marine Chapters.\nTable 3–3: Scholastic Lore\nDegrees of Success Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 804, + "rule_id": "pdf_skill_401_one", + "title": "One", + "content": "Reveals uncommon information,\nknown to few dedicated academics.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 805, + "rule_id": "pdf_skill_402_two", + "title": "Two", + "content": "Reveals obscure information,\nknown to only serious scholars.\nThree or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 806, + "rule_id": "pdf_skill_403_intelligence", + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing\nwounds, applying counterseptic, and use of medical devices such\nas the narthecium. On individual patients, Medicae provides first\naid and extended care, for short and long-term treatment. On\nlarger groups of wounded, Medicae can help save the lives of\nthose that can be saved and apply the Emperor’s grace to those\nwho cannot, resulting in fewer overall deaths. It can also help\ndiagnose widespread medical problems and apply the ounce of\nprevention before the pound of cure becomes necessary.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 807, + "rule_id": "pdf_skill_404_first_aid", + "title": "First Aid", + "content": "The Medicae Skill performs first aid for the injured, removing\na small amount of damage by suturing lacerations, bandaging\nabrasions, and plugging punctures. A successful Medicae Test\nremoves Damage equal to the character’s Intelligence Bonus\non lightly damaged characters, or 1 Damage from heavily or\ncritically damaged characters. Performing First Aid is a full\nround action. First Aid may only be applied to each wound\nonce and is a full round action by you and your patient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 808, + "rule_id": "pdf_skill_405_extended_care", + "title": "Extended Care", + "content": "Using the Medicae Skill for extended care speeds the\nhealing process. The character can properly treat a number\nof patients equal to his Intelligence Bonus. Each additional\npatient imposes a cumulative –10 penalty to Medicae Tests\nto provide extended care. For lightly damaged patients,\nmake one test at the end of each day. For heavily or critically\ndamaged patients, test once at the end of each week. Success\nallows each patient to remove twice the normal Damage—\nremoving Critical Damage first—plus 1 additional Damage\nfor each Degree of Success. Failure does not adversely affect\nthe character’s patients, who heal at the normal rate. Two or\nthree Degrees of Failure indicates that all lightly and heavily\ndamaged patients take 1 Damage each, using sudden death", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 809, + "rule_id": "pdf_skill_406_to_resolve_any_critical_damage", + "title": "to resolve any Critical Damage (see page 250). Four or more", + "content": "Degrees of Failure indicates all patients take 1d10 Damage,\nusing sudden death to resolve Critical Damage.\nFor additional information on Healing, see Chapter VIII:\nCombat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 810, + "rule_id": "pdf_skill_407_diagnose", + "title": "Diagnose", + "content": "The Medicae Skill can also be used to diagnose disease and\nother ailments, both on one’s fellow characters and also\non the crew at large. On individuals, a successful Skill Test\nyields the name of the ailment and basic treatments. When\nused on groups, a successful Skill Test prevents casualties to\nthe Crew Population due to disease or malnutrition due to\nextended voyages.\nHarvest Gene-Seed\nAs part of an Apothecary’s battlefield duties, he trains in the\nuse of harvesting the gene-seeds of his fallen brothers. An\nApothecary may use this Skill to extract the gene-seed from\na fallen Space Marine with the use of a narthecium (See page\n271 for details).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 811, + "rule_id": "pdf_skill_408_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar\nThe character uses the Navigation Skill to plot a course\nbetween two points. The course might be across a continent or\nacross a star system. A successful Navigation Test also provides\nan estimated travel time based on geography, cosmography,\nprevailing conditions, weather, and solar winds. Surface\nnavigation is used to navigate across a planet’s surface, using\nlogi-compasses, map readouts, and geographical knowledge.\nStellar navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals. A Navigation Test\nrepresents several hours of charting courses, consulting maps,\nand making necessary trajectory corrections. However, 1\nminute is adequate for the purpose of finding the character’s\ncurrent location.\nSkill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 812, + "rule_id": "pdf_skill_409_fellowship", + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller\nThe character can use the Performer Skill to entertain and\nenthral groups of spectators. The Performer Skill may also be\nused to earn money and wealth, much like the Trade Skills.\nPerformer Tests take an amount of time dependent on the art\nform involved.\nSkill Use: Variable", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 813, + "rule_id": "pdf_skill_410_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Charm test, to win", + "content": "round an audience, causing their disposition to improve by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 814, + "rule_id": "pdf_skill_411_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Blather Test, utterly", + "content": "enthralling and distracting an audience for a moment. When\nused in place of the Blather Skill, it is subject to the same\nrules and conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 815, + "rule_id": "pdf_skill_412_storyteller_or_performer_si", + "title": "(Storyteller) or Performer (Singer) Test instead of a Command", + "content": "test to raise the moral of troops under his command or get them\nto undertake a difficult duty, such as making a last stand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 816, + "rule_id": "pdf_skill_413_agility", + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft\nCharacters utilise the Pilot Skill to fly anything from personal\njump packs, to small atmospheric craft such as landers or gunUnder normal conditions, piloting does not require a test,\nbut unusual or difficult conditions such as storms, obstacles\nor dangerous manoeuvres do require a Skill Test. When\nchasing another vehicle or ship or contesting for position, the\ncharacter makes an opposed Pilot Test against his opponent.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 817, + "rule_id": "pdf_skill_414_perception", + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies\nof the warp. The character can use the Skill to detect the presence\nor absence of daemons, and the use of psychic powers. The\nSkill also allows detection of psychic phenomena, disturbances,\nvoids, or other areas where the flow of the immaterium has\nbeen unsettled or disrupted. The general results of Psyniscience\nTests are summarised on Table 3–4: Psyniscience.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 818, + "rule_id": "pdf_skill_415_perception", + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects\nencountered in the game. The character uses it to determine\nan individual’s truthfulness, his motives, personality, and\ntemperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might\npass unseen in a casual inspection. Scrutiny is an Opposed\nTest against the target’s Deceive when trying to perceive\nfalsehoods, or some other deceptions. However, Scrutiny\ndoes not reveal hidden secrets or a target’s carefully concealed\nintent, and should never replace good roleplaying in an\ninteractive situation. This skill counters the Opposed Tests of\nmany manipulative Interaction skills, such as Charm, Deceive,\nand Intimidate.\nSkill Use: Full Action though special uses may require", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 819, + "rule_id": "pdf_skill_416_standard_success", + "title": "Standard Success", + "content": "Awareness of warp disruption or\nnumber of entities present", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 820, + "rule_id": "pdf_skill_417_two", + "title": "Two", + "content": "Rough location of the warp\ncreatures or beings affecting the\nImmaterium.\nThree or more\nExact position of the creatures or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 821, + "rule_id": "pdf_skill_418_perception", + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things\nthat are physically hidden, from a secreted holdout pistol to a\nbunker keyplate. Search involves active investigation, whereas\nAwareness deals with passive or subconscious detection. Each\nSearch Test covers a small room or area. When an object or\nindividual has been deliberately hidden, the Search Test is an\nOpposed Test against your target’s Concealment.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 822, + "rule_id": "pdf_skill_419_agility", + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other\nphysical security systems. This differs from many systems that\nemploy codes or cogitators that are more suited to the Techthe complexity of the mechanism. In most cases one test is\nsufficient, but large, intricate systems may require Extended\nTests. See the Tech-Use Skill for systems that combine both\nmechanical and technical challenges. Using this Skill without\nproper tools or equipment is extremely challenging, and any\nattempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers a\n–20 penalty.\nSkill Use: 1 minute, reduced by 10 seconds for each Degree\nof Success", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 823, + "rule_id": "pdf_skill_420_strategic_entry", + "title": "Strategic Entry", + "content": "Although the Security Skill generally focuses on the tactical\naspects of defeating a system, it also has its uses in finding\nweak points in the defensive system involved. Careful study of\na building might reveal that one of the locks is of substandard\nquality or that sensors fail to cover the weed-choked culvert\nbehind the facility. The skill can help determine where to\nstrike instead of just how. This can also be used to find the\nweak spot in one’s own defences.\nSecurity Tests made in this manner should test against\nAwareness rather than Agility, and requires 1d5 hours. The\nGM can adjust the time necessary upward in increments of 1d5\nadditional hours for particularly large or complex systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 824, + "rule_id": "pdf_skill_421_agility", + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on\nfoot, in vehicles, and even aboard shuttles and starships. It\ncontrasts with Concealment because it involves movement\nand blending into one’s surroundings. On foot, it might\ninvolve using physical cover or the press of bodies in a crowd;\nin a vehicle, techniques might include false turns or using a\nnearby cargo hauler as cover; aboard ships, it can entail the\nuse of asteroids or other stellar objects or busy space lanes\naround major systems. Shadowing Tests are always Opposed\nTests against the opponent’s Awareness or Scrutiny Skill. A\nsingle Shadowing Test is sufficient to follow the opponent\nunseen for 1 minute.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 825, + "rule_id": "pdf_skill_422_agility", + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy\nare essential in the character’s activities. The GM sets the\ndifficulty of the test depending on the environment: the\nechoing steel halls of a space hulk yield a greater difficulty\nthan the carpeted throne room of a planetary governor. Silent\nMove Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\nSkill Use: Free Action as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 826, + "rule_id": "pdf_skill_423_agility", + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a\ncombination of deception and dexterity. Examples include\npalming small objects, picking pockets, or performing tricks.\nThe GM sets the difficulty for the test according to the size of\nthe object and the intensity of observation. Sleight of Hand\nis always an Opposed Test against the opponent’s Awareness\nor Scrutiny.\nThe character can use Sleight of Hand instead of Gamble\nto employ deception and alter the odds in games of chance.\nSee the Gamble Skill for more information. Though Sleight\nof Hand usually requires a Half Action, the character may\nmake a test as a Free Action with a –10 penalty.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 827, + "rule_id": "pdf_skill_424_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork,\nTechna-Lingua, Tau\nThe Speak Language Skill is used to communicate with others\nusing the same language. The Imperium has nearly as many\nlanguages as it has star systems, but for all this variety, most\ncan speak or understand a variation of Low Gothic. In most\nsituations, Skill Tests are unnecessary so long as those involved\nall speak a common tongue. However, communication with\nthose using obscure dialects or cryptic, complex concepts\nrequires a test at an appropriate difficulty.\nEldar: Though no human can hope to capture the subtle\nnuances and sub-tones of this extremely complex and ancient\nlanguage, it is enough to make one’s meaning clear.\nHigh Gothic: The official language of the Imperium, used\nby Imperial officials, nobility, members of the Ecclesiarchy,\nand those involved in high-level negotiations.\nKroot: The native chirping language of the Kroot is\nalmost impossible for a human to emulate, however, with\ntraining and a good ear, it can be understood.\nLow Gothic: The common tongue of the Imperium, used\nby the countless millions of ordinary citizens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 828, + "rule_id": "pdf_skill_425_intelligence", + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged\nperiods in unusual or alien environments. Space Marines\ndo not die of exposure to the elements, and their implants\nallow them to survive on even the most inedible of flora and\nfauna. Thus, the Survival Skill most often applies to normal\nhumans or those Space Marines who learned this skill before\nbecoming an Initiate in their Chapter. A skilled outdoorsman,\nthe character can find edible plants, hunt for game, and\ndetermine if food is safe for consumption. He can also\nconstruct viable shelters from native materials or improvised\nsubstances and ensure they’re located away from flood chutes\nor the territory of predators. The difficulty of these tests\ndepends on the location: barren deserts provide much greater\nchallenge than the verdant tropical forests. This skill can also\napply to man-made environments, such as artificial worlds,\nthe depths of the underhive, or the belly of massive starships.\nIn this case, the Skill can provide safe resting areas away from\nplasma venting and knowledge about which sacred unguents\nalso provide minimal nutrition.\nSkill Use: Various", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 829, + "rule_id": "pdf_skill_426_strength", + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium,\nthe uncharted fringes require its use far more frequently. The\nSwim Skill allows the character to swim through various\nliquid mediums. Under normal conditions swimming does\nnot require a test. More difficult waters, unusual circumstances\nor long distances call for a Skill Test. For more information\non the Swim Skill, see the Swimming section on page 207 of\nChapter VII: Playing the Game.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 830, + "rule_id": "pdf_skill_427_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault\nDoctrine, Defensive Doctrine, Orbital Drop Procedures,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 831, + "rule_id": "pdf_skill_428_recon_and_stealth", + "title": "Recon and Stealth", + "content": "Tactics is the practical application of military knowledge in\nthe field of battle. It differs from the various Lore Skills in\nthat it relates directly to on the ground combat manoeuvres\nand actions rather than a broad theoretical or strategic view\nof warfare. It also differs from the Command Skill in that\nCommand allows the direction of troops but does not grant\nany special knowledge in how best to use them. A character\ncan use Tactics at any time when he wants to determine the\nbest military course of action in a combat. This could be\nanything from the best position to suppress an entrenched\nenemy before an assault to picking a good landing zone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 832, + "rule_id": "pdf_skill_429_when_coming_in_under_fire_fai", + "title": "when coming in under fire. Failing a Tactics (Assault) Test, for", + "content": "example, might mean facing a concentration of a defending\nforce or hitting a stronger line of fortifications.\nAir Combat: Covers atmosphere and near-orbit\nengagements with air superiority fighters as well as close\nsupport and bombing with ground attack aircraft.\nArmoured Tactics: An understanding of armoured\nwarfare, how best to use armour, as well as how best to\nexploit the weaknesses of such vehicles.\nAssault Doctrine: Covers all kinds of assaults, from\ncharging a bunker to opposed amphibious landings.\nDefensive Doctrine: How to set up a good defensive\nline, including layering units, creating areas of enfilading fire,\nand good clear kill zones.\nOrbital Drop Procedures: A knowledge of orbital drop\ndoctrine and how to use it to maximise troop concentration\nand ensure shock and awe in the enemy.\nRecon and Stealth: An understanding of the best methods\nof recon and stealth, such as how to approach a defensive\nposition unseen or quietly destroy sentry positions.\nVoid Combat: Covers starship combat between anything\nfrom lightly armoured escorts up to battle barges and space\nhulks. It is also includes knowledge of high orbit fire support\ndoctrines and the best way to use ships in orbit to aid\nground troops.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 833, + "rule_id": "pdf_skill_430_ambush", + "title": "Ambush", + "content": "A character in the role of Kill-team leader may use Tactics\n(Recon and Stealth) in the place of an opposed Concealment\nfor himself or any member of his squad provided they are in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 834, + "rule_id": "pdf_skill_431_intelligence", + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex\nmechanical items or fathom the workings of unknown\ntechnical artefacts. Using a basic piece of equipment under\ntypical circumstances requires no test, such as using a voxfor unusual or unfamiliar gear, malfunctioning or broken\nitems, and any situation where conditions are less than ideal,\nsuch as attempting to use the same vox-caster near a plasma\ncore or coaxing the machine spirit of a strange vessel’s warp\ndrive to reignite its fires. The character can also use TechTest of duration and difficulty set by the GM depending on\nthe item’s complexity and the extent of the damage. Techrequires the relevant Trade Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 835, + "rule_id": "pdf_skill_432_security_systems", + "title": "Security Systems", + "content": "The Security Skill covers mechanical security systems,\nbut many systems may have both physical and electronic\ncomponents, and certain examples may be entirely controlled\nby cogitators and machine spirits. The GM determines the\nnecessary Skill Tests required for a particular system, which\nmay include a combination of both Skills, or may involve a\nsingle roll with an appropriate modifier for possessing both\nSkills, or lacking one or the other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 836, + "rule_id": "pdf_skill_433_intelligence", + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the\nsigns left by his quarry, allowing him to hunt them down.\nFollowing obvious tracks does not require a Skill Test, and is\nconsidered part of a character’s movement. In instances where\nthe time or elements have eroded the signs or where the very\nenvironment makes seeing them difficult, such as darkness\nor fog, Tracking Tests are required. The difficulty depends\non the condition of the traces and the tracker’s surroundings.\nWhen following any tracks where the difficulty of the test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 837, + "rule_id": "pdf_skill_434_is_more_than_challenging_0", + "title": "is more than Challenging (+0), the tracker’s Movement rate", + "content": "drops to half. Cunning or devious quarry may attempt to\nconceal or erase their tracks. In any case where an opponent\nhas attempted to do this, make an Opposed Test made against\nthe prey’s Concealment.\nSkill Use: Free Action made as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 838, + "rule_id": "pdf_skill_435_soothsayer_fel_technomat_i", + "title": "Soothsayer (Fel), Technomat (Int), Trader (Fel)", + "content": "Trade Skills allow the character to create things, from guns\nto starships. Characters with this Skill can earn money or\nreputation plying a trade. They can identify the works of\nparticularly famous or infamous craftsmen, or recall information\nconcerning items of their trade.\nTrade Tests can represent the work of an hour, week, or\nmonth depending on the complexity of the task at hand.\nHowever, tests that involve the examination of an item to recall\ninformation require a Full Action.\nArchaeologist: Used to locate, examine and analyse ancient\nruins and artefacts.\nArmourer: Used to design, upgrade and forge weaponry,\nfrom personal to starship sized.\nAstrographer: Used to create two and three-dimensional\nrepresentations of stellar locations and warp routes.\nChymist: Used to create poisons, drugs, and a wide variety\nof other compounds.\nCryptographer: Used to create or decode ciphers, codes,\nand other puzzles.\nExplorator: Used in the exploration of unknown stellar\nregions.\nLinguist: Used to learn or decipher new languages, both\nspoken and written.\nRemembrancer: Used to recount events in a variety of art\nforms, from sculpture to poetry.\nShipwright: Used to design, upgrade, and create voidSoothsayer: Used to foretell the future by a number of\ninterpretive arts, though its effectiveness is suspect.\nTechnomat: Used to maintain and repair technological\ndevices, but through rote memorisation rather than true\nunderstanding.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 839, + "rule_id": "pdf_skill_436_intelligence", + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he\nencounters in his travels, from spine-hounds to the noble warhorse\nbreeds. Both taming and training beasts are Extended Tests, the\nduration of which is determined by the nature and temper of the\ncreature involved. Once an animal has been broken to its master’s\nwill—or at least formed a partnership for particularly strongWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every two\nDegrees of Success, up to a maximum of three levels by a Full\nAction use of this Skill. GMs may impose penalties for animals\nthat have been particularly well trained or those with uncommon\nWillpower and Intelligence. Wrangling is of no use against cyber\nor psy-bonded animals, nor against any xenos with true sentience.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 840, + "rule_id": "pdf_skill_437_traits", + "title": "Traits", + "content": "“Ability is not enough. Dedication is not enough. Even victory is\nnot enough. To become one of our number, you must embody all of\nthese, and yet be more still. What that more is I cannot tell you. Find\nthe answer in your bones, in your heart and soul, and you will be a\nwarrior.”\n–from an address to the 10th Company by Cadmus\nGracchus, Imperial Fists Chaplain\nTalents are special abilities and proficiencies that a character\npossesses either through his intrinsic nature or through the\napplication of well-practised experience. This is in contrast to\nSkills, which represent abilities gained by learning or training.\nA Talent is an ability that a character is either capable of or\nis not, whereas a Skill is something that he can be better at\nby degrees. When a Battle-Brother smites an enemy with a\ndevastating blow with his thunder hammer heedless of the\ndanger to himself, smashes aside dozens of lesser foes, and\ncalls for vengeance for his fallen brother, he is using Talents.\nThe battlefields of the 41st Millennium are unforgiving. From\nbreaking a horde of Tyranids to sabotaging a Tau shield\ngenerator; a Battle-Brother will need every edge that his\nTalents provide him with.\nTalents differ from Skills in that a player need not use an\nAction or Test to utilise the ability. They are always in effect,\nand many Talents give bonuses to Tests or allow Actions not\navailable to the common man.\nPlanning out effective and flavourful combinations of\nTalents and Skills that match the character’s background\ncan be an enjoyable process for the entire game group, and\ncan provide interesting ideas for the GM or other players to\nfurther cement their relationships and adversaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 841, + "rule_id": "pdf_skill_438_gaining_talents", + "title": "Gaining Talents", + "content": "“Experience is the only true teacher, and experience without pain is\nmeaningless.”\n–XIXth training maxim of the Storm Wardens\nPlayers receive, or choose between, a number of Talents during\nthe creation of their characters in Chapter I: Character\nCreation. They also gain more by spending Experience\nPoints as they advance through their Career Path, as outlined\nin Chapter II: Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 842, + "rule_id": "pdf_skill_439_talent_groups", + "title": "TalenT Groups", + "content": "Several Talents represent a general ability that can be applied\nto a specific category within that group. As some of these\ngroups have many sub-categories, they have been collected\ninto related groups. When selecting one of these Talents,\nthe player chooses one of the entries from the group. Thus,\nwhen selecting the Peer Talent, the player would also choose\na specific group or organisation from the talent group, such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 843, + "rule_id": "pdf_skill_440_as_peer_inquisition_each_ti", + "title": "as Peer (Inquisition). Each time the character gains the talent,", + "content": "he may choose a different specialisation, so the next time he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 844, + "rule_id": "pdf_skill_441_selects_it_he_might_opt_for_p", + "title": "selects it, he might opt for Peer (Adeptus Mechanicus). In", + "content": "many cases, group listings are representative as opposed to\nall-inclusive. Consequently, even though “Storm Wardens and\nthe Iron Lords” are not specifically listed in the Peer Talent\ngroup, it can still be chosen with GM approval.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 845, + "rule_id": "pdf_skill_442_talent_prerequisites", + "title": "TalenT prerequisiTes", + "content": "Several Talents require a character to possess a prerequisite\nbefore their selection. This represents a certain innate ability\nlevel required to employ specific Talents, or a Skill or other\nTalent necessary to access more advanced capabilities. These\nprerequisites may take the form of Characteristic scores, Skills,\nTalents, or even special abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 846, + "rule_id": "pdf_skill_443_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Abhor the Witch Adeptus Astartes\nSpend Fate Point before a mission to gain resistance\nto Psychic Powers.\nAir of Authority Fel 30 Affect more targets with Test.\nAmbidextrous Ag 30 Use either hand equally well.\nArmour-Monger Techmarine Increase the efficacy of physical armour.\nAssassin Strike Ag 40, Acrobatic\nOn a successful Acrobatics Test after making a\nmelee attack, character may move as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 847, + "rule_id": "pdf_skill_444_astartes_weapon_specialisation", + "title": "Astartes Weapon Specialisation", + "content": "Autosanguine — Heal 2 damage/day, always Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 848, + "rule_id": "pdf_skill_445_basic_weapon_training", + "title": "Basic Weapon Training", + "content": "†\n— Use weapon group without penalty.\nBastion of Iron Will Psy Rating, Strong-Minded, WP 40 Double Defensive Psy Rating for Opposed Tests.\nBattle Rage Frenzy Parry while frenzied.\nBerserk Charge — Gain +20 bonus when charging.\nBinary Chatter — +10 bonus to control servitors.\nBlademaster WS 30, Melee Weapon Training (any) Re-roll missed attack, once per Round.\nBlind Fighting Per 30\nSuffer half the usual penalties when vision is\nobscured.\nBolter Drill Adeptus Astartes Weapon Training\nGet an extra shot when firing a bolt weapon on full\nor semi-auto.\nBulging Biceps S 45 Remove bracing requirement for certain weapons.\nCall to Vengeance Adeptus Astartes, Fel 40\nSpend Full Action when a Battle-Brother is taken\nout of action to regain full Cohesion.\nCatfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nCombat Master WS 30\nOpponents get no bonus for outnumbering the\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 849, + "rule_id": "pdf_skill_446_death_from_above_adeptus_astar", + "title": "Death From Above Adeptus Astartes, Pilot (Personal)", + "content": "Cause greater damage when charging or dropping\ninto combat using a jump pack.\nDeathwatch Training Adeptus Astartes, member of the Deathwatch\nThe Space Marine gains bonuses when fighting\naliens.\nDeflect Shot Ag 50 Character can parry primitive ranged attacks.\nDie Hard WP 40 Re-roll death chance incurred by blood loss.\nDisarm Ag 30 Force opponent to drop weapon.\nDisturbing Voice —\n+10 bonus to Intimidate and Interrogation, –10\npenalty to Fel.\nDouble Team — Gain additional +10 bonus for ganging up.\nDual Shot Ag 40, Two-Weapon Wielder One Ballistic Skill Test hits target twice.\nDual Strike Ag 40, Two-Weapon Wielder One Weapon Skill Test hits target twice.\nDuty Unto Death WP 45\nElectrical Succour Techmarine or Mechanicus Implants +10 bonus to T Tests to remove Fatigue\nElectro Graft Use —\n+10 bonus to Inquiry, Tech Use, Common\nKnowledge.\nEnemy† —\nAn organisation or group particularly despises the\ncharacter.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 850, + "rule_id": "pdf_skill_447_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don’t cause Fatigue.\nEnhanced Bionic Frame Machinator Array\nEye of Vengeance Astartes Weapons Training, BS 50\nFire a single shot to penetrate armour and increase the\nchance of Righteous Fury.\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 851, + "rule_id": "pdf_skill_448_exotic_weapon_training", + "title": "Exotic Weapon Training", + "content": "†\n—\nGain proficiency with an exotic weapon type.\nEye of Vengeance\nFavoured by the Warp WP 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 852, + "rule_id": "pdf_skill_449_roll_twice_for_psychic_phenome", + "title": "Roll twice for Psychic Phenomena (see page 187) and", + "content": "take better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 853, + "rule_id": "pdf_skill_450_flame_weapon_training", + "title": "Flame Weapon Training", + "content": "†\n— Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 854, + "rule_id": "pdf_skill_451_good_reputation", + "title": "Good Reputation", + "content": "†\nFel 50, Peer\nThe character has a good reputation amongst a certain\ngroup.\nGun Blessing Techmarine or Mechanicus Implants Un-jam Int Bonus guns in 10m radius.\nGunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only –10 penalty.\nHammer Blow Adeptus Astartes Make a thunderous single strike with a melee weapon.\nHard Target Ag 40\nOpponents take –20 to BS Tests when character\ncharges or runs.\nHardy T 40 You always heal as if Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 855, + "rule_id": "pdf_skill_452_heightened_senses", + "title": "Heightened Senses", + "content": "†\n— Gain +10 bonus to particular sense.\nHip Shooting BS 40, Ag 40 Gain a free attack while moving.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 856, + "rule_id": "pdf_skill_453_hot_shot_pilot", + "title": "Hot Shot Pilot", + "content": "Hunter of Aliens — Gain an advantage in combating aliens.\nImproved Warp Sense Warp Sense Allows Psyniscience Test as Free Action.\nIndependent Targeting BS 40 Fire at two or more targets further than 10m apart.\nInfused Knowledge Int 40 Treat Common and Scholastic Lore as Basic Skills.\nInspire Wrath Fel 30 Inspire crowds to anger.\nInto the Jaws of Hell Iron Discipline\nMinions gain immunity to Pinning and Fear whilst in\ncharacter’s presence.\nIron Discipline WP 30, Command Minions can re-roll Fear and Pinning Tests.\nIron Jaw T 40 Test Toughness to overcome Stunning.\nJaded WP 30 Never gain IP from ordinary horrors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 857, + "rule_id": "pdf_skill_454_killing_strike_adeptus_astarte", + "title": "Killing Strike Adeptus Astartes", + "content": "Spend a Fate Point to make your melee attack\nimpossible to parry or dodge.\nLast Man Standing Nerves of Steel\nImmune to Pinning by Pistols and Basic Weapons.\nImproves Cover.\nLeap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 858, + "rule_id": "pdf_skill_455_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nMachinator Array Techmarine or Mechanicus Implants\nThe character has advanced Mechanicus\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\nMarksman BS 35 No penalties for firing at long or extreme range.\nMaster Chirurgeon Medicae +10 Perform advanced medical procedures.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 859, + "rule_id": "pdf_skill_456_mechanicus_implants", + "title": "Mechanicus Implants", + "content": "Use a Fate Point for automatic success.\nMaster Orator Fel 30\nAffect 10 times the normal numbers with a\nFellowship Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 860, + "rule_id": "pdf_skill_457_mechadendrite_use", + "title": "Mechadendrite Use", + "content": "†\nTechmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nMeditation —\nThe character may enter a trance to remove\nFatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 861, + "rule_id": "pdf_skill_458_mental_rage_frenzy", + "title": "Mental Rage Frenzy", + "content": "The character may use Psychic Powers while in\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 862, + "rule_id": "pdf_skill_459_peer", + "title": "Peer", + "content": "†\nFel 30\nGain +10 bonus on Fel Tests to interact with\norganisation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 863, + "rule_id": "pdf_skill_460_pistol_weapon_training", + "title": "Pistol Weapon Training", + "content": "†\n— Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nPreternatural Speed WS 40, Ag 50\nUse Swift and Lightning Attack as a Half Action\nand when charging.\nProsanguine — Heal 1d5 Damage once per day.\nPsy Rating — Become a more powerful Psyker, rated 1 –10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 864, + "rule_id": "pdf_skill_461_psychic_technique", + "title": "Psychic Technique", + "content": "†\n— Gain an extra Psychic Technique.\nQuick Draw — Ready as a Free Action.\nRapid Reaction Ag 40 Test Ag to negate surprise.\nRapid Reload — Reduce reload time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 865, + "rule_id": "pdf_skill_462_resistance", + "title": "Resistance", + "content": "†\n— Gain +10 bonus to Resistance Tests.\nRite of Awe Techmarine or Mechanicus Implants 50m radius, –10 to all Tests due to Fear.\nRite of Fear Techmarine or Mechanicus Implants Fear Rating 1 for two minutes in a 50m radius.\nRite of Pure Thought Techmarine or Mechanicus Implants The character is immune to emotion.\nRite of Sanctioning Psy Rating, Special Reduces Psychic Phenomenon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 866, + "rule_id": "pdf_skill_463_rival", + "title": "Rival", + "content": "†\n—\nA group or organisation bears the character\nanimosity.\nScourge of Heretics —\nGain an advantage when battling traitors and\nheretics.\nServo-harness Integration\nTechmarine Implants, Mechadendrite Use\n(Servo-arm)\nGain the ability to use a Servo-harness.\nSharpshooter BS 40, Deadeye Shot No penalties for called shots.\nSound Constitution — Gain an additional Wound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 867, + "rule_id": "pdf_skill_464_signature_wargear", + "title": "Signature Wargear", + "content": "One item up to 40 Requisition becomes standard\nissue and gain an additional benefit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 868, + "rule_id": "pdf_skill_465_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard\nissue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 869, + "rule_id": "pdf_skill_466_descriptions", + "title": "Descriptions", + "content": "“The Imperium is a realm defended by sword strokes and the roar of\nguns: a million sword strokes and a roar like the thunder of angry\ngods pass every day, and yet it may prove not enough.”\n–from the Ascension Address by Lord Militant Tetrarchus\nPlayers can find a complete listing of the Talents available in\nDeathwatch in Table 4–1: Talents, and the full explanations\nof each Talent on the following pages.\nTable 4–1: Talents, Continued", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 870, + "rule_id": "pdf_skill_467_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard issue.\nSlayer of Daemons — Gain an advantage when fighting warp entities.\nSprint — Move more quickly in combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 871, + "rule_id": "pdf_skill_468_stalwart_defence_adeptus_astar", + "title": "Stalwart Defence Adeptus Astartes", + "content": "Hold a chosen point with indomitable determination and a\nstorm of fire.\nStep Aside Ag 40, Dodge Gain extra Dodge in a Round.\nStreet Fighting — Deal +2 Critical Damage with knives or unarmed attacks.\nStorm of Iron Adeptus Astartes\nCause additional Damage against Hordes with ranged\nweapons.\nStrong Minded WP 30, Resistance (Psychic) Re-roll failed WP Tests made to resist Psychic Powers.\nSure Strike WS 30 Choose location on a successful attack.\nSwift Attack WS 35 Attack twice with a Full Action.\nTakedown — Make a special attack to Stun opponent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 872, + "rule_id": "pdf_skill_469_talented", + "title": "Talented", + "content": "†\n— Gain +10 bonus to corresponding Skill Test.\nTarget Selection BS50 Shoot into melee without penalty.\nTechnical Knock Int 30 Un-jam a gun as Half Action.\nThe Flesh is Weak — Replace parts of the body with iron and machine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 873, + "rule_id": "pdf_skill_470_thrown_weapon_training", + "title": "Thrown Weapon Training", + "content": "†\n— Gain proficiency with a group of thrown weapons.\nThunder Charge Adeptus Astartes Break enemies with the momentum of an armoured charge.\nTotal Recall Int 30 The character can remember trivial facts and minor details.\nTrue Grit T 40 Reduce Critical Damage the character takes.\nTwo-Weapon Wielder\n†\nWS 35 or BS35, Ag 35 Attack twice when wielding two weapons.\nUnarmed Master WS 45, Ag 40, Unarmed Warrior Attacks do 1d10+SB Damage and lack the Primitive trait.\nUnarmed Warrior WS 35, Ag 35 Deal 1d10 –3+SB with unarmed attacks.\nUnbowed and Unbroken Adeptus Astartes, Fel 40\nPerform an act of defiance to remove Cohesion Damage\nsuffered in previous turn.\nUnshakeable Faith — The character may re-roll failed Fear Tests.\nWall of Steel Ag 35 Gain extra Parry each Round.\nWarp Affinity Psy Rating, Special Re-roll Psychic Phenomenon.\nWarp Conduit Psy Rating, Strong Minded, WP 50 +1 to Psy Rating when pushing.\nWarp Sense Psy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action.\nWeapon-Tech Techmarine\nIncrease the efficacy of weapons wielded by the Techmarine\nor Mechanicus Implants.\nWisdom of the Ancients Adeptus Astartes, Int 40 Spend a Fate Point to get insight on a situation.\nWhirlwind of Death Adeptus Astartes Cause additional Damage against hordes in melee.\n†\nDenotes talent group.\nTalenTs for space Marines anD", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 874, + "rule_id": "pdf_skill_471_their_enemies", + "title": "Their eneMies", + "content": "This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\nAstartes and are not found by those outside their ranks or\nthe ranks of the vile Chaos Space Marines. Others detailed\nhere are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\nextraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nThis second group of Talents has been included in this\nchapter not for the use of players in creating Deathwatch\nharacters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 875, + "rule_id": "pdf_skill_472_abhor_the_witch", + "title": "abhor The WiTch", + "content": "Prerequisites: Adeptus Astartes, may not be taken by\ncharacters with a Psy Rating\nThe Battle-Brother spends the time before battle armouring\nhimself against the power of the warp by reciting canticles\nand litanies of hate and contempt against the unclean powers.\nThis Talent may be used in the Oath Making phase before\nundertaking a mission. The Battle-Brother spends a Fate\nPoint in the Oath Making phase and counts as having spent\nthis Fate Point for the duration of the mission. During the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 876, + "rule_id": "pdf_skill_473_mission_the_battle_brother_mu", + "title": "mission, the Battle-Brother must take a Challenging (+0)", + "content": "Willpower Test whenever he is the subject of the effects of\na Psychic Power, daemonic power other warp-based power.\nIf the Willpower Test succeeds, then the Battle-Brother is\nunaffected by the power. If the Test fails, then the power\naffects him as normal. The effects of this Talent also apply to\npowers that cause Damage indirectly such as blasts, and those\nused by friendly psykers which might be beneficial to the\nBattle-Brother. A power that is resisted by a Battle-Brother\nusing this Talent is not nullified if others will be affected by\nit as normal.\nair of auThoriTy\nPrerequisites: Fellowship 30\nThe character was born to command, either motivating or\nterrifying those under his charge. On a successful Command\nTest, the character may affect a number of targets equal to\n1d10 plus his Fellowship Bonus. Furthermore the character’s\nvoice commands such respect that even those not in his retinue\npay heed. The character may make a Command Test on those\nnot under his authority with a –10 penalty. This Talent has\nno effect on hostile targets, and only affects NPCs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 877, + "rule_id": "pdf_skill_474_ambidextrous", + "title": "aMbiDexTrous", + "content": "Prerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nmoot. The character may use either hand equally well for any\ntask, and does not suffer the –20 penalty for actions using\nhis off hand.\nSpecial: When combined with a Two-Weapon Wielder\nTalent, the penalty for making attacks with both weapons in\nthe same turn drops to –10.\narMour-MonGer\nPrerequisites: Techmarine\nThe finest armours and most powerful shields are all products\nof the followers of the machine god, based on the fabled and\nancient designs of man’s glorious past. With years of training,\na Techmarine can learn to enhance these protections, or use\nthem in their optimum fashion. The Techmarine increases the\nArmour Points of any armour he wears by 2 on all locations it\nwould normally cover as long as he has at least an hour each\nday to bless and prepare the armour. This bonus applies only\nto armour worn by the Techmarine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 878, + "rule_id": "pdf_skill_475_astartes_weapon_specialisation", + "title": "asTarTes Weapon specialisaTion", + "content": "Prerequisites: Adeptus Astartes, Astartes Weapon Training\nA Space Marine is a master of the tools of warfare, but through\nlong practice and affinity he may reach a level of mastery\nwith a particular type of weapon so that it becomes a tool of\nperfect destruction. When this Talent is taken, a type and class", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 879, + "rule_id": "pdf_skill_476_of_weapons_must_be_specified", + "title": "of weapons must be specified, such as bolt (pistols) or melee", + "content": "(chain). This Talent may be taken multiple times for different\ntypes and classes of weapons. When using the specified type of\nweapon, the Battle-Brother never suffers a penalty greater than\n–30 when using the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 880, + "rule_id": "pdf_skill_477_astartes_weapon_training", + "title": "asTarTes Weapon TraininG", + "content": "Prerequisites: Adeptus Astartes\nBattle-Brothers of the Adeptus Astartes spend years becoming\nproficient with all manner of weapons. By the time that a\nBattle-Brother has entered service in a squad, he will have not\nonly trained with both heavy and melee weapons, but used\nthose weapons on countless battlefields. The Battle-Brother\nis proficient with bolt, chain, melta, plasma, power, flame,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 881, + "rule_id": "pdf_skill_478_primitive_ranged_and_melee", + "title": "primitive (ranged and melee), las weapons, launchers, solid", + "content": "projectile, and thrown weapons of all Classes. In essence, the\nonly weapons that the Battle-Brother is not proficient with\nare exotic weapons; for these, he must acquire individual\nproficiencies as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 882, + "rule_id": "pdf_skill_479_assassin_strike", + "title": "assassin sTrike", + "content": "Prerequisites: Agility 40, Acrobatics\nThe character’s natural agility and graceful martial forms turn\nhim into a dervish of death on the battlefield. After making a\nmelee attack, a successful Acrobatics Test allows the character\nto move at half rate as a Free Action. Opponents do not\nreceive free attacks resulting from this move. The character\nmay only make this move once per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 883, + "rule_id": "pdf_skill_480_autosanguine", + "title": "auTosanGuine", + "content": "The ancient and blessed technology of the Mechanicus flows\nthrough the character’s blood. These miniscule machines repair\nminor injuries and speed healing. When applying healing, the\ncharacter is always considered Lightly Damaged, and heals at\nan increased rate, removing 2 points of Damage per day.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 884, + "rule_id": "pdf_skill_481_basic_weapon_training", + "title": "basic Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nSP and Universal\nThe character has received Basic Weapon Training in a group\nof weapons, and can use them without penalty. The Universal\ngroup includes the Bolt, Las, Launcher, Melta, Plasma, and SP\ngroups. Weapon Skill or Ballistic Skill Tests used with a weapon\nthat a character does not have training for suffer a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 885, + "rule_id": "pdf_skill_482_battle_rage", + "title": "baTTle raGe", + "content": "Prerequisites: Frenzy\nLong experience and indomitable will have allowed the\ncharacter to master the beast within him, directing its\nrage while keeping a clear head. The character may Parry\nwhile Frenzied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 886, + "rule_id": "pdf_skill_483_berserk_charge", + "title": "berserk charGe", + "content": "The character has learned to put the whole force of his\nmomentum behind his weapon blows. When the character\ncharges into combat, few can stand before him. If the\ncharacter uses the Charge Action, he gains a +20 bonus to\nWeapon Skill instead of +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 887, + "rule_id": "pdf_skill_484_binary_chatter", + "title": "binary chaTTer", + "content": "The character has optimised his use of Techna-Lingua for\ncontrolling servitors. The character receives a +10 bonus to any\nattempt to instruct, program, or communicate with servitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 888, + "rule_id": "pdf_skill_485_blademaster", + "title": "blaDeMasTer", + "content": "Prerequisites: Weapon Skill 30, Melee Weapon Training\nThe character’s mastery of bladed weapons and martial\ndisciplines has no peer. When attacking with any bladed\nweapon, including chainswords and power swords, the\ncharacter may re-roll one missed attack per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 889, + "rule_id": "pdf_skill_486_blind_fighting", + "title": "blinD fiGhTinG", + "content": "Prerequisites: Perception 30\nYears of practice and development of other senses allows the\ncharacter to fight in close combat without the benefit of sight.\nThis Talent reduces all penalties for obscured vision by half,\npermitting the character to fight in fog, smoke, or darkness\nmore effectively.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 890, + "rule_id": "pdf_skill_487_bolter_drill", + "title": "bolTer Drill", + "content": "Prerequisites: Adeptus Astartes Weapon Training\nThe skill of an Adeptus Astartes with bolters of all types can\nbe honed by training and combat, allowing Space Marines to\nunleash devastating volleys of disciplined fire that cut down\ntheir enemies like the sweep of a scythe. When firing any\nclass of Bolt weapon on Full or Semi-Auto, the Battle-Brother\nmay opt to increase the weapon’s rate of fire by +1 (this\nbonus applies to any and all bolt weapons wielded by the\nSpace Marine, meaning that if he is firing more than one bolt\nweapon at a time, the bonus will apply to all such weapons).\nThis Talent only applies to personal weaponry and does not\nimpact vehicle-mounted weapons of any kind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 891, + "rule_id": "pdf_skill_488_bulging_biceps", + "title": "bulGinG biceps", + "content": "Prerequisites: Strength 45\nWhereas a weaker man would be sent flying when using\nheavy weapons, the character’s strong physique allows him to\nremain standing . The character can fire heavy weapons using\nSemi-Auto Burst or Full Auto Burst without bracing, and he\ndoes not suffer the –30 penalty for failing to brace.\ncall To VenGeance\nPrerequisites: Adeptus Astartes, Fellowship 40\nWhen a Space Marine falls in battle, one of his Battle-Brothers\nmay inspire those who remain to great deeds in revenge for\ntheir fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nbrothers to revenge the fallen. The character may raise his\nweapon in defiance and speak an oath of hatred, or recite one\nof the canticles of vengeance. No matter how it is embodied,\nhis action restores the Battle-Brother and all those in Support\nRange of him to their starting Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 892, + "rule_id": "pdf_skill_489_catfall", + "title": "caTfall", + "content": "Prerequisites: Agility 30\nGymnastic ability and natural balance enables the character\nto fall great distances without harm. Whenever he falls, the\ncharacter may take an Agility Test as a Free Action. Success,\nand each additional Degree of Success, reduces the distance\nfallen by a number of metres equal to the character’s Agility\nBonus for the purposes of determining Damage from the fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 893, + "rule_id": "pdf_skill_490_chem_geld", + "title": "cheM GelD", + "content": "Either chemical and surgical treatments or sheer will has\nrendered the character immune to most mundane temptations.\nSeduction attempts against him automatically fail, and Charm\nTests increase their Difficulty by one level. Taking this Talent\ngives the character one Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 894, + "rule_id": "pdf_skill_491_equivalent", + "title": "equivalent", + "content": "The character can control the flowering flow of promethium\nlike no other, manipulating flame like an old accomplice. The\ntargets of the character’s flamer attacks take a –20 penalty to\ntheir Agility tests to escape its effects, and when used against\nan enemy with the Horde trait, the number of hits on the\nHorde is increased by +1d5.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 895, + "rule_id": "pdf_skill_492_combat_formation", + "title": "coMbaT forMaTion", + "content": "Prerequisites: Intelligence 40\nThe character has directed his comrades to prepare for danger,\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nInitiative rolls rather than individual Agility Bonuses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 896, + "rule_id": "pdf_skill_493_combat_master", + "title": "coMbaT MasTer", + "content": "Prerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nthan would seem possible. Opponents fighting the\ncharacter in hand-to-hand combat gain no bonuses for\noutnumbering him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 897, + "rule_id": "pdf_skill_494_combat_sense", + "title": "coMbaT sense", + "content": "Prerequisites: Perception 40\nThe character has the ability to consciously recognise the\nproddings of his subconscious as it reacts to his preternaturally\nsharp senses, giving the character an edge that mere speed\ncannot match. The character may use his Perception Bonus in\nplace of his Agility Bonus when rolling Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 898, + "rule_id": "pdf_skill_495_concealed_cavity", + "title": "concealeD caViTy", + "content": "The character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\nThe character may conceal one small item, no larger than a\nclosed fist, within this cavity. Discovering this compartment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 899, + "rule_id": "pdf_skill_496_counter_attack", + "title": "counTer aTTack", + "content": "Prerequisites: Weapon Skill 40\nThe character’s lightning ripostes are things of deadly beauty,\nswift and invisible as the wind. After successfully Parrying an\nopponent’s attack, the character may immediately make an\nattack against that opponent using the weapon with which he\nParried as a Free Action. This attack suffers a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 900, + "rule_id": "pdf_skill_497_crack_shot", + "title": "crack shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character can place his shots where they inflict more\nharm, at creases, gaps, or joints in armour. When the\ncharacter’s ranged attack causes Critical Damage, add +2 to\nthe Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 901, + "rule_id": "pdf_skill_498_crippling_strike", + "title": "cripplinG sTrike", + "content": "Prerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\nthe most harm, cutting into seams or hammering at weak\npoints. When the character’s melee attack causes Critical\nDamage add +4 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 902, + "rule_id": "pdf_skill_499_crushing_blow", + "title": "crushinG bloW", + "content": "Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ninflicted in melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 903, + "rule_id": "pdf_skill_500_deadeye_shot", + "title": "DeaDeye shoT", + "content": "Prerequisites: Ballistic Skill 30\nThe character’s rock-steady hand and hawk-like eyesight\nmake him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 904, + "rule_id": "pdf_skill_501_prerequisites_adeptus_astarte", + "title": "Prerequisites: Adeptus Astartes, Pilot (Personal)", + "content": "A Space Marine descending into battle on trails of fire is a\ntrue angel of death come to bring ruin and ending on all who\nstand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nbonus of 2d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 905, + "rule_id": "pdf_skill_502_deathwatch_training", + "title": "DeaThWaTch TraininG", + "content": "Prerequisites: Adeptus Astartes, member of the Deathwatch\nAll Deathwatch Space Marines automatically confirm any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 906, + "rule_id": "pdf_skill_503_righteous_fury_results_see_pa", + "title": "Righteous Fury results (see page 245) against alien enemies", + "content": "without needing to re-roll the Ballistic Skill Test or Weapon\nSkill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 907, + "rule_id": "pdf_skill_504_deflect_shot", + "title": "DeflecT shoT", + "content": "Prerequisites: Agility 50\nThe character’s weapons move with such speed that they\ncan deflect thrown weapons and shots fired from primitive\nweapons. The character may spend a Reaction to Parry an\nincoming ranged attack from a primitive or thrown weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 908, + "rule_id": "pdf_skill_505_die_hard", + "title": "Die harD", + "content": "Prerequisites: Willpower 40\nThrough either willpower or sheer stubbornness, the character\nrefuses to cross into shadow. When the character suffers from\nblood loss, he may roll twice to avoid death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 909, + "rule_id": "pdf_skill_506_disarm", + "title": "DisarM", + "content": "Prerequisites: Agility 30\nThe character can wrest weapons from his opponent’s hands\nthrough practised technique or brute force. If in close combat,\nthe character may use a Full Action to disarm his foe by\nmaking an Opposed Weapon Skill Test. If the character wins\nthe Test, the enemy drops his weapon at his feet. Should the\ncharacter obtain three or more Degrees of Success, he may\ntake the enemy’s weapon from him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 910, + "rule_id": "pdf_skill_507_disturbing_voice", + "title": "DisTurbinG Voice", + "content": "The character’s voice has particularly baleful or menacing\nqualities, causing others to quail before it. The character gains\na +10 bonus to all Intimidate or Interrogation Tests when\nemploying this talent, but suffers a –10 penalty to Fellowship\nTests when dealing with others in a non-threatening manner,\nsuch as animals, children, or the easily startled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 911, + "rule_id": "pdf_skill_508_double_team", + "title": "Double TeaM", + "content": "The character has experience of fighting in paired teams that\nwork together to take down their enemies. When ganging up\non an opponent, the character gains an additional +10 bonus\nto Weapon Skill Tests. If both characters who outnumber the\nenemy have this Talent, both gain an additional +10 bonus,\nfor a total of +20. This bonus is in addition to the normal\nbonus gained from outnumbering opponents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 912, + "rule_id": "pdf_skill_509_dual_shot", + "title": "Dual shoT", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with guns is such that he can target\ntwo shots on exactly the same point. When armed with two\npistols, the character may fire both simultaneously as a Full\nAction. A single Ballistic Skill Test is made, and if successful,\nthe character hits his target with both shots. As the character\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\nweapons provides its +10 bonus. The character does not suffer\nfrom the normal –20 Ballistic Skill penalty for wielding two\nweapons. If the attack hits, the target’s armour gets applied as\nnormal to both hits individually, but Toughness only counts\nonce against the combined damage rolls of both hits. A single\nsuccessful Dodge Test from the target avoids both shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 913, + "rule_id": "pdf_skill_510_dual_strike", + "title": "Dual sTrike", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with melee weapons can place two blows\ntogether to maximise Damage. When armed with two melee\nweapons, the character may attack with both simultaneously\nas a Full Action. Make a single Weapon Skill Test. If the test is\nsuccessful, the character hits the target with both weapons. As\nthe character is swinging both weapons as a single attack, he\nmay take an Aim Action before attacking to get a +10 or +20\nbonus to the WS Test. The character does not suffer from the\nnormal –20 WS penalty for wielding two weapons. If the\nattack hits, the target’s armour gets applied as normal to both\nhits individually, but Toughness only counts once against\nthe combined Damage rolls of both hits. A single successful\nDodge or Parry Test from the target avoids both blows.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 914, + "rule_id": "pdf_skill_511_duty_unto_death", + "title": "DuTy unTo DeaTh", + "content": "Prerequisites: Willpower 45\nThe character’s will or faith can sustain him when his flesh\nfails. He ignores the effects of injury, Fatigue, and Stunning\nduring combat. This Talent does not prevent the Damage, but\nallows the character to temporarily ignore its effects for the\nduration of the combat. Death still affects him normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 915, + "rule_id": "pdf_skill_512_electrical_succour", + "title": "elecTrical succour", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can channel the sacred flow of energy from his\nPotentia Coil or other energy source to replenish his flesh.\nWhilst in contact with a functioning, powered machine or\nfully charged battery or power cell, the character may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 916, + "rule_id": "pdf_skill_513_an_ordinary_10_toughness_te", + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for\neach additional Degree of Success. This takes one minute of\nmeditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 917, + "rule_id": "pdf_skill_514_electro_graft_use", + "title": "elecTro GrafT use", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character may use his Electro Graft to access data ports\nand commune with machine spirits. This grants a +10 bonus\nto Common Lore, Inquiry, or Tech-Use Tests whilst connected\nto a data port.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 918, + "rule_id": "pdf_skill_515_enemy", + "title": "eneMy", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe opposite of Good Reputation, the character is particularly\ndespised by a specific social group or organisation. The\ncharacter suffers an additional –10 penalty to Fellowship\nTests when dealing with this group. This Talent is cumulative\nwith the Rival talent, for a total –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 919, + "rule_id": "pdf_skill_516_energy_cache", + "title": "enerGy cache", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has learned to focus the power stored within\nhis Potentia Coil with greater efficiency. The character no\nlonger gains Fatigue from using Luminen Charge, Luminen\nShock, and Luminen Blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 920, + "rule_id": "pdf_skill_517_enhanced_bionic_frame", + "title": "enhanceD bionic fraMe", + "content": "Prerequisites: Machinator Array\nThe character’s already impressive bionic body structure is\nsteadied by a gyro-array guided by a targeting system linked\nto the machine-spirit. The character gains the Auto-stabilised", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 921, + "rule_id": "pdf_skill_518_exotic_weapon_training", + "title": "exoTic Weapon TraininG", + "content": "Talent Groups: Each exotic weapon\nThe character is trained to use a particularly obscure type of\nweapon, allowing him to use armaments few others have ever\nseen. Weapons requiring this unique Talent are noted in their\narmoury descriptions. Weapon Skill or Ballistic Skill Tests used\nwith a weapon that a character does not have training for suffer\na –20 penalty.\neye of VenGeance\nPrerequisites: Astartes Weapons Training, Ballistic Skill 50\nThe Battle-Brother can focus his intent on where it is likely\nto do most Damage to his enemy and then strike the target\ndown with a single shot. The Battle-Brother may declare\nthat he is using this Talent before he makes a single ranged\nattack. If the attack hits, it ignores an additional point of\narmour per Degree of Success. If a 10 is rolled for Damage,\nit automatically triggers Righteous Fury without the need for\nanother Ballistic Skill Test (see Righteous Fury on page 245\nin Chapter VIII: Combat). This Talent may not be used in\nconjunction with Blast weapons, Semi or Full-Auto Bursts, or\nFlame weapons. It may, however, be used in conjunction with\naccurate weapons and in conjunction with making Called\nShots and taking Aim Actions.\nThe pillars of The iMperiuM\nThe Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility.\nIn addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official\narchitecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the\norganisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 922, + "rule_id": "pdf_skill_519_organisation_description", + "title": "Organisation Description", + "content": "Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind.\nAdeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne.\nAdeptus Astartes The genetically enhanced, power armour-clad angels of death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 923, + "rule_id": "pdf_skill_520_telepathica", + "title": "Telepathica", + "content": "The organisation that trains and sanctions Imperial Psykers.\nAdeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines.\nAdepta Sororitas The female holy orders which include the Sisters of Battle.\nAdeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 924, + "rule_id": "pdf_skill_521_astropaths", + "title": "Astropaths", + "content": "The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic\ncommunications.\nChartist Captains The masters of spacecraft who voyage within the bounds of the Imperium.\nEcclesiarchy The keepers of faith in the Emperor’s divinity.\nImperial Guard The Imperium’s vast armies of men and women.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 925, + "rule_id": "pdf_skill_522_imperial_navy", + "title": "Imperial Navy", + "content": "The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and\npersecute its wars in the darkness between stars.\nInquisition The secretive protectors of the Emperor’s dominion.\nNavigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars.\nOfficio Assassinorum The secret bringers of death.\nPlanetary Defense Forces The military forces raised on planets to defend against invaders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 926, + "rule_id": "pdf_skill_523_rogue_trader", + "title": "Rogue Trader", + "content": "A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the\nImperium with power unbound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 927, + "rule_id": "pdf_skill_524_schola_progenium", + "title": "Schola Progenium", + "content": "The schools that teach orphans of Imperial officials who have given their lives in the service of the\nEmperor.\nScholastica Psykana The organisation that trains and sanctions Imperial Psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 928, + "rule_id": "pdf_skill_525_fearless", + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no\nlonger commands the character’s actions. The character is\nimmune to the effects of Fear and Pinning, but disengaging\nfrom combat or backing down from a fight requires a\nsuccessful Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 929, + "rule_id": "pdf_skill_526_feedback_screech", + "title": "feeDback screech", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can scramble his vox synthesizers, causing a\nhideous blast of noise that shocks and distracts others. All\nunprotected creatures within a 30-meter radius who have the\nability to hear must make a Willpower Test or lose a Half\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 930, + "rule_id": "pdf_skill_527_ferric_lure", + "title": "ferric lure", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can cause an unsecured metal object within his\nfield of vision to fly into his hand. The object may weigh up\nto 1 kilogram per point of the character’s Willpower Bonus,\nand must lie within 20 metres. Using this Talent requires a\nFull Action and a successful a Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 931, + "rule_id": "pdf_skill_528_ferric_lure", + "title": "Ferric Lure", + "content": "The character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 932, + "rule_id": "pdf_skill_529_flame_weapon_training", + "title": "flaMe Weapon TraininG", + "content": "Talent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\ngroup encompasses all non-Exotic weapons with the Flame\nspecial quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 933, + "rule_id": "pdf_skill_530_flesh_render", + "title": "flesh renDer", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother has a taste for the massive damage that\ncan be inflicted with chain weapons and other melee weapons\nthat rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\npicks the highest roll. For weapons that inflict several dice\nworth of Damage, only a single additional die is rolled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 934, + "rule_id": "pdf_skill_531_example", + "title": "exaMple", + "content": "Averrus, a Deathwatch Assault Marine, attacks a Tyranid\nHormagaunt with his chainsword. Because Averrus’ chainsword\nhas the Tearing Quality, he benefits from his Flesh Render Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 935, + "rule_id": "pdf_skill_532_foresight", + "title": "foresiGhT", + "content": "Prerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nthe bones claim to do for the superstitious masses. By\ncareful consideration of all the possible consequences, and\nexamination of all evidence and information, the character\ncan identify the best path for success. By spending 10 minutes\nstudying or analysing a problem, the character gains a +10\nbonus to his next Intelligence Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 936, + "rule_id": "pdf_skill_533_frenzy", + "title": "frenzy", + "content": "The character’s temper and passion boil just below the surface\nof his psyche, mostly held in check by his rational mind, but\neasily released when needed. If the character spends one full\nRound fuelling his anger—by flagellation, drugs, or other\nmeans—on the next Round he goes into an uncontrolled rage,\ngaining a +10 bonus to Weapon Skill, Strength, Toughness,\nand Willpower, but suffering a –20 penalty to Ballistic Skill\nand Intelligence. The character must attack the nearest enemy\nin melee combat if possible. If he is not engaged with the\nnearest enemy, he must move towards that enemy and engage\nit if possible. The character will not take obviously suicidal\nactions such as leaping off a building in order to engage\nsomeone on the ground, but he will take any actions that\nhave a reasonable opportunity to engage in melee with the\nnearest enemy. While Frenzied, he is immune to Fear, Pinning,\nStunning effects, the effects of Fatigue, and he may not Parry,\nretreat, or flee. He remains Frenzied for the duration of the\ncombat. Unless the character has a Talent that allows him to\ndo so, he may not use Psychic Techniques whilst in Frenzy.\nSome beings are either permanently Frenzied or can Frenzy\nat will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 937, + "rule_id": "pdf_skill_534_furious_assault", + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial prowess allow him to land\nseveral blows where lesser combatants land one. If the character\nsuccessfully hits his target using the All Out Attack Action, he\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 938, + "rule_id": "pdf_skill_535_prerequisites_fellowship_50", + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character is well respected within a social group or\norganisation. The character gains an additional +10 bonus to\nFellowship Tests when dealing with this group. This Talent\nis cumulative with Peer, for a total of a +20 bonus. This\nbonus also applies to Influence Tests when dealing with this\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 939, + "rule_id": "pdf_skill_536_gun_blessing", + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine\nUtilising his sacred ability to subtly affect ferrous materials,\nthe character may un-jam a number of weapons equal to his\nIntelligence Bonus, so long as they are within a 10-meter\nradius. A successful Intelligence Test indicates the character\nhas appeased the spirits of the weapons. This blessing requires\na Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 940, + "rule_id": "pdf_skill_537_gunslinger", + "title": "GunslinGer", + "content": "Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nThe character has trained with pistols for so long that they are\nlike extensions of his own body, barely requiring conscious\nthought to aim and fire. When armed with two pistols, the\ncharacter reduces the penalty for Two-Weapon Fighting by\n–10. If the character also possesses the Ambidextrous Talent,\nthe penalty is reduced to 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 941, + "rule_id": "pdf_skill_538_hammer_blow", + "title": "haMMer bloW", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother strikes a single blow with such focus and\nforce that it breaks armour and pulps flesh as it strikes. When\nthe Battle-Brother makes an All Out Attack manoeuvre to\nmake a single melee attack, he may add half his Strength\nBonus to the weapon’s Armour Penetration. The attack\nalso counts as having the Shocking quality to represent the\nconcussive force of the blow’s impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 942, + "rule_id": "pdf_skill_539_hard_target", + "title": "harD TarGeT", + "content": "Prerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nmoves, skills learned from long years in the line of fire. When\nthe character performs a Charge or Run Action, opponents\nsuffer a –20 penalty to Ballistic Skill Tests made to hit the\ncharacter with a ranged weapon. This penalty continues until\nthe start of the character’s next turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 943, + "rule_id": "pdf_skill_540_hardy", + "title": "harDy", + "content": "Prerequisites: Toughness 40\nThe character’s constitution rebounds quickly from shock\nor injury. When undergoing medical treatment or healing\nfrom injures, the character recovers Damage as if Lightly\nDamaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 944, + "rule_id": "pdf_skill_541_psykers_xenos_specific_oth", + "title": "Psykers, Xenos (specific), other", + "content": "A group, organisation, or race has wronged the character in\nthe past, fuelling this animosity. When fighting opponents of\nthat group in close combat, the character gains a +10 bonus\nto all Weapon Skill Tests made against them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 945, + "rule_id": "pdf_skill_542_heavy_weapon_training", + "title": "heaVy Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nand SP\nThe character can employ some of the most devastating\nweapons of the battlefield. The character can use weapons\nof the groups for which he has selected this Talent, choosing\none new group each time the character obtains it. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 946, + "rule_id": "pdf_skill_543_heightened_senses", + "title": "heiGhTeneD senses", + "content": "Talent Groups: Sight, Sound, Smell, Taste, Touch\nEither genetics or augmetics have made one of the character’s\nsenses are superior to others. When the character gains this Talent,\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 947, + "rule_id": "pdf_skill_544_senses_sight_would_apply_to", + "title": "Senses (Sight) would apply to an Awareness Test to see a distant", + "content": "flock of shale crows, but not to a Ballistic Skill Test or a Weapon\nSkill Test simply because the character is using his eyes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 948, + "rule_id": "pdf_skill_545_hip_shooting", + "title": "hip shooTinG", + "content": "Prerequisites: Ballistic Skill 40, Agility 40\nThe character’s prowess with ranged weapons is such that he\ncan still fire accurately without his eye behind the weapon’s\nsights. As a Full Action, the character may both move up to his\nFull Move rate and make a single attack with a ranged weapon.\nThis attack can only be a single shot—no automatic fire.\nhunTer of aliens\nAliens are a foul and constant threat to the Imperium, and\nthe character has taken a vow to rid the galaxy of their foul\npresence. Though he knows such a task is greater than his\nactions alone, the character hopes the vile xenos blood he spills\ngoes some way to winning the Emperor’s war against this most\nterrible of foes. The character gains +10 to his Weapon Skill\nand +2 to melee weapon Damage when combating aliens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 949, + "rule_id": "pdf_skill_546_improved_warp_sense", + "title": "iMproVeD Warp sense", + "content": "Prerequisites: Warp Sense\nThe character can now see the warp and physical universe side\nby side, no longer taking any concentration on his part. After\ngaining this Talent, the character may use the Psyniscience\nSkill as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 950, + "rule_id": "pdf_skill_547_infused_knowledge", + "title": "infuseD knoWleDGe", + "content": "Prerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 951, + "rule_id": "pdf_skill_548_independent_targeting", + "title": "inDepenDenT TarGeTinG", + "content": "Prerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nsuch that they would follow him into the warp vortices of\nthe Maw or on a boarding action against xenos corsairs. In\npersonal combat, while visible to the character, the followers\nare immune to Fear and Pinning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 952, + "rule_id": "pdf_skill_549_inspire_wrath", + "title": "inspire WraTh", + "content": "Prerequisites: Fellowship 30\nThe character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\nhatred or anger, and this Talent doubles the number of\nindividuals affected. This Talent can be combined with Master\nOrator to further increase the number of listeners affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 953, + "rule_id": "pdf_skill_550_iron_discipline", + "title": "iron Discipline", + "content": "Prerequisites: Willpower 30, Command\nIron sharpens iron. The character does not coddle his\nsubordinates nor motivate them through kindness. The\ncharacter’s stalwart example and stern leadership exhorts them\nwith steel instead of spoils. If the character is visible to his\nfollowers, either in person or via vox- or pict-caster, they may\nre-roll failed Willpower Tests made to resist Fear and Pinning.\nIron Discipline can affect a number of targets equal to the\ncharacter’s Willpower Bonus, who must be under the character’s\ncommand. Player characters can benefit from Iron Discipline if\nthe character with this Talent is the official group leader.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 954, + "rule_id": "pdf_skill_551_iron_jaw", + "title": "iron JaW", + "content": "Prerequisites: Toughness 40\nThe character has taken blows from Orks and given back\nas good as he got. The character can bounce back from\nmost strikes without ill effects. If ever Stunned, a successful\nToughness Test allows the character to ignore the effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 955, + "rule_id": "pdf_skill_552_jaded", + "title": "JaDeD", + "content": "Prerequisites: Willpower 30\nThe character’s wide travels have shown him both wonders\nand horrors beyond the ken of most. The galaxy has thrown\nits worst at the character, and he has yet to flinch. Mundane\nevents, from death’s horrific visage to xenos abominations, do\nnot cause Insanity Points, nor Fear Tests. Terrors of the warp\nstill affects the character normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 956, + "rule_id": "pdf_skill_553_killing_strike", + "title": "killinG sTrike", + "content": "Prerequisites: Adeptus Astartes\nSpace Marines are amongst the deadliest warriors in the\ngalaxy, and they have learned how best to place their blows\nfor maximum effect. When taking the All-Out Attack action,\na Space Marine may spend a Fate Point (before rolling the\ndice) to make his melee attacks for that round impossible\nto parry or dodge.\nleap up\nPrerequisites: Agility 30\nA combination of athletic ability and speed allow the\ncharacter to spring to his feet in virtually any circumstance.\nThe character may stand up as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 957, + "rule_id": "pdf_skill_554_last_man_standing", + "title": "lasT Man sTanDinG", + "content": "Prerequisites: Nerves of Steel\nThe character has developed a sixth sense about hails of\ngunfire, allowing him to sense gaps and pauses in the lethal\nrain. The character is immune to Pinning by pistols and\nBasic Weapons, and he adds +1 AP to the value of any cover\nprotecting him from ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 958, + "rule_id": "pdf_skill_555_light_sleeper", + "title": "liGhT sleeper", + "content": "Prerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\ncharacter from sleep to full awareness, remaining alert even\nin slumber. The character is always assumed to be awake,\neven when asleep, for the purposes of Awareness Tests or\nsurprise. Unfortunately, the character’s sleep is not deep and\ncan be frequently interrupted, resulting in a less-than-cheery\ndisposition when awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 959, + "rule_id": "pdf_skill_556_lightning_attack", + "title": "liGhTninG aTTack", + "content": "Prerequisites: Swift Attack\nThe character’s speed with weapons is legendary, allowing him to\nlaunch flurries of attacks in melee. As a Full Action, the character\nmay make three melee attacks on his turn. The effects of this\nTalent replace those of Swift Attack rather than adding to them.\nThe use of Lightning Attack may not be combined with Dual\nStrike. If the character has the Two-Weapon Wielder Talent and\nis wielding two melee weapons, the character gains the advantage\nof Lightning Attack with only one of the weapons, and a single\nattack with the other. If the character has the Two-Weapon\nWielder Talent and is wielding a melee weapon in one hand and\na gun in the other, they gain the advantage of Lightning Attack\nwith the melee weapon and a single attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 960, + "rule_id": "pdf_skill_557_lightning_reflexes", + "title": "liGhTninG reflexes", + "content": "The character always expects trouble, even in the most innocuous\nsituations, allowing him to act quickly when needed. Add twice\nthe character’s Agility Bonus when rolling for Initiative. If the\ncharacter has Unnatural Agility, then add one to the multiplier\nbefore factoring the bonus into the character’s Initiative roll.\nliTany of haTe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 961, + "rule_id": "pdf_skill_558_prerequisites_hatred_any", + "title": "Prerequisites: Hatred (any)", + "content": "The character’s belief in the righteousness of his hatred is\nso ingrained in his being that he can inspire the same hate\nin others. As a Full Action, make a Charm Test to extend\nthe effects of the character’s Hatred Talent to nearby allies.\nSuccess on the test confers a +10 bonus to WS when fighting\nhated foes to one ally per point of the character’s Fellowship\nBonus. The effects last for the duration of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 962, + "rule_id": "pdf_skill_559_logis_implant", + "title": "loGis iMplanT", + "content": "The character’s logis processors work with preternatural speed,\nfiltering sensory input and allowing the character to analyse\nand anticipate the actions of those around him. By using the\ncharacter’s Reaction for the Round, the character may make a\nTech-Use Test to make use of this Talent. The character gains\na +10 bonus to all Weapon Skill and Ballistic Skill Tests until\nthe end of his next turn. The character must pass a Toughness\nTest when he uses this Talent or gain a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 963, + "rule_id": "pdf_skill_560_luminen_blast", + "title": "luMinen blasT", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe Omnissiah has blessed the character with augmetic conduits\nthat parallel the bones of his arms. By reciting the proper litany,\nthe character can channel the energy stored in his Potentia\nCoil down these channels and direct it at enemies. Success on\na Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 964, + "rule_id": "pdf_skill_561_luminen_charge", + "title": "luMinen charGe", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy\nmechanical elements and his mortal flesh, allowing the\nformer to power the latter. With a successful Toughness\nTest, the character may recharge or power machinery with\nhis internal coils. This requires one minute of meditation and\nritual incantation. The difficulty of the Toughness Test varies\ndepending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses\nthis ability or gain a level of Fatigue. No matter the power\nbestowed upon the character by the Omnissiah, some systems\nare either too large or too alien for this Talent—the GM is\nthe final judge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 965, + "rule_id": "pdf_skill_562_luminen_shock", + "title": "luMinen shock", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through\na network of inductors within his flesh. This allows the\ncharacter to channel this energy into his blows. In close\ncombat, a successful Weapon Skill Test or Grapple delivers\nthe shock. The Luminen Shock inflicts 1d10+3 points of\nEnergy Damage with the Shocking Quality. The character\nmust pass a Toughness Test when he uses this ability or gain\na level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 966, + "rule_id": "pdf_skill_563_machinator_array", + "title": "MachinaTor array", + "content": "Prerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus\nso the Priesthood of Mars may bring him closer to the most\nholy of forms by adding an extensive machinator array to\nthe character’s existing augmetics. The character’s Strength\nand Toughness Characteristics are increased by +10. Reduce\nthe character’s Agility and Fellowship by –5. The character’s\nmass increases to three times that of a normal person, and\nthe character may no longer stay afloat or swim in water or\nsimilar liquids. The character may mount a single pistol or\nclose combat weapon on any Servo-Arm or Servo-Harness he\npossesses. The character must still have the proper Talent to\nuse the mounted weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 967, + "rule_id": "pdf_skill_564_maglev_grace", + "title": "MaGleV Grace", + "content": "Prerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his\nlower body, allowing him to hover just off the ground. Using\na Half Action, the character may hover 20–30 centimetres\noff the ground for a number of minutes equal to 1d10 plus\nthe character’s Toughness Bonus. The character must employ\na Half Action each Round to maintaining the rite, and may\nuse the other actions to move normally. The character may\nactivate this rite to slow his rate of descent when falling,\nreducing all falling Damage to 1d10+3 Impact. Each use of\nMaglev Grace exhausts the power stored in the character’s\nPotentia Coil, and so this Talent cannot be reused until the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 968, + "rule_id": "pdf_skill_565_maglev_transcendence", + "title": "MaGleV TranscenDence", + "content": "Prerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by\nlacing anti-grav coils through every portion of his body. Using\na Half Action, the character may hover 20–30 centimetres off\nthe ground for a number of minutes equal to 2d10 plus the\ncharacter’s Toughness Bonus. The character must employ a\nHalf Action each Round to concentrate on maintaining this\nrite, but any Move Action allows the character to move up to\nhis running speed. The character can slow his rate of descent\nwhen falling so long as this rite is active when the character\nreaches the ground, taking no falling Damage. Each time the\ncharacter enacts this rite, it drains 50% of the power stored\nin his Potentia Coil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 969, + "rule_id": "pdf_skill_566_marksman", + "title": "MarksMan", + "content": "Prerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep\ncrosshairs steady on any target, regardless of range. Distance\nis no protection against the character’s marksmanship, and\nhe suffers no penalties for Ballistic Skill Tests at long or\nextended range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 970, + "rule_id": "pdf_skill_567_master_chirurgeon", + "title": "MasTer chirurGeon", + "content": "Prerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh\nwith deft same mastery. The character’s exceptional education\nin use of the Narthecium, med-slate, and supplemental drugs\ngive his patients an enormous advantage. The character gains\na +10 bonus on all Medicae Tests. If treating a Heavily or\nCritically Damaged patient, a successful test heals 2 Wounds\ninstead of 1. If the patient is in danger of losing a limb from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 971, + "rule_id": "pdf_skill_568_a_critical_hit_see_chapter_vi", + "title": "a Critical Hit (see Chapter VIII: Combat), the character", + "content": "provides the patient with a +20 bonus to the Toughness Test\nto prevent limb loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 972, + "rule_id": "pdf_skill_569_very_hard_30", + "title": "Very Hard (–30)", + "content": "Ship’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 973, + "rule_id": "pdf_skill_570_implants", + "title": "Implants", + "content": "The character’s knowledge of engines and their machine\nspirits surpasses all but the most venerable servants of the\nMachine-God. The character can almost feel the plasma\npulsing through a reactor’s conduits as if it were his own\nveins. The character may spend a Fate Point for automatic\nsuccess on a Tech Use Test for enhancement, repair, or\nupgrade of a machine’s system, taking the minimum amount\nof time possible on the task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 974, + "rule_id": "pdf_skill_571_master_orator", + "title": "MasTer oraTor", + "content": "Prerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nand Fellowship-based Skill Tests affect 10 times the normal\nnumber of targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 975, + "rule_id": "pdf_skill_572_mechadendrite_use", + "title": "MechaDenDriTe use", + "content": "Prerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite,\nthis Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted\nwith piston-driven claws that are equally effective as weapons\nas they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged\nor close combat weapons, and have the supplemental support\nand strength necessary for combat. Servo-Arms and the\nServo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit\nInterface, Manipulator, Medicae, Utility, Optical, and\ncountless others, these Mechadendrites generally require less\nhardy mountings, but all interface with the Cyber Mantle in\na similar manner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 976, + "rule_id": "pdf_skill_573_meditation", + "title": "MeDiTaTion", + "content": "The character has mastered his body and its reactions by the\npractice of meditative techniques, shutting down unnecessary\nfunctions that enables him to refresh both body and mind.\nSuccess on a Willpower Test and 10 minutes without\ninterruptions removes one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 977, + "rule_id": "pdf_skill_574_melee_weapon_training", + "title": "Melee Weapon TraininG", + "content": "Talent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand\nweaponry, becoming proficient in the use of virtually all\nhand-held close combat arms. The “Universal” group includes\nthe Primitive, Chain, Shock and Power groups. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 978, + "rule_id": "pdf_skill_575_mental_rage", + "title": "MenTal raGe", + "content": "Prerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp,\nallowing the character to use its power with little conscious\nthought. While in a Frenzied state, the character may use his\nPsychic Powers normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 979, + "rule_id": "pdf_skill_576_mighty_shot", + "title": "MiGhTy shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and\nmaterial, and has the skill to ensure that his shots land exactly\nwhere they do the most damage. The character adds +2 to\nDamage inflicted with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 980, + "rule_id": "pdf_skill_577_mimic", + "title": "MiMic", + "content": "Vox synthesisers, training, or innate abilities allow the\ncharacter to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nthe same language. The character cannot accurately copy the\nvoice of a xenos due to the difference in physiology and the\nsubtle complexities of most alien languages. Listeners must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 981, + "rule_id": "pdf_skill_578_succeed_on_a_difficult_10_s", + "title": "succeed on a Difficult (–10) Scrutiny Test to penetrate the", + "content": "deception. If the character’s study used vox recordings or\ncomm-link conversations rather than in-person observation,\nthe Difficulty of the Scrutiny Test is reduced to Challenging\n(+0). The character’s deception automatically fails if the\nlistener can clearly see him.\nnerVes of sTeel\nLong years on the battlefield enable the character to remain\ncalm as fire impacts all around them. The character may re-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 982, + "rule_id": "pdf_skill_579_orthoproxy", + "title": "orThoproxy", + "content": "A liturgical circuit has been implanted within the character’s\nskull, allowing him to focus on the prayers recited by the\nproxy unit when the character’s mental fortitude is in peril.\nThe character receives a +20 bonus to Willpower Tests made\nto resist mind control or interrogation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 983, + "rule_id": "pdf_skill_580_paranoia", + "title": "paranoia", + "content": "The character knows that danger lurks behind every corner\nand knows the galaxy will hit him as soon as he lets his guard\ndown. The character gains a +2 bonus on Initiative rolls, and\nthe GM may secretly test using the character’s Perception to\nnotice hidden threats. The price of this eternal vigilance is a\ntwitchy disposition and the inability to relax.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 984, + "rule_id": "pdf_skill_581_peer", + "title": "peer", + "content": "Prerequisites: Fellowship 30\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character knows how to deal with a particular social\ngroup or organisation. He gains a +10 bonus to all Fellowship\nTests when interacting with the chosen group. The GM and\nplayer may agree to award this Talent when appropriate to the\nadventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 985, + "rule_id": "pdf_skill_582_pistol_weapon_training", + "title": "pisTol Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma\nSP, Universal\nThe character has practised with nearly every single-handed\nranged weapon within the confines of the Imperium, and no\nsmall number without. This talent confers proficiency with\nmost pistol-type weapons, including the Bolt, Las, Launcher,\nMelta, Plasma, Primitive, and SP groups. When a character\nattempts to use a weapon he does not have the correct Weapon\nTraining Talent for, he suffers a –20 penalty to any relevant\nWeapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 986, + "rule_id": "pdf_skill_583_polyglot", + "title": "polyGloT", + "content": "Prerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\nunknown languages, and make himself understood using this\nintuitive grasp. The character treats all languages as Basic\nSkills. This is not the same as true knowledge of the language,\nand tests using this Talent suffer a –10 penalty due to the\nsimplistic nature of translation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 987, + "rule_id": "pdf_skill_584_precise_blow", + "title": "precise bloW", + "content": "Prerequisites: Weapon Skill 40, Sure Strike\nThe character’s eye, hand, and weapon act seamlessly together,\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 988, + "rule_id": "pdf_skill_585_preternatural_speed", + "title": "preTernaTural speeD", + "content": "Prerequisites: Weapon Skill 40, Agility 50\nThe character is a swift moving bringer of death, a living,\nbloody scythe before whom foes die like corn before the\nreaper. The character may use Swift Attack and Lighting\nAttack as a Half Action rather than a Full Action. In addition,\nthe character may use the Swift Attack and Lightning Attack\nTalents during a Charge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 989, + "rule_id": "pdf_skill_586_prosanguine", + "title": "prosanGuine", + "content": "Prerequisites: Autosanguine\nThrough the application of his will, the character may speed\nthe function of his Autosanguinators. By spending 10 minutes\nin meditation and ritual incantation, the character may make\na Tech-Use Test, and if successful, remove 1d5 points of\nDamage. If the character rolls a 96–100, he overstrains his\nimplants, losing the ability to use them for one week. During\nthat week, the character may use neither the Autosanguine\nnor Prosanguine Talents. Using Prosanguine requires 10\nminutes of meditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 990, + "rule_id": "pdf_skill_587_psy_rating", + "title": "psy raTinG", + "content": "The character is a psyker; their power in game terms is rated\non a scale of 1 to 10, where Psy Rating 1 is the lowest to\nwarrant the attentions of the Scholastica Psykana and the\nBlack Ships, and a rating of 10 represents one of the most\npowerful of the entire human sphere. A Librarian begins play\nwith Psy Rating 3, as detailed on page 80 of Chapter II:\nSpecialities. See Chapter VI: Psychic Powers for detailed\nrules on the game mechanics of this ability. Increasing a\ncharacter’s Psy Rating represents that character unlocking\nmore of his psychic potential and becoming more and more\npowerful. A character may take this Talent multiples times.\nEach time this Talent is taken, the character’s Psy Rating is\nincreased by 1. An increase in Psy Ratings in Deathwatch\ndoes not give additional Psychic Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 991, + "rule_id": "pdf_skill_588_psychic_techniques", + "title": "psychic Techniques", + "content": "Talent Groups: See Psychic Techniques\nEither through training or natural development, the character\nhas learned an additional Psychic Technique. Once this Talent\nhas been selected, the character may select one new Psychic\nTechnique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nspend more XP -he spent the required XP when he purchased\nthe Talent. This Talent may be chosen multiple times, each\nselection granting an additional Technique.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 992, + "rule_id": "pdf_skill_589_quick_draw", + "title": "quick DraW", + "content": "The character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nsimple thought. The character can Ready as a Free Action\nwhen armed with a pistol or basic ranged weapon, or a melee\nweapon that can be wielded in one hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 993, + "rule_id": "pdf_skill_590_rapid_reaction", + "title": "rapiD reacTion", + "content": "Prerequisites: Agility 40\nThe character has honed his reactions to a razor’s edge,\nallowing them to act while most stand dumbfounded. When\nsurprised or ambushed, a successful Agility Test allows the\ncharacter to act normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 994, + "rule_id": "pdf_skill_591_rapid_reload", + "title": "rapiD reloaD", + "content": "The firing ranges and weapon drill chambers are the character’s\nconstant abode, and hours of reloading countless magazines or\npower cells means that he can replace them without looking\nand without thinking. The character halves all reload times,\nrounding down. Thus, Half Action reload become a Free\nAction, a Full Action reload becomes a Half Action and so on.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 995, + "rule_id": "pdf_skill_592_resistance", + "title": "resisTance", + "content": "Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers\nThe character’s background, experience, training, exposure,\nor plain stubbornness has developed a resistance within him.\nEach time the character selects this Talent, choose one area\nof resistance. The character gains a +10 bonus when making\ntests to resist the effects of this group. The character’s GM\nmay wish to approve certain choices or have them justified by\nthe character’s past.\nriTe of aWe\nPrerequisites: Mechanicus or Techmarine Implants\nThe augmetic blessing of the Omnissiah on the character’s\nvoice box allows him to recite infrasonic liturgies that trigger\nawe and fear. All humans, regardless of their ability to hear,\nwithin a 50-meter radius feel a sense of dread and take a\n–10 penalty to their next Skill Test (including Weapon Skill\nand Ballistic Skill Tests). Player characters may ignore these\neffects with a successful Willpower Test. Whilst incanting\nthe rite, the character may not talk or communicate with\nothers. The rite requires one-Half Action speaking the litany\nin Techna-Lingua, and it is considered very bad form to\nbreak off the recitation before completion. Humans without\nauditory implants cannot hear infrasonic sounds, and though\nstill affected do not know the character is speaking.\nriTe of fear\nPrerequisites: Mechanicus or Techmarine Implants\nThe character’s infrasonic dirges cause terror in the weak. All\nhumans, regardless of their ability to hear, within a 50-meter\nradius treat the character as if he had a Fear Rating of 1. While\nincanting the dirge, the character may not communicate in\nany other way. The rite requires one-Half Action chanting\nin Techna-Lingua, and most would not consider halting\nthe incantations prior to their completion. Humans without\nauditory augmentation cannot hear infrasonic sounds, and\nthough still affected do not know the character is speaking.\nriTe of pure ThouGhT\nPrerequisites: Mechanicus or Techmarine Implants\nThe character has replaced the creative half of his brain with\nsacred cranial circuitry. The character can no longer feel\nemotion, and instead embraces the crystal purity of logic.\nThe character is immune to Fear, Pinning, and any effects\nthat stem from emotional disturbance. The character’s GM\nremoves any Mental Disorders that no longer apply, and grant\nthe character appropriate new ones of equal severity. The\ncharacter’s comrades may find the character somewhat cold,\nthough other followers of the Omnissiah will rejoice in the\ncharacter’s newfound freedom.\nriTe of sancTioninG\nPrerequisites: Psy Rating\nThe character has been trained to resist the dangers of the\nwarp: his resistance has been weighed and measured and\nfound to be sufficient for his power to be sanctioned. This\nceremony changes a psyker, and the character bears these\nphysical changes along with a Sanctioning Mark. Choose one\nresult on the Psychic Phenomena chart on page (other than\nPerils of the Warp). When rolling for Psychic Phenomena,\nthe character may substitute the specified result for the effect\nrolled on the table, so long as the character did not roll Perils\nof the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 996, + "rule_id": "pdf_skill_593_rival", + "title": "riVal", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThis Talent represents aggressive competition and some\nanimosity with a particular social group or organisation. The\ncharacter suffer a –10 penalty to all Fellowship Tests when\ninteracting with the group in question.\nThe GM and player may agree to award this Talent when\nappropriate to the storyline. This Talent may be removed with\nan Elite Advance and the approval of the GM if the character\nhas taken suitable actions to earn the trust of the group.\nscourGe of hereTics\nThe character has taken a vow to purge heretics wherever\nhe finds them and has honed his skills in dispatching them.\nThis is not a blood-fuelled rage or the uncontrollable madness\nof death but rather a cold, calculated skill drilled into the\ncharacter through countless hours of training and prayer. The\ncharacter gains a +10 to his Weapon Skill and +2 to melee\nweapon Damage when combating heretics. It is up to the GM\nto decide exactly which enemies count as heretics.\nserVo-harness inTeGraTion\nPrerequisites: Techmarine Implants, Mechadendrite Use\n(Servo-arm)\nThe Techmarine has had his implanted systems integrated\nwith a many-armed servo harness, allowing him to use its\npincer-arms and weapon arrays as if they were extra limbs of\nhis body. The Techmarine may be fitted with and use a Servoweapons fitted to the harness in which he is proficient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 997, + "rule_id": "pdf_skill_594_sharpshooter", + "title": "sharpshooTer", + "content": "Prerequisites: Ballistic Skill 40, Deadeye Shot\nThe character’s steady hand and eagle eye allow him to place\nshots exactly where he wants. When making a Called Shot,\nthe character does not incur the normal –20 penalty. The\neffect of this Talent replaces those of Deadeye Shot.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 998, + "rule_id": "pdf_skill_595_signature_wargear", + "title": "siGnaTure WarGear", + "content": "A tool of war has served the Battle-Brother in countless\nvictories, and is always at his side. Select one item from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 999, + "rule_id": "pdf_skill_596_the_armoury_excluding_unusual", + "title": "the Armoury (excluding unusual ammunition) with a", + "content": "Requisition cost of 20 or less. This Requisition limit may\ninclude Upgrades and/or Craftsmanship modifiers in its\ncalculation. (For example, a Master-Crafted Flamer.) This item\nis permanently in the Battle-Brother’s possession without\nthe need to Requisition it, effectively becoming standard\nissue for him. He must meet any Renown requirement for\nthe item. A Battle-Brother may purchase this Talent multiple\ntimes in accordance with his Career Advances. Each time,\nnote the item it applies to such as Signature Wargear (Master-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1000, + "rule_id": "pdf_skill_597_signature_wargear_master", + "title": "siGnaTure WarGear (MasTer)", + "content": "Prerequisites: Signature Wargear for the item selected\nThe Battle-Brother has forged a bond with his chosen tool of\nwar, and can perform impressive feats with it. The maximum\nRequisition cost of his Signature Wargear increases to 40. (At\nthe time this Talent is purchased, you may choose to apply\nadditional Upgrades to your existing Signature Wargear,\nor replace the Signature Wargear item with a new item\nworth up to 40 Requisition.) Choose one applicable effect\nfrom the table below and apply it when equipped with the\nSignature Wargear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1001, + "rule_id": "pdf_skill_598_signature_wargear_hero", + "title": "siGnaTure WarGear (hero)", + "content": "Talent Groups: Weapon, Armour, Relic, and Wargear\n(includes Servitors)\nThe Battle-Brother has been permanently entrusted with\nartificer armour, a Space Marine relic, master-crafted weapon,\nor some other prestigious and rare tool of the Adeptus\nAstartes. Select one item from the Armoury (excluding unusual\nammunition) with a Requisition cost of 70 or less. This\nRequisition limit may include Upgrades and/or Craftsmanship\nmodifiers in its calculation. This item is permanently in the\nBattle-Brother’s possession without the need to Requisition\nit, effectively becoming standard issue for him. He must meet\nany Renown requirement for the item. A Battle-Brother may\npurchase this Talent multiple times in accordance with his\nCareer Advances. Each time, note the item it applies to such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1002, + "rule_id": "pdf_skill_599_sound_constitution", + "title": "sounD consTiTuTion", + "content": "The character gains an additional Wound. The character may\npurchase this Talent multiple times, the exact number of times\nis determined by his Career Path. When a character has gained\nthis Talent multiple times, note the number of times it’s been\ntaken after the Talent, such as Sound Constitution 3.\nslayer of DaeMons\nVowing to battle the beyond, the character has marked\nthe warp-spawned for death. The character gains a +10 to\nhis Weapon Skill and +2 to melee weapon Damage when\ncombating daemons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1003, + "rule_id": "pdf_skill_600_sprint", + "title": "sprinT", + "content": "The character can move at great speeds. When taking a\nFull Move Action, the character can move an extra number\nof metres equal to his Agility Bonus. When taking the Run\nAction, the character may double his movement for one\nRound. The character gains one level of Fatigue if he uses\nthis Talent two Turns in a row.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1004, + "rule_id": "pdf_skill_601_stalwart_defence", + "title": "sTalWarT Defence", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother stands immovable and indomitable, as if\nhe were made of rock and iron against which foes break like\nwater against a cliff. The Battle-Brother may spend a Fate\nPoint as a Full Action to adopt a Stalwart Defence. While\nadopting this condition, the Battle-Brother may not move\nand may not Dodge. He may make a Parry reaction against\nall successful strikes against him, and all Damage he suffers\nis reduced by –2. Furthermore, the character’s enemies gain\nno benefits for outnumbering the Battle-Brother in close\ncombat. These effects last until the Battle-Brother chooses\nto end his Stalwart Defence or until he is rendered incapable\nof fighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1005, + "rule_id": "pdf_skill_602_table_4_2_signature_wargear", + "title": "Table 4–2: Signature Wargear (Master)", + "content": "Effect Applies to\nYou know how to wield the weapon to\nmaximum effect. Gain +10 to Attack Tests\nmade with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1006, + "rule_id": "pdf_skill_603_weapons", + "title": "Weapons", + "content": "Your defences are at their best wearing this\narmour. Add +10 to Dodge Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1007, + "rule_id": "pdf_skill_604_armour", + "title": "Armour", + "content": "Your affinity with this device serves you on\nand off the battlefield. Re-roll failed Skill Tests\nmade to use the item.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1008, + "rule_id": "pdf_skill_605_any_item", + "title": "Any item", + "content": "Your guardian machine spirit aids you in\nthwarting enemies. Gain +2 Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1009, + "rule_id": "pdf_skill_606_any_item", + "title": "Any item", + "content": "Faith in your war gear bolsters your morale.\nGain +5 on WP tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1010, + "rule_id": "pdf_skill_607_step_aside", + "title": "sTep asiDe", + "content": "Prerequisites: Agility 40, Dodge\nThe character can sway his body out of the path of an attack,\ncausing it to pass through thin air. The character may make\nan additional Dodge once per Round. In effect, this gives the\ncharacter a second Reaction that may only be used to Dodge,\nallowing two Dodges in a Turn. However, the character may\nstill only attempt a single Dodge against one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1011, + "rule_id": "pdf_skill_608_street_fighting", + "title": "sTreeT fiGhTinG", + "content": "The character is an experienced survivor of the kind of\nmurderous fights that occur in the depths of an underhive or\nstinking alleys of a sink hab. When dealing Critical Damage\nwith an unarmed attack or knife, the character deals an\nadditional +2 points of Damage.\nsTorM of iron\nPrerequisites: Adeptus Astartes\nWhen facing massed enemy, the Battle-Brother’s firepower is\nlaid down in precise patterns and well trained rhythm, so that\nthey create a storm of iron that kills and maims many. By such\ndiscipline, the Battle-Brother has faced enemies many times\nhis number and emerged victorious. When using a flamer or\nfiring a Semi or Full Auto Burst against an enemy with the\nHorde trait, the Battle-Brother doubles any Damage that he\ndeals to the Horde’s Magnitude. For example, if the Battlethis amount is doubled to 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1012, + "rule_id": "pdf_skill_609_prerequisites_willpower_30_r", + "title": "Prerequisites: Willpower 30, Resistance (Psychic Powers)", + "content": "The character’s conditioned mind acts as a fortress against\npsychic attacks. The character may re-roll failed Willpower\nTests to resist any Psychic Powers that affect his mind. Psychic\nPowers that have a physical effect, such as Telekinesis, are\nunaffected by this Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1013, + "rule_id": "pdf_skill_610_sure_strike", + "title": "sure sTrike", + "content": "Prerequisites: Weapon Skill 30\nThe character has a degree of control over where his melee\nattacks land. When determining hit location for a melee\nattack, the character may use the dice as rolled, or he may\nreverse them, choosing the preferred location. For example, if\nCassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstrike the Right Leg. However, since he has the Sure Strike", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1014, + "rule_id": "pdf_skill_611_swift_attack", + "title": "sWifT aTTack", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial ability allows him to land\nflurries of blows. As a Full Action, the character may make two\nmelee attacks. If the character has the Two-Weapon Wielder\nTalent and is wielding two melee weapons, the character\ngains the advantage of Swift Attack with only one of the\nweapons, and a single attack with the other. If the character\nhad the Two-Weapon Wielder Talent and is wielding a melee\nweapon in one hand and a gun in the other, the character gets\nthe advantage of Swift Attack with the melee weapon and a\nsingle attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1015, + "rule_id": "pdf_skill_612_takedown", + "title": "TakeDoWn", + "content": "As a Half Action, the character may declare that he is\nattempting a takedown before making his Weapon Skill\nTest. If the character hits and would have done at least 1\npoint of Damage, it is ignored, but the character’s opponent\nmust make a Toughness Test or be Stunned for 1 Round. In\naddition, when performing a Stun Action, the character does\nnot suffer a –20 penalty to his Weapon Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1016, + "rule_id": "pdf_skill_613_talented", + "title": "TalenTeD", + "content": "Talent Groups: Any Skill\nThe character has an affinity for a particular Skill. Choose any\none of the character’s Skills, and gain a +10 bonus to tests\nmade using the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1017, + "rule_id": "pdf_skill_614_target_selection", + "title": "TarGeT selecTion", + "content": "Prerequisites: BS 50\nThe character’s dread gaze marks out his chosen victim, and\nnot even the riotous confusion of close combat interferes. The\ncharacter may shoot into melee with no penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1018, + "rule_id": "pdf_skill_615_technical_knock", + "title": "Technical knock", + "content": "Prerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1019, + "rule_id": "pdf_skill_616_this_talent_grants_the_charact", + "title": "This Talent grants the character the Machine Trait (see page 133)", + "content": "with Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nnumber of times this Talent has been taken, such as The Flesh\nis Weak 3.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1020, + "rule_id": "pdf_skill_617_thunder_charge", + "title": "ThunDer charGe", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother charges into combat using his armoured\nbody as an additional weapon. Driven by his armour and\nthe Battle-Brother’s enhanced muscle, the impact of such a\ncharge is like being struck by a thunderbolt. When the Battle(see page 245 for more details) against every opponent he is\ncharging. This represents slamming into the enemy with the\ncharacter’s armoured bulk. This attack automatically also has\nthe potential to knock the opponent down in the same way\nas if the Battle-Brother had used the Knock Down Action\nsee page 241 for more details). Once this attack has been\nresolved, the Battle-Brother may make his normal Charge\nAttack as normal. If the Battle-Brother charges a Horde, he\nmay make d5+1 unarmed attacks against the Horde.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1021, + "rule_id": "pdf_skill_618_thrown_weapon_training", + "title": "ThroWn Weapon TraininG", + "content": "Talent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1022, + "rule_id": "pdf_skill_619_total_recall", + "title": "ToTal recall", + "content": "Prerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1023, + "rule_id": "pdf_skill_620_true_grit", + "title": "True GriT", + "content": "Prerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1024, + "rule_id": "pdf_skill_621_halve_the_result_rounding_up", + "title": "halve the result (rounding up).", + "content": "Example: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nthe Scything Talon strike still does 8 Damage. Unfortunately,\nit’s been tough going and Agamemnon only has 4 Wounds\nremaining, which would normally result in 4 points of Critical\nDamage. However, since he has the True Grit Talent, he only\ntakes 2 points of Critical Damage.\nTWo-Weapon WielDer\nTalent Groups: Ballistic, Melee\nPrerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nsame type, the character may spend a Full Action to attack\nwith both. Both tests made to attack with the weapons suffer\na –20 penalty (see Chapter VIII: Combat for more details\non fighting with two weapons). The character must possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1025, + "rule_id": "pdf_skill_622_two_weapon_wielder_melee_and", + "title": "Two-Weapon Wielder (Melee) and Two-Weapon Wielder", + "content": "(Ballistic) if he wishes to use a gun and hand weapon with\nthis Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1026, + "rule_id": "pdf_skill_623_warrior", + "title": "Warrior", + "content": "The character has developed unequalled mastery of unarmed\ncombat techniques. The character’s unarmed combat attacks\ndo 1d10 + Strength Bonus in Impact Damage, and these\nattacks no longer have the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1027, + "rule_id": "pdf_skill_624_unarmed_warrior", + "title": "unarMeD Warrior", + "content": "Prerequisites: Weapons Skill 35, Agility 35\nDue to extensive training in unarmed combat, the character’s\nunarmed combat attacks do 1d10–3 + Strength Bonus in\nDamage instead of 1d5–3. Because of the character’s advanced\ntraining against both armed and unarmed foes, he does not\ncount as Unarmed, as defined on page 245, when making\nattacks against armed opponents. The character’s unarmed\nattacks still count as having the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1028, + "rule_id": "pdf_skill_625_unbowed_and_unbroken", + "title": "unboWeD anD unbroken", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40\nThe Battle-Brother is a source of inspiration to those around\nhim; when all seems lost, he stands defiant and by his deeds\nraises the warrior spirits of his comrades. If the squad has\nsuffered Cohesion Damage caused by the enemy in the\npresent or previous Round, the Battle-Brother may declare\nthat his next Action is an act to demonstrate that the squad is\nunbowed and unbroken. His next Action may be one of the\nfollowing: a ranged attack against the enemy, a melee attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1029, + "rule_id": "pdf_skill_626_against_the_enemy_or_a_challe", + "title": "against the enemy, or a Challenging (+0) Fellowship Test", + "content": "that represents a roar of defiance or exhortation to heroism. If\nthe test involved in the Action (the attack roll or Fellowship\nTest) succeeds, then the Battle-Brother and those within\nSupport Range of him regain all of the Cohesion they lost to\nCohesion damage in this or the last round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1030, + "rule_id": "pdf_skill_627_unshakeable_faith", + "title": "unshakeable faiTh", + "content": "The character’s confidence in the Emperor is so strong that\nthe character can face any danger. The character may re-roll\nany failed Willpower Tests to avoid the effects of Fear (see\npage 276).\nWall of sTeel\nPrerequisites: Agility 35\nThe character’s skill with blades is so profound that to try to\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second\nReaction that may only be used to Parry. The character may\nonly attempt a single Parry against any one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1031, + "rule_id": "pdf_skill_628_warp_affinity", + "title": "Warp affiniTy", + "content": "Prerequisites: Psy Rating\nThe character has a special connection to the warp, allowing\nhim to sense and avoid its less desirable effects as he channels\nits power. The character may not select this Talent if he has\nundergone the Rite of Sanctioning. When rolling for Psychic\nPhenomenon, the character may discard the die roll, gaining\n1d5 Corruption Points, and then re-roll with no modifiers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1032, + "rule_id": "pdf_skill_629_warp_conduit", + "title": "Warp conDuiT", + "content": "Prerequisites: Psy Rating, Strong Minded, Willpower 50\nThe sheer power of the character’s mind allows him to\nchannel vast amounts of warp energy. When pushing, the\ncharacter may add +1 to his Psy Rating and subtract –10 on\nany resultant Psychic Phenomenon rolls.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1033, + "rule_id": "pdf_skill_630_warp_sense", + "title": "Warp sense", + "content": "Prerequisites: Psy Rating, Psyniscience Skill, Perception 30\nThe character’s senses have evolved to perceive the warp in\nparallel with the physical world, though it requires some\nconcentration to do so. After gaining this Talent, using\nthe Psyniscience Skill requires a Half Action instead of a\nFull Action.\nWeapon-Tech\nPrerequisites: Techmarine\nIt is in the nature of a Techmarine to become concerned with\nlearning the blessed and secret intricacies of weaponry. Once\nper combat, the Techmarine can enhance his weapon or seek\nout the weak points in an opponent’s armour, increasing the\nTechmarine’s deadliness. The effects of this mean that for one\nRound per combat encounter, a weapon personally wielded\nby the Techmarine from the Melta, Plasma, Power, or Exotic\ncategory increases its Damage and Penetration by an amount\nequal to the character’s Intelligence Bonus.\nWhirlWinD of DeaTh\nPrerequisites: Adeptus Astartes\nWhen facing massed opponents in combat, the Battle-Brother\nbecomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nany Damage dealt to the Horde’s Magnitude. For example,\nif the Battle-Brother’s attacks would reduce the Horde’s\nMagnitude by 3, this amount is doubled to 6.\nWisDoM of The ancienTs\nPrerequisites: Adeptus Astartes, Intelligence 40\nThe Battle-Brother has survived many wars, seen much, and\nbeen favoured with the experience of his chapter’s most\nancient warriors. Within their mind and soul, they hold the\nwell of knowledge that stretches back far before they were\nraised to become one of the Adeptus Astartes. The Battleinsight on a situation. This is represented by the player asking\nthe GM a question about the immediate situation the Battlepossible. For example when trapped in a genestealer-infested\nspace hulk, the question might be, “What is the most likely\nroute to the main reactor?”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1034, + "rule_id": "pdf_skill_631_traits", + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are\nfound in their blood, in the bones, and in their indomitable spirit.\nWith such weapons, how can we fail to conquer?”\n–attributed to Lord Solar Macharius", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1035, + "rule_id": "pdf_skill_632_amorphous", + "title": "aMorphous", + "content": "An amorphous creature has a malleable form, capable of\nsqueezing its body or expanding it. It can change size by one\nstep in either direction, though doing so does not change\nits speed. Creatures with this trait determine their movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1036, + "rule_id": "pdf_skill_633_rates_using_one_half_their_agi", + "title": "rates using one-half their Agility Bonus (rounding up).", + "content": "Amorphous creatures are often missing senses and so rely on\nthe Unnatural Senses Trait to perceive their surroundings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1037, + "rule_id": "pdf_skill_634_armour_plating", + "title": "arMour plaTinG", + "content": "The creature is encased in armour plating, increasing its\nArmour Points by 2 to all locations.\nauTo-sTabiliseD\nThe creature always counts as braced when firing heavy\nweapons and may fire on semi- or full-automatic as a\nHalf Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1038, + "rule_id": "pdf_skill_635_bestial", + "title": "besTial", + "content": "A creature with this trait is animalistic, tending to behave\ninstinctively rather than rationally. No matter how high its\nIntelligence score is, it is still bestial. A creature with this\ntrait never needs to make a Survival Test whilst in its natural\nhabitat. Unless starving or desperate, a bestial creature must\nmake a Willpower Test when frightened, startled or injured.\nOn a failed test, the creature flees.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1039, + "rule_id": "pdf_skill_636_blind", + "title": "blinD", + "content": "Blind creatures automatically fail all tests based on vision and\nautomatically fail all Ballistic Skill Tests. Such creatures take\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily involve or are benefited by vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1040, + "rule_id": "pdf_skill_637_blood_soaked_tide_horde", + "title": "blooD soakeD TiDe (horDe)", + "content": "The horde with this trait is teetering on the brink of madness.\nThese bloodthirsty madmen thrive on the slaughter of battle.\nWhen the horde fails a Willpower test to avoid being broken,\nor would have broken automatically (see Breaking a Horde\non page 360 in this chapter), it is not broken, but instead\ngains the Fearless and Frenzy Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1041, + "rule_id": "pdf_skill_638_brutal_charge", + "title": "bruTal charGe", + "content": "A creature with this trait deals an extra 3 points of damage\nwhen it charges in the same round. A horde with this trait\ndoes an additional 1d10 damage when it charges in the same\nround.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1042, + "rule_id": "pdf_skill_639_burrower", + "title": "burroWer", + "content": "A creature with this trait can move through solid objects\nby burrowing through them. This trait always includes a\nnumber to indicate speed. Such creatures can burrow through\nsoil, rock, sand, and so on, though some (expressed in the\ncreature‘s entry) can burrow through metal. When a creature\nburrows, it leaves behind a tunnel. Creatures of one size\nsmaller than the creature that created the tunnel can enter\nthese areas without impediment. There is a 50% chance each\nround that the tunnel collapses behind the creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1043, + "rule_id": "pdf_skill_640_crawler", + "title": "craWler", + "content": "Worms, serpents, and similar creatures crawl and slither rather\nthan walk. The base move for a creature with this trait is half\nits Agility Bonus, but it does not take penalties for moving\nover difficult terrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1044, + "rule_id": "pdf_skill_641_daemonic", + "title": "DaeMonic", + "content": "Daemonic creatures are creatures of the Warp, but can\nmanifest in realspace either through sheer strength of will,\nhunger, or occult rituals. Creatures with this trait multiply\ntheir Toughness Bonus against all damage by the number\nindicated in parentheses after the trait in the same manner", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1045, + "rule_id": "pdf_skill_642_as_an_unnatural_characteristic", + "title": "as an Unnatural Characteristic (see page 136). The effects of", + "content": "this trait stack with the effects of the Unnatural Characteristic\ntrait. The effects of this trait are ignored for damage inflicted\nby force weapons, psychic powers, holy attacks, or other\ncreatures with this trait. Daemonic creatures are also immune\nto poison and disease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1046, + "rule_id": "pdf_skill_643_dark_sight", + "title": "Dark siGhT", + "content": "A creature with this trait sees normally even in areas of total\ndarkness, and never takes a penalty for fighting in areas of\ndim or no lighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1047, + "rule_id": "pdf_skill_644_disciplined_horde", + "title": "DisciplineD (horDe)", + "content": "The horde is made up of hardened and well-disciplined troops\nwho do not break and flee even after having sustained terrible", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1048, + "rule_id": "pdf_skill_645_fear_variable", + "title": "fear (Variable)", + "content": "A creature with this trait has an unnerving appearance. The fear of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1049, + "rule_id": "pdf_skill_646_it_always_has_an_associated_ra", + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on\nSpace Marines.\nTable 4–3: Traits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1050, + "rule_id": "pdf_skill_647_traitdescription", + "title": "TraitDescription", + "content": "Amorphous Creature is a blob, and slow.\nArmour Plating Increase Armour Points by 2.\nAuto-stabilised Always counts as braced.\nBestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight.\nBlind Cannot see.\nBlood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking.\nBrutal Charge +3 damage on a charge.\nBurrower Move by digging.\nCrawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain.\nDaemonic Double TB against normal weapons, immune to disease and poison.\nDark Sight See in darkness.\nDisciplined A horde is resistant to breaking.\nFighting Withdrawal A horde that breaks moves back in good order.\nFire Drill A horde gains an extra ranged attack.\nFear Forces others to make Fear Tests to avoid Shock and Madness.\nFlyer Fly and enter any altitude.\nFrom Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers.\nHoverer Fly and enter the hover altitude.\nImproved Natural Weapons Creature’s Natural Weapons are no longer Primitive.\nIncorporeal Creature can become insubstantial.\nInstinctive Behaviour Creature has a set of reactions to stimuli.\nMachine Creature gains immunities and resistances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1051, + "rule_id": "pdf_skill_648_multiple_arms", + "title": "Multiple Arms", + "content": "Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving\nmovement.\nNatural Armour Gain one or more Armour Points to all locations.\nNatural Weapons Unarmed attacks deal 1d10+SB damage.\nOverwhelming A Horde does extra damage in melee.\nPhase Switch between incorporeal and corporeal as a Half Action.\nPossession Take control of another creature.\nQuadruped Movement equals AB×2.\nRegeneration Test Toughness to remove 1 damage.\nSize Determines creature’s size and benefits.\nSonar Sense Perceive surroundings flawlessly within 30 metres.\nSoul-bound Bound to a particular group or creatures in exchange for certain benefits.\nStampede Failed Willpower Test causes creature to flee, trampling anything in its path.\nStrange Physiology Death when damage equals Wounds.\nStuff of Nightmares Gain appalling list of immunities.\nSturdy +20 bonus to resist grapple and takedown.\nSynapse Creature This creature grants the Fearless Talent to nearby Tyranids.\nTouched By The Fates The being has Fate Points and may benefit from Righteous Fury.\nToxic Gain poisonous attack.\nTyranid This creature possesses many immunities.\nUndying The creature does not need to breathe and cannot be harmed by diseases, poisons, or toxic effects.\nUnnatural Characteristic Increases one Characteristic Bonus.\nUnnatural Senses Perceive surroundings by uncanny means.\nUnnatural Speed Double Agility Bonus for purpose of determining movement.\nWarp Instability Creature must deal damage if damaged, or be cast back into the Warp.\nWarp Weapons Creature’s weapons ignore Armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1052, + "rule_id": "pdf_skill_649_fighting_withdrawal_horde", + "title": "fiGhTinG WiThDraWal (horDe)", + "content": "Though broken, the horde does not simply flee, but makes\na fighting withdrawal that prevents its enemies from simply\noverwhelming it. When a Horde with this trait breaks, it does\nnot flee moving at its Sprint rate of movement, but instead\nwithdraws at any movement rate that is appropriate. The Horde\nwill also continue to make ranged attacks as it withdraws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1053, + "rule_id": "pdf_skill_650_fire_drill_horde", + "title": "fire Drill (horDe)", + "content": "The horde is made up of troops that are trained and drilled to\nfire in a deadly rhythm that soaks its enemy in fire. The horde\nwith this trait may always make one additional ranged attack\nin addition to those it could normally make.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1054, + "rule_id": "pdf_skill_651_flyer", + "title": "flyer", + "content": "A creature with this trait has the natural ability to fly, whether\nwith broad leathery wings, strange warp energies, or inflatable\ngas sacs. This trait always includes a number to indicate at\nwhat speeds it moves when it flies. For more details on flying,\nsee Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1055, + "rule_id": "pdf_skill_652_from_beyond", + "title": "froM beyonD", + "content": "The mind of a creature with this trait is beyond the petty\nfrailties and precarious sanity of a mortal mind. It is immune\nto Fear, Pinning, Insanity Points, and psychic powers used to\ncloud, control, or delude its mind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1056, + "rule_id": "pdf_skill_653_improved_natural_weapons", + "title": "iMproVeD naTural Weapons", + "content": "This creature’s attacks are powerful enough to crush plasteel\nor punch through armour. The creature gains all the benefits\nof the Natural Weapons Trait, except that its attacks do not\ncount as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1057, + "rule_id": "pdf_skill_654_hoverer", + "title": "hoVerer", + "content": "Creatures with this trait have a limited capability for flight,\nflying no higher than 2 metres. As with the Flyer trait, this\ntrait always includes a number to indicate speed. For more\ndetails on flying, see Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1058, + "rule_id": "pdf_skill_655_incorporeal", + "title": "incorporeal", + "content": "Incorporeal creatures are insubstantial and weightless, able to\npass through solid objects such as walls and weapons. An\nincorporeal creature gains a +30 bonus on Concealment\nTests when hiding inside something. If it wishes, it may\nbecome completely silent, automatically passing any Silent\nMove Tests it is required to make.\nAn incorporeal creature is also immune to normal\nweapons—they simply pass through its body as if it wasn’t\nthere. Daemons, psychic powers, warp creatures, other\nincorporeal creatures, and opponents armed with force\nweapons may all injure an incorporeal creature normally. An\nincorporeal creature can’t normally affect the mortal world,\nand thus can’t damage non-incorporeal opponents unless\nit has a suitable special ability or talent. Creatures with\nthe Incorporeal trait can damage other creatures with the\nIncorporeal trait normally.\nCertain devices can keep an incorporeal creature at bay,\nmost notably the Gellar Field of a spaceship. Creatures with\nthis trait cannot pass through such a field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1059, + "rule_id": "pdf_skill_656_instinctive_behaviour_tyranid", + "title": "insTincTiVe behaViour (TyraniD)", + "content": "A Tyranid creature with this trait will be reduced to acting\naccording to their instincts if they are separated from the\ncontrolling presence of the Hive Mind. In effect, this means\nthat any encounter in which creatures with this trait are not\naccompanied by a Tyranid creature with the Synapse Creature", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1060, + "rule_id": "pdf_skill_657_trait_see_page_135_in_this_ch", + "title": "trait (see page 135 in this chapter), they will behave in a", + "content": "particular way. The creature’s instinctive behaviour is noted\nin parenthesises and has the following effects:\nFeed: The creature’s instinct is to feed on flesh, blood, and\nbone and its hunger can never be sated. The creature will try\nto find and attack any living, biological, non-Tyranid creature\nand eat them. In this state, the creature gains the Fearless and\nFrenzy talents. The same applies to a Horde with this trait not\nunder the influence of a synapse creature.\nLurk: The creature’s instincts are to find shelter from\nattack, to hide and survive. It will try to flee and find shelter in\nwhatever way the situation allows. In a starship, for example,\nit may scuttle into the ducting system. When confronted, the\ncreature’s aim is to try to escape and will only attack if left\nno avenue for escape or in order to survive. If a Horde with\nthis trait is not under the influence of a synapse creature, it\nwill automatically break (see Breaking a Horde on page 360\nof this chapter).\nStalk: The creature’s instinct is to remain unseen, to find\nprey, slay it, feed, and then resume its hunt for others. In", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1061, + "rule_id": "pdf_skill_658_breaks_see_breaking_a_horde_o", + "title": "breaks (see Breaking a Horde on page 360 of this chapter),", + "content": "with individual creatures scattering to find shadows from\nwhich to begin their hunt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1062, + "rule_id": "pdf_skill_659_machine", + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic\nmaterials and is generally more rigourous then fleshy folks.\nMachines do not breathe, are immune to the effects of a\nvacuum, extremes of cold, any mind-influencing psychic\neffect, and their Armour Points apply toward fire damage.\nMachines are also resilient to injury, having 1 to 5 Armour\nPoints for each location. This number is indicated next to\nthe trait.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1063, + "rule_id": "pdf_skill_660_multiple_arms", + "title": "MulTiple arMs", + "content": "This creature has more than one pair of arms. It increases its\nToughness Characteristic by +10 and gains a +10 bonus on\nStrength Tests involving movement such as Climb and Swim.\nFinally, the creature may use the Multiple Attack action to\ngain two attacks on its turn. If the creature also has the Swift\nor Lightening Attack Talent, this trait increases the number of\nattacks they make with a multiple attack action by +1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1064, + "rule_id": "pdf_skill_661_natural_armour", + "title": "naTural arMour", + "content": "This creature has a naturally tough hide or an exoskeleton,\naffording it some protection against attacks. This trait always\nincludes a numeric value to indicate how many Armour Points\nthe creature gains to all locations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1065, + "rule_id": "pdf_skill_662_natural_weapons", + "title": "naTural Weapons", + "content": "This creature has sharp claws, teeth, spines or some other\nnatural weapon with which it can slice and dice its foes. It\ncounts as being armed even when not wielding weapons. Its\nattacks deal 1d10 points of damage plus its Strength Bonus.\nThe creature may make attacks with its Natural Weapons\nusing its Weapon Skill, though it cannot parry with its natural\nweapons, nor can it be disarmed—unless, of course, you hack\noff its limbs! Natural weapons always count as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1066, + "rule_id": "pdf_skill_663_overwhelming_horde", + "title": "oVerWhelMinG (horDe)", + "content": "The creatures that make up the horde are capable of swarming\nover enemies and ripping them apart with a thousand cuts.\nThe horde with this trait always rolls an extra 1d10 for\ndamage caused by the horde in close combat as long as it has\na magnitude equal to or greater than 20.\nTraiT: Mechanicus iMplanTs\nThe character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is\nvessel for the following implants:\nelecTro-GrafT\nThe Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this\nallows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such\nas skull shunts, finger probes, or spine jacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1067, + "rule_id": "pdf_skill_664_electoo_inductors", + "title": "elecToo inDucTors", + "content": "Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are\nwired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred\nmysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1068, + "rule_id": "pdf_skill_665_respirator_unit", + "title": "respiraTor uniT", + "content": "A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest.\nThe unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also\ncontains a vox-synthesiser capable of transmitting the voice in a variety of ways.\ncyber-ManTle\nThe Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage.\nAs the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the\nOmnissiah, this cyber-mantle is often referred to as “the true flesh.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1069, + "rule_id": "pdf_skill_666_potentia_coil", + "title": "poTenTia coil", + "content": "Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce\nvarious types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1070, + "rule_id": "pdf_skill_667_cranial_circuitry", + "title": "cranial circuiTry", + "content": "Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit\nwithin housing bolted onto the skull, whilst others nestle within the brain itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1071, + "rule_id": "pdf_skill_668_phase", + "title": "phase", + "content": "A creature with this trait can transform its body into an\ninsubstantial state, passing ghost-like through solid objects\nor barriers of any sort. This trait functions exactly like the\nIncorporeal trait, except the creature may become solid or\ninsubstantial by spending a Half Action.\nPhase carries additional limitations. A creature in a phased\nstate cannot cross psychically charged barriers, holy wards, or\nenergy fields designed to flux space or manipulate the warp\nsuch as a Gellar Field or a Void Shield.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1072, + "rule_id": "pdf_skill_669_possession", + "title": "possession", + "content": "Certain spirit-beings and denizens of the warp have the\nability to possess mortal bodies. This is a far more insidious\nand damaging process than most forms of mental control, or\neven the power of the strongest psykers to ‘ware’ the bodies\nof others, as the very fabric of the assaulting warp being is\nmerged with the victim’s living body on a fundamental level\nso as to allow it to remain in our reality. The mechanisms by\nwhich these possessions occur in the game are detailed below,\nalthough circumstance and the nature of the entity itself may\nvary. Note that Daemonhosts, being extraordinary powerful\nexamples of deliberate, ritualistic possessions, designed to\nbind and control daemons in living vessels, are a special case\nand dealt with separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1073, + "rule_id": "pdf_skill_670_the_possession_attack", + "title": "The possession attack", + "content": "The entity must be within a few metres of its intended\nvictim and use a Full Action. The creature and target make\nOpposed Willpower Tests each round until either the entity\nor the victim achieve a total of five degrees of success over\nthe other—this is cumulative over several rounds. If the entity\nwins, it successfully possesses its victim. If their victim wins,\nhe has repelled the entity who may not attempt to possess\nhim again for 24 hours. A repelled entity also takes 1d10\npoints of damage.\nThe effects of possession\nA possessing entity takes control utterly, binding itself to its\nvictim, and is capable of commanding the body to function\nregardless of pain and injury, (and indeed might delight in\ndamaging or altering it to suit its whims). The victim increases\nits Strength and Toughness Characteristics by 10 and gains\n1d10 Wounds. The victim uses the possessing entity’s\nIntelligence, Perception, Willpower, and Fellowship, and uses\nthe entity’s Psy Rating and powers in place of its own (if\nany). Likewise, the possessed creature uses any mind-related\nskills and talents had by the entity and loses its own.\nThe entity may also attempt to recall memories and skills\nfrom its victim with a successful Intelligence Test. In the case\nof possession by daemon the victim has a good chance of\nbecoming immediately mutated, and likely becomes further\nmutated the longer the possession continues.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1074, + "rule_id": "pdf_skill_671_surviving_possession", + "title": "surviving possession", + "content": "Should the victim survive and the entity is cast out by\nexorcism or some other means, then the ordeal deals 2d10\npoints of permanent damage to the character’s Toughness and\nWillpower Characteristics. In addition, the victim gains 1d10\nInsanity Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1075, + "rule_id": "pdf_skill_672_quadruped", + "title": "quaDrupeD", + "content": "Quadrupeds are much quicker over a distance than their\nbipedal counterparts. To calculate their movement, double\ntheir Agility Bonus. This trait is intended to cover creatures\nwith hind legs and forepaws. Creatures with more than four\nlegs may gain this trait but they increase the Agility Bonus by\n1 multiplier for every extra set of legs (six legs equals AB ×3,\neight legs AB × 4, and so on).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1076, + "rule_id": "pdf_skill_673_regeneration", + "title": "reGeneraTion", + "content": "Creatures with this trait heal very quickly. Each round, at the\nstart of its turn, the creature tests Toughness to removes an\namount of damage indicated in the parenthesis after the trait.\nIt loses this trait when slain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1077, + "rule_id": "pdf_skill_674_shadow_in_the_warp_tyranid", + "title": "shaDoW in The Warp (TyraniD)", + "content": "The Tyranid creature floods the warp around them with the\nall enveloping cloud of interference which is the signature\nof the Hive Mind. Any non-Tyranid psyker that attempts to\nuse a psychic power within a range equal to the creature’s\nWillpower in metres suffer a –20 penalty to their tests to\nuse psychic powers (see pages 185 in Chapter VI: Psychic\nPowers)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1078, + "rule_id": "pdf_skill_675_size", + "title": "size", + "content": "Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1079, + "rule_id": "pdf_skill_676_massive", + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as\nshown on the following chart. Size affects movement and\nhow easy or hard it is to strike that creature in combat. (When\ncalculating movement, apply the size modifier first, and then\nother modifiers from other traits or talents.) For the purposes\nof comparison, a human is an average-sized creature.\nTable 4–4: Size\nSize Modifier Concealment Base Movement\nMiniscule –30 +30 Agility Bonus –3\nPuny –20 +20 Agility Bonus –2\nScrawny –10 +10 Agility Bonus –1\nAverage 0 0 Agility Bonus\nHulking +10 –10 Agility Bonus +1\nEnormous +20 –20 Agility Bonus +2\nMassive +30 –30 Agility Bonus +3", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1080, + "rule_id": "pdf_skill_677_sonar_sense", + "title": "sonar sense", + "content": "A creature with this trait perceives its surroundings by emitting\na frequency noise, allowing the creature to locate the position\nof any solid object within 30 metres. Other creatures within", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1081, + "rule_id": "pdf_skill_678_range_and_that_succeed_on_a_d", + "title": "range, and that succeed on a Difficult (–10) Awareness", + "content": "Test, may detect the curious keening.\nsoul-bounD\nThe soul of this creature is bound to a higher purpose or\nbeing, in return for a measure of protection. When this trait\nis first gained, the entity to which the soul is bound must\nbe decided. Many Imperial psykers, especially Astropaths,\nare soul-bound to the Emperor, for example, whereas Chaos\nSorcerers may be bound to one of the ruinous powers. A soulthe Perils of the Warp table, discarding whichever one he\nchooses to get a more favourable result.\nUpon becoming soul-bound, a character must choose\none of the following effects: 1d10 Insanity Points, the\npermanent loss of their sight, permanent loss of 1d10 from\none Characteristic, or a random mutation.\nIn addition, a soul-bound character is permanently\nindebted to the entity, which undoubtedly entails all manner\nof other duties and consequences.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1082, + "rule_id": "pdf_skill_679_synapse_creature_tyranid", + "title": "synapse creaTure (TyraniD)", + "content": "A Tyranid creature with this trait is a node from which the\ncontrolling and unifying presence of the Hive Mind guides the\nactions of other Tyranids. The presence of a synapse creature\nin an encounter grants the Fearless talent to all other Tyranid\ncreatures and also suppresses the effects of the Instinctive\nBehaviour Trait in those creatures that possess it (see page\n132 in this chapter for more details). If an exact range for this\neffect is needed, it can be considered equal to the creature’s\nWillpower Bonus x10 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1083, + "rule_id": "pdf_skill_680_stampede", + "title": "sTaMpeDe", + "content": "Whenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1084, + "rule_id": "pdf_skill_681_strange_physiology", + "title": "sTranGe physioloGy", + "content": "A creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1085, + "rule_id": "pdf_skill_682_sturdy", + "title": "sTurDy", + "content": "Sturdy creatures are hard to move and thus gain a +20\nbonus to tests made to resist grappling and uses of the\nTakedown Talent.\nThe sTuff of niGhTMares\nSome warp entities are so terribly powerful the will\nperpetuating their bodies in our reality is almost impossible\nto break or disrupt. Such entities are completely immune to\nthe effects of poisons, diseases, the need to breathe, most\nenvironmental hazards, bleeding, stunning, and any critical\nresult other than one that would destroy them outright, unless\ncaused by a psychic power, force weapon, or holy attack.\nToucheD by The faTes\nThe NPC has a number of Fate Points shown in parentheses\nafter the trait. He may use these Fate Points in exactly the\nsame way as Player Characters and may even ‘burn’ a Fate\nPoint to survive death and destruction at the GM’s discretion.\nThe rules for Righteous Fury also apply to this NPC.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1086, + "rule_id": "pdf_skill_683_toxic", + "title": "Toxic", + "content": "A creature with this trait is poisonous. The toxins might\nbe delivered through the creature’s attacks, in which case\na target hit by its natural weapons must make a Toughness\nTest. The toxins might instead be delivered by contact with\nthe creature’s skin or by inhaling its stench, in which case\na Toughness Test must be made upon coming into contact\nor proximity. A failed Toughness Test indicates the victim\nhas been poisoned. A typical poison deals 1d10 points of\ndamage, ignoring Armour Points. Variations, if present, are\nincluded in the creature’s description.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1087, + "rule_id": "pdf_skill_684_tyranid", + "title": "TyraniD", + "content": "The creature is a species of Tyranid; the all consuming alien\nrace ruled by the will of the Hive Mind that links and controls\nall Tyranids. Tyranids are immune to all of the effects of the\nfollowing: pinning, mind-affecting Psychic Powers, warpand poisons, including the effects of weapons with the\nToxic Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1088, + "rule_id": "pdf_skill_685_undying", + "title": "unDyinG", + "content": "This creature has a strange and ill understood physiology. It\ncannot be harmed by diseases, poisons, or toxic effects. It has\nno need to breathe and can survive unaided in a vacuum.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1089, + "rule_id": "pdf_skill_686_unnatural_characteristic", + "title": "unnaTural characTerisTic", + "content": "One or more of the creature’s Characteristics is unnatural.\nEach time this trait is gained, select a Characteristic, and\ndouble its bonus. For example, a creature with a Strength\nof 41 normally has a 4 Strength Bonus. With this trait, its\nStrength Bonus increases to 8.\nThe trait may be gained multiple times. Each time, you\nmay select a new Characteristic or one chosen previously.\nEach time you apply this trait to the same Characteristic, the\nBonus multiplier increases by 1. For example, one selection\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1090, + "rule_id": "pdf_skill_687_example", + "title": "exaMple", + "content": "A Space Marine with a 42 Strength would normally have a 4 Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1091, + "rule_id": "pdf_skill_688_is_8_4_x_2_8", + "title": "is 8 (4 x 2 = 8).", + "content": "It is important to note that the Power Armour strength bonus\ncomes after this multiplication, so a Space Marine with a 42\nStrength gains +20 from his Power Armour. While wearing his\nPower Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 =\n8, +2 = 10).\nThere’s also the Feat of Strength Solo Mode Ability (see page\n216), which lets the Space Marine perform truly heroic feats using", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1092, + "rule_id": "pdf_skill_689_his_superhuman_physique_this", + "title": "his superhuman physique. This increases the multiplier by 1 (to x3),", + "content": "so a Space Marine with a Strength of 42 would then have a Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1093, + "rule_id": "pdf_skill_690_bonus_of_14_4_x_3_12_2", + "title": "Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.", + "content": "During Opposed Characteristic Tests, on a success, the bonus\nmultiplier is added to the degree of success. Any additional\nmultipliers for Unnatural Characteristics (i.e., if a Space Marine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1094, + "rule_id": "pdf_skill_691_with_unnatural_strength_x2_u", + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing\nmultiplier by 1. For a Space Marine using a Powerfist, he\nwould triple his Strength Bonus rather than doubling it and\nthen doubling it again.\nWhen taking a Skill Test based upon a Characteristic\nwith the Unnatural trait, the base Difficulty of the Test is\nstaged downwards one level for degree of multiplier past", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1095, + "rule_id": "pdf_skill_692_normal_to_a_maximum_of_30", + "title": "normal (to a maximum of +30), For example: the Archmagos", + "content": "Voltaic has a Dark Age of Technology cortical implant giving", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1096, + "rule_id": "pdf_skill_693_skill_normally_this_would_be", + "title": "skill. Normally this would be a Very Hard (–30) Test, but", + "content": "thanks to his Unnatural Intelligence the Difficulty is reduced", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1097, + "rule_id": "pdf_skill_694_by_two_stages_to_difficult_1", + "title": "by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "content": "for ×3).\nDuring Opposed Characteristic Tests, where success is\nachieved, the Unnatural multiplier is added to the degrees of\nsuccess. In the case of a tie, the participant without the Unnatural\nCharacteristic trait loses the Opposed Test. For example: Garm\nFelbood is struggling with a tentacled monstrosity from the\nswamps of Dusk. Garm has Strength 40 and the thing from the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1098, + "rule_id": "pdf_skill_695_degrees_of_success_and_the_th", + "title": "degrees of success) and the thing rolls 30 (straight success),", + "content": "unfortunately the thing adds +2 degrees of success because of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1099, + "rule_id": "pdf_skill_696_its_2_modifier_bringing_th", + "title": "its (×2) modifier, bringing the Opposed Test to a draw. This", + "content": "translates to a victory to the swamp thing as it has Unnatural\nStrength and poor old Garm does not!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1100, + "rule_id": "pdf_skill_697_unnatural_senses", + "title": "unnaTural senses", + "content": "The creature can perceive its surroundings using senses other\nthan sight or hearing, using special organs, fine hairs, or some\nother disturbing trait to make itself aware of what’s around it.\nThis trait always includes a range, usually 15 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1101, + "rule_id": "pdf_skill_698_unnatural_speed", + "title": "unnaTural speeD", + "content": "The creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nBonus (after modifying AB from other traits and factors,\nspecifically size).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1102, + "rule_id": "pdf_skill_699_warp_instability", + "title": "Warp insTabiliTy", + "content": "Most warp-entities have a tenuous hold on our reality, often\nmaintained only by horror and bloodshed, and may be\ndisrupted if sufficient harm can be done to their manifested\nforms. If a creature with this trait takes damage and does not\ndeal damage or Insanity Points on other creatures by the end\nof its next turn, it must make a Willpower Test. The creature\ntakes 1 damage for failure, plus 1 damage for each degree of\nfailure. If this would deal damage equal to or in excess of the\ncreature’s Wounds, it is cast back into the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1103, + "rule_id": "pdf_skill_700_warp_weapon", + "title": "Warp Weapon", + "content": "Creatures with this trait have weapons that are partially\ninsubstantial, able to ignore such mundane things as armour\nor cover. Natural weapons and attacks made by a creature\nwith this trait ignore physical armour unless it is created from\npsychoactive materials or carries the holy quality. Force fields\nstill work against these attacks normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1104, + "rule_id": "pdf_skill_701_armoury", + "title": "Armoury", + "content": "“The history of our chapter is in this bolter. Twelve times it has\npassed from one of our fallen Brothers to his successor. May the deeds\nit performs in your hands live up to theirs.”\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1105, + "rule_id": "pdf_skill_702_requisition", + "title": "Requisition", + "content": "Victory is just a prelude to the next battle.\n–maxim of the Blood Ravens Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1106, + "rule_id": "pdf_skill_703_ammunition_explosives_includ", + "title": "ammunition; explosives (including grenades and missiles) and", + "content": "other consumables likewise last the duration of the Mission.\nHowever, the Requisition cost of Special Issue Ammunition\nrepresents only a single clip. Requisitioned equipment, used", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1107, + "rule_id": "pdf_skill_704_brother_gideon_an_apothecary", + "title": "Brother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch", + "content": "Devastator Marine) are both Respected Battle-Brothers. They are\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the\nplayers this equates to a Requisition rating of 60. Gideon’s player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1108, + "rule_id": "pdf_skill_705_of_his_boltgun_and_two_clips", + "title": "of his boltgun, and two clips of hellfire rounds (2 x 15 Requisition).", + "content": "As a Devastator, Aeldan always has a heavy bolter, so he Requisitions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1109, + "rule_id": "pdf_skill_706_a_suspensor_25_requisition_a", + "title": "a suspensor (25 Requisition) and the vox-operated upgrade (15", + "content": "Requisition) for it. This leaves Gideon with 10 Requisition and\nAeldan with 20.\nThey agree heavier firepower might be required on this Mission\nand pool their remaining 30 Requisition for a better heavy weapon\nfor Aeldan. They would like a plasma cannon, but won’t have access\nto it until they reach the Distinguished Renown rating. Instead, they\nRequisition a lascannon. Aeldan chooses to apply the suspensor and\nvox-operated upgrades to the lascannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1110, + "rule_id": "pdf_skill_707_renown", + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s\nblessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\n–Brother Pellas, upon taking command\nof the Thunder’s Word", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1111, + "rule_id": "pdf_skill_708_availability_requisition_point", + "title": "Availability Requisition Point Range", + "content": "Ubiquitous1\nAbundant2\nPlentiful3\nCommon4-5\nAverage6-8\nScarce9-14\nRare15-20\nVery Rare21-30\nExtremely Rare31-50\nNear Unique51-70\nUnique71+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1112, + "rule_id": "pdf_skill_709_craftsmanship", + "title": "Craftsmanship", + "content": "“A finely crafted weapon is like a finely-crafted battle plan. Both will\nserve you well.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1113, + "rule_id": "pdf_skill_710_weapons", + "title": "Weapons", + "content": "“Doesn’t matter how I came by it. Point is, this is the genuine article:\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nI’ll show you how easy it is.”\n–Last words of Edwin Dice, Metallican arms dealer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1114, + "rule_id": "pdf_skill_711_or_the_firer_s_shoulder_in_th", + "title": "or the firer’s shoulder (in the case of missile launchers)", + "content": "can also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1115, + "rule_id": "pdf_skill_712_0_19", + "title": "0-19", + "content": "Initiated: You have recently sworn\nyour oaths of duty to the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1116, + "rule_id": "pdf_skill_713_20_39", + "title": "20-39", + "content": "Respected: You have proven your\nprowess repeatedly through bravery and\nblood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1117, + "rule_id": "pdf_skill_714_40_59", + "title": "40-59", + "content": "Distinguished: You have earned\nan impressive number of victories", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1118, + "rule_id": "pdf_skill_715_60_79", + "title": "60-79", + "content": "Famed: Your reputation precedes you,\nand your deeds are known to Battle80+\nHero: Your name echoes to your\nChapter and beyond as a paragon of\nstrength and valour.\nTable 5–3: Craftsmanship and Requisition Costs\nCraftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x 2 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1119, + "rule_id": "pdf_skill_716_rof_rate_of_fire_this_tells", + "title": "RoF (Rate of Fire): This tells you if the weapon fires on", + "content": "either semi-auto or full auto and how many rounds or charges\nit expends when doing so. A weapon’s RoF has three entries\nindicating the modes it can fire in. The first entry indicates", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1120, + "rule_id": "pdf_skill_717_whether_the_weapon_can_fire_si", + "title": "whether the weapon can fire singly (with an S). The second", + "content": "entry indicates whether or not it can fire semi-automatically,\nand the number listed describes the number of shots fired by\nthis mode. Finally, the third entry describes if the weapon\ncan fire on full automatic and how many shots are fired when\nthis happens. Any mode in which the weapon cannot fire is\nindicated with a “-”.\nSome weapons can fire in more than one mode. If this is\nthe case, each of its different rates of fire is listed in its profile.\nCharacters must choose which mode to fire their weapon in\nbefore making their attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1121, + "rule_id": "pdf_skill_718_dam_damage_the_damage_the_w", + "title": "Dam (Damage): The Damage the weapon does and the", + "content": "type of damage it inflicts for the purpose of Criticals (as\nshown in brackets): (E): Energy, (X) Explosive, (R) Rending,\n(I) Impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1122, + "rule_id": "pdf_skill_719_en_penetration_reflects_how", + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1123, + "rule_id": "pdf_skill_720_as_0_i_e_the_armour_provides", + "title": "as 0 (i.e. the armour provides no protection at all). Then", + "content": "work out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\ncounts as only having 2 Armour Points against any damage\nthe hit deals. Note that Penetration has no effect on fields, but\nit does affect cover.\nClip: How many rounds/charges the weapon holds when\nfully loaded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1124, + "rule_id": "pdf_skill_721_reload_this_is_generally_half", + "title": "reload. This is generally Half (for a Half Action) or Full (for a", + "content": "Full Action). Some weapons can take a number of Actions over\nseveral Rounds. The number of Rounds is given as a number;\nfor example 2 Full means that reloading takes 2 Full Rounds.\nSpecial: Tells you if the weapon has any special Qualities\nsuch as creating a blast when fired or needing to recharge\nbetween shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1125, + "rule_id": "pdf_skill_722_req_requisition_the_number", + "title": "Req (Requisition): The number of Requisition Points", + "content": "required to acquire a weapon from the armoury. Higher\nRequisition Point costs represent items that are more difficult\nto keep in supply and must be reserved for more challenging\nMissions. Items listed as N/A are not typically stocked in\nWatch Station armouries.\nRenown: The minimum Renown Rank required to\nRequisition the item. If no Rank is listed, then anyone may\nRequisition the item.\nspeCial issue of waRgeaR\nThe GM, at his discretion, may simply award the Killwargear if he feels it is appropriate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1126, + "rule_id": "pdf_skill_723_astartes_weapons", + "title": "AstArtes WeApons", + "content": "Just as the Space Marines are paragons apart from mankind,\ntheir weapons are likewise a class unto themselves. Many\ndesigns throughout the Imperium are simply the best attempts\nto mimic Astartes designs on a scale that a normal human can\ncontrol. The original, unadulterated versions of their arms and\nequipment shame such replicas. Over millennia, a particular\nChapter forge may have made their own adaptations to a\ndesign, just as a warrior may have left battle scars on a combat\nknife before it passed to his next Battle-Brother. However,\nthe essentials of most weapon types (along with some rare\nweapons themselves) have been in service since the first\nFounding, and in the Imperium, ancient is better.\nArmoury entries that begin with “Astartes” designate an\nitem that is designed specifically for use by Space Marines. Its\nsize, weight, and potentially its technology base are different\nfrom outwardly similar models found in the hands of other\norganizations. These items are very difficult to obtain (and\nuse) outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1127, + "rule_id": "pdf_skill_724_qualities", + "title": "QuAlities", + "content": "Some weapons possess special qualities to represent such\nthings as special damage or unusual effects. The following\nare the most widely used weapon qualities:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1128, + "rule_id": "pdf_skill_725_accurate", + "title": "aCCuRate", + "content": "Some weapons are designed with precision in mind and\nrespond superbly in skilled hands. They grant an additional\nbonus of +10 to the firer’s Ballistic Skill when used with an\nAim Action in addition to the bonus Aiming grants. When\nfiring a single shot from a single Accurate Basic Weapon, if\nsuch an attack also uses the Aim action, it gains an extra 1d10\nof damage for every two degrees of success to a maximum of\ntwo extra d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1129, + "rule_id": "pdf_skill_726_balanced", + "title": "balanCed", + "content": "Some weapons, such as swords and knives, are designed so\nthat the weight of the hilt balances the weight of the blade,\nmaking the weapon easier to wield. Balanced weapons grant\na +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1130, + "rule_id": "pdf_skill_727_blast_x", + "title": "blast (x)", + "content": "Many missiles, grenades, and some guns create an explosion\nwhen they hit. When working out the effects of a Blast\nweapon, anyone within the weapon’s blast radius in metres\n(the number in parenthesis) is also hit. Roll Hit Location and\nDamage individually for each person affected by the blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1131, + "rule_id": "pdf_skill_728_concussive", + "title": "ConCussive", + "content": "The weapon causes a barrage of sound and force upon impact.\nWhen you strike an opponent with a Concussive weapon, he\nmust make a Toughness Test at a Difficulty of –10 per degree\nof success by which the attack succeeded or be Stunned for\n1 Round. Auditory protection confers a +10 bonus to this\nTest, but does not negate the kinetic energy of the blast.\nAdditionally, any target taking Damage greater than his\nStrength Bonus from a Concussive weapon is automatically\nknocked down.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1132, + "rule_id": "pdf_skill_729_defensive", + "title": "defensive", + "content": "A Defensive weapon, such as a shield, is intended for blocking\nand is therefore awkward when used to make attacks.\nDefensive weapons grant a +15 bonus to tests made when\nused to Parry, but take a –10 penalty when used to attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1133, + "rule_id": "pdf_skill_730_devastating_x", + "title": "devastating (x)", + "content": "Either because of an unnatural psychological property or\npure destructive power, a Devastating weapon shakes the\nconfidence of a Squad struck by it. If the weapon hits, it\ndoes one additional point of Cohesion Damage regardless\nof Damage to Wounds, in addition to secondary effects on\nCohesion from the hit’s Damage and other results. If the target\nis a Horde, it reduces its magnitude by a number equal to the\nnumber in parenthesis every time it is hit by this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1134, + "rule_id": "pdf_skill_731_felling_x", + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1135, + "rule_id": "pdf_skill_732_brother_argos_fires_his_bolter", + "title": "Brother Argos fires his bolter (loaded with vengeance rounds) against", + "content": "a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\n(x3), raising its Toughness Bonus from 5 to 15. The vengeance", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1136, + "rule_id": "pdf_skill_733_flame", + "title": "flame", + "content": "Flame weapons project a cone of flame out to the Range of\nthe weapon. Unlike other weapons, flamers have just one\nrange. When fired, they cast fiery death out to this distance.\nThe wielder does not need to Test Ballistic Skill; he simply\nfires. The flame’s path is a cone-shaped area extending in a\n30 degree arc from the firer out to the weapon’s Range. Any\ncreatures caught in it must succeed on an Agility Test or be\nstruck by the flames and take damage normally. If they take\ndamage, they must succeed on a second Agility Test or catch on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1137, + "rule_id": "pdf_skill_734_haywire_x", + "title": "haywiRe (x)", + "content": "The weapon generates an electro-magnetic field that troubles\nthe machine spirits of most technology. Everything within\nthe field’s radius, indicated by the number in parenthesis,\nis affected. Roll on Table 5–4: Haywire Field Effects\n(with any modifiers from the weapon) to determine the\nstrength of the effect. As the field slowly dissipates, the\nstrength lessens one step in severity each round until it b\necomes Insignificant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1138, + "rule_id": "pdf_skill_735_overheats", + "title": "oveRheats", + "content": "Certain weapons are prone to overheating, either because\nof poor design or because they fire unstable superheated\nammunition. A weapon with this Quality overheats on an\nattack roll of 91 or higher. When this happens, the wielder\nsuffers energy damage equal to the weapon’s damage with\na Penetration of 0 to an arm location (the arm holding the\nweapon if it was fired one-handed, or a random arm if it\nwas fired with two hands). The wielder may choose to avoid\ntaking damage by dropping the weapon. Dropping a weapon\nis a Free Action. A weapon that overheats must spend the\nround afterwards cooling down and may not be fired again\nuntil the second round after overheating. A weapon with\nthis Quality does not Jam, and any effect that would cause a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1139, + "rule_id": "pdf_skill_736_power_field", + "title": "poweR field", + "content": "A field of power wreathes weapons with this Quality,\nincreasing their Damage and Penetration. Such modifiers\nare already included in the weapon’s profile. When the\nwielder successfully uses this weapon to Parry an attack\nmade with a weapon that lacks this Quality, he has a 75%\nchance of destroying his attacker’s weapon. Weapons with\nthe Warp Weapon Trait and Natural Weapons are immune to\nthis effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1140, + "rule_id": "pdf_skill_737_primitive", + "title": "pRimitive", + "content": "Crude and basic in design, these kinds of weapons, while still\ndeadly, are less effective against modern armour. All Armour\nPoints are doubled against hits from Primitive weapons unless\nthe armour also has the Primitive Quality. Non-Primitive\narmour doubles its AP before being reduced by Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1141, + "rule_id": "pdf_skill_738_razor_sharp", + "title": "RazoR shaRp", + "content": "The shearing edge of this weapon can glide through the most\nadvanced armour as though it were primitive tin. When rolling\nto attack with this weapon, if the attack roll results in two or\nmore Degrees of Success, double the weapon’s Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1142, + "rule_id": "pdf_skill_739_recharge", + "title": "ReChaRge", + "content": "Because of the volatile nature of the weapon’s ammunition or\ndue to the way it fires, the weapon needs time between shots\nto Recharge. The weapon must spend the Round after firing\nbuilding up a charge and cannot be fired—in effect you can\nonly fire the weapon every other round.\nTable 5–4: Haywire Field Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1143, + "rule_id": "pdf_skill_740_roll_field_strength", + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1144, + "rule_id": "pdf_skill_741_21_40", + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1145, + "rule_id": "pdf_skill_742_41_60", + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1146, + "rule_id": "pdf_skill_743_61_80", + "title": "61-80", + "content": "ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1147, + "rule_id": "pdf_skill_744_reliable", + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of\n10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1148, + "rule_id": "pdf_skill_745_sanctified", + "title": "sanCtified", + "content": "Damage inflicted by a Sanctified weapon counts as Holy\nDamage, which has certain effects on some Daemonic and\nwarp creatures. All weapons with this special Quality must be\neither Exceptionally or Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1149, + "rule_id": "pdf_skill_746_scatter", + "title": "sCatteR", + "content": "The standard ammunition of these weapons spreads out when\nfired, hitting more of the target. If fired at a foe within Point\nBlank Range, every two degrees of success indicates another", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1150, + "rule_id": "pdf_skill_747_hit_use_table_8_2_multiple_h", + "title": "hit (use Table 8–2: Multiple Hits on page 239). However,", + "content": "at longer ranges this spread of small projectiles reduces its\neffectiveness. Double all Armour Points against hits from\nScatter weapons at Long or Extreme Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1151, + "rule_id": "pdf_skill_748_shocking", + "title": "shoCking", + "content": "Shocking weapons can stun their opponents with a powerful\nsurge of energy. A target that takes at least 1 point of Damage\nfrom a Shocking weapon after Armour and Toughness Bonus\nmust make a Toughness Test. He receives a +10 bonus for\nevery Armour Point on the location hit. If he fails, he is\nStunned for a number of Rounds equal to half the Damage\nhe suffered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1152, + "rule_id": "pdf_skill_749_smoke", + "title": "smoke", + "content": "These weapons throw up dense clouds of smoke to create cover.\nWhen a hit is scored from a weapon with the Smoke Quality, it\ncreates a smokescreen 3d10 metres in diameter from the point\nof impact. This screen lasts for 2d10 Rounds, or less in adverse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1153, + "rule_id": "pdf_skill_750_snare", + "title": "snaRe", + "content": "Weapons with this Quality are designed to entangle enemies.\nOn a successful hit, the target must make an Agility Test\nor be immobilised. An immobilised target can attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1154, + "rule_id": "pdf_skill_751_burst_the_bonds_a_strength_te", + "title": "burst the bonds (a Strength Test) or wriggle free (an Agility", + "content": "Test) on his Turn. The target is considered helpless until\nhe escapes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1155, + "rule_id": "pdf_skill_752_storm", + "title": "stoRm", + "content": "A weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1156, + "rule_id": "pdf_skill_753_tearing", + "title": "teaRing", + "content": "Tearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1157, + "rule_id": "pdf_skill_754_toxic", + "title": "toxiC", + "content": "Some weapons rely on toxins and poisons to do their damage.\nAnyone that takes Damage from a Toxic weapon after\nreduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nFailure, however, deals an immediate 1d10 points of Impact\nDamage to the target with no reduction from Armour or\nToughness Bonus.\ntwin-linked\nA Twin-linked weapon represents two identical weapons\nconnected together and linked to fire at the same time, often\nthrough one pull of the trigger or push of a button. Twin-linked\nweapons are built this way in order to increase the chances of\nscoring a hit through the crude expedience of blasting more\nshots at the target. A weapon with the Twin-linked Quality\ngains a +20 bonus to hit when fired and uses twice as much\nammunition. In addition, the weapon may score one additional\nhit if the attack roll succeeds by two or more degrees of success.\nLastly, the weapon’s reload time is doubled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1158, + "rule_id": "pdf_skill_755_unbalanced", + "title": "unbalanCed", + "content": "Heavy and difficult to ready after an attack, Unbalanced\nweapons impose a –10 penalty when used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1159, + "rule_id": "pdf_skill_756_unwieldy", + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too\nawkward to be used defensively. Unwieldy weapons cannot\nbe used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1160, + "rule_id": "pdf_skill_757_volatile", + "title": "volatile", + "content": "Volatile matter is charged with potential energy, and reacts\nviolently on a solid hit. If a 10 is rolled for Damage on a\nweapon with the Volatile Quality, Righteous Fury occurs\nautomatically, dealing another 1d10 points of Damage. If\nthe second roll results in 10, further Damage is possible (see\nRighteous Fury on page 245).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1161, + "rule_id": "pdf_skill_758_bolt_weapons", + "title": "Bolt Weapons", + "content": "Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5\n†\n–", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1162, + "rule_id": "pdf_skill_759_tearing", + "title": "Tearing", + "content": "17 15 Respected\nAstartes Combi††\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1163, + "rule_id": "pdf_skill_760_bolter", + "title": "Bolter", + "content": "Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected\n†\nFor additional weapons beyond standard issue\n††\nProfile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1164, + "rule_id": "pdf_skill_761_astartes_plasma_gun", + "title": "Astartes Plasma Gun", + "content": "(Ragefire)\nBasic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile 27 20 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1165, + "rule_id": "pdf_skill_762_astartes_meltagun", + "title": "Astartes Meltagun", + "content": "(Vulkan)\nBasic 20m S/–/– 2d10+8 E 13 6 2 Full – 14 20 Respected\nAstartes Multi-melta\n(Maxima)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1166, + "rule_id": "pdf_skill_763_flame_weapons", + "title": "Flame Weapons", + "content": "Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame 15 10 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1167, + "rule_id": "pdf_skill_764_cannon", + "title": "Cannon", + "content": "Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing 80 30 Famed\nAstartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full\nReliable,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1168, + "rule_id": "pdf_skill_765_scatter", + "title": "Scatter", + "content": "10 5 –\nAutogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full – 3.5 N/A –\nAutopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full – 2.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1169, + "rule_id": "pdf_skill_766_las_weapons", + "title": "Las Weapons", + "content": "Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – 75 30 Respected\nLasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A –\nLaspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable 1.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1170, + "rule_id": "pdf_skill_767_bolt_weapons", + "title": "Bolt WeApons", + "content": "If common Imperial citizens picture power armour when\nthey think of a Space Marine’s profile, then they picture bolt\nweapons when they think of his fury. Powerful and flexible,\nbolters are the favoured weapon of the Adeptus Astartes, and\nevery recruit is issued one as soon as he becomes a Scout.\nMost bolter models have their roots with the Space Marines,\ndespite smaller, inferior adaptations treasured by Imperial\nofficers and nobles. Loud and brutal, bolt weapons are\nterrifying to witness in any hand, but none wield them with\nsuch deadly proficiency as the Adeptus Astartes.\nBolters fire self-propelled mass-reactive shells called bolts,\nset to explode just after penetration for maximum lethality.\nOverall they are superb if temperamental devices, requiring\nskilled maintenance using only the most proper rituals and\nblessings. The standard bolter round is .75 calibre with a\nsuper-dense metallic core and diamantine tip. The Deathwatch\nmakes frequent use of variant shells for specialised purposes,\nsuch as penetrating armour plating or silently eliminating a\ntarget without revealing one’s position. To use the various\nclasses of bolt weapons, a character must have the Pistol", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1171, + "rule_id": "pdf_skill_768_astartes_bolt_pistol", + "title": "astaRtes bolt pistol", + "content": "As destructive as its full-size counterpart,\na bolt pistol’s primary drawbacks are\nits smaller clip and slower rate of fire.\nHowever, they are ideal for Devastator\nunits needing to take down an enemy at\nclose quarters and for Assault specialists needing a vehicle for\nthe Deathwatch’s many special bolt types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1172, + "rule_id": "pdf_skill_769_astartes_bolter_godwyn_patter", + "title": "astaRtes bolteR (godwyn patteRn)", + "content": "The bolter, or boltgun, is\nthe backbone of every Space\nMarine arsenal. Bolters vary\nin age and pattern across\nthe Space Marine Chapters,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1173, + "rule_id": "pdf_skill_770_bolt_weapons_accept_the", + "title": "bolt weapons accept the", + "content": "same ammunition. The\nDeathwatch-pattern bolter incorporates a shot selector, while\nBattle-Brothers who bring weapons from their home Chapter\nadd attachments for the same functionality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1174, + "rule_id": "pdf_skill_771_astartes_boltgun_stalker_patt", + "title": "astaRtes boltgun (stalkeR patteRn)", + "content": "The Stalker-pattern boltgun is most impressive when used in\nconjunction with Stalker Rounds, but it is still an effective\nsniping weapon with any ammunition type. It significantly\nmuffles the sound of any shell fired, and produces no\nmuzzle flash.\nAwareness Tests to hear shots made with a Stalker-pattern\nboltgun suffer an additional –30 penalty and can only be\nattempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes Combi-weapon\nCombi-weapons are actually", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1175, + "rule_id": "pdf_skill_772_have_been_combined_into", + "title": "have been combined into", + "content": "one firearm. The idea is to\nprovide the user with the\nversatility of two different\ntypes of guns, without\nrequiring him to switch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1176, + "rule_id": "pdf_skill_773_between_them_not_to_mention_c", + "title": "between them (not to mention carry them both) on the", + "content": "battlefield. Astartes combi-weapons typically use a boltgun as\nthe primary weapon with a one-shot secondary weapon slung\nunder the barrel.\nThe most popular variations found in the Deathwatch are\nthe combi-flamer, combi-meltagun, and combi-plasma gun.\nThe profile entry for each of these weapons details the primary\nboltgun. The secondary weapon on each firearm has a profile\nidentical to a Flamer, Meltagun, and Plasma Gun respectively,\nexcept its Clip is reduced to 1. The wielder may fire either\nthe primary or secondary weapon on his Turn; both weapons\ncannot fire at the same time.\nman’s ReaCh exCeeds his gRasp\nGrave religious taboos exist throughout most of the\nImperium against daring to touch weapons meant for\nthe hands of the Emperor’s Angels of Death. Astartes\nweapons react violently to the grip of the unworthy,\nand men bearing terrible burn scars are living proof of a\nflamer’s outrage in the hands of an ignoble master. Still,\nthere are invariably those bold and foolish enough to\ntry taming the machine spirits of Astartes weapons.\nObtaining an Astartes weapon should require\nconsiderable effort on a character’s part and never simply\nbe the result of an Acquisition or Influence roll. Astartes\nRanged weapons count as one Class heavier to anyone\nlacking in Space Marine physiology. For example a\nPistol is a Basic weapon; a Basic weapon is Heavy, and\nso on. Furthermore, Astartes weapons impose a –30\npenalty to all Tests made with them by presumptuous\nmortals due to improper scale, weight, and/or recoil—\neven in power armour. The GM may also choose to\nimpose other problems from the rebellious machine\nspirit based on the nature of a weapon (a plasma\nweapon may require Toughness Tests from routine heat\nventing; a power weapon may run the risk of feedback,\netc). Space Marines may use weapons scaled for normal\nhumans without penalty if they choose, although the\nGM may wish to require that the Space Marine take an\nextra action or two to remove parts that get in the way\n(such as the trigger guard or the stock!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1177, + "rule_id": "pdf_skill_774_astartes_heavy_bolter", + "title": "astaRtes heavy bolteR", + "content": "Heavy bolter variants have been widely adopted for Imperial\nforces beyond the Space Marines, although none can compare\nto the punishment doled out by the original design. These\nweapons are potent in a wide variety of roles, capable of\nturning entire infantry platoons into a carpet of gore as well\nas assailing vehicles in a hail of large, armour-penetrating\nexplosions. Heavy bolters fire rounds of a much larger calibre\nthan the standard bolt, contain more propellant and are\ncapable of achieving longer ranges.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1178, + "rule_id": "pdf_skill_775_these_weapons_resemble_two", + "title": "These weapons resemble two", + "content": "bolters with a single casing\nand a single trigger. They\ncan lay down a barrage of\nfire rivalling heavy weapons,\nbut with better portability. A\nstorm bolter uses twin clips to\nfeed its dual firing mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1179, + "rule_id": "pdf_skill_776_plasma_weapons", + "title": "plAsmA WeApons", + "content": "The secrets of plasma technology are almost lost outside the\nAdeptus Astartes, amongst whose ranks these weapons are\nstill uncommon. Plasma technology is frequently found in\nthe hands of the Dark Angels, who have maintained a large\nnumber of such weapons and the art of their construction\nsince their Founding.\nPlasma weapons work using hydrogen fuel suspended in\na photonic state in either fuel flasks or backpack containers.\nAs the fuel is fed into the miniature fusion core inside the\nweapon, the hydrogen energises into plasma, held in the\ncore by powerful magnetic containment fields. When fired,\nthe fields dilate open and the plasma is ejected via a linear\nmagnetic accelerator in a bolt of superheated matter akin\nto a solar flare in appearance and temperature. For this\nreason plasma weapons are sometimes called “sun guns” by\nthe common population. Plasma weapons tax their cooling\nsystems considerably, and the Space Marines push the\nlimits of their own resilience by using hydrogen in a higher\nquantum state than standard Imperial patterns. To use the\nvarious classes of plasma weapons a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1180, + "rule_id": "pdf_skill_777_mode_the_normal_and_safest_me", + "title": "mode (the normal and safest method), or a higher-powered", + "content": "blast with a longer range and higher temperature. The latter\nrequires a short time to replenish the plasma back to firing\nlevels. When an Astartes plasma weapon fires in Maximal\nmode, it gains an extra 10 metres to range, 1d10 to Damage,\nand +2 Pen, but uses 3 rounds of ammunition. The Maximal\nsetting also adds the Recharge and Overheats Qualities to the\nweapon, but increases any Blast Quality by +2 (so an Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1181, + "rule_id": "pdf_skill_778_astartes_plasma_cannon", + "title": "astaRtes plasma Cannon", + "content": "The largest portable plasma weapon is the plasma cannon\nor heavy plasma gun, which is also seen in service on some\nAdeptus Astartes transports. Rather than using attached\nflasks, the wielder wears a large fuel canister that attaches\nto his backpack unit. This weapon has a much greater range\nand ammunition supply, and its violent discharges hurtle like\nminiature suns from its barrel, impacting a large area. It can\nalso fire on Maximal mode which exhausts even more fuel\nbut provides an even larger blast of heat on impact, creating a\nfireball capable of destroying heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1182, + "rule_id": "pdf_skill_779_astartes_weapon_craftsmanship", + "title": "astaRtes weapon CRaftsmanship", + "content": "All weapon listings portray Common craftsmanship of\nthe Adeptus Astartes. For weapons of better manufacture\nuse the following modifiers:\nExceptional: More carefully constructed, these\nweapons are consequently more reliable. All Exceptional\ncraftsmanship weapons add 1 to the Damage they\ninflict. Ranged weapons of Exceptional craftsmanship\nhave the Reliable Quality. Exceptional craftsmanship\nMelee weapons add a +5 bonus to Weapon Skill Tests.\nMaster: A work of art as much as a weapon, these\nweapons are created by skilled artificers and are often\ncenturies old. All Master-Crafted weapons add 2 to\nthe Damage they inflict. Ranged weapons of Master\ncraftsmanship never Jam or Overheat. If a roll would\nresult in either occurrence, count it as a miss instead.\nMaster-Crafted melee weapons add a +10 bonus to\nWeapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1183, + "rule_id": "pdf_skill_780_the_most_common", + "title": "The most common", + "content": "model of this uncommon\ntechnology, plasma guns\nare often deployed in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1184, + "rule_id": "pdf_skill_781_situations_where_raw", + "title": "situations where raw", + "content": "takedown power is\nrequired against highly resilient or armoured enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1185, + "rule_id": "pdf_skill_782_astartes_plasma_pistol", + "title": "astaRtes plasma pistol", + "content": "Few pistols are deadlier than the\nplasma pistol, and many ranking\nAdeptus Astartes find them worth\nthe trouble of acquiring and the risk\nof using for their sheer efficiency in\neliminating foes at close range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1186, + "rule_id": "pdf_skill_783_melta_weapons", + "title": "meltA WeApons", + "content": "Melta weapons emit devastatingly intense but short-ranged\nblasts of heat which can melt through almost any material.\nMost types of melta induce highly pressurised gases from an\nammunition canister into an unstable sub-molecular state and\ndirect the resulting energies down the barrel. Melta usage is\naccompanied by a distinctive hissing sound as the beam boils\naway the water in the air, then a roaring blast as the beam\nreduces the target to charred scraps or molten slag.\nMeltas are the premier anti-armour weapons, and few if any\nvehicles can withstand their power. Astartes melta weapons\ndeal an extra 1d10 Damage to targets at Short Range or\ncloser. To use the various classes of melta weapons, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1187, + "rule_id": "pdf_skill_784_astartes_infernus_pistol", + "title": "astaRtes infeRnus pistol", + "content": "The Infernus pistol represents specialised and ancient\ntechnology, almost impossible for even the Adeptus Astartes\nto recreate. Mere handfuls exist in any sector, and they are\nfound only in the hands of Battle-Brothers who have proven\nthemselves worthy of such a profoundly rare weapon. This is\na favoured weapon of the Blood Angels Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1188, + "rule_id": "pdf_skill_785_meltaguns_are_the_most", + "title": "Meltaguns are the most", + "content": "common form of melta\nweapon and are found in\nmany Imperial forces. They\nare less prone to catastrophic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1189, + "rule_id": "pdf_skill_786_failure_than_plasma_guns", + "title": "failure than plasma guns", + "content": "and work best at shorter ranges. An ideal weapon for cutting\nthrough bulkheads or armour, the Deathwatch has no end of\nuses for it. The Vulkan-pattern uses a built-in fuel canister, but\nversions with a backpack attachment are also common.\nastaRtes multi-melta (maximaThe largest type of melta weapon is the multi-melta, and\nmodels not built for the Adeptus Astartes and their vehicles\nare rare. This huge weapon carries more fuel, fires at much\nlonger ranges, and creates a larger blast area capable of\nvaporising several square metres at a time. It also generates\nmuch more heat than its smaller cousins, making proximity\nto the firer highly uncomfortable for those not insulated by\npower armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1190, + "rule_id": "pdf_skill_787_flame_weapons", + "title": "FlAme WeApons", + "content": "As the name suggests, these weapons operate by firing gouts of\nflame at the target and are capable of smiting large swathes of\nsmall creatures. As such they are a favoured weapon on Missions\nin the Orpheus Salient where the Tyranid threat swarms.\nFlame weapons use a fuel generically referred to as\npromethium. On worlds of lower technology, this could be\nhome-brewed concoctions or other chemicals, but Astartes\nweapons use only the most concentrated and refined formulas,\nachieving consistently superior results. Most models carry\nmono-propellant fuel which ignites via a small pilot flame\nat the tip of the barrel, though self-igniting models utilising\nbinary hypergolic fuels are not unheard of. Once produced,\nthe intense jet that spurts from the barrel creates a torrent of\nliquid fire, which spreads out in an inferno that burns even\nunderwater, leaving enemies hard-pressed to put out the fire.\nDue to the exceptional grade of fuel, a victim caught on fire\nby an Astartes Flame Weapon takes an additional 4 points of\ndamage per Round from being on fire. (For the full effects of\nfire, see page 260.)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1191, + "rule_id": "pdf_skill_788_astartes_flamer", + "title": "astaRtes flameR", + "content": "The flamer is an ideal weapon for flushing out enemies in\ncover and cleansing areas with purifying flame. The typical\nAdeptus Astartes model accepts fuel through a pressure seal\nthat can attach to a backpack feed for longer uninterrupted\nusage or a smaller canister for quick refuelling in bursts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1192, + "rule_id": "pdf_skill_789_astartes_hand_flamer", + "title": "astaRtes hand flameR", + "content": "This hand-held flamer is still capable of unleashing large\nblasts of flame, but is good for only a few shots before the\nfuel canister must be switched out.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1193, + "rule_id": "pdf_skill_790_astartes_heavy_flamer", + "title": "astaRtes heavy flameR", + "content": "While the size and weight of heavy flamers makes them\nan unpopular choice among many Imperial forces, these\nare hardly deterrents to a Space Marine in power armour.\nTerminator squads and many vehicles make frequent use of\nthe large saturation area of heavy flamers. The twin nozzles\nproduce huge gouts of fire, enough to purge the densest\nterrain of xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1194, + "rule_id": "pdf_skill_791_weapons", + "title": "WeApons", + "content": "Although slug-throwers are exceedingly plentiful across the\nImperium, they find limited use among most Space Marine\nChapters. Most alien races have their own versions as well, for\nboth technology and manufacture are fairly simple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1195, + "rule_id": "pdf_skill_792_astartes_assault_cannon", + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring\nof rotating barrels that spray explosive shells at terrifying\nspeed and velocity. This weapon’s incredible firepower can\nshred troops or vehicles even more efficiently than a heavy\nbolter, although its size and weight somewhat preclude manby commonly employing them on Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1196, + "rule_id": "pdf_skill_793_astartes_shotgun", + "title": "astaRtes shotgun", + "content": "Most commonly encountered in Scout units, the shotgun is a\nsolid and versatile weapon. While its lack of armour penetration\ndoes not make it a widely deployed choice with more senior\nBattle-Brothers, that same aspect is useful in situations where\nbreaching bulkheads or damaging equipment is a concern.\nThe wide shot spray also makes it effective against creatures\nand enemies in large numbers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1197, + "rule_id": "pdf_skill_794_autogun", + "title": "autogun", + "content": "Cheap and easy to produce, autoguns are a common weapon\nacross the galaxy; even alien races acquire and use them or\nsometimes make their own equivalents. These rapid-firing\nautomatic weapons use common solid low-calibre shells fed\nvia standardized clips. Reliable, rugged, and easily stocked\nwith ammunition, they are a mainstay on many a planet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1198, + "rule_id": "pdf_skill_795_autopistol", + "title": "autopistol", + "content": "Small but effective, autopistols are a favourite among many\nmilitary veterans as a supplement for their standard lasgun.\nThey have a faster rate of fire than most pistols, and can put\ndown un-armoured targets in a single burst of shells.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1199, + "rule_id": "pdf_skill_796_las_weapons", + "title": "lAs WeApons", + "content": "Laser or “las” weapons are by far the most numerous types of\nweapons found in the Imperium as they are the basic tool of\nthe Imperial Guard’s countless soldiers. Their STC template\nis well known and their extreme ruggedness and ease of\nuse makes them the perfect weapon for the Hammer of the\nEmperor. Las weapons can be found on almost any planet,\neven outside the Imperium and among many xenos tribes.\nEven with the Adeptus Astartes’ access to mankind’s most\nsophisticated weapons, they still use this staple technology to\nlimited but devastating effect.\nLas weapons work by emitting short, sharp pulses of laser\nenergy from high capacity fast-discharge generators, with a\nflash of light and a distinctive snap like the cracking of a\nwhip as the trigger is pulled. Though they are produced in\na multitude of styles and patterns depending on the home\nworld of manufacture, most use a very common Departmento\nMunitorum sanctioned power pack. The liquid metal core of\nthe pack stores vast amounts of energy, and can be recharged\nfrom standard power sources with a successful Tech-Use Test.\nIn emergencies they can even be recharged by placing them\nin an open fire, though this diminishes the lifespan of the\npack and increases its failure rate.\nTo use the various classes of las weapons a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1200, + "rule_id": "pdf_skill_797_astartes_lascannon", + "title": "astaRtes lasCannon", + "content": "Las technology is generally of little interest to the Adeptus\nAstartes, who have access to more powerful weapons and\ndo not answer to the Departmento Munitorum for their\nammunition costs. The Lascannon is the exception. These\nguns use huge power packs that provide enough energy to\npunch holes in the thickest armour even at extreme ranges.\nLascannons require separate power packs, which the Space\nMarines usually affix to their backpack generators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1201, + "rule_id": "pdf_skill_798_lasgun", + "title": "lasgun", + "content": "Produced in a multitude of different styles and patterns, the\nlasgun can be found on almost every world of the Imperium,\nwhere its robust design and dependability make it a favoured\nweapon of both the Emperor’s faithful and many of their foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1202, + "rule_id": "pdf_skill_799_laspistol", + "title": "laspistol", + "content": "The laspistol is most commonly used by lower ranking\nImperial officers and agents. On many worlds it is common\nfor almost every member of society to be armed with one as\na matter of course. Almost every Forge World has their own\npattern and style, as the basic weapon is so simple that it\nallows a multitude of variations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1203, + "rule_id": "pdf_skill_800_grenades_and_missiles", + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across\nvirtually all of the Emperor’s armies, from Imperial Guard\nconscripts to the Adeptus Astartes, whose versions of these\nexplosives are no exception to their rule of superlative arms.\nThe Deathwatch has access to an even wider range of grenade\ntypes, including rare and exotic projectiles only whispered of\nby common soldiers as the stuff of fables.\nAll of the grenades listed here can either be thrown by\nhand or used in a grenade launcher. Missiles must be fired\nfrom a missile launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1204, + "rule_id": "pdf_skill_801_astartes_blind_grenade", + "title": "astaRtes blind gRenade", + "content": "Blind grenades explode with a burst of dense dark\ngrey smoke including IR bafflers and broad-band\nEM spectrum chaff, all designed to block eyesight and even\nadvanced visual detection. The effect is short-lived, but\nwhile it lasts provides excellent cover for advancing forces.\nThe effects of this grenade last for 1d10 Rounds (shorter in\nconditions such as prevailing winds or industrial ventilation).\nastaRtes fRag gRenades and missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1205, + "rule_id": "pdf_skill_802_the_adeptus_astartes_fill_thei", + "title": "The Adeptus Astartes fill their large fragmentation (or frag)", + "content": "grenades and missiles with powerful explosives and aerodynamic\nmetallic shards. The high velocity shrapnel created when they\ndetonate is deadly against common infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1206, + "rule_id": "pdf_skill_803_missiles", + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out\nenemies entrenched behind cover. These projectiles contain\nslow-burning promethium distillate that ignites when the\ngrenade explodes. Any target within the Blast radius must\nsucceed on an Agility Test or catch fire. Furthermore, the area\nremains on fire for another 1d5 Rounds as the promethium\ncontinues to burn. Anyone remaining within that area must\ncontinue to take Agility Tests or catch fire until the flames die.\nastaRtes kRak gRenades and missiles\nKrak grenades and missiles use concentrated explosives to\npunch holes in armoured targets such as vehicles or bunkers.\nThe powerful detonations do not produce a blast effect\nhowever, making them impractical for use against most\ninfantry or moving targets.\nTable 5–6: Grenades and Missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1207, + "rule_id": "pdf_skill_804_volatile", + "title": "Volatile", + "content": "2 20 Distinguished\nAstartes Plasma Missile – – – 2d10+12 E 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1208, + "rule_id": "pdf_skill_805_volatile", + "title": "Volatile", + "content": "3 25 Distinguished\nAstartes Stasis Grenade Thrown SBx3 S/–/– – 0 – 1 N/A N/A", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1209, + "rule_id": "pdf_skill_806_emp_grenade_thrown_sbx3_s", + "title": "EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected", + "content": "Photon Flash Grenade Thrown SBx3 S/–/– Special 0 – 0.5 5 –\nVortex Grenade Thrown SBx3 S/–/– Special 0 – 1 N/A N/A\n†\nFrag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for\nevaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1210, + "rule_id": "pdf_skill_807_astartes_nova_grenade", + "title": "astaRtes nova gRenade", + "content": "Photo-visors and similar ocular protection are common\namong the Deathwatch’s foes. This more powerful\nversion of a flash grenade was designed to overpower\nstandard input filtering. Each sphere contains a minute\namount of plasma suspended in carbon gas. When ignited,\nthe resulting fusion is similar to the effect of a collapsing\nstar, and the emitted light achieves an extreme absolute\nmagnitude. However, the ability to thwart auto-senses is a\ndouble-edged sword for Battle-Brothers, and nova grenades\nmust be strategically utilised lest they blind their own forces.\nIn addition to taking damage from the shock wave,\nanyone within the Blast radius must make a Very Hard", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1211, + "rule_id": "pdf_skill_808_30_toughness_test_or_be_bli", + "title": "(–30) Toughness Test or be Blinded (see page 260) for", + "content": "1d10 Rounds. Photo-visors, autosenses, and similar vision", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1212, + "rule_id": "pdf_skill_809_protection_decreases_this_test", + "title": "protection decreases this Test to Difficult (–10). Anyone", + "content": "within 20 metres of the detonation point must make a normal\nToughness Test or be Blinded for 1d5 Rounds (identical to a\nflash grenade—vision protection works normally).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1213, + "rule_id": "pdf_skill_810_astartes_plasma_grenade", + "title": "astaRtes plasma gRenade", + "content": "These highly lethal grenades use a deliberate plasma\ncontainment failure, erupting into blasts of white-hot energy.\nThe dense plasma core of an Astartes plasma grenade is not\nfully consumed in the initial explosion and leaves a glowing,\nenergized orb that continues to sear the area like a miniature\nsun. This tiny stellar body continues to do the plasma\ngrenade’s full damage to the Blast area for an additional 1d5\nRounds after the Round it detonated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1214, + "rule_id": "pdf_skill_811_astartes_plasma_missile", + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma\nmissiles can easily turn enemy troops into a smoking crater.\nIndeed, a Battle-Brother must take care when firing one of\nthese dangerous weapons that his own Kill-team is sufficiently\nout of harm’s way. Plasma missiles have the same continuing\neffect as a plasma grenade. In addition, they pose an additional\nthreat to vehicles. The plasma core can become fused with the\nhull, leaving no escape. If a plasma missile attack on a vehicle\nscores 4 or more degrees of success, the Blast radius becomes\ncentred on the vehicle rather than a stationary point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1215, + "rule_id": "pdf_skill_812_astartes_stasis_grenade", + "title": "astaRtes stasis gRenade", + "content": "Stasis fields are used throughout the Imperium\nto hold time at bay, essentially trapping whatever\nis inside them in a single moment. Uses run from\nmundane food storage to the preservation of the\nUltramarine’s Primarch. A stasis grenade is simply an impactused to temporarily neutralize a threat.\nTo call a stasis grenade rare and dangerous is a grave\nunderstatement. One may occasionally be distributed along\nwith the general Requisition Points for a Mission if the Watch\nCaptain deems necessary, but a stasis grenade may never be\nRequisitioned through the usual means.\nThe grenade generates a stasis field with a radius of two\nmetres; it lasts for 1d5 rounds (which the GM should roll and\nreveal only when it expires). Everything inside this bubble is\ncut off from the normal flow of time. Anyone and anything", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1216, + "rule_id": "pdf_skill_813_inside_the_affected_area_does", + "title": "inside the affected area does (and perceives) nothing until the", + "content": "field dissipates. Characters outside the stasis field can see the\nfrozen moment but cannot interact with it in any way.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1217, + "rule_id": "pdf_skill_814_astartes_stun_grenade", + "title": "astaRtes stun gRenade", + "content": "Stun grenades use a combination of a loud explosive and a\nflash of light to momentarily incapacitate targets without\ncausing lasting injury before an assault is launched, making\nthem an excellent opener in non-lethal engagements. Anyone\ncaught in a stun grenade’s blast must pass a Challenging\n(+0) Toughness Test or become Stunned for 1d10 rounds.\nPhoto-visors and sealed armour provide a +20 bonus to this\nTest, while input filtering renders one completely immune.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1218, + "rule_id": "pdf_skill_815_emp_grenade", + "title": "emp gRenade", + "content": "A rare example of xenos technology employed in limited\ncapacity by the Deathwatch, the exact form of such a grenade\nvaries with its origin. The function of an EMP grenade is\nto generate a field of electro-magnetic static that interferes\nwith most technology and generally causes machine spirits\nto malfunction. There are many appellations for this weapon:\nEMP, Haywire, Scrambler, and it takes many shapes including\nthose found with the Tau and the Eldar.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1219, + "rule_id": "pdf_skill_816_photon_flash_grenade", + "title": "photon flash gRenade", + "content": "Photon flash or simply flash grenades detonate in a sudden\nand brilliant flare, blinding anyone nearby and overloading\nmany common vision protection systems such as visors.\nThose caught without high quality eye protection are usually\nleft blinded and defenceless. Anyone within 15 metres of a\nphoton flash grenade when it detonates must succeed on a\nToughness Test or be blinded for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1220, + "rule_id": "pdf_skill_817_throwing_grenades", + "title": "thRowing gRenades", + "content": "Throwing grenades requires no special training or\nTalents and is resolved using a Ballistic Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1221, + "rule_id": "pdf_skill_818_including_any_modifiers_such", + "title": "including any modifiers (such as range). On a miss, the", + "content": "thrown grenade goes in a random direction—see the\nscatter diagram on page 248.\nwhen a gRenade “Jams”\nWhenever a jam results from throwing a grenade\nor firing a grenade launcher or similar weapon (see\nWeapon Jams, page 249), something unfortunate has\nhappened. Roll 1d10. On any result other than 10, the\nexplosive is simply a dud and nothing happens. On a\n10, the explosive detonates immediately with the effect\ncentred on the attacker. If the explosive was fired from\na launcher, it detonates in the barrel, having its normal\neffect as well as destroying the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1222, + "rule_id": "pdf_skill_819_vortex_grenade", + "title": "voRtex gRenade", + "content": "This dreaded example of lost technology tears\nopen the very fabric of reality, creating a rift\ninto the warp. Needless to say, the results of\nsuch a desperate action are highly unpredictable\nand almost as likely to backfire on he who used it. For all\nthe nightmarish stories of daemons crawling through the\nbreach, and vortexes that still re-appear like phantoms on old\nbattlefields, there is no better way to ensure a threat is utterly\ndestroyed than to see it sucked into the immaterium.\nThe secrets of vortex grenades are jealously guarded by\nthe Adeptus Mechanicus, and some question whether Forge\nWorlds capable of their manufacture still exist. Certainly, their\nsupply in the Adeptus Astartes seems ever-dwindling, and it is\na dire threat indeed that warrants their precious and perilous\nexpenditure. Like stasis grenades, a single grenade may only be\nallotted at the Watch Captain’s option.\nThe vortex grenade has a radius of 3 metres. Anyone within\nthis area can spend his Reaction to attempt to Dodge out of it\nbefore the rift fully forms (see Dodging Area Effects on page\n238). Those who fail, along with everything else in the area, are\ndragged into the warp, never to be seen again. Each Round, the\ncapricious vortex winks in and out of existence. It has a 50%\nchance of closing permanently when this happens. Otherwise,\nit reappears 2d10 metres in a random direction from its last\nmanifestation—see the Scatter Diagram on page 248.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1223, + "rule_id": "pdf_skill_820_launchers", + "title": "lAunchers", + "content": "With their super-human strength, Space Marines are capable\nof throwing projectiles further than some Imperial weapons\ncan shoot. This relegates grenade launchers to a secondary\nweapon, usually affixed to a bolter or similar convenient\nlocation. Missile launchers are the more frequent choice when\na Mission calls for long-range firepower. Requisitioning a\nmissile launcher includes the requisition of frag and/or krak\nmissiles sufficient to keep the weapon loaded with whatever\nconfiguration of the two missile types is desired. Alternative\nmissile types must be Requisitioned as normal.\nTo use the various classes of launchers, a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1224, + "rule_id": "pdf_skill_821_launcher_or_heavy_weapon_tr", + "title": "(Launcher), or Heavy Weapon Training (Launcher) Talents.", + "content": "Setting explosives requires the Demolition skill (see Chapter\nIII: Skills, pages 97-98).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1225, + "rule_id": "pdf_skill_822_astartes_cyclone_missile_launc", + "title": "astaRtes CyClone missile launCheR", + "content": "Cyclone missile launchers were specially designed for use\nwith Tactical Dreadnought armour. Valuable enough for\ntheir ability to launch missiles rapidly from the twin racks,\nthis back-mounted missile system also makes up for some of\nTerminator armour’s inflexibility by providing more options\nin combat. Each of the missile racks may be loaded with a\ndifferent missile type, allowing the user to decide which type\nto fire each round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1226, + "rule_id": "pdf_skill_823_astartes_missile_launcher", + "title": "astaRtes missile launCheR", + "content": "(soundstRike-patteRn)\nA missile is fitted with stabilisation and guidance systems to\naid in its accuracy, which is excellent at long ranges. Access to\nthe variety of long distance warfare options these explosive\nrounds provide requires a missile launcher. The standard\nAstartes missile launcher is a tube-like weapon that fires a single\nround at great accuracy. The Soundstrike pattern overcomes\nthe single capacity of the launch tube by attaching a special\nmissile rack and auto-loader to a backpack power unit. The\nauto-loader’s gripping claw rapidly refills the launcher from\nthe back-mounted ammo source, allowing the Battle-Brother\nto fire the missiles of his choice without interruption until his\nmissile rack is depleted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1227, + "rule_id": "pdf_skill_824_auxiliary_grenade_launcher", + "title": "auxiliaRy gRenade launCheR", + "content": "When a Space Marine’s enhanced strength is not adequate to\npropel his choice of grenades far enough, an auxiliary grenade\nlauncher can be employed. These compact tubes hold a small\nrow of pre-primed grenades. An auxiliary grenade launcher is\nmost commonly mounted above or below the barrel of a basic\nweapon in a manner similar to a combi-weapon. However,\nmodels with standalone trigger mechanisms are also available.\nIf attached to another weapon, the user must choose which\none to fire; the launcher cannot be fired in the same Turn\nas the weapon it is attached to. This weapon may also be\nmounted on Terminator Armour. Doing so, however, doubles\nthis weapon’s Requisition cost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1228, + "rule_id": "pdf_skill_825_exotic_weapons", + "title": "exotic WeApons", + "content": "The Deathwatch has access to weapons so rare that the\naverage Imperial citizen has not even envisioned them. Some\nitems represent ancient patterns that only Adeptus Astartes\nartificers still understand the proper ways to create and\nmaintain, while others are unique to the Deathwatch and\ntheir origins are best left unquestioned. Exotic weapons are\nnot only extraordinarily rare but also especially difficult to\noperate. Such weapons require specialised training, and each\nmust be mastered separately with a different Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1229, + "rule_id": "pdf_skill_826_astartes_conversion_beamer", + "title": "astaRtes ConveRsion beameR", + "content": "A small number of these rare and deadly archeotech devices\ncirculate through the hands of senior Techmarines. By using\nthe energy stored in atomic bonds, a conversion beamer can\nannihilate creatures, vehicles, or nearly anything its beam\nreaches, provided it is given time to build to critical mass.\nWhen fired, a conversion beamer expels a stream of neutronthat converts matter to energy in a blazing beam that hurtles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1230, + "rule_id": "pdf_skill_827_astartes_digital_weapons", + "title": "astaRtes digital weapons", + "content": "Digital weapons, or digi-weapons as they are commonly\nknown, are miniaturised guns so advanced that most foes\nmistake them for mere ornamentation until the digi-weapon\nunleashes the firepower of a full-sized pistol. The ranking\nSpace Marines outfitted with such archeotech devices usually\ninstall them along the finger ridge of a glove for practical\nreasons. Rings are a more common design among Imperial\nnobles and military elite who are less likely to be wearing\npowered gloves. Digi-weapons exist that replicate the\nfunctions of a variety of deadly weapons. However, each\nweapon can only be fired once, and reloading a digi-weapon\nis exceptionally difficult. A character can wear up to one digifired even if the character is holding something else in his\nhands. Digi-weapons may be used in melee like pistols.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1231, + "rule_id": "pdf_skill_828_astartes_sniper_rifle", + "title": "astaRtes snipeR Rifle", + "content": "The needle rifle offers the perfect combination of range, stealth,\nand deadliness. A low-power laser beam propels small slivers\nof crystallised toxin that, once lodged in flesh, dissolve into the\nbloodstream almost instantly. Many chemicals can be solidified\ninto such rounds with the right equipment, and a variety are\nin use by the Deathwatch. The most common compound (and\nthe standard ammunition for this weapon) is a viral toxin that\nleaves most enemies dead within moments of being wounded.\nAs they have no muzzle flash, needle weapons are ideal for\nassassinations. The only argument against these exquisite\nweapons is that the brittle rounds have little penetrating power,\nmaking them next to useless against heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1232, + "rule_id": "pdf_skill_829_melee_weapons", + "title": "Melee Weapons", + "content": "“Only when your hearts have beat to the same pulse of clashing\nweapons as your enemy’s, only when his blood anoints you, and you\nglimpse the blackness waiting for us all in his dying eyes—only then\nhave you known battle.”\n–Brother-Captain Furio of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1233, + "rule_id": "pdf_skill_830_chain_weapons", + "title": "chAin WeApons", + "content": "Variations of these brutal war-devices are found throughout\nthe galaxy. This simple but effective technology employs fast\nmoving chains with serrated metallic teeth running across a\nweapon’s edge. Once engaged, the chain drive roars loudly\nto life, acting as a clear warning to all. Even the slightest\nimpact can tear open flesh, and solid blows can cut through\nmost armour. To use chain weapons, a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1234, + "rule_id": "pdf_skill_831_astartes_chainsword", + "title": "astaRtes ChainswoRd", + "content": "The Chainsword has served many a Battle-Brother during his\ntime in an Assault Squad. These weapons generally have a flat\ncarapace containing the chain with only the forward curved\nsection open where the spinning chain teeth can bite into\nflesh and bone.\nTable 5-7: Exotic Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nAstartes Conversion Beamer Heavy 100m S/–/– Varies Varies 4 2 Full – 85 40\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1235, + "rule_id": "pdf_skill_832_hero", + "title": "Hero", + "content": "Astartes Digital Flamer Pistol 4m S/–/– 2d10+2 E 3 1 Special Flame\n††\n0.1 35 Famed\nAstartes Digital Laser Pistol 4m S/–/– 1d10+4 E 7 1 Special Reliable 0.1 35 Famed\nAstartes Digital Melta Pistol 4m S/–/– 2d10+5 E 12 1 Special – 0.1 35 Famed\nAstartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full\nAccurate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1236, + "rule_id": "pdf_skill_833_toxic", + "title": "Toxic", + "content": "4 20 –\n†\nOnly Techmarines are entrusted with this weapon.\n††\nAdd +4 to Damage from fires started by this weapon\nReloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1237, + "rule_id": "pdf_skill_834_power_weapons", + "title": "poWer WeApons", + "content": "Power weapons project a disruptive energy field along the\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nthough in practice there is a traditional array in use by the\nAdeptus Astartes. The sight of an angel of vengeance charging\ninto battle is intimidating in its own right. When his weapon\nor fist itself suddenly flares to life in a halo of electricity, it\nbecomes truly inspiring—or terrifying—depending on which\nside of the charge you are on. A power weapon can still be\nused as an ordinary weapon should its power source become\ninhibited or damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1238, + "rule_id": "pdf_skill_835_astartes_chainfist", + "title": "astaRtes Chainfist", + "content": "A chainfist combines the matter-cleaving power field of a\npower fist with the rending adamantite teeth of a chainblade.\nThe field envelopes both the huge gauntlet and the whirring\nblade, yielding a weapon capable of slicing through armour,\nvehicles, heavy cruiser bulkheads, or nearly any other\nsubstance in the galaxy given enough time. These weapons\nare too unbalanced for even a Battle-Brother in standard\nAstartes power armour to wield effectively; chainfists are only\ncapable of being used with Terminator armour. This is just\nas well, as any foe dreadful enough to warrant use of this\nweapon certainly calls for equally potent protection.\nA chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nmanual dexterity penalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1239, + "rule_id": "pdf_skill_836_astartes_lightning_claws", + "title": "astaRtes lightning Claws", + "content": "Simply wearing lightning claws is a\nstatement about the wielder’s expertise in\nbattle. Constantly honed melee prowess\nand a willingness to sacrifice easy access\nto ranged weaponry is necessary to utilise\nthese weapons to their full effect. For these\nreasons, lightning claws are usually seen in\nthe hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\nthat replaces the normal glove on Astartes\npower armour. Its extra bulk contains the\nmechanisms that power four individual\npower blades, which extend like crackling\ntalons from the back of the hand. While the lethal design of these\nweapons is enough to ensure they can shear through armour\nnearly as easily as flesh, when used as a pair by an accomplished\nclose combatant, they become pure instruments of death.\nLightning claws do an additional point of Damage per degree\nof success on the Attack roll. When a character is equipped with\na pair of lightning claws, they instead do 2 additional points of\nDamage per degree of success. The blades on lightning claws may\nbe sheathed or unsheathed as a Ready action, but their bulk makes\nTable 5-8: Melee Weapons\nName Class Dmg Pen Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1240, + "rule_id": "pdf_skill_837_chain_weapons", + "title": "Chain Weapons", + "content": "Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 5 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1241, + "rule_id": "pdf_skill_838_power_weapons", + "title": "Power Weapons", + "content": "Astartes Chainfist Mounted 2d10\n†\nE 10 Power Field, Tearing 48 40 Famed\nAstartes Lightning Claw Melee 1d10+6 E 8\nPower Field, Special,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1242, + "rule_id": "pdf_skill_839_tearing", + "title": "Tearing", + "content": "30 30/45 Distinguished\nAstartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nAstartes Power Fist Melee 2d10\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1243, + "rule_id": "pdf_skill_840_e_9", + "title": "E 9", + "content": "Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nAstartes Thunder Hammer Melee 2d10+5 E 8\nPower Field, Concussive,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1244, + "rule_id": "pdf_skill_841_distinguished", + "title": "Distinguished", + "content": "†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1245, + "rule_id": "pdf_skill_842_force_weapons", + "title": "Force Weapons", + "content": "Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1246, + "rule_id": "pdf_skill_843_other_melee_weapons", + "title": "Other Melee Weapons", + "content": "Primitive Weapons Melee 1d10 I 0 Primitive – N/A –\nImprovised Melee 1d10–2 I 0 Primitive, Unbalanced – N/A –\n†††\nFor additional weapons beyond standard issue\n††††\nSee Page 170 for description", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1247, + "rule_id": "pdf_skill_844_than_thrown_in_the_applicable", + "title": "than Thrown in the applicable hand(s) even when the blades are", + "content": "retracted. In addition, the poor manual dexterity penalty increases\nto –20. When Requisitioning a pair of lightning claws for one\ncharacter, the Requisition needed for the second claw is halved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1248, + "rule_id": "pdf_skill_845_astartes_power_axe", + "title": "astaRtes poweR axe", + "content": "Power axes allow for greater impact when striking than a power\nsword, but are less nimble in the hand. Their inferior defensive\ncapabilities are often mitigated by pairing them with combat\nshields or even more sophisticated means of protection. Still,\nthey have a reputation as a brutal and unsubtle weapon; the\nchoice to employ one is often more personal than strategic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1249, + "rule_id": "pdf_skill_846_astartes_power_fist", + "title": "astaRtes poweR fist", + "content": "A power fist generates an energy field\nso violently disruptive that the weapon\ninside it is of little consequence. Therefore,\ninstead of surrounding a traditional\nweapon, the field envelopes an oversized\nand augmented glove. Backed by a Battleeven the heaviest armour or rupture flesh\nas though bursting a bloody, overripe\nfruit. Keeping these superior energy fields\ncharged requires heavy cables linked to the armour’s power system.\nThe generators are also rare and difficult to maintain, making such\na weapon a sign of status, even within the Adeptus Astartes.\nA power fist adds a multiplier to the wielder’s Strength Bonus.\n(Note: A Space Marine already doubles his Strength Bonus from\nhis Unnatural Strength Trait. Therefore, the Power Fist increases\nthe multiplier by one, tripling the Space Marine’s Strength\nBonus) It replaces the normal glove on Astartes power armour,\nand imposes the same weapon restrictions and manual dexterity\npenalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1250, + "rule_id": "pdf_skill_847_astartes_power_sword", + "title": "astaRtes poweR swoRd", + "content": "Power weapons require great investments of time and rare\nmaterials to produce. Therefore, power swords are typically\nreserved for ranking members of the Adeptus Astartes. Elegant\nbut effective, they allow the user greater attack options and\ndefensive responses than many other varieties of power\nweapon. This efficient design makes them popular with officers\nregardless of whether they specialise in close combat or not.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1251, + "rule_id": "pdf_skill_848_astartes_thunder_hammer", + "title": "astaRtes thundeR hammeR", + "content": "The furious energy blast released when these weapons strike\ncreates waves of booming concussive force as loud as thunder,\nfrom which their name originates. Enemies that survive\nthe pulverising blow are likely to be incapacitated by the\nshockwave that follows. Many Battle-Brothers balance the\nclumsy nature of attempting to parry with a thunder hammer\nby pairing it with a storm shield; the Storm Wardens are said\nto be so fond of this combination that some practice a combat\nstyle developed specifically around it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1252, + "rule_id": "pdf_skill_849_omnissian_power_axe", + "title": "omnissian poweR axe", + "content": "(astaRtes patteRn)\nOften carried by Techmarines to show their devotion to the\nOmnissiah, this weapon has a long staff-like body tipped with\nhalf of the circular Adeptus Mechanicus skull and cog icon. The\nsymbol forms a blade and is sheathed in a power field. Arcs of\nenergy illuminate the ridged blade and light the skull’s eyes with\na hungry glow, leaving little doubt that—even while covered\nwith inscribed circuitry designs indicating its sacred nature—this\nreligious icon is also a deadly weapon in a Space Marine’s powerful\nhands. The Ommnisian axe also functions as a combi-tool.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1253, + "rule_id": "pdf_skill_850_force_weapons", + "title": "Force WeApons", + "content": "The psi-lattice circuitry in force weapons is said to originate\nwith the Emperor himself when he walked among mortal\nmen. These weapons combine this archeotech circuitry pattern\nwith the same rare, psycho-reactive crystal used in psychic\nhoods to channel the mental power of a psyker into deadly,\nreality-rending force. Force weapons can take many forms, and\ncomprise several specialised variants; the most well known\nwithin the Adeptus Astartes are the Nemesis weapons of the\nGrey Knights. Force swords are the easiest of such weapons for\na Librarian to obtain, followed by force staffs.\nUnless wielded by a psyker, force weapons simply count\nas a Common Astartes-sized weapon of the appropriate type\nwith the Damage listed in the weapon’s profile. However, in\nthe hands of a wielder with a Psy Rating, they are much more\npotent. For every point of Psy Rating the wielder has, the\nweapon’s Damage and Penetration increase by +1. For example,\nan Astartes force sword wielded by a character with Psy Rating", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1254, + "rule_id": "pdf_skill_851_3_would_inflict_1d10_5_plus_s", + "title": "3 would inflict 1d10+5 (plus SB) and have a Penetration of 5.", + "content": "In addition to normal Damage, whenever a psyker damages\nan opponent, he may, as a Free Action, channel psychic force\nand killing will into the blade. This requires a Focus Power\nTest using Opposed Willpower. For every degree of success,\nthe force weapon’s wielder deals an additional 1d10 Damage,\nignoring the victim’s Armour and Toughness Bonus. Force\nweapons cannot be destroyed by a power weapon’s field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1255, + "rule_id": "pdf_skill_852_astartes_force_staff", + "title": "astaRtes foRCe staff", + "content": "A force staff houses its core psi-lattice inside a sturdy casing\nmade from polished metal, bone, exotic wood, or any\nnumber of other materials. Usually topping a force staff is an\nelaborate, circuitry-laced concentration icon whose imagery\ncoincides with the weapon’s origin. A force staff acts as an\nexceptional Psy-Focus, granting +15 to Invocation Tests. This\nbonus applies as long as the staff is held in at least one hand.\nHowever, striking with the weapon requires both hands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1256, + "rule_id": "pdf_skill_853_astartes_force_sword", + "title": "astaRtes foRCe swoRd", + "content": "A force sword’s blade glows with the pattern of embedded\nchannelling circuitry, and flares brightly every time the\nwielder activates the sword. The composite adamantine alloys\nare honed to a monomolecular edge. Empowered by both the\nBattle-Brother’s superhuman strength and his powerful mind,\na force sword in a Librarian’s hand can shear through flesh\nand armour with astonishing ease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1257, + "rule_id": "pdf_skill_854_traditional_weapons", + "title": "trAditionAl WeApons", + "content": "Basic hand weapons are a common sight throughout the\nImperium and beyond; in much of the war-torn galaxy it is\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\nemployed by the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1258, + "rule_id": "pdf_skill_855_astartes_combat_knife", + "title": "astaRtes Combat knife", + "content": "When a Battle-Brother’s last grenade has been thrown, when\nhis bolt rounds are spent and the enemy tide continues to\nswell, he can always turn to his combat knife. Every Space\nMarine is issued one of these blades as soon as he recovers\nfrom receiving his implants, and he carries it up until his final\nmoment of battle. This large knife—easily the size of a normal\nhuman’s sword—holds a mono-molecular edge that never\ndulls, even through centuries of service. In some Chapters\ncombat knives are passed down through the generations, with\nthe deeds of their owners etched upon them. In others, the\nforging of metal into blade is simultaneous with the forging\nof a recruit into Space Marine, and his combat knife is laid to\nrest when he is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1259, + "rule_id": "pdf_skill_856_primitive_weapon", + "title": "pRimitive weapon", + "content": "Catalogues of low-tech weapon variants across the galaxy fill\nfloors of Administratum archives in the Prol system. However,\nsuch distinctions are largely frivolous when a Primitive weapon\nis pitted against the armour and constitution of an Adeptus\nAstartes. Sticks, iron knives, finely crafted feudal swords, or\ngiant two-handed warhammers; if made of common materials,\nnone of these have but a prayer of cracking a Battle-Brother’s\nadvanced armour, much less doing him harm. Therefore,\nmelee weapons with the Primitive Quality are represented by\none general profile. GMs should feel free to add appropriate\nmodifiers and Qualities for different variations if it\nbecomes relevant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1260, + "rule_id": "pdf_skill_857_improvised", + "title": "impRovised", + "content": "Improvised weapons can take many forms, but are generally\nany handy weighted object such as table legs, severed limbs\nor artillery shell casings. Hitting someone with the butt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1261, + "rule_id": "pdf_skill_858_arm_weapon_mounting", + "title": "aRm weapon mounting", + "content": "This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nkeep both hands free, and can have a strong visual impression\nas the Battle-Brother brings forth a storm of destruction with\nthe sweep of his hand. This upgrade reduces the weapon’s\nRange by 30%. It is also possible to mount a weapon at the\nshoulder instead of on the forearm, with the same effects.\nUpgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1262, + "rule_id": "pdf_skill_859_astartes_melee_attachment", + "title": "astaRtes melee attaChment", + "content": "The value of a bayonet or similar combat attachment on a\nranged weapon is unquestioned, giving the wielder versatility\nto deal with enemies close-up without having to change\nweapons. However, the common spear-like attachments made\nfor normal human weapons would be an insult to both a\nSpace Marine and his weapon. The Adeptus Astartes utilize\nfine, mono-edged blades and whirring chain attachments\nthat are almost as effective in melee combat as a dedicated\nsword. Melee attachments are available that allow the weapon\nto count as either a Combat Knife or a Chainsword in close\ncombat, although in the latter case it lacks the Balanced\nQuality.\nUpgrades: Any Basic ranged weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1263, + "rule_id": "pdf_skill_860_deathwatch_suspensor", + "title": "deathwatCh suspensoR", + "content": "Because a Deathwatch Kill-team is often deployed without\nsupport, the ultimate in battlefield flexibility is required. The\nanti-grav plates and studs of suspensors attach to a weapon or\nequipment, making it easier to use by offsetting some of the\nweight. Suspensors reduce the weight of a weapon by half,\nallowing Heavy weapons to be deployed in a wider range\nof situations. When firing a weapon with suspensors, the\noperator counts as having the Auto-stabilised Trait—meaning\nhe always counts as braced and may fire the weapon on semifor moving and firing.\nUpgrades: Any Heavy ranged weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1264, + "rule_id": "pdf_skill_861_fire_selector", + "title": "fiRe seleCtoR", + "content": "A staple tool of the Deathwatch, a shot selector allows for\nspeed and ease of switching between magazines of different\nammunition, maximising tactical flexibility when deployed\nunder uncertain parameters. A weapon with a fire selector can\nhave up to three different clips added. At the start of the\nshooter’s Turn, he can use his fire selector to choose which\nclip he wishes to draw ammo from.\nUpgrades: Bolt or Solid Projectile Pistols, and Bolt or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1265, + "rule_id": "pdf_skill_862_solid_projectile_basic_weapons", + "title": "Solid Projectile Basic weapons", + "content": "dipole mag-loCk\nFor warriors in power armour, mag-locks are as common as\nholsters for securing weapons. The typical mag-lock consists\nof strong electromagnets near a suit of power armour’s\nsurface, and mirrored magnets on the weapon to be attached.\nA dipole mag-lock can reverse its magnetic field to literally\npropel the weapon into the wielder’s hand. This is typically\naccomplished by embedding small proximity triggers in the\nglove of the weapon hand that cause the magnet to reverse\npolarity when brought near it. However, versions using verbal\nand more sophisticated somatic cues also exist.\nA dipole mag-lock grants the Quick Draw Talent for the\nupgraded weapon. If the character already has Quick Draw,\nhe may draw his weapon as part of a Parry, allowing him to\ngo from unarmed to deflecting an enemy blade with his own\nin the blink of an eye.\nUpgrades: Any Pistol or Basic ranged weapon, or any\nmelee weapon that may be wielded in one hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1266, + "rule_id": "pdf_skill_863_motion_predictor", + "title": "motion pRediCtoR", + "content": "A complex target-tracking cogitator in this device activates\nonce the user has sighted the desired target. The Predictor\nthen tracks the target, and when the trigger is pulled chases\nthe target with all the rounds in a clip in one long burst. A\nMotion Predictor adds a +10 bonus to Ballistic Skill Tests but\nonly functions when the weapon is fired on semi-automatic\nor fully automatic mode.\nUpgrades: Any non-Primitive ranged weapon capable of\nsemi-auto or full auto fire. The target acquisition component\nof a Motion Predictor must be installed as a sight, and a gun\nmay only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1267, + "rule_id": "pdf_skill_864_preysense_sight", + "title": "pReysense sight", + "content": "This is a weapon sight that shows thermal images and reveals\nthe hiding places of enemies who lurk in the darkness. A\ncharacter using a preysense sight suffers no penalties due to\ndarkness and gains a +20 bonus to vision based Perception\nTests at night.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A preysense sight counts as a sight, and a gun may\nonly have one sight.\nRed-dot laseR sight\nThis is a laser sight that grants a +10 bonus to Ballistic Skill\nTests when the weapon is fired on single shot.\nUpgrades: Any Pistol or Basic ranged weapon of the following\ntypes: Las, Solid Projectile, Bolt, or Plasma. A red-dot laser sight\ncounts as a sight, and a gun may only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1268, + "rule_id": "pdf_skill_865_silencer", + "title": "silenCeR", + "content": "Silencers lower the noise from a weapon’s discharge, preventing\ndetection of the shot. Awareness Tests to hear shots made\nwith a silenced weapon suffer an additional –20 penalty and\ncan only be attempted at half the normal distance.\nUpgrades: Autogun, autopistol, needle sniper rifle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1269, + "rule_id": "pdf_skill_866_telescopic_sight", + "title": "telesCopiC sight", + "content": "Telescopic sights magnify the target’s image, making it easy to\nsee. This is especially useful for long-range shots that need to\nhit a very specific target location. A weapon with a telescopic\nsight ignores penalties for long and extreme range as long as\nthe shooter takes a Full Action to Aim.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A telescopic sight counts as a sight, and a gun may\nonly have one sight.\nTable 5-9: Weapon Upgrades", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1270, + "rule_id": "pdf_skill_867_astartes_melee_attachment_cha", + "title": "Astartes Melee Attachment (Chain) +8 9 –", + "content": "Deathwatch Suspensor x1/2 25 Respected\nFire Selector +1 2 –\nDipole Mag-lock – 5 –\nMotion Predictor +0.5 20 Respected\nPreysense Sight +0.5 10 –\nRed-Dot Laser Sight +0.5 10 –\nSilencer +0.5 3 –\nTelescopic Sight +1 6 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1271, + "rule_id": "pdf_skill_868_ammunition", + "title": "Ammunition", + "content": "The xenos hordes faced by the Adeptus Astartes seem infinite\nin number, and entire planets are given over to manufacturing\nthe endless quantities of ammunition needed for war. Weapons\nRequisitioned from the Deathwatch come with a sufficient\nsupply of standard ammunition for the weapon. Each type of\nammo can be used only with certain weapons as detailed in its\ndescription. Ammo weight is not listed; however, should it be\nimportant to know how much ammunition weighs, consider a\nweapon’s full clip to be 10% of the weapon’s total weight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1272, + "rule_id": "pdf_skill_869_bolt_shells", + "title": "bolt shells", + "content": "The mass-reactive explosive bolt shell is among\nthe deadliest kind of round in the Imperial arsenal.\nThe Deathwatch takes great advantage of variations\nthat have been made on this design over the years,\nyielding a wide variety of alternate rounds that still\nfire from a standard bolt weapon. The majority of\nbolt shell manufacturing capacity is reserved for the\nAdeptus Astartes, making them costly for others to obtain but\na matter of course among Battle-Brothers.\nUsed with: Any Bolt-class Pistol, Basic, or Heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1273, + "rule_id": "pdf_skill_870_bullets", + "title": "bullets", + "content": "Hard rounds are common for many weapons within the\nImperium and vary greatly in calibre and design. Bullets\nfrom one kind of firearm cannot be used in another unless\nthey are very similar in make. Autoguns and autopistols can\nusually interchange rounds, but the calibrated bullets fired in\nterrible volleys from Astartes assault cannons are unique to\nthat weapon.\nUsed with: Autopistols, autoguns, and assault cannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1274, + "rule_id": "pdf_skill_871_charge_pack", + "title": "ChaRge paCk", + "content": "Charge packs are powerful batteries used almost exclusively\nby las weapons. The size of a charge pack depends on the\nclass of the weapon. In all cases it provides shots equal to the\nweapon’s full clip value.\nUsed with: Laspistols, lasguns, lascannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1275, + "rule_id": "pdf_skill_872_exotic", + "title": "exotiC", + "content": "There are many kinds of weapons wielded by the Deathwatch\nthat use unusual types of ammunition, from the special\nammunition reloads for digi-weapons, to the finely crafted\ndarts of a needle rifle.\nUsed with: Needle rifles and any other exotic\nranged weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1276, + "rule_id": "pdf_skill_873_fuel", + "title": "fuel", + "content": "Flame weapons use liquid fuel, which can vary greatly in\ncomposition and quality. Underhivers on poor Imperial worlds\nmay construct shoddy weapons using nothing but flammable\nalcohols, while the Adeptus Astartes weapons use only the\npurest promethium. A fuel tank always provides shots equal\nto the weapon’s full clip value.\nUsed with: Flamers, hand flamers, heavy flamers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1277, + "rule_id": "pdf_skill_874_melta_canister", + "title": "melta CanisteR", + "content": "Meltaguns use specially refined chemicals injected into highly\npressurised canisters. The size and mounted position varies\ndepending on the model and class of the weapon. In all cases,\nit provides shots equal to the weapon’s full clip value.\nUsed with: Infernus pistols, meltaguns, and multi-meltas.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1278, + "rule_id": "pdf_skill_875_needle_precipitator", + "title": "needle pReCipitatoR", + "content": "These devices can be issued with weapons that use needle\nrounds, and are often built directly into the holster or carrying\ncase for the weapon. A precipitator crystallises liquid or\npowdered chemicals into the rounds fired by needle weapons.\nOne dose of a drug or toxin yields one shot of ammunition.\nSee Drugs and Consumables on page 172 for toxin options.\nUnless otherwise stated, any toxin may be precipitated into\nneedle rounds.\nUsed with: Needle rifles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1279, + "rule_id": "pdf_skill_876_plasma_flask", + "title": "plasma flask", + "content": "Raw plasma weapon fuel consists of highly dangerous and\nvolatile photonic hydrogen, compressed and precariously\ncontained within reinforced flasks. It was almost surely a\nplasma flask whose handling rites were rushed that gave birth\nto the plasma grenade.\nUsed with: Plasma pistols, plasma guns, and plasma\ncannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1280, + "rule_id": "pdf_skill_877_shells", + "title": "shells", + "content": "Shells contain dozens of tiny balls and are designed to scatter\nover a wide area when fired, making them ideal for close-in\nwork where accuracy is less important.\nUsed with: Shotguns.\nTable5–10: Ammunition", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1281, + "rule_id": "pdf_skill_878_namereqrenown", + "title": "NameReqRenown", + "content": "Bolt Shells N/A –\nBullets N/A –\nCharge Pack N/A –\nExotic N/A Varies\nFuel N/A –\nMelta Canister N/A Varies\nNeedle Precipitator N/A –\nPlasma Flask N/A Varies\nShells N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1282, + "rule_id": "pdf_skill_879_ammunition", + "title": "Ammunition", + "content": "Tactical flexibility is paramount given the unknown situations\nDeathwatch squads are often thrust into. Battle-brothers in\nthe organisation make extensive use of variant bolt rounds\nthat have numerous advantages over even the considerable\npower of standard bolt shells.\nThe cost to Requisition special ammunition listed in\nTable 5–11: Special Issue Ammunition represents one\nclip for any applicable weapon, except Pistols which halve\nthe listed Requisition cost due to their smaller magazine.\nSpecial issue ammunition for Heavy Bolters adds +5 to the\nRequisition total.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1283, + "rule_id": "pdf_skill_880_astartes_backpack_ammo_supply", + "title": "astaRtes baCkpaCk ammo supply", + "content": "Many weapons require larger ammunition sources to function\nduring extended battles. A backpack supply fits over the standard\nbackpack power unit on Astartes power armour. For energy\nweapons, the supply is a massive battery or charge-unit. For\nflame and plasma weapons, it consists of volatile fuel tanks or\ncanisters. Other ammunition packs are simply stacks of regular\nrounds with a feeder line that links into the weapon. Backpack\nsupplies hold 100 rounds of ammunition for Plasma, Melta, and\nLas weapons, 250 rounds of ammunition for SP or Bolt weapons,\nand 75 shots for Flame weapons. A weapon connected to a\nbackpack supply uses that supply for its ammunition and ignores\nits normal clip size. Backpack Ammo/Power supplies weigh 40\nkg and are automatically issued with any heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1284, + "rule_id": "pdf_skill_881_dragonfire_shells", + "title": "dRagonfiRe shells", + "content": "Dragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\ncomparable to a flamer.\nEffects: Decrease the weapon’s Damage by 2. Anyone\nwithin 2 metres of, and including, the target must succeed on\nan Agility Test or catch on fire. The firer may choose to target\nan object or specific area instead of an opponent. In this case", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1285, + "rule_id": "pdf_skill_882_the_shot_is_routine_20_and", + "title": "the shot is Routine (+20), and everyone in the 2 metre radius", + "content": "must Test to avoid catching fire.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1286, + "rule_id": "pdf_skill_883_hellfire_rounds", + "title": "hellfiRe Rounds", + "content": "Originally designed to combat the Tyranid threat,\nhellfire rounds have a devastating effect on organic\nmatter. Their cores are replaced with vials of\nmutagenic acid that eats through any living material\nwith horrific speed.\nEffects: The weapon ignores Natural Armour\nand may inflict Righteous Fury on any damage die results of\na 9 or 10. In addition, the weapon gains the Tearing Quality\n(if it did not already possess it). When used in a Heavy Bolter,\nit changes the weapon’s ROF to S/–/– and adds the Blast\n(3) Quality. When used against a Horde, Hellfire Rounds add\none additional point of damage to the Horde’s Magnitude\nper hit.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1287, + "rule_id": "pdf_skill_884_implosion_shells", + "title": "implosion shells", + "content": "The result of early experiments with alternative krak\ntechnology, an implosion shell replaces its explosive core\nwith an infinitesimal amount of antimatter; this creates a\nviolently decompressing vacuum when exposed to matter.\nLike the standard bolt shell, these rounds activate via their\nmass-reactive core, meaning they embed partially in their\ntarget before the implosion takes effect. The round’s force\nis therefore not directed at cracking open armour, but to\ncollapsing the unfortunate victim’s body from the inside\nout—enough to debilitate even a Space Marine.\nEffects: In addition to taking normal damage, a target\nwho takes one or more points of Damage (after Armour and\nToughness) from an implosion shell suffers 1d5 points of\nAgility Damage.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1288, + "rule_id": "pdf_skill_885_kraken_rounds", + "title": "kRaken Rounds", + "content": "The superior propellants in kraken rounds provide\nincreased range without sacrificing armour\npenetration, while their ultra-dense adamantine\ncomposition and improved explosive charge\nprovide a final burst of force for puncturing the\nheaviest armours.\nEffects: The weapon’s Penetration increases to\n8, and its Range increases by 50%.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1289, + "rule_id": "pdf_skill_886_metal_storm_rounds", + "title": "metal stoRm Rounds", + "content": "Metal storm rounds are tipped with proximity\ntriggers, causing them to detonate sooner than\nstandard bolt shells and release their payload\nof explosive frag before fully penetrating the\ntarget. When employed in a bolter with a high\nrate of fire, they can decimate groups of lightly\narmoured enemies.\nEffects: The weapon’s Damage and Penetration are each", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1290, + "rule_id": "pdf_skill_887_reduced_by_2_but_it_gains_the", + "title": "reduced by 2, but it gains the Blast (2) Quality.", + "content": "Used With: All bolt weapons.\nTable5–11: Special Issue Ammunition", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1291, + "rule_id": "pdf_skill_888_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Backpack Ammo Supply N/A –\nDragonfire Shells 28 Respected\nHellfire Rounds 25 –\nImplosion Shells 27 Respected\nKraken Rounds 5 –\nMetal Storm Rounds 15 –\nStalker Rounds 5 –\nVengeance Rounds 25 Famed\nWitch Bolts 12 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1292, + "rule_id": "pdf_skill_889_stalker_rounds", + "title": "stalkeR Rounds", + "content": "Stalker rounds were designed for sniping use in\nStalker-pattern boltguns, and that is still where\nthey achieve maximum efficacy. However, they\nmay be used in other bolt weapons to reduce their\nreport. A stalker round’s core is replaced with gas\npropellant and the mass-reactive explosive replaced\nwith solid mercury.\nEffects: Awareness Tests to hear shots made\nwith stalker rounds suffer an additional –30 penalty and\ncan only be attempted at half the normal distance. Reduce\nthe weapon’s Damage by 2. When used in a Stalker-pattern\nBoltgun, this damage penalty does not apply. Additionally\nin such a weapon, no Tests to detect the shot are possible\n(however, depending on the situation, the appropriate\nOpposed Skill Test may be required for the firer himself to\nremain hidden).\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1293, + "rule_id": "pdf_skill_890_vengeance_rounds", + "title": "vengeanCe Rounds", + "content": "Vengeance rounds were originally created to combat the\nAdeptus Astartes’ most bitter foe: Chaos Space Marines.\nDesigned to breach power armour of Space Marine calibre,\nthe core of each round contains a spark of unstable matter\nthat creates a micro-fission explosion upon detonation. Each\ndelicately engineered bolt is supremely effective at thwarting\narmour and eradicating even the most resilient target, but the\ntechnology needed to imbue a bolt shell with such power\ncarries great risks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1294, + "rule_id": "pdf_skill_891_effects_the_weapon_gains_the", + "title": "Effects: The weapon gains the Felling (1) Quality, and", + "content": "its Penetration increases to 9. Vengeance rounds detonate\nprematurely on an attack roll of 91–100. When this happens,\nthe firer suffers explosive damage equal to the weapon’s\ndamage with a Penetration of 5 to an arm location (the arm\nholding the weapon if it was fired one-handed, or a random\narm if fired with two hands). This automatically causes the\nweapon to Jam, and happens too quickly to avoid the damage\nby dropping the weapon.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1295, + "rule_id": "pdf_skill_892_witch_bolts", + "title": "witCh bolts", + "content": "Based on a Black Templars design, these bolts release a\nsmall core of neuro-inhibitors laced with warp-reductive\ncompounds that disrupt a creature’s connection to the warp.\nEffects: In addition to taking normal Damage from the\nweapon, any creature with a Psy Rating who takes Damage\nfrom a witch bolt reduces its Psy Rating by 1 for 1d10\nRounds each time. During this time, the creature may not\nPush its Psychic Strength. Additionally, creatures with Warp\nInstability must immediately make a Willpower Test to check\nfor disruption as described in the Trait.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1296, + "rule_id": "pdf_skill_893_armour", + "title": "Armour", + "content": "“Bless this plate, that it may deflect the blade of my enemy and the\nbullets of the unrighteous.”\n–From the Rites of Girding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1297, + "rule_id": "pdf_skill_894_armour_provides_armour_points", + "title": "Armour provides Armour Points (AP) to various locations", + "content": "on a character’s body. In addition, some kinds of armour have\nspecial properties noted in their description:\nArmour Type: The type of armour it is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1298, + "rule_id": "pdf_skill_895_location_s_covered_what_loca", + "title": "Location(s) Covered: What locations the armour covers,", + "content": "a combination of arms, legs, body, and head. Some armour\ncovers all four locations and is noted as covering “All”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1299, + "rule_id": "pdf_skill_896_ap_armour_points_how_many_a", + "title": "AP (Armour Points): How many Armour Points the", + "content": "armour provides for the locations covered. Any armour that", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1300, + "rule_id": "pdf_skill_897_provides_7_or_more_aps_includ", + "title": "provides 7 or more APs (including Astartes power armour)", + "content": "inflicts a –30 penalty on the wearer’s Concealment and Silent\nMove Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1301, + "rule_id": "pdf_skill_898_kg_kilograms_represents_how", + "title": "Kg (Kilograms): Represents how much the armour", + "content": "weighs. For information on how much a character can carry\nrefer to page 208. Since Space Marines are engineered to\nfunction in their power armour, it never counts against their\ncarrying weight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1302, + "rule_id": "pdf_skill_899_req_requisition_the_number", + "title": "Req (Requisition): The number of Requisition Points", + "content": "required to acquire the armour from the armoury.\nRenown: The minimum Renown Rank required to\nRequisition the armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1303, + "rule_id": "pdf_skill_900_armour", + "title": "Armour", + "content": "Astartes power armour is the high standard against which other\nforms of Imperial protection are measured. The commanding\nsight of the God-Emperor’s warriors in their iconic battle gear\nhas routed more than one enemy force without firing a shot.\nHeavy ceramite plates form the basis for most suits, actuated\nby electrically motivated fibre bundles that replicate the\nmovements of the wearer and enhance his strength. Not only\nare Adeptus Astartes patterns the pinnacle of power armour\ntechnology, but a Space Marine’s unique interface implants\nensure that his armour responds with the speed and precision\nof his own body. Each Battle-Brother is responsible for the\ncare of his own suit of power armour, the components of\nwhich may have served his Chapter for millennia before him.\nAstartes power armour contains many complex sub-systems,\nand it is the synergy of advanced technology with Space Marine\nphysiology that makes a Battle-Brother in power armour so\ndeadly. This combination yields the following effects:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1304, + "rule_id": "pdf_skill_901_trait_and_heightened_senses", + "title": "Trait, and Heightened Senses (+10 to relevant Tests) for Sight", + "content": "and Sound. Input filtering provides immunity to photon flash\ngrenades and stun grenades. Note that these benefits only\napply whilst the Space Marine is wearing his helmet, and the\nbenefits from the Auto-senses stack with the benefits of the\nSpace Marine’s Lyman’s Ear and Occulobe implants (meaning\nthat Space Marines have a +20 to Sight- and Sound-based\nAwareness Tests). Additionally, the Auto-Senses make the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1305, + "rule_id": "pdf_skill_902_called_shot_action_see_page_2", + "title": "Called Shot Action (see page 238) into a Half Action.", + "content": "Osmotic Gill Life Sustainer: With the helmet on, the\narmour is environmentally sealed and can maintain an adequate\noxygen supply as long as the unit is powered.\nBio-monitor and Injectors: If the internal cogitator\ndetects a problem with the wearer’s bio-signs, it can administer\npain suppressors, combat stimms, and anti-toxins. This provides\nthe following benefits:\n• +10 to Tests resisting the Toxic Quality and similar\npoison effects.\n• The pain suppressor reservoir has a total of 6 doses,\neach of which can be used to ignore Critical Effects\nfor 1d10 rounds. The doses may be used in succession\nor staggered.\n• If the wearer is Stunned, the effect lasts a maximum of one\nRound before the bio-monitor detects and negates it.\nVox Link: Serves as a\nstandard vox and a channel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1306, + "rule_id": "pdf_skill_903_data_transmissions_the_suit", + "title": "data transmissions the suit", + "content": "or its wearer can access.\nThe bio-monitor feed also\ntransmits through this link,\npermitting a squad to view\neach others’ vitals.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1307, + "rule_id": "pdf_skill_904_magnetized_boot", + "title": "Magnetized Boot", + "content": "Soles: Can be activated to provide the equivalent of\nMagboots.\nNutrient Recycling: Filters in the armour capture and\npurify body waste, re-constituting it into a nutrient solution that\nis intravenously returned to the body. This can sustain a Battletwo weeks that no other source of nutrition is ingested, make\na Toughness Test or suffer one level of Fatigue until nutrition\nis consumed. The Difficulty of this test increases one step for\nevery two weeks that passes without food or Preomnor-derived\nsustenance.\nRecoil Suppression: Provides the ability to fire Basic\nweapons one-handed. Ranged weapons not classed as Pistols\nstill may not be used in Close Combat.\nGiant Among Men: A Space Marine in power armour\nis Hulking. This increases his Base Movement by 1;\nhowever, the grace afforded by his Black Carapace negates\nthe modifier enemies would otherwise have to attack him.\nSee page 134 for the full effects of Size. He still suffers the\nusual penalties to Concealment and Silent Move for being\nheavily armoured.\noor Manual Dexterity: While protective, armoured gloves\nare not ideal for fine manipulation. Delicate tasks suffer a –10\npenalty unless using equipment designed for Space Marines.\nSimilarly, ranged weapons other than those of Astartes design\nare too small for an armoured Battle-Brother to wield at all.\nAssuming power armour is a sacred ritual, honouring the\nmachine spirit’s history of valiant deeds and praying for its\nboons in the battles to come. It takes 20 minutes to remove\nor don power armour un-aided, but never less than 5 minutes\nno matter the amount of assistance as the proper rites must\nbe observed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1308, + "rule_id": "pdf_skill_905_power_armour_history", + "title": "poweR aRmouR histoRy", + "content": "Every suit of power armour is unique, worn in different battles\nand often comprised of remnants from other suits with their\nown service records. It is no surprise that the machine spirits\nof power armour develop their own personalities over time.\nRoll 1d10 on the Power Armour History chart to determine\na suit’s character. The result of the roll may be modified by 1\neither up or down based on the player’s preference (rolls of 1\nmay be modified to a result of either 2 or 10, and rolls of 10\nmay be modified to a result of either 9 or 1).\nmaRk vii “aquila” poweR aRmouR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1309, + "rule_id": "pdf_skill_906_10", + "title": "10", + "content": "To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1310, + "rule_id": "pdf_skill_907_damaging_power_armour", + "title": "damaging poweR aRmouR", + "content": "Once a Battle-Brother takes Damage greater than the Armour\nPoints of his armour, it no longer counts as environmentally\nsealed. An application of repair cement is usually sufficient to\nre-seal it until permanent repairs can be made. Astartes power\narmour uses a fusion generator backpack which can sustain\npower forever with proper care. However, it is possible for the\npower unit to be damaged, hindering or even disabling the suit.\nIf the wearer takes Critical Damage to the Body from behind,\nconsult the Power Unit Critical Effects chart (in addition to\nnormal Critical Effects). The problems continue until the unit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1311, + "rule_id": "pdf_skill_908_astartes_artificer_armour", + "title": "astaRtes aRtifiCeR aRmouR", + "content": "Painstakingly cared for and customised for each esteemed\nbearer, artificer armour is the rarest form of power armour.\nThe technology and superdense materials used to construct\nthese suits is unparalleled inside the Imperium. Each one is a\nmasterwork of artificer ingenuity and (outside of Techmarines\nlabouring towards their own) is awarded only to true Chapter\nheroes. Artificer armour is always Master-Crafted. In addition\nto the effects of standard Astartes power armour, the advanced\nhelmet incorporates an MIU. Some suits incorporate even more\nunusual features, such as automated fibre re-weaving, eliminating\nthe need for Repair Cement to seal most breaches.\nOnly countless hours of labour at the blazing Space Marine\nforges gives rise to a suit of artificer armour. The unique inlays,\nengravings, and profile represent the vision which drove its\nmaker to such a momentous undertaking, and its machine\nspirit waxes wise and powerful. Roll twice on Table 5–12:\nPower Armour History to determine the properties of a\nparticular unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1312, + "rule_id": "pdf_skill_909_astartes_scout_armour", + "title": "astaRtes sCout aRmouR", + "content": "In most Codex Chapters, Neophyte Space Marines serve in the\n10th Company as Scouts as their first assignment. Scouts are\nplaced under the instruction of an experienced sergeant, who\nboth takes command of the squad and teaches the Scouts what\nit means to be a Space Marine. During this time, Scouts wear\nlighter, less-encumbering armour than the power armour worn\nby the Initiate Battle-Brothers of the Chapter. This armour is a\nversion of carapace armour that offers protection while at the\nsame time is extremely well-suited for stealth and skirmishing.\nAstartes Scout Armour provides a +10 bonus to Concealment\nSkill Tests and does not inflict a penalty to Silent Move and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1313, + "rule_id": "pdf_skill_910_concealment_skill_tests_based", + "title": "Concealment Skill Tests based on AP (see page 160).", + "content": "detailing a histoRy of valouR\nThe Power Armour History table is meant to provide\nideas for the unique machine spirits that evolve in\nAstartes power armour. Players should decide on the\nspecific story behind their result. For example, a suit\nwith the “None shall escape the Emperor’s wrath”\nhistory may have enabled a famous Captain to make\nan impossible shot that killed an entrenched enemy\nleader, turning the tide at the First Siege of Khazant.\nArmour with the “Lead from the front” history should\nhave a lineage of the illustrious bearers and the battles\nwhere they led their brothers to victory.\nPlayers and GMs should also not feel restricted to\nthe list provided. You may wish to negotiate comparable\neffects that better reflect the particular character of a\nBattle-Brother’s most important piece of equipment.\nTable 5–13: Power Unit Critical Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1314, + "rule_id": "pdf_skill_911_damage_result", + "title": "Damage Result", + "content": "1–3\nUnaffected: The power unit continues\nfunctioning normally.\n4–5\nDamaged: The power flow is diminished,\ncausing system failures and difficulty moving.\nAll benefits granted by the armour (except its\ninherent AP) are lost. All physical actions suffer\na –10 penalty. Decrease Base Movement by 2.\n6+\nUnpowered: The suit completely shuts down.\nAll benefits granted by the armour including", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1315, + "rule_id": "pdf_skill_912_wearer_must_make_an_arduous", + "title": "wearer must make an Arduous (–40) Strength", + "content": "Test to simply move. If he passes the test, his\nBase Movement is still reduced to 1, and all\nphysical actions suffer a –30 penalty.\nmaRks of aRmouR\nThe power armour presented in this chapter is the Mark\nVII version, also known as “Aquila Armour.” There are\nmany other marks of Space Marine power armour, and\nmore information on these marks of power armour will\nbe presented in future DeaTHwaTcH supplements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1316, + "rule_id": "pdf_skill_913_astartes_terminator_armour", + "title": "astaRtes teRminatoR aRmouR", + "content": "Tactical Dreadnought armour, more commonly called\nTerminator armour, turns an Adeptus Astartes into a nighare the superlative form of individual protection in Space Marine\narmouries, and enable a Battle-Brother to unleash firepower\nrivalling combat vehicles. Terminator Armour is only deployed\non the most dangerous Missions and only to veterans who have\nproven themselves worthy of wearing the Crux Terminatus: the\nicon found on the left shoulder of every suit of Terminator\narmour. Each one of these honour badges is said to contain\na fragment of the Emperor’s own armour from his final battle\nwith the traitor Horus.\nTerminator Armour incorporates all the systems of standard\nAstartes power armour with several upgrades. Superior actuator\nand stabilisation systems allow for Heavy and Mounted\nweapons to be fired one-handed. This also provides the Autoauto-senses are part of a sensorium, which provides the same\ncapabilities as an auspex. If two or more Battle-Brothers are in\nTerminator Armour, the input-link capabilities of a sensorium\nalso increase the Squad’s effective Rank by 1 for the purposes of\ndetermining whether or not it is in Support Range. Terminator\narmour’s heavy layers of protective alloys can deflect even the\nheaviest bombardments. In addition, the Crux Terminatus on\nevery Terminator’s shoulder plate serves as a ward capable of\nturning aside attacks from power weapons, melta fire, and even\nthe baleful energies of the warp. This protection provides the\nsame chance to emerge unscathed as a Force Field (see page\n166) with a Protection Rating of 35. Since this is purely due\nto the chance of the hit glancing off the armour’s strongest\nsurfaces, there is no possibility of Overload. Also roll once on\nTable 5–12: Power Armour History.\nThe massive frame of a Terminator is not without limitations.\nA Terminator cannot Run, and the wearer suffers –20 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1317, + "rule_id": "pdf_skill_914_agility_and_cannot_dodge_but", + "title": "Agility, and cannot Dodge (but may still Parry). Furthermore,", + "content": "in order for the Terminator’s frame to properly support, aim,\nand interface with weapons, they must be affixed by special\ncouplings. Arming Tactical Dreadnought units is a laborious\nand sacred ritual that may only be performed by high-ranking\nTechmarines with the proper ceremonial accoutrements and\nfacilities. This prohibits the weapon configuration from being\nchanged under other circumstances. Weapons typically available\nwith the right couplings for Terminator armour are limited;\nwhen Requisitioning Terminator armour, the Battle-Brother\npays the 60 Requisition Points for the armour itself and then\nmust spend a minimum of 40 additional Requisition Points to\narm it. Its weapons must come from the list below. (There is no\nrestriction on Upgrades or Wargear.)\nTerminator-Compatible Weapons: Any combi-weapon,\nPower Weapon or Force Weapon, Storm Bolter, Storm Shield,\nHeavy Flamer, Assault Cannon, Cyclone Missile Launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1318, + "rule_id": "pdf_skill_915_primitive_armour", + "title": "pRimitive aRmouR", + "content": "Primitive armour is the norm on many feudal or feral planets,\nthe lower levels of some hives where technology is unreliable\nor too expensive, and many alien worlds. Protection at this\nlevel often consists of reinforced animal hides, metal plating\nworn over the chest, chainmail, or a combination of these\nand other crude methods. Armour with the Primitive Quality\nonly offers full protection against weapons also having the\nPrimitive Quality. Otherwise, it only provides half its normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1319, + "rule_id": "pdf_skill_916_the_crux_terminatus", + "title": "The Crux Terminatus", + "content": "Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate\nfragementsof the Emperor’s armour. At the climax of the Horus Heresy, the Emperor personally led an\nattack on the Warmaster’s battle barge alongside his most trusted warriors. During the fierce fighting, the\nEmperor came face to face with Horus. In the battle that followed, Horus greivously wounded the Emperor.\nFollowing Horus’ defeat, the legends say that the Emperor decreed that his armour be taken off and melted\ndown, and that the pieces be made into badges that all Terminators would wear in recognition of the service\nperformed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only\ncontain the most miniscule of fragments.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1320, + "rule_id": "pdf_skill_917_carapace_armour", + "title": "CaRapaCe aRmouR", + "content": "While carapace armour may be a sign of status among standard\nImperial forces, its protection is substantially inferior to\npower armour, and it is typically worn only by Space Marine\nScouts. Made from moulded plates of armaplas, ceramite, or\nother strong materials, it can cover the entire body or just\nsections depending on the desired level of protection. Space\nMarine Scouts wear carapace plates that allow maximum\nfreedom of movement for the stealth operations of their units,\nwhile Tau Fire Warriors wear thick, articulated suits complete\nwith helmets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1321, + "rule_id": "pdf_skill_918_diagnostor_helmet", + "title": "diagnostoR helmet", + "content": "Apothecaries often replace their usual helmet with a diagnostor\nhelmet, which contains upgraded sensors and readouts to assist\nwith their charge of treating the injured and maintaining their\nbrothers’ physical combat readiness. A paired infralense and\nx-ray imager help the Apothecary monitor small changes in\na patient and diagnose internal injuries, even through power\narmour. A character equipped with a diagnostor helmet gains\na +10 to all Medicae Tests where he is working directly on a\npatient. The improved sensory capabilities also duplicate the\neffects of a Preysense sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1322, + "rule_id": "pdf_skill_919_masking_screen", + "title": "masking sCReen", + "content": "In a long history of clashes with the Velk’Han Sept of the alien\nTau forces, the Deathwatch has captured a limited number of\ntheir prized stealth field generators. While the Crucible Resolviate\nhas been unable to produce a perfect equivalent purged of alien\ntaint, painstaking research has created a functionally similar\ndevice, if not quite as potent. It combines light refraction with\nnoise dampeners to hide the subject from most senses, even at\nclose range.\nThe emanator is typically a small, translucent polyhedron that\naffixes at the shoulder. When it is active, the user appears wrapped\nin a mirage-like haze as the screen obstructs sound and light wave\ntransmissions through its area. This makes it valuable for covert\noperations, particularly those performed in otherwise noisy\npower armour. It also provides an additional measure of defence\nin combat, but the technology is not perfectly unidirectional, and\nmany warriors do not find it worth the side effects in combat.\nAn active masking screen provides the user a +30 bonus to\nConcealment, Shadowing, and Silent Move Tests, but imposes\na –10 on all Perception-based Tests. Attack rolls on a character\nusing a Masking Screen suffer a –10 Penalty. At distances over\n30 yards, this penalty increases to –20, but the distortion affects\nthe protected character as well, who suffers a –10 to Attack\nopponents at that distance or further. The field may be activated\nor de-activated as a Ready Action.\nTable 5–13: Armour\nName Locations Covered AP kg Req Renown\nAstartes Power Armour All 8/10 180 N/A –\nAstartes Artificer Armour All 12 100 60\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1323, + "rule_id": "pdf_skill_920_hero", + "title": "Hero", + "content": "††\nAstartes Scout Armour Body, Arms 6 30 N/A —\nAstartes Terminator Armour All 14 400 100\n†††", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1324, + "rule_id": "pdf_skill_921_famed", + "title": "Famed", + "content": "Primitive Armour Varies Varies Varies N/A N/A\nCarapace Armour All 6 15 N/A –\nDiagnostor Helmet Head 8 30 15 –\nMasking Screen – – +0.5 kg 25 Distinguished\nFlak Armour All 4 15 N/A –\n†\nArtificer armour is not available on a per-mission basis; it must be obtained as Signature Gear.\n††\nFor Techmarines, the artificer armour Renown requirement is only Distinguished.\n†††\nThis encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1325, + "rule_id": "pdf_skill_922_armour_craftsmanship", + "title": "aRmouR CRaftsmanship", + "content": "All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example,\nthe Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the\nactual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while\nthe flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of\nbetter manufacture uses the following modifiers.\nExceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the\narmour increases its AP by 1.\nMaster: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted\narmour weighs half the normal amount and increases AP by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1326, + "rule_id": "pdf_skill_923_flak_armour", + "title": "flak aRmouR", + "content": "Relatively lightweight and cheap to produce, flak armour is\none of the most common types of armour in the galaxy. It\ncan be found protecting countless human factions and xenos\nspecies. It is also standard issue to the millions of Imperial\nGuard adding their names to the memorial of the fallen on\nKarlack. Many layers of ablative and impact absorbent material\ngo into making each suit, enough to deflect or negate most\nlow-level attacks such as small arms, shrapnel, and proximity\nblasts. A great many foes in the Jericho Reach have dreaded\nweapons powerful enough to completely negate flak armour,\nbut a guardsman who discovers the dark terrors absent from his\nPrimer usually doesn’t live long enough to tell others. As long\nas the wearer is not on the target spot of the blast, Flak armour\ncounts as AP 5 against weapons with the Blast Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1327, + "rule_id": "pdf_skill_924_force_fields", + "title": "Force Fields", + "content": "Astartes power armour comprises the highest quality ceramite\nand adamantite plating—the strongest protective materials the\nImperium can produce. However, the armour-piercing claws\nof some xenos, and the assaults of their twisted weapons, call\nfor better defences than any armour can provide. In these\nsituations, the Adeptus Astartes utilise force fields, which\nprovide protection of an altogether different level. Force fields\nare designed to deflect rather than merely absorb incoming\nattacks; this makes them capable of averting blows from even\nthe most powerful weapons.\nForce field projectors are often small devices, easily\nfitted onto armour, shields, or weaponry. The technology to\nproduce such powerful emanations from such tiny devices\nis also a highly guarded secret of the Adeptus Mechanicus,\nand virtually all force fields are centuries old, at least. The\nAdeptus Astartes and the Deathwatch are fortunate to have\nmore than their fair share of these precious machines and\ncarefully control their deployment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1328, + "rule_id": "pdf_skill_925_field_rules", + "title": "field Rules", + "content": "A character may only benefit from one field at a time, regardless\nof how many different fields he may have equipped. When a\ncharacter wearing an active field is attacked, roll 1d100. If the\nresult is less than or equal to the field’s protection rating, the attack\nis nullified and has no effect on the protected character (although\nthe attack may have an impact on the character’s surroundings or\nother nearby characters, such as weapons with the Blast Quality).\nFields may also overload. Compare the result of the d100 roll\nto avoid damage to the field’s Overload Roll. If the result is less\nthan or equal to the listed number, the field is overloaded and\nceases to function until it is recharged or repaired (requiring a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1329, + "rule_id": "pdf_skill_926_successful_very_hard_30_tec", + "title": "successful Very Hard (–30) Tech-Use Test). Most Common", + "content": "Astartes force fields overload on a roll of 01–10. Exceptional\ncraftsmanship reduces that threshold to rolls below 05, while a\nMaster-Crafted force field only overloads on a roll of 01.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1330, + "rule_id": "pdf_skill_927_astartes_combat_shield", + "title": "astaRtes Combat shield", + "content": "A combat shield is a compromise between flexibility and\ndefence, trading the stronger field and physical protection a\nstorm shield’s size offers for a free hand. A combat shield straps\nto the arm, providing an able parrying tool as well as a smaller\nenergy field. A combat shield is a Balanced weapon that does\n1d5+1 Impact damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1331, + "rule_id": "pdf_skill_928_astartes_storm_shield", + "title": "astaRtes stoRm shield", + "content": "Storm shields are large and heavy shields that can house\nextensive webs of field generation circuitry in their thick\nplating. Its energy field can fend off bullets and blasts\nfrom afar, while the physical shield itself protects against\nmelee attacks. A storm shield provides +4 Armour Points\nto the Arm wielding the shield and to the Body location.\nStorm Shields also have the Defensive Quality. It also\nreduces the time necessary for a Guarded Attack to a Half\nAction. If used to bash an enemy, a storm shield does\n1d10 Impact damage but suffers a –20 penalty to the\nattack roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1332, + "rule_id": "pdf_skill_929_protection", + "title": "Protection", + "content": "Rating Overload Roll Wt Req Renown\nAstartes Combat Shield 25 01–10 3 20 Distinguished\nAstartes Storm Shield 55 01–10 10 35 Distinguished\nIron Halo 50 01 0.5 kg 40 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1333, + "rule_id": "pdf_skill_930_iron_halo", + "title": "iRon halo", + "content": "Exceedingly rare and reserved only for Battle-Brothers who have\nproven themselves time and again through exceptional deeds, the\nIron Halo is as much a mark of valour as it is a protective device—a\nfunction which should not be understated. These devices radiate\nan energy field almost as powerful as a storm shield, while their\ntypical design of a literal halo crowning the wearer’s head leaves\nhis hands free for battle. An Iron Halo is always Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1334, + "rule_id": "pdf_skill_931_chapter_relics", + "title": "chApter relics", + "content": "On rare occasion a Chapter permanently contributes a relic of\nChapter significance to the Deathwatch as a reaffirmation of\ntheir oaths. Other such items sometimes find their way into\nDeathwatch armouries when the Battle-Brother who owned\nit dies in service with his Mission unfulfilled. Even if many\nDeathwatch vaults did not protect their own contents through\ngene-coded locks, no Space Marine would be so crass as to use\na relic sacred to another Chapter. These relics are only issued to\nBattle-Brothers of the same affiliation as the relic’s legacy.\naRmouR of the RemoRseless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1335, + "rule_id": "pdf_skill_932_crusader_black_templars", + "title": "CRusadeR (blaCk templaRs)", + "content": "This artificer armour is one of a trinity crafted by the Black\nTemplars. Each suit is gilded with detestations of the warp\nand said to have the blood of saints layered into the thousandPitiless Crusader and the Fearless Crusader remain with the\nChapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\neffects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\nagainst attacks with the Warp Weapon effect. The Armour of\nthe Remorseless Crusader also incorporates a Master-Crafted,\nSanctified sword that can extend from the forearm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1336, + "rule_id": "pdf_skill_933_chalice_of_vision_blood_angel", + "title": "ChaliCe of vision (blood angels)", + "content": "The shrouded motives of the Omega Vault\nrevealed this ornate gold chalice the day\nWatch Captain Mordigael assumed his role\nas Master of the Vigil. Unknown hands\nengraved it with the image of Sanguinius’\nfinal battle and set a reservoir of a ritual\ncompounds in its base that releases when\nthe cup is filled. The resulting draught can\nbe used in the Rite of Vision, said to grant\na Blood Angel the same almost prescient\nclarity their Primarch possessed. Bearers of\nthe Chalice typically carry a flask of scarlet\nsacramental wine to use with the relic.\nThose who imbibe from the Chalice gain +10 to all WS, BS,\nand Skill Tests, and the Unnatural Perception Trait for 1 hour.\nDire consequences exist for those who violate the strictures\nagainst performing the Rite of the Vision too often. At the GM’s\ndiscretion, those who drink from the Chalice may experience\nstrange oracular visions that my reveal hints about the future.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1337, + "rule_id": "pdf_skill_934_special", + "title": "Special", + "content": "25 50 Hero\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full\nAccurate,\nTearing, Special\n16 75 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1338, + "rule_id": "pdf_skill_935_remorseless_crusader", + "title": "Remorseless Crusader", + "content": "(Sword Profile)\nMelee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\nChalice of Vision — — — — — — N/A — 5 70 Hero\nDeathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1339, + "rule_id": "pdf_skill_936_blast_1_felling", + "title": "Blast(1), Felling", + "content": "(1), Volatile\n7 70 Hero\nFrost Blade Melee — — 1d10+11 E 9 — N/A\nBalanced, Power\nField, Tearing\n10 60 Hero\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1340, + "rule_id": "pdf_skill_937_this_venerated_plasma_pistol", + "title": "This venerated Plasma Pistol", + "content": "was recently left to the\nDeathwatch by Captain Raziel\nof the Dark Angels, who gave\nhis life to hold a fortress on the\nedge of the Cellebos Warzone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1341, + "rule_id": "pdf_skill_938_against_chaos_sieges_until", + "title": "against Chaos sieges until", + "content": "reinforcements arrived. Deathroar contains the power of a\nheavy weapon in its small casing. The super-heated air around\nthe muzzle as the weapon discharges produces a unique\nsound reminiscent of predatory felines from which Deathroar\nderives its name. Firing Deathroar on Maximal setting does\nnot cause the Overheats Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1342, + "rule_id": "pdf_skill_939_frost_blade_space_wolves", + "title": "fRost blade (spaCe wolves)", + "content": "Frost blades are master works from the Space Wolves’ Iron\nPriests—each incredibly rare and prestigious. The teeth of\nthese icy chain weapons are always cut from nigh-unbreakable\nsubstances such as Kraken fangs or tempered diamond. The\nunique power fields enveloping frost blades have a distinct\nblue cast. A frost blade combines the best of a chain weapon\nand a power weapon, and adds +3 Damage when an attack\nfrom the weapon causes Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1343, + "rule_id": "pdf_skill_940_helm_of_varthion_ultramarines", + "title": "helm of vaRthion (ultRamaRines)", + "content": "Sergeant Varthion is a legend on\nWatch Fortress Erioch. Long before\nWarmaster Achilus ever dreamed of\nconquest through the Warp Gate,\nthe Deathwatch kept vigil over\nit. In the fourth century of M41,\nVarthion and his squad destroyed\na xenos warhost hundreds of\ntimes their number in defence of\nthe Gate. Records conflict as to\nwhich side of the Gate originated\nthe enemy assault, but accounts of the aftermath in the control\nstructure are identical. They describe alien corpses of an aspect\nuncatalogued before or since, “in such volumes that Varthion’s\nsquad stood atop them like Titans astride a demolished hive.”\nThe Ultramarine Sergeant’s ancient helm contains the pinnacle\nof augury sensors and prophesier readouts. It grants +10 to all\nAttack rolls, and unerringly divines the enemy’s weakest point,\ngranting a +3 bonus to the Penetration of any weapon wielded\nby the helm’s wearer. A dedicated cogitator bank also provides\ntactical recommendations based on thousands of years of\ncompiled Ultramarines combat theory. This increases the wearer’s\neffective Rank by 1 for purposes of calculating Cohesion or for\nUltramarines Chapter abilities in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1344, + "rule_id": "pdf_skill_941_levin_shield_storm_wardens", + "title": "levin shield (stoRm waRdens)", + "content": "The Storm Wardens Chapter Master,\nLorgath Maclir, once wielded the\nLevin Shield. It is said he passed it\nto the Deathwatch in payment of\nan honour debt to Watch Captain\nMordigael. This storm shield\nadjusts to the bearer’s bio-electric\nsignature and uses his body as\npart of the circuit to generate its\npowerful energy field. The crackling\nnimbus protects the wielder while\nelectrifying his foes. The Shield’s kinetic repercussion plating\nalso unleashes thunderous fury when struck.\nThis Force Field has a Protection Rating of 55 and an\nOverload number of 1, and causes 1d10+4 Energy Damage\neach Round to all creatures in melee with the wielder,\nignoring armour. If the Storm Warden successfully Parries\nwith the Levin Shield, the attacker must immediately make\na Toughness Test at –10 per degree of success by which the\nParry succeeded, or be Stunned for 1 Round. As a storm\nshield, it also provides +4 AP to the Body and the Arm\ncarrying it and reduces the time necessary for a Guarded\nAttack to a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1345, + "rule_id": "pdf_skill_942_deathwatch_relics", + "title": "deAthWAtch relics", + "content": "Some Relics’ legacies are rooted in the Deathwatch. Such an\nitem may be forged by artificers deep in the shielded heart of\nthe Watch Fortress, rise to significance in service to their vigil,\nor even be an offering from the outer catacombs of the Watch\nFortress’s mysterious revelation mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1346, + "rule_id": "pdf_skill_943_adamantine_mantle", + "title": "adamantine mantle", + "content": "These intricately worked cloaks take their name from the\nmost common variation: small adamantine scales worked\ninto a protective yet flexible defensive covering. Similar,\npersonalised designs exist, all using unbreakable materials to\nform an impressive cloak. Each one is the labour of decades\nby master artificers, who temper each individual scale and\nthread for maximum resilience. Their work is then blessed\nby Chaplains before finally being laid upon the shoulders of\nits first bearer. The mantle protects him not just through its\nphysical strength, but also by making his movements more\ndifficult to predict as the opaque cloak whirls about him in\ncombat.\nAn adamantine mantle negates 2 points of Armour\nPenetration from any incoming attack. The wearer gains a\n+10 to his Opposed Weapon Skill Test to Feint, and if he\ntakes the Defensive Stance Action, foes suffer an additional\n–10 on Weapon Skill Tests to attack him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1347, + "rule_id": "pdf_skill_944_deathwatch_relic_blade", + "title": "deathwatCh ReliC blade", + "content": "A standard power sword is no better than a flimsy\nmetal spike in the humbling aura of a relic blade.\nRemembrancer works from the Horus Heresy depict\nthese magnificent power weapons in the hands of\nits heroes, and accounts can be found through the\nages of how their wielders turned the tides of key\nbattles. Few enough have survived the millennia,\nand only a precious handful of those are reserved\nfor the Deathwatch.\nRelic blades take various forms, but are always\na great weapon of some fashion. They require two\nhands for even a Space Marine to wield. A relic\nblade that successfully Parries a weapon without\nthe Power Field Quality automatically destroys the attacker’s\nweapon. It has the same effect on weapons used to Parry\nit, shearing through such inferior defences and striking as\nthough opposition was never rendered. A relic blade has a\n25% chance to destroy a weapon normally immune to Power", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1348, + "rule_id": "pdf_skill_945_remains_from_the", + "title": "remains from the", + "content": "abandoned station.\nTechmarines fortunate enough to examine the advanced\nweapon frequently debate the number and nature of machine\nspirits necessary to achieve its flawless performance, but the\nmost widely accepted theories place a union of over one\nhundred machine spirits within the casing of tenebrous\nalloys.\nIn addition to accuracy and power unrivalled in other\nbolters of its size, the Skapulan Bolter integrates a Fire\nSelector, a Targeter, and a melee attachment equivalent to a\nMaster-Crafted combat knife. The gun never Jams, and any\nAttack roll of 96–100 may be re-rolled as the machine spirits\n—however many they may be— strive for perfection.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1349, + "rule_id": "pdf_skill_946_devotion_chain_black_templars", + "title": "devotion Chain (blaCk templaRs)", + "content": "The Black Templars frequently wrap sections or their armour\nwith chains, or bind their weapons to themselves to symbolize\nthat they are unendingly bound to war against the Emperor’s\nenemies. These constant reminders of a Black Templar’s vows\nsteel his resolve. Add +3 to any Willpower Test to resist Fear\neffects and Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1350, + "rule_id": "pdf_skill_947_tabard_black_templars", + "title": "tabaRd (blaCk templaRs)", + "content": "Tabards may bear personal, Deathwatch, Chapter, or even\nSquad-specific heraldry. In other cases they are ornamental\nand without symbols of any kind. Black Templars in the\nDeathwatch typically wear tabards only from the waist to\navoid marring the uniform intent of the Squad colouring, but\nless conforming individuals have been known to wear the\nfull tabards most commonly seen back in their home Chapter.\nChoose one of the following types of tabard:\n• Ornamental: Add +2 to Fellowship Tests.\n• Deathwatch / Squad heraldry: The Kill-team\nrestores 1 bonus Cohesion for every Primary Objective\nachieved.\n• Chapter heraldry: Add 1 to the character’s effective\nRank for determining Black Templar Solo Ability\neffectiveness, but subtract 1 from Squad Base Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1351, + "rule_id": "pdf_skill_948_blood_drop_pendant", + "title": "blood dRop pendant", + "content": "(blood angels)\nThese ornaments are representations of the Blood Angels’ Chapter\nsymbol and the blood of Sanguinius that runs through their\ncollective veins. Some are literally filled with the Battle-Brother’s\nown precious blood, while others are jewelled or crystalline\nrepresentations. They are most often, but not always, worn around\nthe neck. Whenever the character spends a Fate Point to gain a\nbonus on a Test, he may add +13 instead of the usual +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1352, + "rule_id": "pdf_skill_949_golden_icons_blood_angels", + "title": "golden iCons (blood angels)", + "content": "Blood Angels frequently hang sacred gilded icons on their armour\nor from their belts. The exact form of these items varies, but they\nare considered a display of devotion as well as serving as a focus\nfor spiritual meditation. Choose one of the following types:\n• Icon of Inspiration: Add +3 to Command Tests.\n• Wings of Wrath: Add +1 to Damage if the character\nhits with his attack during the Charge action.\n• Purity Focus: Whenever the Battle-Brother gains\nCorruption Points, reduce the total by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1353, + "rule_id": "pdf_skill_950_ceremonial_sword_dark_angels", + "title": "CeRemonial swoRd (daRk angels)", + "content": "Dark Angels frequently carry swords with winged hilts in\necho of their Chapter symbol. These weapons are used more\nin ceremony than in combat, but they are perfectly functional\nweapons should the Battle-Brother have reason to draw one.\nThey are carried either in addition to, or in lieu of, a combat\nknife depending on the individual’s preferences. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1354, + "rule_id": "pdf_skill_951_robe_dark_angels", + "title": "Robe (daRk angels)", + "content": "Hooded robes are a common sight amongst Dark Angels.\nWhile they are most often worn by veterans and other high\nranking warriors, Battle-Brothers of all ranks may be found\nwearing them. The exact reasons and hidden meanings of\nwearing such a robe are difficult to discern even for members\nof the Chapter, but a few examples exist below:\n• Scholar’s Robe: Choose one Scholastic Lore and add\n+3 to all Tests on it.\n• Robe of Secrets: Choose one Forbidden Lore and add\n+3 to all Tests on it.\n• Seeker’s Robe: add +3 to Scrutiny Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1355, + "rule_id": "pdf_skill_952_wolf_pelt_space_wolves", + "title": "wolf pelt (spaCe wolves)", + "content": "Fenrisian wolves are renowned across the galaxy for their\nviciousness. They are respected creatures, and greatly\nentwined with Space Wolf beliefs. Unarmed hunting rituals\nexist on Fenris to prove a warrior’s prowess. Should a Battleof the animal thereafter. Add +2 to Intimidate Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1356, + "rule_id": "pdf_skill_953_runic_totem_space_wolves", + "title": "RuniC totem (spaCe wolves)", + "content": "The Sons of Russ have many traditions that are unique to\ntheir Chapter, and at the heart of Fenrisian mysticism stand\nthe Rune Priests. Using their arcane arts they craft rune\ntotems to call upon the powers of Fenris’ mythic beasts, and\nSpace Wolves fiercely believe that these talismans can lend\nthe bearer power from the spirit whose name is inscribed\nupon it. Listed here are some representative totems:\n• Totem of the Bloodied Hunter: add +1 to any damage\ninflicted by Righteous Fury.\n• Totem of the Sea Wolf: Choose one Drive or Pilot Skill\nand add +3 to all Tests on it.\n• Totem of the Sun Wolf: add +3 to Awareness Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1357, + "rule_id": "pdf_skill_954_sacris_claymore_storm_wardens", + "title": "saCRis ClaymoRe (stoRm waRdens)", + "content": "The feral clansmen of Sacris are raised with giant claymores\nin their hands. After a warrior’s transfiguration into a Space\nMarine is complete, the sword of his youth is a light and\nsimple thing, but the Storm Wardens have made a habit of\nforging improved versions of these primitive weapons of size\nand materials befitting an Adeptus Astartes. It is far from\nunheard of for an enraged Storm Warden to favour his simple\nclaymore over a power sword, particularly when matters of\nhonour are at stake. A Sacris claymore replaces the Astartes\ncombat knife, and requires two hands to wield. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1358, + "rule_id": "pdf_skill_955_tempest_amulet_storm_wardens", + "title": "tempest amulet (stoRm waRdens)", + "content": "The native traditions of Sacris place a strong emphasis on the\nability of an individual to affect change in the world through\nstrength of arm and force of will. Tempest Amulets are rooted\nin mysticism, but also serve as a focus for the Storm Warden’s\nstubborn will. These small leather pouches contain “tempest\nstones,” rocks fused into glass by the fierce lightning storms of\nSacris and wrapped in prayer scripts written by the owner.\n• Amulet of Might: Add +2 to Strength (after all other\nmodifiers).\n• Victory Scripture: Gain +2 WS when fighting an\nenemy in single melee combat.\n• Guardian Amulet: The enveloped scripts venerate the\nStorm Warden’s lost 1st Company, so that they will send\naid to the bearer in times of greatest peril. The amulet\ncounts as a Charm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1359, + "rule_id": "pdf_skill_956_cingulum_ultramarines", + "title": "Cingulum (ultRamaRines)", + "content": "The cingulum is a belt formed from several studded straps of\nleather or a similar strong and flexible material, which serves\nas a place for the hanging of victorex and other accolades\nof valour. Such belts are common decorations amongst the\nUltramarines and their successor chapters. The appearance of\na cingulum also varies with the type of small, detailed plates\nthat have been used to stud it and the choices of what terminal\ndecorations hang upon it.\n• Adamantine Inlays: The detailed plates are strong\nenough to deflect weak blows. Add +3 to Parry Tests.\n• Honour Bells: The clinking scales and bells hung at the\nend of each strap herald the bearer’s approach. Gain +3\nWS on your first Attack roll in a combat.\n• Marks of Leadership: Add +3 to any tests made to\nregain Cohesion or prevent Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1360, + "rule_id": "pdf_skill_957_heraldry_scroll_ultramarines", + "title": "heRaldRy sCRoll (ultRamaRines)", + "content": "Scrolls worked into a Battle-Brother’s armour, either as\nmetalwork or a placard are popular in many chapters, and the\nUltramarines are no exception. This crest may display a motto\nor title, but most commonly it bears the Ultramarine’s name\nso that his enemies know who brings their deaths, and tales\nof his deeds may travel. Add +10 Kill Markers to any Assault\nMission where the scroll was displayed in at least one battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1361, + "rule_id": "pdf_skill_958_wargear", + "title": "Wargear", + "content": "The Deathwatch is called upon to perform a wide range\nof duties, some of which require more than a bolter to\naccomplish. Watch Station armouries contain tools for nearly\nevery Mission, ensuring that a Battle-Brother can prepare for\nany service the God-Emperor asks of him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1362, + "rule_id": "pdf_skill_959_astartes_harness", + "title": "astaRtes haRness", + "content": "Offering more safety than a grapnel but less noise and bulk than\na jump pack, this Battle-Brother-sized harness can be used to\naid in safely descending from terrain or buildings. The simple\nharness fits over a character’s power amour. A hook-shaped\nmagnetic clip can then be anchored to a wide variety of surfaces\nas the coiled safety line slowly unspools. The Battle-Brother\ngains a +30 bonus to Climb Tests, and will not fall if he fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1363, + "rule_id": "pdf_skill_960_lift_high_into", + "title": "lift high into", + "content": "the air and then swoops down as part of his assault. Jump packs\nare also useful in leaping over high obstacles and reaching\ndistant enemies. Most Battle-Brothers receive the specialised\ntraining necessary to operate these devices as part of an assault\nsquad, where the extra noise and bulk is secondary to the extra\nmobility that would allow him to charge that much faster into\nthe thick of battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1364, + "rule_id": "pdf_skill_961_a_jump_pack_requires_the_pilot", + "title": "A Jump Pack requires the Pilot (Personal) skill to operate", + "content": "effectively. An Astartes Jump Pack allows for a safe, guided fall\nfrom any height, and any number of short jumps. Such jumps\nallow the Battle-Brother to double his Base Movement and\ntravel in any direction without regard for obstacles. For all other\npurposes, he counts as having taken the appropriate Movement\naction. He must land by the end of his Turn. Alternatively, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1365, + "rule_id": "pdf_skill_962_astartes_magboots", + "title": "astaRtes magboots", + "content": "Astartes power armour can be upgraded to contain strong\nelectromagnets built into the boot soles, allowing the wearer to\nadhere to metallic surfaces such as exterior hull plating. These\nmagnets may be activated or de-activated at the beginning of\nthe wearer’s Turn. Magboots reduce Agility Bonus (recalculate\nMovement accordingly) by half when used, but otherwise\nallow normal movement in low- or zero- gravity areas provided\nthere is a suitable surface to walk upon. Standalone versions of\nMagboots can be found outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1366, + "rule_id": "pdf_skill_963_astartes_psychic_hood", + "title": "astaRtes psyChiC hood", + "content": "The arcane devices known as psychic hoods are lined with psiSome would say more importantly, they render the wearer\ncapable of nullifying the effects that other psykers have on the\nwarp nearby. A character equipped with a psychic hood may\nspend his Reaction to attempt to nullify a psychic technique\nbeing used by another psyker within a number of metres\nequal to the character’s Willpower. This attempt should be\ndeclared before the enemy psyker makes his Focus Power\nroll. The psychic hood’s wearer first makes a Focus Power\n(Willpower) Test. Every degree of success imposes a –10\npenalty on the enemy’s Focus Power Test. Alternatively, the\nwearer may attempt to nullify the effects of a Psychic Technique\non himself only, regardless of Range. To do this, the character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1367, + "rule_id": "pdf_skill_964_takes_a_focus_power_willpower", + "title": "takes a Focus Power (Willpower) Test. If he succeeds, he", + "content": "is unaffected by the Psychic Technique, but any other targets\nor areas are affected normally. A nullification Test may trigger\npsychic phenomena based on Psychic Strength as normal.\nAdditionally, the psychic hood grants the wearer a +5 bonus\nto all Focus Power Tests, including nullification attempts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1368, + "rule_id": "pdf_skill_965_back_banner", + "title": "baCk banneR", + "content": "A Battle-Brother is asked to leave his home Chapter allegiances\nand the majority of its heraldry behind when he joins the\nDeathwatch. However, that does not mean his squad is without\nhonour, inspiration, or heroes, for devoting oneself to the grisly\nwar against the alien is its own great reward. Back banners fly on\nornate poles wrought with the Deathwatch symbol and icons of\nImperial faith, mounted on a backpack power unit or rising from\nbetween the shoulder blades. These elaborate banners often tower\nas tall again as the Battle-Brother’s height itself, heralding the\nvalour of the Emperor’s avenging angels to brother and foe alike.\nWhen the Kill-team’s leader spends a Fate Point to restore a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1369, + "rule_id": "pdf_skill_966_charm", + "title": "ChaRm", + "content": "A charm is a keepsake, holy relic, or good luck token that\nis intended to draw the benevolent eye of the Emperor, a\nPrimarch, or other patron to the bearer. They take myriad\nforms including such things as fragments of blessed bolter\ncasings, water from holy seas, and pelts of sacred animals.\nTable 5–17: Equipment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1370, + "rule_id": "pdf_skill_967_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Harness 8 4 –\nAstartes Jump Pack 50 15 –\nAstartes Magboots 5 3 –\nAstartes Psychic Hood 15 25 Distinguished\nBack Banner 5 15 –\nCharm – 6 –\nChrono – 1 –\nDilation Field 1 45 Famed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1371, + "rule_id": "pdf_skill_968_chrono", + "title": "ChRono", + "content": "Chronos are timepieces, which are dependable and simple to use.\nGeneral models are usually hand-held or worn on the wrist, while\nSpace Marines typically rely on the ones built into their armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1372, + "rule_id": "pdf_skill_969_dilation_field", + "title": "dilation field", + "content": "Remnants of largely abandoned experiments with inverting stasis\nfield technology, a few of these devices linger in the armouries of\nJericho Reach. These small, unembellished boxes are similar in\nsize to a force field projector, but rather than surrounding the user\nwith a protective field, within their sphere of effect time seems\nto pass at a different rate. While this enables a Battle-Brother to\nreact with unprecedented swiftness to the events around him, the\nsudden shift in his perceptions can be disorienting.\nA dilation field grants the owner the Unnatural Agility and\nUnnatural Speed Traits. Activating the field is a Ready Action\nwith all effects (including any change to the character’s place in\nthe Initiative Order) beginning at the start of the next Round.\nDilation fields consume huge amounts of power, and once\nactivated remain on for only 1d10 Rounds before requiring 1\nhour to recharge. Furthermore, the character is at –10 WS and BS\non the first Turn the field goes into effect, and the first Turn after\nthe field’s effects end, as he adjusts his timing.\nThe interactions between dilation fields and force fields can\nhave disastrous consequences, and only one type of field should\nbe activated at a time on a character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1373, + "rule_id": "pdf_skill_970_consumables", + "title": "consumABles", + "content": "Common combat drugs such as Slaught or Ghostfire Pollen\nwould only serve to pollute the perfectly engineered Space\nMarines’ blood. However, chemical compounds have a place in\ntheir arsenal, primarily for use on enemies, but also in the specially\nformulated concentrates used to help an Adeptus Astartes shrug off\ndebilitating injuries. Unless otherwise noted, all drugs listed here\nare Astartes-grade. They may be used on normal humans, but this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1374, + "rule_id": "pdf_skill_971_requires_a_routine_10_medic", + "title": "requires a Routine (+10) Medicae Test when administered to", + "content": "correctly cut the dosage and avoid causing 1d5 levels of Fatigue\nand 1 Round of Stun in addition to the intended effect. Unless\notherwise noted, the Requisition cost listed in Table 5–19: Drugs\nand Consumables is for a single unit or dose.\nde-tox\nA more powerful form of the anti-toxins found in Astartes\npower armour, this drug can negate the effects of most\ndangerous gases and toxins if administered quickly enough.\nA dose of de-tox immediately ends the ongoing effects, both\npositive and negative, of any drugs, toxins, or gases affecting\nthe character (unless the effect states that de-tox is not\neffective against them) and renders him immune for another\n1d10 Rounds. Given that natural Space Marine resilience\nprotects him against many of the common chemicals that\npose a threat to other beings, de-tox is manually administered\nto avoid unintended interruption of injector system effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1375, + "rule_id": "pdf_skill_972_deadlock_toxin", + "title": "deadloCk (toxin)", + "content": "This paralytic chemical causes the target’s muscles to seize,\nimmobilising him for easy elimination or capture without\nrendering him unconscious. This toxin is most commonly\nfound in the form of needler rounds. If the victim fails a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1376, + "rule_id": "pdf_skill_973_difficult_10_toughness_test", + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure.\nIf he reaches “0” Strength, he is completely paralysed and\nunable to act. This paralysis and Strength Damage wears off in\n2d5 minutes, minus the victim’s Toughness Bonus (minimum\n1 minute).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1377, + "rule_id": "pdf_skill_974_delay_agent_toxin", + "title": "delay agent (toxin)", + "content": "Not a toxin in and of itself, a delay agent encapsulates the molecules\nof drugs and poisons with a slowly decaying non-reactive\nmicroshell that allows the payload to take effect substantially after\ndelivery. Any drug or toxin may be cut with a delay agent, causing\nit to take effect 1d5 hours after it is administered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1378, + "rule_id": "pdf_skill_975_genophage_toxin", + "title": "genophage (toxin)", + "content": "Lethally effective, every dose of genophage is tailored to\nattack the weaknesses in the molecular structure of a particular\nindividual. As such, it may never be simply Requisitioned,\nand must always be custom made. Victims of genophage\nstand little chance of resisting the quick-acting enzymes that\nimmediately shut down circulatory and respiratory functions.\nGenophage is so deadly that it only needs to make contact\nwith its intended target to be effective. If used in weapon form,\nthis means the attack must deal at least 1 point of Damage after\nAP, but does not need to overcome TB. If contact is made,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1379, + "rule_id": "pdf_skill_976_the_target_must_pass_a_hard", + "title": "the target must pass a Hard (–20) Toughness Test. Failure", + "content": "indicates he takes 1d10+5 impact Damage with no reduction\nTable 5–18: Drugs and Consumables", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1380, + "rule_id": "pdf_skill_977_genophage_toxin_n_a", + "title": "Genophage (Toxin) – N/A –", + "content": "Injector – 3 –\nNarthecium 5 10 –\nPain Suppressant – 10 –\nRepair Cement 0.5 1\n†\n–\nResuscitex – 5 –\nSacred Ungents – 20 –\n†\nRequisition value is only for evaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1381, + "rule_id": "pdf_skill_978_injector", + "title": "inJeCtoR", + "content": "Injectors carried by the Adeptus Astartes are usually hypocontact can be made. An injector can hold a single dose of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1382, + "rule_id": "pdf_skill_979_any_drug_or_toxin_which_a_c", + "title": "any drug (or toxin), which a character may administer as a", + "content": "Full Action. An injector may be used on an unwilling target\nthrough standard melee combat rules as though it were a\nweapon, but the injector itself deals no Damage and cannot\npenetrate armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1383, + "rule_id": "pdf_skill_980_narthecium", + "title": "naRtheCium", + "content": "The tool of an Apothecary’s trade, a narthecium contains\nimplements specially designed for Space Marine physiology\nand for performing first aid without having to remove the\npatient’s power armour. It also comprises various counterseptics,\nskin patches, transfusions and other compounds engineered\nfor the Space Marines’ physiology, and several stasis tubes for\nstoring recovered gene-seed.\nA narthecium grants a +20 Bonus to Medicae Tests\nmade on a Space Marine patient. It also raises the\nThreshold at which the patient is considered Lightly\nDamaged to 3 times his Toughness Bonus, and doubles\nthe amount of damage healed by first aid. A narthecium\nalso holds ten doses of any one drug. The drug must be\nacquired separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1384, + "rule_id": "pdf_skill_981_pain_suppressant", + "title": "pain suppRessant", + "content": "The same chemical is found in most Astartes power armour\ninjectors and allows a character to ignore Critical Effects for\n1d10 Rounds. Additional doses are often carried in nartheciums,\nand may also be used in the Sacraments of Renewal to refill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1385, + "rule_id": "pdf_skill_982_repair_cement", + "title": "RepaiR Cement", + "content": "Repair Cement is a spray-gel composed of dual tubes of\npolyplas allomers that bond instantly with each other to seal\npower armour damage. It is typically used for quick field\nrepair of breaches until the armour can be attended properly\nby a follower of the Omnissiah. A Space Marine learns how\nto use repair cement as soon as he is issued power armour; its\napplication takes one Round but requires no Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1386, + "rule_id": "pdf_skill_983_resuscitex", + "title": "ResusCitex", + "content": "This stimm is intended to revive an unconscious comrade. It\nimmediately wakes an unconscious character. If the character\nhas taken Fatigue levels in excess of his Toughness Bonus, it\nreverts the level of Fatigue to a number equal to his TB. It\nhas no effect on conscious characters suffering Fatigue levels\nequal to or less than their TB.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1387, + "rule_id": "pdf_skill_984_sacred_unguents", + "title": "saCRed unguents", + "content": "Sacred unguents blessed by the Omnissiah are much sought\nafter for their mystical properties when applied to machines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1388, + "rule_id": "pdf_skill_985_to_jamming_see_chapter_viii", + "title": "to Jamming (see Chapter VIII: Combat, page 249) for a", + "content": "number of shots equal to its clip size. If the weapon is Jammed\nand the unguent is then applied, it immediately unjams, but\nthere is no further effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1389, + "rule_id": "pdf_skill_986_astartes_cluster_mines", + "title": "astaRtes ClusteR mines", + "content": "Cluster mines are designed not just for explosive power, but to\navoid the enemy’s notice until he is blown into tiny bits. Cluster\nmines achieve this aim by packing triple-intensity fyceline or\nsimilarly potent explosives into dozens of micro-explosive nodules\nthat are linked to a single trigger, typically a tripwire or pressure\nsensor. The networked explosives have a synergistic effect and\nproduce a massive blast when detonated.\nA standard mine array covers two square metres; this can be\nincreased by linking multiple mine arrays, but the area’s smallest\ndimension must not be less than one metre for the mines to have\ntheir full effect. Cluster mines are designed for even the relatively\ngreen Scout squads to plant without extensive training. When\nsetting cluster mines, the character makes a Concealment Test,\nreceiving a +20 bonus if he is also trained in Demolitions. Note\nthe degrees of success, as any character about to pass through a\nmined area Opposes those successes with an Awareness Test. If\nthe potential victim wins the contest, he may stop short to avoid\nthe mines. If he fails, he and anyone else in the mined area take\n4d10 X Damage with a Penetration of 4.\nA successful Demolitions Test while planting mines allows for\nmore sophisticated trigger techniques such as time-delays. These\nbooby traps are particularly effective when used to damage the\nvulnerable underside of most vehicles. Cluster mines double their\nPenetration to any vehicle in their area of effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1390, + "rule_id": "pdf_skill_987_astartes_signum", + "title": "astaRtes signum", + "content": "A signum is a sensorium and transmitter array that can be mounted\non a Battle-Brother’s armour. It broadcasts enhanced tactical\nreadings to all members of a Squad, allowing them to benefit from\nthe targeting data. While a character equipped with a signum is in\nSquad Mode, all characters in Squad Mode receive a +5 bonus to\nBallistic Skill Tests. If the equipped character spends a Full Action\nand succeeds on a Tech-Use Test, this bonus increases to +10\nuntil the end of the next Round. The effects of multiple signums\nare not cumulative, but see the signum link below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1391, + "rule_id": "pdf_skill_988_astartes_signum_link", + "title": "astaRtes signum link", + "content": "A signum is a useful tool alone, but by equipping the targeting\nsystems of one or more squad members with a signum link,\nthey can make optimal use of the signum’s readings to achieve\nunparalleled acts of teamwork by forming a web of their\ninterconnected autosenses. This allows all participating members", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1392, + "rule_id": "pdf_skill_989_astartes_targeter", + "title": "astaRtes taRgeteR", + "content": "The Space Marine version of a Targeter encompasses several\nsights connected to a guidance cogitator array that improves\noverall accuracy. Rather than being hard-wired to a specific\nweapon, the array fixes at the shoulder or backpack unit\nand links into the power armour’s general targeting systems,\nproviding its benefits to all ranged weapons the user wields\nregardless of their Class.\nA Targeter combines the effects of a Red-Dot Laser Sight\nand Telescopic Sight. In addition, its sophisticated target-lock\nsystem makes evading a shot from a weapon guided by it\nextremely difficult. Attempts to Dodge ranged attacks from a\ncharacter equipped with a Targeter suffer a –10 penalty.\nauspex/sCanneR\nThese devices are used to detect energy emissions, motion,\nand biological life signs. A character using an auspex gains\na +20 bonus to Awareness Tests and may make a Tech-Use\nTest to spot things not normally detectable to human senses\nalone, such as invisible gases, nearby bio-signs, or ambient\nradiation. The standard range for an auspex is 50m, though\nwalls more than 50cm thick and certain shielding materials\ncan block the scanner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1393, + "rule_id": "pdf_skill_990_cartograph", + "title": "CaRtogRaph", + "content": "This specialised data-slate accepts geographical and\nnavigational information on a planet, either from existing\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its\ngeo-locator tracks the user’s planetary coordinates, enabling it\nto provide distance and bearing to any known location. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1394, + "rule_id": "pdf_skill_991_provides_a_10_to_all_navigati", + "title": "provides a +10 to all Navigation (Surface) Tests. It is also", + "content": "capable of storing detailed maps and schematics, which can\nbe useful for objective approach planning. Many cartographs\nare also equipped with a small holo-projector that displays\nthree-dimensional maps of its contents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1395, + "rule_id": "pdf_skill_992_codex_astartes", + "title": "Codex astaRtes", + "content": "The entirety of the Codex Astartes fills immense librariums,\nbut many Space Marines carry the heart of this sacred text\ninto battle. Of course, interpretations of what passages form\nthe core of the codex vary even more than the forms it has\nbeen transcribed into over the millennia since the Second\nFounding. From hand-copied tomes bound in etched leather\nto crystal-circuited datacrypts, the collected wisdom of\nRoboute Guilliman, the Primarch of the Ultramarines—and\narguably the most celebrated war tactician the Imperium has\never seen—endures in forms uncounted. It is also the guiding\ndoctrine for how most Chapters operate today. Many Battlepass a day without studying from this text.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1396, + "rule_id": "pdf_skill_993_combi_tool", + "title": "Combi tool", + "content": "Commonly found in the hands of Techmarines, combi-tools\nare versatile, if somewhat bizarre, mechanical devices. They\nare spindled with small implements that interface, cut, solder,\nand anoint, granting a +10 bonus to Tech-Use Tests.\ndata-slate\nData-slates are commonplace in the Imperium—the primary\nmeans of storing and reading printed text, schematics, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1397, + "rule_id": "pdf_skill_994_other_media_such_as_video_pic", + "title": "other media such as video (pict) or audio (vox) recordings.", + "content": "Models range from cheap, single purpose devices built to play\nonly a certain recording, to sophisticated models that can reother devices.\nTable 5–19: Tools", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1398, + "rule_id": "pdf_skill_995_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Cluster Mines 4 5\n†\n–\nAstartes Signum 5 35 Distinguished\nAstartes Signum Link +0.5 20 –\nAstartes Targeter 4 25 Distinguished\nAuspex 0.5 12 –\nCartograph 0.5 5 –\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nData Slate 0.5 5 –\nDemolition Charges 1 10 –\nElucidator 1 25 –\nLamp/ Glow-globe 0.5 1 –\nLocus Seeker – 30 –\nMagnoculars 0.5 3 –\nMelta bomb 12 25 –\nMultikey – 15 –\nPict recorder 1 5 –\nPsy-Focus – 15 –\nReductor 4 8 –\nRestraints 4 10 –\nScreamer 1.5 5 –\nStummer 2 5 –\nTeleport Homer 0 10 –\nVox-Caster 0.5 10 –\n†\nThis is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1399, + "rule_id": "pdf_skill_996_demolition_charge", + "title": "demolition ChaRge", + "content": "A demolition charge is a simple explosive device, commonly used\nfor blowing open doors, breaching bulkheads, and destroying\ninfrastructure. The listed weight for a demolition charge represents\n1 kg of explosives, though it is possible to rig charges together, thus\nincreasing their destructive potential. When a demolition charge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1400, + "rule_id": "pdf_skill_997_explodes_anyone_or_anything", + "title": "explodes, anyone (or anything) caught within its blast radius takes", + "content": "3d10 Explosive Damage plus an additional 2 points of Damage\nfor every kilogram used. The blast radius of the charge is 3 metres\nfor each kilogram used. For setting and defusing explosives see\nthe Demolition Skill in Chapter III: Skills, pages 97-98.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1401, + "rule_id": "pdf_skill_998_elucidator", + "title": "eluCidatoR", + "content": "The Jericho Reach is rife with planets out of contact with the\nImperium for thousands of years, pockets of humanity lost\nduring the Age of Shadow or even before. During that time,\ntheir language may have diverged radically from Low Gothic. An\nelucidator is a hand-held device that can analyse speech or text,\nand translate it into a standard language and dialect (and vice\nversa). It is most useful in dealing with cultures whose languages\nhave a basis in Low Gothic, requiring no Test to perform this\nfunction. However, a character with the Logic Skill may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1402, + "rule_id": "pdf_skill_999_a_difficult_20_test_to_use", + "title": "a Difficult (–20) Test to use an elucidator to decipher basic", + "content": "meanings from truly alien languages. (The GM may adjust this\nmodifier depending on the language’s similarity to ones the\ncharacter does know.) An elucidator’s output can display on its\nscreen, project from its vox, or transmit through a vox channel.\nlamp/ glow-globe\nThese common devices can illuminate an area a dozen or more\nmetres in diameter. A typical lamp lasts 1d5 hours before it\nneeds to be recharged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1403, + "rule_id": "pdf_skill_1000_locus_seeker", + "title": "loCus seekeR", + "content": "A locus seeker is actually a pair of devices. The smaller component,\nthe locus caller, is a dull metal sphere only millimetres in\ndiameter. The larger component is a small, translucent globe\nwith a needle of identical metal suspended mysteriously inside.\nThe needle, called the locus seeker, is usually carved in the shape\nof a grasping talon and reaches unerringly towards the caller,\nwith no observed limits on its distance. Occasionally these\nglobes have been unearthed with missing callers, and unlucky\nmen have been sent to search for decades or even lifetimes to\nlocate the other piece, so valuable is a completed locus seeker.\nAlthough difficult to come by, these devices can be invaluable\nfor tracking suspicious ships, cargo, or individuals over not just\nplanets, but sectors. Plotting a course towards the caller using the\nglobe requires the appropriate Navigation Test with a Difficulty\nbased on how much distance lies between the two. Hiding a\nlocus caller on a person or object requires a Concealment Test,\nwith the degrees of success noted for later Opposed Search\nTests by any potential detectors. One may also embed a caller", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1404, + "rule_id": "pdf_skill_1001_magnoculars", + "title": "magnoCulaRs", + "content": "These are powerful vision aids that magnify distant objects.\nMore advanced, high-quality magnoculars can also give\nrange read-outs, detect heat sources, calculate target location\npositioning, and take pict-captures of a view for later analysis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1405, + "rule_id": "pdf_skill_1002_melta_bomb", + "title": "melta bomb", + "content": "Melta bombs affix to their target with mag-adhesives\ndesigned to quickly adhere to metallic surfaces. They\ndetonate with a powerful shaped charge of intense heat akin\nto a meltagun beam, and are ideal for destroying dangerous\nalien relics, vehicle hulls, and other heavily armoured targets.\nMelta bombs are typically unwieldy and not designed to be\nthrown, only placed in contact with their target material to\nensure the charge explodes to maximum effect. When a melta\nbomb explodes it deals 6d10 E Damage to anything within\n2 metres with a Penetration of 12. Anything surviving must\npass an Agility Test or catch on fire.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1406, + "rule_id": "pdf_skill_1003_multikey", + "title": "multikey", + "content": "As it can open most standard Imperial locks, a multikey is\nreason for suspicion in the hands of a common citizen. For\norganisations like the Deathwatch they are indispensable, as\nit is considerably faster and quieter to infiltrate the enemy’s\nfortifications than to blast through them. A character with a\nmultikey gains a +30 bonus to any Security Test when trying\nto open locks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1407, + "rule_id": "pdf_skill_1004_pict_recorders_or_simply_pict", + "title": "Pict recorders (or simply picters) are relatively simple live-media", + "content": "recording devices, and some have holographic capabilities.\nMost also allow for playback as well as recording, and some\nare even built into dedicated pict-servitors so they can capture\nimportant battles, weapon tests, alien interrogations, and other\ndangerous events.\npsy-foCus\nPsykers and Librarians often use these items to help them focus\ntheir powers. A psy-focus could be a book of meditations, a\nblessed icon, or a carved witch stave from the Battle-Brother’s\nhomeworld. When a psyker with a Psy-focus makes an", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1408, + "rule_id": "pdf_skill_1005_reductor", + "title": "ReduCtoR", + "content": "Retrieval and storage of a fallen Battle-Brother’s gene-seed\nis so critical that Apothecaries carry a special tool for this\noperation. While a reductor is not required for Progenoid\nremoval, it significantly reduces the time. This surgical\nimplement fastens under the wrist. It includes a monomolecular\nsaw for penetrating power armour and Ossmodula-enhanced\nrib cages, and a diamantine-tipped extractor drill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1409, + "rule_id": "pdf_skill_1006_to_1_round_per_gland_2_for_a", + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it\ncan also be used as a melee weapon that does 1d10+2 R with\na Penetration of 10. If used as a weapon, a reductor does not\nadd the Battle-Brother’s SB to Damage; its design emphasises\ncontrol and precision, but does not provide adequate leverage\nto take advantage of the wielder’s strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1410, + "rule_id": "pdf_skill_1007_restraints", + "title": "RestRaints", + "content": "Despite their designation, Kill-teams’ Mission objectives are far\nmore varied than simple target elimination. Live capture may\nbe the means to an end or the goal itself. Simple but effective,\nDeathwatch restraints size to most roughly human-shaped\nbodies and are strong enough to hold even a thrashing Ork.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1411, + "rule_id": "pdf_skill_1008_screamer", + "title": "sCReameR", + "content": "Screamers are proximity alarms that detect motion or sound—\ndepending on the model—and alert their users to incoming\ndangers by making a horrendous noise. To use a screamer,\nyou must succeed on a Tech-Use Test. The GM rolls this test\nin secret so you are not sure of whether or not the device\nwill work properly. Once set, a screamer has a Perception\nof 75 for the purposes of detecting sound or motion. If it\ndetects an intruder, it sounds its alarm, which can be heard\nanywhere out to 1 kilometre and may also be set to broadcast\nover a pre-programmed vox channel. Doors, walls, and other\nbarriers may reduce the alarm’s auditory range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1412, + "rule_id": "pdf_skill_1009_stummer", + "title": "stummeR", + "content": "The reverse of a screamer, stummers generate sound waves\nto cancel out ambient sounds and noises made by moving\npersonnel in a small area. A character carrying an active\nstummer gains a +30 to Silent Move Tests. The device may\nalso be used as a countermeasure against vox-bugs and other\nsurveillance attempts. A stummer typically has enough power\nfor 20 minutes of continuous use before needing to be\nrecharged, a process that takes about 1 hour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1413, + "rule_id": "pdf_skill_1010_teleport_homer", + "title": "telepoRt homeR", + "content": "These powerful signal transmitters allow ships equipped with\na Teleportarium or similar technology to zero in on a person,\nobject, or area. Teleport homers may be used to target points\nfor squad deployment or to locate a moving individual who\nneeds to be retrieved.\nvox-CasteR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1414, + "rule_id": "pdf_skill_1011_short_range_voxes_like_those", + "title": "Short-range voxes (like those in power armour) lack the range", + "content": "to coordinate across an entire planet or reach spacecraft in\norbit. A vox-caster can be used to send signals over great\ndistances, up to and including ships in orbit from a planet’s\nsurface. Using a vox-caster to receive or transmit signals\nthrough interference or other unusual conditions requires a\nsuccessful Tech-Use Test with a Difficulty commensurate to\nthe adversity of the conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1415, + "rule_id": "pdf_skill_1012_cybernetics", + "title": "Cybernetics", + "content": "“This hand? Yes, it seems a fine instrument of vengeance. I trust it\nwill help me repay the one who necessitated it in the first place.”\n–Brother Leonen of the Dark Angels, after losing an arm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1416, + "rule_id": "pdf_skill_1013_operation_and_recovery_takes_2", + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many\nTechmarines, who embrace the chance to become closer to the\nmachine. A Techmarine may start with a Servo-Arm and one\nother Common craftsmanship cybernetic. (In some Chapters,\nlike the Space Wolves, the sacrifice of flesh is required to walk\nthe path of Machine Spirits.) When a Techmarine crosses the\nRenown threshold to Respected, he may opt to install one\nExceptional craftsmanship cybernetic; this may either be a\nnew bionic or an upgrade to an existing system. When a\nTechmarine become Famed, he may opt to install one MasterThe robust construction of cybernetics adds 2 to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1417, + "rule_id": "pdf_skill_1014_owner_s_toughness_bonus_after", + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts\nas Damage to the character, and Critical Damage dealt to\nthese locations functions as normal. Any result that causes\nbleeding or some other inappropriate result has a 50% chance\nof rendering the bionic limb useless; otherwise the durable\nnatures of the appendage and its owner manage to shrug off\nthe effect. Critical Damage to a limb that results in death\nalways has the full effect; it can be assumed that the limb\nexplodes into shrapnel, incinerates, or discharges stored\nenergy through the owner with lethal results.\nReplacement and additional limbs—such as servo-arms—\ncan only be used to perform tasks that the owner already\nknows how to do. Any bonuses or penalties relate only to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1418, + "rule_id": "pdf_skill_1015_teleportation", + "title": "telepoRtation", + "content": "Space Marines often use a teleportarium aboard one of\ntheir Strike Cruisers, Battle Barges, or other space vessels\nto arrive directly into the thick of the action. Typically,\nthis is done only by the heavily-armoured Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1419, + "rule_id": "pdf_skill_1016_the_arm_s_strength_value_of_75", + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased\nthrough devices or abilities that affect the Techmarine’s strength).\nThe limb’s gripping mandibles allow the Techmarine to lift heavy\nobjects or anchor himself to a suitable point as a Free Action.\nAstartes servo-arms are more than just repair tools, and make\ndeadly weapons. The Techmarine may strike with the arm as his\nReaction for the round, or as a Standard Attack during his turn\n(so long as the servo-arm only makes one attack per round). This\nattack uses the Techmarine’s Weapon Skill, and deals 2d10+14\nImpact Damage with Pen 10. Exceptional craftsmanship servo-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1420, + "rule_id": "pdf_skill_1017_85_increasing_damage_to_2d10", + "title": "85 (increasing damage to 2d10+16)", + "content": "and add a +10 to Grapple Tests.\nastaRtes seRvoLike a servo-arm, a full servo-harness integrates\nwith the Techmarine’s power armour and is\ncontrolled through the same spine interface that\nmakes him one with his armour. Radiating\nfrom a boosted fusion backpack capable of\npowering them all, this cluster of auxiliary\nlimbs aid in battlefield repairs as well as\ncombat. The composition of each\nservo-harness is unique,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1421, + "rule_id": "pdf_skill_1018_machine_spirits_and", + "title": "machine spirits and", + "content": "laying waste to the Godfew appendages, while others are great\nspiders of diagnostors, interface tines,\ndrills, weapons, plasma cutters, and\neven more arcane elements that future\ninheritors may struggle to fully\nunderstand.\nAt a minimum, a servo-harness consists of two servo-arms, a\nCombi-tool, a fyceline torch, and a plasma cutter. The torch is\nidentical to an Astartes flamer. The plasma cutter can cut through\na metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1422, + "rule_id": "pdf_skill_1019_used_as_though_it_were_an_asta", + "title": "used as though it were an Astartes Plasma Pistol (see page 148)", + "content": "with a Range of 10m and no option to fire on Maximal Mode.\nThe ingenious machine spirit of a servo-harness is capable\nof far more sublime communion with its master than a simple\nservo-arm. A character with Talents that make him capable\nof taking the Multiple Attacks Action may use any weapon\n(or equivalent) on his servo-harness for any of the attacks he\nwould normally be allowed, subject to all normal limitations\nincluding weapon Class. Additionally, the Techmarine may\nuse his Reaction to make a single shot or strike with any one\nweapon on the harness. Exceptional servo-harnesses enhance\nthe servo-arms to Exceptional as discussed above, and add a\n+5 to all Skill, WS, and BS Tests made using the components\nof the harness. The Servo-Harness Integration Talent is\nrequired in order to use a Servo-Harness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1423, + "rule_id": "pdf_skill_1020_auger_array", + "title": "augeR aRRay", + "content": "These implanted devices duplicate the effects of sensor\nsystems that go beyond the human horizons of perception. In\nall cases their use requires concentration and a Half Action.\nCommon systems function identically to a standard handfunction as a full auspex and also allow re-rolls on\nPerception based Tests when using its functions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1424, + "rule_id": "pdf_skill_1021_bionic_arm", + "title": "bioniC aRm", + "content": "Common versions of these systems replace\nthe function of the Battle-Brother’s arms\nand hand exactly, retaining his strength,\ndexterity, and sense of touch.\nExceptional bionic arms provide a\n+10 bonus on Tests requiring delicate\nmanipulation (such as Tech-Use Tests to\nrepair small circuitry) and add a +10 bonus\nto Strength Tests using the arm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1425, + "rule_id": "pdf_skill_1022_bionic_heart", + "title": "bioniC heaRt", + "content": "A Space Marine is quite capable of living through\nthe destruction of one of his two hearts. Naturally\nif this happens, the organ must be replaced. The\nnecessarily lightweight materials of a bionic heart\ndo not provide quite as much shielding as the\nthick plating of an external bionic, adding only\n1 to the Body location’s Toughness Bonus.\nExceptional models can be triggered to pump\nmore rapidly to increase physical capacity,\nthough prolonged operation puts stress on\nthe circulatory system. This provides the\nSprint Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1426, + "rule_id": "pdf_skill_1023_bionic_locomotion_legs_etc", + "title": "bioniC loComotion (legs, etC.)", + "content": "Common locomotion bionics must be fully integrated into the\nspine and nervous system to function properly; basic models\naccomplish this while retaining complete motor function.\nExceptional versions of these systems grant the owner the\nSprint Talent. In addition, they add a +20 bonus to Tests\nmade to jump or leap.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1427, + "rule_id": "pdf_skill_1024_bionic_respiratory_system", + "title": "bioniC RespiRatoRy system", + "content": "Common bionic lungs and implanted respiratory systems\nmimic the action of human lungs and keep the body supplied\nwith oxygen. Characters with such a system installed gain a\n+20 bonus to Toughness Tests made to resist airborne toxins\nand gas weapons.\nExceptional bionic lungs count as a full life support system;\nif for any reason the user’s power armour loses integrity or\nhis own respiratory system fails, his bionic lungs keep his\nblood oxygenated. If desired, Exceptional bionic lungs may\nbe designed to go undetected by scans.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1428, + "rule_id": "pdf_skill_1025_cybernetic_senses", + "title": "CybeRnetiC senses", + "content": "Sight, hearing, touch, and taste may all need to be duplicated\nartificially when nerves or organs are damaged. Followers of\nthe Machine God sometimes add more esoteric senses.\nCommon systems, while usually very obviously artificial,\nduplicate the approximate range of normal senses adequately\nand have no further game effects.\nExceptional cybernetic senses grant the Heightened Senses\nTalent for that particular sense, and a +20 bonus to Tests\nmade to resist attacks on the sense itself, such as deafening\nnoises or blinding flashes. Basic and advanced cybernetic\neyes may also incorporate magnifying lenses (duplicating the\neffect of a telescopic sight for any ranged weapon used, a\nfull photo-visor, and/or a system duplicating the Dark Sight\nTrait. Likewise, basic or advanced cybernetic hearing may\nalso include an internal micro-bead system.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1429, + "rule_id": "pdf_skill_1026_mind_impulse_unit_miu", + "title": "mind impulse unit (miu)", + "content": "These devices, also known as sense-links, allow the owner\nto directly interface with a machine or technological device.\nMIUs see widespread use among Techmarines. A basic MIU\nimplant involves a single spinal or cortex connector, while\nadvanced variants include wrist connector probes—and\npossibly mechadendrite connectors—in addition to the\nspinal plug.\nCommon models give no modifiers to machine spirit\ncommunication and add a +10 bonus to the Tech-Use, Pilot, or\nDrive Tests used in conjunction with devices capable of MIU link.\nExceptional models grant a +10 bonus to communicate with\nmachine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry,\nand Ballistic Skill Tests when interfaced with MIU systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1430, + "rule_id": "pdf_skill_1027_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 –\nAstartes Servo-Harness 50 Famed\nAuger Array 15 –\nBionic Arm 15 –\nBionic Heart 15 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1431, + "rule_id": "pdf_skill_1028_bionic_locomotion_legs_etc_1", + "title": "Bionic Locomotion (Legs etc) 15 –", + "content": "Bionic Respiratory System 10 –\nCybernetic Senses 15 –\nMIU 15 –\nTable 5–21: Cybernetic Replacement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1432, + "rule_id": "pdf_skill_1029_initiate", + "title": "Initiate", + "content": "Common: A high quality, rugged\nreplacement that is functionally\nequivalent to the replaced body part.\nRespected,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1433, + "rule_id": "pdf_skill_1030_distinguished", + "title": "Distinguished", + "content": "Exceptional: An advanced system\nthat not only replaces the lost body\npart, but also possesses additional\nutility.\nFamed, Hero\nMaster-Crafted: The cybernetic has\nbeen crafted by master artisans. It is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1434, + "rule_id": "pdf_skill_1031_servitor_monotask_15_disting", + "title": "Servitor (Monotask) 15 Distinguished", + "content": "Servo-skull 15 Distinguished\nFor the profiles of the above Servitors, see page 376.\nPsykers in The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1435, + "rule_id": "pdf_skill_1032_psychic_powers", + "title": "Psychic Powers", + "content": "“As the chainsword rends flesh, so will you rend souls. As the boltgun\ntears bodies, so will you tear minds. The power of the Immaterium is\nyour weapon, and you will use it well.”\n–Cadras, Epistolary of the White Consuls Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1436, + "rule_id": "pdf_skill_1033_imperium", + "title": "imPerium", + "content": "“Human minds are weak and feeble—is it any wonder then that the\nWarp confounds and corrupts them?”\n–Valash Hex, Arch Heretic of the Scarlet Intent\nThough psykers make up but the tiniest fraction of the\nImperium’s population, among an empire of a billion billion\nthey number in their millions. It falls to the various arms\nof the Administratum, the Inquisition, and the Ministorum\nto find these individuals and decide what use they will be\nto the Emperor of Mankind. For many psykers, this means\ndeath, and they will face either summary execution or a long\njourney aboard the Black Ships back to Terra where they\nwill experience the ‘honour’ of feeding the Golden Throne\nwith their souls. Some, however, exhibit enough strength and\ntalent to be spared this fate, and are sent to the Scholastica\nPsykana to be trained to serve either as Astropaths or as battle\npsykers in the armies of the Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1437, + "rule_id": "pdf_skill_1034_scholastica_psykana", + "title": "schoLasTica Psykana", + "content": "Only psykers sanctioned by the Imperium and properly trained\nto use their abilities are allowed to serve the Emperor. Those\nwithout control or without the ability to learn control are\ndestroyed, as it is far too dangerous to allow them to live. The\ngreat training institution of the Scholastica Psykana shapes\nthe raw recruits into productive servants of the Emperor, and\ntames their gifts for the good of both themselves and those\naround them. Gathered from across the Imperium by the\nsinister Black Ships of the Inquisition, psykers are brought\ndaily to the Scholastica in their thousands. For many, the\ngreat doors of the Psykana are the last things they ever see,\nfor a large proportion are fated to die alone and in agony\nduring their trials, or are swiftly executed when their power\novercomes them. Those that survive, however, are sanctioned\nand given the chance to serve the Emperor with honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1438, + "rule_id": "pdf_skill_1035_sanctioned_psykers", + "title": "sancTioneD Psykers", + "content": "The Imperium uses psykers in a variety of ways and those\ntrained in the Scholastica Psykana will be farmed out to\nvarious Imperial agencies and institutions, which will use\nthem to maintain Humanity’s dominance over the stars. Some\npsykers are trained for war and seconded out to Imperial\nGuard regiments where their talents will be used to aid the\nEmperor’s armies and bring carnage and death to His foes.\nSuch a life is harsh, however, with most such psykers finding\nonly death in battle or from a Commissar’s bolt round, if they\ndo not succumb to madness first. A few, however, manage to\nsurvive, perhaps even rising to the rank of Primaris Psyker.\nThe Inquisition too takes its share of psykers from the\nScholastica Psykana. Often chosen personally for their gifts\nby individual Inquisitors, a sanctioned psyker will be plucked\nout of his life to do his new master’s bidding. Understandably\nthe skills of a psyker can be invaluable to an Inquisitor where\npeering into minds, uncovering ancient lore, and warding\nagainst daemonic power are all part of the job. In fact many\nInquisitors are themselves psykers, having developed talents\neither as part of their long training to wield the Rosette or\nfrom their exposure to the Warp and its forbidden knowledge.\nA psyker that serves the Inquisition can perhaps hope for\na chance to rise above his station. However, such a chance\ncomes at the cost of dealing with some of the worst horrors\nthe galaxy has to offer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1439, + "rule_id": "pdf_skill_1036_astropaths", + "title": "asTroPaThs", + "content": "In addition to those sent to the Imperial Guard or the\nInquisition, many psykers eventually become Astropaths—\nliving links across the void who allow communication\nbetween ships and worlds across thousands of light years.\nOnly the strongest in the arts of telepathy can hope to become\nAstropaths, and even these are carefully chosen by the Coven\nMasters of the Adeptus Astra Telepathica for their skill and\ncontrol. They are then put through many further trials and\ntraining regimes that help them develop their command\nof their gifts beyond that of other psykers. Because of the\nrole they play in the continued existence of the Imperium,\nAstropaths are perhaps the most important of all Imperial\npsykers and worth more than any number of Imperial Guard\nmind-blades or Inquisitorial bloodhounds.\nPart of an Astropath’s initiation involves undergoing the\nritual of Soul Binding, a kind of spiritual gelding that binds\nthe psyker’s mind to the Emperor’s greatness and helps him\nto better ‘see’ the Astronomican (the great warp beacon that\nshines from Terra, guiding all ships through the Immaterium).\nIt does, however, come at a price: Soul Binding inevitably\nstrips the Astropath of his mortal senses rendering him", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1440, + "rule_id": "pdf_skill_1037_sightless_though_not_unseeing", + "title": "sightless (though not unseeing) as his psychic senses are", + "content": "sharpened.\nDisciPLes of The Dark GoDs\nNot all human psykers serve the Emperor, and many manage\nto slip the grasp of the Administratum to become a blight\nupon the Imperium. These damned souls are known by the\nInquisition, and the righteous, as rogue psykers, unsanctioned\nby the Imperium and a danger to all who cross their path.\nSuch cursed individuals will often make pacts with dark gods,\nor foul alien lords to further their talents, driven onwards by\nan unquenchable thirst for power woven deep within their\nconnection to the Warp. Daemons are sometimes able to\nuse such individuals as gateways to the realm of reality, or\nas vessels into which they pour their dark power, inevitably\nleading to ruin, blood, and fire on a horrific scale. Fortunately\nfor the Imperium, the frailty of the human mind means that\nmost not trained by the Scholastica Psykana will succumb\nto their powers and die long before they master their gifts.\nThose that do not, however, are deadly foes indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1441, + "rule_id": "pdf_skill_1038_xenos_psykers", + "title": "xenos Psykers", + "content": "Mankind is far from the only race that uses psykers and tries\nto harness the power of the Warp for its own ends. In fact,\namong the ancient races of the galaxy, man is often seen as a\nchild in such matters, struggling to understand a connection\nthat has existed long before his own existence. Of the races\na Librarian will face in his service to the Emperor, most will\nemploy psychic warriors to oppose him. Whether it is the\narcane and enigmatic powers of the Eldar Warlocks, the\ninstinctive and brutal abilities of a Tyranid Zoanthrope or\nthe insidious and cunning spells of a Chaos Sorcerer, all are\nextraordinarily dangerous foes. When combating such vile\nalien threats, the presence of a Librarian becomes invaluable,\nnot just for his ability to quell enemy psychic powers or cast\nback warp energies of his own, but for his deep understanding\nof the Warp and the ways of the alien mystics that use it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1442, + "rule_id": "pdf_skill_1039_librarians", + "title": "Librarians", + "content": "“We often say that the mind of man is his greatest weapon. Think\nhow much greater then the mind of a Space Marine must be?”\n–Attributed to Magnus the Red", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1443, + "rule_id": "pdf_skill_1040_selection_and_training", + "title": "selection and training", + "content": "The selection and training of a Librarian is long and arduous,\ndoubly so as aspirants to the Librarium must simultaneously\ncomplete their induction into the ranks of the Chapter and the\nmelding of the Chapter’s gene-seed with their own DNA. Each\nChapter selects its candidates for the Librarium in a variety of ways,\ndepending on its methods of recruiting. The majority of Chapters\nensure that new recruits are screened by the Chapter’s Librarians\nfor signs of psychic potential, and those that show psychic abilities\nare chosen as candidates to join the Librarium. Other Chapters,\nhowever, actively recruit those with psychic talent and sometimes\neven draw them from the Scholastica Psykana, choosing those\nwith the most potential and then subjecting them to gene-seed\nimplantation and Adeptus Astartes training. Becoming a Librarian\nis perhaps the hardest path to tread within the Adeptus Astartes\nand requires absolute dedication from those that embark upon it.\nA Battle-Brother who desires to wear the mantle of the Librarian\nmust undergo numerous trials and tests, each designed to test his\nmental strength and dedication to the Chapter.\nHowever a Chapter selects and trains its Librarians, all\nAdeptus Astartes commanders constantly have their Apothecaries\ntest the purity of the Chapter’s gene-seed and the strength of\nthe gene-structure of all their Battle-Brothers. While a degree of\npsychic mutation is accepted, and even welcomed, anything that\nfalls outside the strict boundaries for Librarian aspirants is dealt\nwith harshly, lest it pollute the Chapter or bring the unwanted\nattention of the Inquisition. For this reason, many of those that\nexhibit signs of psychic power are killed and their gene-seed\nstored for later examination. This screening and record keeping is\noverseen by the Chapter’s Chief Librarian, and over time he will\namass a vast sum of data concerning the likelihood of mutation\nwithin the gene-seed, as well as data on each new Battle-Brother’s\npredisposition towards psychic mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1444, + "rule_id": "pdf_skill_1041_role_within_the_chapter", + "title": "roLe wiThin The chaPTer", + "content": "Librarians are an essential part of a Space Marine Chapter, as\nboth its keepers of lore, and as its counsellors and diviners.\nSince the time of the Horus Heresy and the creation of the\nCodex Astartes, it has been the Librarians’ role within the\nChapter to keep its history and guide its leaders, compiling vast\namounts of information on the ways of the Adeptus Astartes\nand the nature of its foes. This information is then stored,\ncatalogued and researched by the Librarians to be called upon\nin times of need. The Chapter Master also turns to Librarians\nto divine the future, as all Librarians are trained in such arts\nand can read the Emperor’s Tarot. In fact the Librarians’ role\nas warrior mystics and sources of intelligence and divination\nis perhaps their most vital one. Equally as important is their\nability to communicate over vast distances (much in the same\nway as Astropaths), connecting the Chapter even if it is spread\nout over the breadth of a system or sector. In addition to these\nimportant tasks and abilities, Librarians are often called upon to\nserve the Chapter Master in battle, where their potent abilities\ncan devastate foes. While such a crude application of their gifts\nis not their primary function, or even considered their most\nvaluable contribution to the Chapter, their effectiveness as\npsychic warriors cannot be doubted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1445, + "rule_id": "pdf_skill_1042_the_librarium", + "title": "The Librarium", + "content": "At the centre of a Chapter’s fortress monastery there\nusually resides a vast sealed chamber, filled from floor to\nceiling with books, scrolls, and data crystals known as the\nLibrarium. Overseen by the Chief Librarian and maintained\nby Lexicaniums and Codiciers (supported by a small army of\nservitors and scribes working ceaselessly), this is the repository\nof all the Chapter’s knowledge and history. Even within the\nChapter, few are given access to this chamber and fewer still\nhave the chance to study its texts. Even the most well-read\nImperial scholar or Administratum Adept can only guess at\nthe secrets and lore contained within one of the fabled Space\nMarine Librariums. This repository is a wealth of knowledge\nthat the Chapter Master guards well, knowing that in times\nof need he may have to call upon the counsel of his Librarians\nand the lore they possess to guide him in battle.\nIn the heart of the Librarium there is also a smaller\ninner chamber, carefully sealed and protected, known as\nthe Librarius. This is where the Chapter stores its artefacts,\ntrophies, and proscribed texts, many of which are taken from\nthe corpses of heretics and aliens—unfit or too dangerous for\nthe eyes of any but the Chief Librarian. It is often a point of\nfriction between the Ecclesiarchy and the Adeptus Astartes\nthat the Chapters possess such items or take them from their\nfoes in battle. Of course, not even the most reckless Imperial\nCardinal would dare consider confronting any Space Marine\nChapter about this matter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1446, + "rule_id": "pdf_skill_1043_librarian_ranks", + "title": "Librarian ranks", + "content": "Within the Chapter, all Librarians hold a rank based on their\nlevel of training and their standing among their peers. In part\nthese ranks indicate their principal role, be it on the battlefield\nor in the Librarium, but they are also used to establish a clear\nchain of command from the Chief Librarian down to the\nlowest Lexicanium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1447, + "rule_id": "pdf_skill_1044_lexicanium", + "title": "lexicanium", + "content": "This is the lowest rank among a Chapter’s Librarians, awarded\nto those who have passed their trials and are deemed fit to\nserve the Chief Librarian. Reporting to the Codiciers, it is the\nLexicaniums’ role to aid in the endless task of maintaining,\nstudying and cataloguing the vast amount of texts within\nthe Librarium. In time of conflict, however, Lexicaniums will\nleave the Librarium and take to the battlefield alongside their\nBattle-Brothers, using their powers to smite their foes. In time,\nand with training and study, a Lexicanium will eventually rise\nin rank and take a more active role within the Chapter as\na Codicier.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1448, + "rule_id": "pdf_skill_1045_codiciers", + "title": "codiciers", + "content": "Codiciers, like Lexicaniums, spend much of their time within\nthe Librarium. They are tasked with organising and overseeing\nthe efforts of the Lexicaniums, while reporting to the higher\nranking Librarians. By the time a Librarian reaches the rank\nof Codicier, his command of his powers is almost fully\nrealised and only the truly gifted will advance beyond this\npoint. However, a Codicier’s powers far outclass almost any\nother kind of psyker within the Imperium, and their psychic\nabilities are more than sufficient for the Chapter’s purposes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1449, + "rule_id": "pdf_skill_1046_epistolaries", + "title": "epistolaries", + "content": "While most Librarians never rise above the rank of Codicier, a\nfew continue to develop their gifts and grow in strength until\nthey attain the rank of Epistolary. Epistolaries fulfil two main\nroles within the Chapter: firstly as potent battle psykers who\ncan combat the deadliest of foes, and secondly as psychic\ncommunications officers for their Chapter’s fleet. In this role\nthey form the basis of the Chapter’s strategic command and\ncontrol, directing fleets, coordinating mass planet-drops, and\nproviding vital intelligence during invasions and assaults.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1450, + "rule_id": "pdf_skill_1047_the_chief_librarian", + "title": "the chief librarian", + "content": "Few if any within the Chapter will ever become Chief\nLibrarians. So rare are these psychic lords that many Chapters\nhave but one or only a handful of these mighty warriors.\nThe Chief Librarian is the Master of the Librarium and the\nkeeper of his Chapter’s lore, with encyclopaedic knowledge\nof his Chapter, its enemies, and the Imperium. The Chief\nLibrarian resides over the training and selection of all new\nLibrarians, as well as the cultivation of psykers within the\nChapter’s ranks. He is also the closest of the Chapter Master’s\nadvisors, providing him with wisdom and knowledge. His\nabilities to divine the future are vital to his lord’s decisions.\nChief Librarians very seldom take to the field of battle, as\ntheir abilities are far more valuable to the Chapter in other\nways. However, when they do take part in a battle, it is a\nglorious and terrifying sight to behold as, with the power\nof their mind, they level fortresses, reduce entire armies\nto rivers of molten flesh, and split the very sky with fire\nand lightning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1451, + "rule_id": "pdf_skill_1048_armour_and_markings", + "title": "armour anD markinGs", + "content": "Space Marine Librarians decorate their power armour with\ndistinctive markings that set them apart from their other\nBattle-Brothers and make them instantly recognisable .\nAs dictated by the Codex Astartes, a Librarian’s armour\nis painted blue (sometimes a deeper or lighter blue if he\nbelongs to a Chapter whose armour is already blue). He\nhas the markings of his Chapter emblazoned on his left\nshoulder pad, while on his right one he has the Horned\nSkull or Open Book of the Librarium - ancient and potent\nicons symbolising the power and knowledge that the\nLibrarian possesses. He will often wear a tabard or cloak\nof yellow bearing a black band, which is embellished\ndepending on his rank. A Lexicanium’s band is untouched,\nwhile a Codicier’s has spikes or lightning bolts added to\nit, and an Epistolary has both spikes or lightning bolts\nand the addition of a skull placed below the band. Chief\nLibrarians are a special case and often display symbols\nthat reflect their own personal powers or honours dictated\nby their service to the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1452, + "rule_id": "pdf_skill_1049_codex_librarians", + "title": "codex librarians", + "content": "Each Chapter selects its Librarians in its own way, either from\nseed worlds, as it does with the bulk of its Battle-Brother\ninitiates, or from the ranks of gifted psykers brought to the\nScholastica Psykana. Most Chapters train and test chosen\npsykers following the ancient ways laid out in the Codex\nAstartes. Librarians of the Ultramarines, Blood Angels, Dark\nAngels, and Storm Wardens are all trained in this way, and,\nwith few minor traditional variances, have been taught to live\nby the word of the Codex. There are, however, a few notable\nChapters that do not follow the Codex Astartes and its laws\nregarding the treatment and control of psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1453, + "rule_id": "pdf_skill_1050_black_templars", + "title": "bLack TemPLars", + "content": "Deeply religious and reverent of the Emperor, the Black\nTemplars are zealots with a deep and abiding hatred of the\nwitch. Such is their disdain of those with psychic powers that\nthey count no Librarians among their number lest they foul the\nChapter’s pristine gene-seed. The tasks of the Librarian, such\nas record keeping and the study of lore, are divided among\nscholarly Battle-Brothers within the Black Templars. Often an\nindividual Space Marine or Chapter Master will be responsible\nfor maintaining a record of his own deeds—inscribing them on\nhis armour so that nobody may doubt his courage or lineage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1454, + "rule_id": "pdf_skill_1051_space_wolves", + "title": "sPace woLves", + "content": "There are few things that are ‘standard’ about the sons of\nLeman Russ, and so it is no surprise that they treat their psykers\ndifferently to the rest of the Adeptus Astartes. The Space\nWolves do not have Librarians or even a Librarium, scorning\nsuch dusty and lifeless collections of knowledge. Instead they\nadhere to the ancient Fenrisian traditions of their ancestors,\nand those with psychic gifts become Rune Priests—skalds and\nstorytellers who keep the Chapter’s practices and history alive\nthrough millennia-old oral tradition. While Rune Priests use\ntheir own powers and train in their own way, they function in\nmuch the same way as other Space Marine Librarians, tapping\ninto the Warp and drawing forth power to create effects and\nshape reality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1455, + "rule_id": "pdf_skill_1052_psychic_powers", + "title": "Psychic Powers", + "content": "in Deathwatch\nPsychic powers are the physical manifestation of a psyker’s\nabilities, and mark him as distinct from any other kind of\ncharacter. In Deathwatch, Psychic Powers are the purview\nof Librarian characters and unique to those members of the\nKill-team with psychic ability. However, during the course\nof their adventures, Battle-Brothers may encounter numerous\nfoes with Psychic Powers and abilities. In both cases, the GM\nand the players can use the rules presented here to represent\na psyker’s deadly effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1456, + "rule_id": "pdf_skill_1053_psy_rating_pr_is_a_raw_measu", + "title": "Psy Rating (PR) is a raw measure of a psyker’s power and his", + "content": "ability to draw power from the Warp. The higher a psyker’s\nPR, the more powerful he will be. PR usually ranges between", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1457, + "rule_id": "pdf_skill_1054_1_a_fledgling_sanctioned_psyk", + "title": "1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief", + "content": "Librarian or fearsome Xenos Witch), though in some special\ncases it may go higher. PR is used to determine the strength\nof all Psychic Powers, such as their area of effect, range or\ndamage. To have any access to Psychic Powers, a character\nmust have a PR of at least 1.\nA Librarian starts with a Psy Rating of 3. Unlike other\ncharacteristics, however, Psy Rating is increased by spending\nExperience Points in a similar manner to gaining Talents. This\nrepresents the Librarian’s training and natural potential (see\nChapter II: Specialities).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1458, + "rule_id": "pdf_skill_1055_and_speciality_ranks", + "title": "anD sPeciaLiTy ranks", + "content": "A Librarian’s title within his Chapter is usually not just\na measure of his raw psychic power. This is especially\ntrue for PC Librarians who have been chosen for\nthe Deathwatch because of their unique abilities and\npotential rather than their title. In game terms, this\nmeans that most player Librarians will be Lexicanums,\nregardless of their Speciality Rank or Psy Rating. The\nhigher ranks are reserved for those more closely tied\nto their Chapter’s command structure. At the GM’s\ndiscretion, however, PC Librarians may attain (or\ncome from) higher ranks, but with such powerful titles\nalways comes much greater responsibility...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1459, + "rule_id": "pdf_skill_1056_using_psychic_powers", + "title": "usinG Psychic Powers", + "content": "When a psyker, such as a Librarian, wishes to use a psychic\nability he must first choose how much power he is pouring\ninto the ability. Then he must make a Focus Power Test (a\nWillpower Test modified by the level of power) to see if it\nmanifests. Finally, if the test is successful, the power will take\neffect. Depending on how much energy the psyker used,\nthere may also be unforeseen consequences. The step-by-step\nprocess for using a Psychic Power is described below.\n• Choose the Power Level (Fettered, Unfettered or\nPush): The power level at which the psyker uses his\npower (reflecting how deeply he is drawing from the\nWarp) influences the likelihood of the psyker successfully\nmanifesting the power, and also determines whether\nthere are any unwanted side effects such as Psychic\nPhenomena.\n• Make a Focus Power Test: This is a Willpower Test, the\ndifficulty of which depends on the power level chosen. In\nsome cases, the target may Oppose this test (see page 203\nfor Opposed Tests). Whether or not a Focus Power Test\nis an Opposed Test is noted in the power description.\n• Apply the Effects: Depending on the psyker’s final Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1460, + "rule_id": "pdf_skill_1057_rating_as_determined_by_the_p", + "title": "Rating (as determined by the power level he has chosen),", + "content": "the power will have variable effects such as increased\nrange, area of effect or damage. Depending on the factors\ndescribed above, the power may also generate Psychic\nPhenomena or even Perils of the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1461, + "rule_id": "pdf_skill_1058_power_level", + "title": "Power LeveL", + "content": "Whenever a psyker uses a power, he is drawing energy from\nthe Warp and channelling it into physical effects. However,\nopening such a conduit to the Warp is always dangerous, and\nthe psyker incurs a chance of causing disturbances in the Warp\nthat can have undesired side effects. In extreme cases, these\ndisturbances may even lead to the opening an uncontrolled\nrift between reality and warp space with potentially fatal\nconsequences. By minimising the amount of power he draws,\na psyker can reduce or eliminate the chance of side effects\nsuch as Psychic Phenomena or Perils of the Warp (see pages\n187-188). Equally, he can draw deeper from the well of the\nWarp to boost his powers beyond his normal capabilities.\nOf course, such power always comes with a greater risk of\nunleashing unintended effects or even summoning unwanted\nvisitors from the beyond.\nWhen a psyker uses a power, he has a choice of using it at\nthree different levels:\n• Fettered: The psyker holds back his full power and\ncarefully channels energy from the Warp, hopefully using\njust enough to manifest the psychic power but not enough\nto trigger unnatural or dangerous effects. When a psyker\nuses a power at the Fettered level, he must make a Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1462, + "rule_id": "pdf_skill_1059_power_test_as_normal_see_belo", + "title": "Power Test as normal (see below) to manifest the power.", + "content": "However, regardless of the results of the roll, there is no\ndanger of triggering Psychic Phenomena. The limited\npower involved means that the psyker must halve his PR\n(rounding up) when determining the power’s final effects.\n• Unfettered: The psyker puts the full weight of his\nability into the power and embraces the raging powers of\nthe Warp. When a psyker uses a power at the Unfettered\nlevel, he uses his full PR when determining the power’s\nfinal effects, and he must also make a Focus Power Test\nto see if the power manifests. In addition, when making\nhis Focus Power Test, if he rolls a double (both the tens\ndice and the units dice come up with the same number),\nhe will suffer from an unexpected warp event and must\nroll on Table 6–1: Psychic Phenomena. Note that it\nis possible for the psyker to successfully pass his Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1463, + "rule_id": "pdf_skill_1060_power_test_thus_activating_hi", + "title": "Power Test (thus activating his power) and still invoke", + "content": "Psychic Phenomena.\n• Push: The psyker draws deep from the well of the Warp\nand hurls power into his ability in an attempt to manifest\ntruly terrifying and wondrous effects. When using a power\nat the Push level, the psyker throws caution to the wind\nand may add +3 to his Psy Rating when determining the\npower’s final effects. He must make a Focus Power Test.\nHowever, regardless of this test’s result, the psyker will\nautomatically generate a disturbance in the Warp and\nmust roll on Table 6–1: Psychic Phenomena. Finally,\nPushing a power is taxing-if a psyker using this level of\npower rolls a double on the Focus Power Test, he suffers\na level of Fatigue from the effort.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1464, + "rule_id": "pdf_skill_1061_example", + "title": "examPLe", + "content": "Brother-Librarian Varis is using his Smite power on a particularly\nunlucky Ork. Because he wishes to make sure that the foul creature is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1465, + "rule_id": "pdf_skill_1062_to_his_pr_of_4_he_makes_a_foc", + "title": "to his PR of 4. He makes a Focus Power Test (an Ordinary (+10)", + "content": "Willpower Test) to manifest the power, he works out the power’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1466, + "rule_id": "pdf_skill_1063_effects_such_as_range_and_dam", + "title": "effects (such as range and damage) using his adjusted PR of 7.", + "content": "Because he is using the Push power level, he will also have to roll on\nTable 6–1: Psychic Phenomena to determine what manner\nof warp disturbances his brutal slaying of the Ork has conjured.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1467, + "rule_id": "pdf_skill_1064_focus_power_test", + "title": "focus Power TesT", + "content": "A Focus Power test is a Willpower Test that determines\nwhether a functions successful. The amount of time it takes\nto make this test is determined by the power being used and\nmay be a Free Action, Half Action, Full Action or Reaction.\nIn most cases, passing a Focus Power Test simply means that\nthe power has manifested, while failing the test means that it\nhas not. However, degrees of success or failure may also play\na part depending on the type and nature of the power being\nused. Many powers also indicate an Opposed Willpower Test,\nespecially when used against an unwilling foe. In these cases,\nthe Opposed Test is also the Focus Power Test, and even\nif the psyker scores better than his opponent but does not\nroll under his Willpower, the power will still fail. You may\nadd a bonus to your Focus Power Test equal to 5 times the\nPsy Rating used for the power. A Focus Power roll of 91-00\nalways fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1468, + "rule_id": "pdf_skill_1065_example", + "title": "examPLe", + "content": "Brother-Librarian Varis has turned his attention to the rest of the\nOrk’s warband and decides to rend the flesh from their bones and\nsend them screaming into the Warp by summoning up a Vortex of\nDoom. He chooses to use the power at the Unfettered level, and so\nuses his PR of 4 to determine its effects. Varis must then make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1469, + "rule_id": "pdf_skill_1066_sustaining_psychic_powers", + "title": "susTaininG Psychic Powers", + "content": "Some Psychic Powers can be sustained beyond a single round\nas noted in their description. A psyker may sustain such powers\nwithout the need to make further rolls. However, he must use\na Half Action each turn to maintain concentration. Should the\npsyker be unable to expend a Half Action, fall unconscious,\ndie or otherwise be unable to maintain the power, it will end.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1470, + "rule_id": "pdf_skill_1067_it_is_also_possible_but_taxin", + "title": "It is also possible (but taxing) for a psyker to sustain", + "content": "multiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1471, + "rule_id": "pdf_skill_1068_cumulative_effects", + "title": "cumuLaTive effecTs", + "content": "Modifiers, characteristic bonuses, and other benefits generated\nby psychic powers do not stack—only the highest applies.\nranGe anD Line of siGhT\nUnless noted in its description, a Psychic Power that directly\ntargets an individual or thing requires a psyker to have line", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1472, + "rule_id": "pdf_skill_1069_of_sight_towards_or_otherwise", + "title": "of sight towards (or otherwise be ‘aware’ of ) the target. The", + "content": "target must also be within the power’s stated range.\noPPoseD TesTs anD muLTiPLe TarGeTs\nWhen a Psychic Power is being used against multiple targets,\neach target may make an Opposed Test against the power’s\neffects. Roll once for the psyker. All those opposing him must\nindividually test against this single result. For simplicity’s\nsake, when there are large numbers of similar minor NPCs,\nit may be more convenient to roll once for all these NPCs to\nspeed things up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1473, + "rule_id": "pdf_skill_1070_detecting_psychic_powers", + "title": "DeTecTinG Psychic Powers", + "content": "Psykers are attuned to the Warp, including the currents\nand eddies caused by other psykers dipping into the flow\nof the Immaterium. When psychic powers are in effect in a\npsyker’s presence, he can make a Psyniscience test in order\nto determine their source (see page 103 for details on the\nPsyniscience skill and its uses).\nPerils of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1474, + "rule_id": "pdf_skill_1071_and_psychic_powers", + "title": "anD Psychic Powers", + "content": "Creatures and Characters with Unnatural Willpower can\nmake for shockingly powerful psykers. Characters with\nUnnatural Willpower may add the multiplier to their\nPsy Rating and any successes on opposed tests as part", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1475, + "rule_id": "pdf_skill_1072_01_03", + "title": "01-03", + "content": "Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1476, + "rule_id": "pdf_skill_1073_psyker_must_make_a_routine_1", + "title": "psyker must make a Routine (+10) Agility Test or be knocked down.", + "content": "51–53\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\n54–56\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1477, + "rule_id": "pdf_skill_1074_for_a_few_brief_moments_every", + "title": "for a few brief moments. Everyone within this area must test against Fear (1).", + "content": "57–59\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\ninto the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\n60–62\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\ncreature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\n63–65\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\n66–68\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\nthe psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1478, + "rule_id": "pdf_skill_1075_must_make_a_difficult_10_wi", + "title": "must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.", + "content": "69–71\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\n72–74\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\nexception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1479, + "rule_id": "pdf_skill_1076_unless_they_can_pass_a_difficu", + "title": "unless they can pass a Difficult (–10) Willpower Test.", + "content": "75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1480, + "rule_id": "pdf_skill_1077_01_05", + "title": "01-05", + "content": "The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1481, + "rule_id": "pdf_skill_1078_06_09", + "title": "06-09", + "content": "Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1482, + "rule_id": "pdf_skill_1079_1d5_wounds_not_reduced_by_arm", + "title": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.", + "content": "10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1483, + "rule_id": "pdf_skill_1080_00", + "title": "00", + "content": "Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1484, + "rule_id": "pdf_skill_1081_psychic_powers", + "title": "Psychic Powers", + "content": "The power of a psyker is darkness, fire, and death, given life and\npurpose to rend souls and break minds.\n–First line of the Litany of Lies and Truths", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1485, + "rule_id": "pdf_skill_1082_telepathy_discipline", + "title": "TeLePaThy DisciPLine", + "content": "Telepathy is the ability to communicate over long distances\ndirectly into the minds of others. It is a vital part of a\nLibrarian’s role within his Chapter as it allows him to\nmaintain lines of command and relay orders instantly across a\nbattle-zone. Telepathy also allows a psyker to read thoughts\nand intentions and steal secrets from the minds of others. At\nhigher levels this can lead to its use as a weapon, breaking a\nperson’s psyche or even changing the way he thinks entirely.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1486, + "rule_id": "pdf_skill_1083_divination_discipline", + "title": "DivinaTion DisciPLine", + "content": "Many psykers are gifted with the ability to see into the future\nor divine the effects of actions before they are undertaken.\nLibrarians study the discipline of divination so that they\nmight better guide their Battle-Brothers in combat or to\nread and understand the Emperor’s Tarot, allowing them to\nfathom the meaning of sweeping events. Divination allows a\npsyker to discover hidden truths and grant his allies additional\nprotection by glimpsing into the near future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1487, + "rule_id": "pdf_skill_1084_codex_discipline", + "title": "coDex DisciPLine", + "content": "Over the millennia the Adeptus Astartes Chapters have\ndeveloped and refined the role of the Librarian. Unimaginable\namounts of lore have been added to their Librariums, and\nextensive study has been made concerning the use of a\nLibrarian’s power. When a Librarian is first inducted into the\norder, these are the powers that he will learn. The Codex\nDiscipline is all about battle and smashing foes or protecting\nallies, and it counts among its teachings some of the most\npotent powers known to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1488, + "rule_id": "pdf_skill_1085_chapter_disciplines", + "title": "chaPTer DisciPLines", + "content": "Just as the Adeptus Astartes have stored the teachings of\nLibrarians past, so too do many Chapters develop their own\nforms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\nhave learnt to shape powerful and terrible effects for their\nLibrarians to wield. Chapter Disciplines are only available to\nLibrarians of the Chapter they represent, reflecting both their\nunique training and Primarch-given gifts of blood and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1489, + "rule_id": "pdf_skill_1086_gaining_psychic_powers", + "title": "GaininG Psychic Powers", + "content": "As a Librarian advances in Rank, he can spend Experience\nPoints to acquire Psychic Powers in the same manner as\nhe might acquire new Talents. The number of powers the\ncharacter may acquire at each Rank is detailed on the Librarian\nAdvancement Table in Chapter II: Specialities.\nA Librarian character may choose powers from the\nTelepathy, Divination, and Codex Disciplines, as well as from\nthe Chapter Discipline of his own Chapter without restriction,\nprovided he meets the power’s prerequisites.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1490, + "rule_id": "pdf_skill_1087_power_format", + "title": "Power formaT", + "content": "Each Psychic Power is presented using the following format:\nName: The power’s name.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1491, + "rule_id": "pdf_skill_1088_action_the_focus_power_action", + "title": "Action: The Focus Power Action (see page 239) required", + "content": "to active the power. This is usually a Free Action, Half Action,\nFull Action, Reaction or an Extended Action. In the case\nof Extended Actions, the number of Full Actions required\nto activate the power is indicated by a number in brackets\n(details on Extended Actions can be found on page 236).\nOpposed: This states whether or not the power’s Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1492, + "rule_id": "pdf_skill_1089_power_test_see_page_185_is_o", + "title": "Power Test (see page 185) is Opposed by those targeted by", + "content": "its effects. Unless stated otherwise, such Opposed Tests are\nalways made using the target’s Willpower. Unless otherwise\nnoted, a target that wins an Opposed Test against the psyker\nis completely unaffected by the power.\nRange: The range at which the power can be used is\nusually expressed in metres or kilometres multiplied by the\nPR at which the power was used. If the range is a radius, this\nis always measured with the psyker at its centre. Radius is also\nconsidered a sphere around the psyker and so will extend up\nand down as well as out.\nSustained: This states whether or not the power can be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1493, + "rule_id": "pdf_skill_1090_sustained_see_page_186_powe", + "title": "sustained (see page 186). Powers that cannot be sustained will", + "content": "last only an instant, occurring during the psyker’s turn.\nDescription: This details the power’s game effects,\nincluding any variable effects that the psyker’s Psy Rating has\non the power’s final strength. Whenever a power’s description\nrefers to the Librarian or Psyker’s PR, it means the PR at\nwhich he manifests the power (including modifiers for\nFettered, Unfettered, and Push) and not his base PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1494, + "rule_id": "pdf_skill_1091_telepathy_powers", + "title": "telePathy Powers", + "content": "Telepathy powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–3: Telepathy Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1495, + "rule_id": "pdf_skill_1092_action_full_see_below", + "title": "Action: Full (see below)", + "content": "Opposed: No\nRange: See Below\nSustained: No\nDescription: Librarians can use their gifts to send psychic\nmessages and communications across the vastness of the void in\nthe same manner as an Astropath. It is however a task which is\nundertaken sparingly, as like much of the rest of the Imperium’s\nforces Space Marines make extensive use of Astropaths,\nreserving their gifted Battle-Brothers for more vital tasks.\nAny Librarian can use Astrotelepathy, provided he has\nenough time and skill—sending a message across the stars\nthough is a far cry from communicating with someone on the\nsame world or even a vessel in orbit. To send a message the\nLibrarian must have at least one power from the Telepathy\nDiscipline. It requires one full round to activate for every 10\nwords or one image it contains and uses Willpower for its\nFocus Power Test. The range is based on the Librarian’s Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1496, + "rule_id": "pdf_skill_1093_rating_see_below", + "title": "Rating (see below).", + "content": "Typically only other Astropaths or Librarians will be able\nto receive the message and unless the Librarian has a specific\nrecipient in mind the GM may have a chance of it reaching\nthe wrong ears...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1497, + "rule_id": "pdf_skill_1094_compel", + "title": "comPeL", + "content": "Action: Full\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: This power allows the psyker to force others\nto briefly act against their will. This power can affect a\nnumber of targets equal to the psyker’s PR. Those affected\nmust follow a simple command given by the psyker. Some\nexamples include “Flee”, “Fall”, “Attack your friend.” If the\ncommand is a potentially suicidal act, the target gets a +20\nto his Willpower Test. In all cases the command must be\nachievable in a single round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1498, + "rule_id": "pdf_skill_1095_dominate", + "title": "DominaTe", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: The psyker may take over the mind of another,\ncontrolling his victim with his will. This power only affects a\nsingle target and only if his total Wounds are less than 3 times\nthe psyker’s PR. An affected target is controlled by the psyker\nas if he was a puppet. For as long as the psyker maintains the\npower, he can divide his Actions between himself and the\ntarget. The dominated target uses its own Characteristics, but\nat –10 due to the crudity of the control. Any action deemed\nsuicidal allows the target an Opposed Willpower Test to try\nand break the hold.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1499, + "rule_id": "pdf_skill_1096_inspire", + "title": "insPire", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The psyker can bolster his comrades by sending\nout waves of reassurance and calm. A number of targets equal\nto the psyker’s PR immediately overcome the effects of\nPinning and gain a +10 resistance against Fear. This effect\nlasts as long as the targets stay within range of the psyker, and\nthe psyker maintains the power.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1500, + "rule_id": "pdf_skill_1097_starting_psychic_powers", + "title": "sTarTinG Psychic Powers", + "content": "A Rank 1 Librarian begins play with any three Psychic\nPowers chosen from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1501, + "rule_id": "pdf_skill_1098_iron_arm", + "title": "Iron Arm", + "content": "These powers are gained as part of character creation\nand do not the cost the Librarian any Experience Points\nto acquire.\nTable 6–3: Telepathy Powers\nPower XP Cost Prerequisites\nAstrotelepathy 500\nOne or more Telepathic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1502, + "rule_id": "pdf_skill_1099_powers", + "title": "powers", + "content": "Compel 1000 WP 40+\nDominate 1000 Compel, WP 50+\nInspire 500 —\nLong-range Telepathy 750 WP 40+\nMind Probe 750 Mind Scan\nMind Scan 500 Long-range Telepathy\nShort-range Telepathy 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1503, + "rule_id": "pdf_skill_1100_psy_rating_result", + "title": "Psy Rating Result", + "content": "Psy Rating 1–3\nThe message can reach out to a recipient in\nthe same system.\nPsy Rating 4–6\nThe message can reach out to a recipient in\nthe same sub-sector.\nPsy Rating 7–9\nThe message can reach out to a recipient in\nthe same sector.\nPsy Rating 10+\nThe message can reach out to a recipient in\nan adjacent sector.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1504, + "rule_id": "pdf_skill_1101_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: Yes\nRange: 1 metre x PR\nSustained: Yes\nDescription: This power allows the psyker to peel back the\nlayers of another’s mind to read the basic surface thoughts\nand beyond. This power works only against a single target,\nand if the psyker wants to perform the Probe without the\ntarget’s knowledge, then the psyker takes a –20 penalty to his\nFocus Power Test and cannot Push the power. The amount of\ninformation the psyker gains from the probe depends on his\nPR as detailed on Table 6–4: Mind Probe. The Librarian\nhas the option of using some of his Psy Rating to reduce the\nnumber of rounds required to use this power instead (trading\nspeed for force), to a minimum of 1 Round. For instance,\na Librarian with a Psy Rating of 8 could use 4 of his Psy\nRating to reduce the time required to a single Round, and\nhe would then gain information from Table 6–4 as if his Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1505, + "rule_id": "pdf_skill_1102_mind_scan", + "title": "minD scan", + "content": "Action: Half\nOpposed: No\nRange: 200 metres x PR\nSustained: No\nDescription: The psyker extends his mind to contact and\nidentify other sentient minds within range, even if they are out\nof sight, enabling him to garner impressions and information\nabout the consciousnesses. The level of information gathered\ndepends on PR as detailed on Table 6–5: Mind Scan.\nUntouchables and other psychically inert creatures are\ninvisible to Mind Scan. Individuals with psychic resistance\nor similar protections may also be hidden (the GM may make\nsecret Opposed Willpower tests against the psyker to see if\nthey remain hidden from him).\nshorT-ranGe TeLePaThy\nAction: Free\nOpposed: No\nRange: 50 metres x PR\nSustained: Yes\nDescription: The psyker can send his thoughts into the\nminds of those around him, touching a number of targets\nequal to his PR. The targets can be a select group, either\nindividuals the psyker can see or minds he is familiar with\nwithin the power’s range. Alternatively, the psyker can choose\nto make a generalised broadcast to every mind within range\nindiscriminately. An affected mind’s processes are still affected\nby the structure of language, and if telepathy is attempted\nwithout a shared language, the power suffers a –20 penalty.\nTargets who do not wish to be open to such a communication\ncan resist with an Opposed Willpower test. Sustaining this\npower is a Free Action.\nTable 6–4: Mind Probe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1506, + "rule_id": "pdf_skill_1103_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker makes initial contact and learns basic\ninformation about the target such as his name, mood,\nInsanity level, and the state of his physical health.\n4–5\nAs above, plus the psyker can sense the thoughts\nuppermost in the target’s mind such as immediate\nfears/concerns, conscious lies, etc. The psyker also\nlearns the target’s Corruption Level.\n6–7\nAs all the above, plus the psyker can sort through the\ntarget’s memories over the last 12 hours. The psyker\ncan also glean less casual information that the subject\nhides, such as simple passwords or recent secret\nexperiences.\n8–9\nAs all the above, plus the psyker gains detailed\ninformation about people, places or objects that the\ntarget considers important, as well as how these all\nrelate to each other. The psyker learns about the\ntarget’s beliefs, motivations, and personal goals, as\nwell as any contacts or complicated hidden ciphers\nthe target might know about. The psyker also\nbecomes aware of the pivotal moments in the target’s\nlife.\n10+\nAs all the above, plus the psyker may plunder the\ntarget’s mind at will. Any information contained in\nthe target’s psyche is an open book for the psyker.\nThe psyker can also use this technique to break\ndown implanted memories or personalities within the\ntarget.\nTable 6–5: Mind Scan", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1507, + "rule_id": "pdf_skill_1104_prresults", + "title": "PRResults", + "content": "1–2\nThe psyker gains a crude impression of the number\nof conscious minds within range of the power, and\ntheir general position in relation to him.\n3–4\nAs above, plus the psyker knows the number, general\nlocation, and relative ‘strength’ of conscious minds\nwithin range of the power, and can determine if these\nminds have any psychic ability.\n5–7\nAs all the above, plus the psyker may attempt to\ninitiate telepathic communication with any of the\nminds he has discerned.\n8+\nAs all the above, plus the psyker may attempt to\ncarry out a Mind Probe on one of the minds he has\ncontacted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1508, + "rule_id": "pdf_skill_1105_divination_powers", + "title": "divination Powers", + "content": "Divination powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–6: Divination Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1509, + "rule_id": "pdf_skill_1106_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: By reading the Emperor’s Tarot for a specific\nindividual, the psyker can grant insight into what troubles lay\nahead. During the reading both the psyker and the subject must\nremain in contact and no other actions may be taken by either of\nthem. The psyker must then ask a specific question. It can be as\ndetailed as “What must my Battle-Brothers overcome if they are\nto enter the Patriarch’s lair?” or as broad as “What dangers face the\nChapter?” After that, the psyker reads the Emperor’s Tarot for the\nsubject as they both concentrate on the question asked. At the end\nof this time the psyker interprets the Tarot and garners the results\ndepending on his PR as detailed on Table 6–7: Augury.\nAs with all forms of divination, the GM may decide how\nmuch or how little information the psyker can garner. The\nWarp is a capricious thing and seldom gives straight answers,\noften wrapping truths in riddles and lies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1510, + "rule_id": "pdf_skill_1107_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: The psyker can use this power to locate and\ntrack down a single object or person in his immediate vicinity.\nThe psyker can find anything, but there must be some degree\nof familiarity. Touching a lock and trying to find the key to\nthat lock is fine, but just thinking “I want a key” without a\ncorresponding lock won’t work. In the same vein, the psyker\nmust have seen the person he wants to find, or the subject’s\ntrue name. The psyker’s Focus Power Test is modified as\nfollows:\n• The psyker is intimately familiar with target (e.g., he\nknows the subject well, or has an item that has been\nwith the subject for a long time): +10\n• The psyker possesses a portion of the subject (e.g., a\nfragment from the item, a lock of hair from a person,\netc.): +5\n• The subject is surrounded by others of its kind (e.g., a\ncoin in a purse of coins, a person in a crowd, etc.): –10\n• The subject is within 50 metres x PR of the psyker: +5\n• The subject is over 2 km away from the psyker: –10\nIf the psyker successfully manifests the power, and the\nsubject is within a number of kilometres equal or less than\nthe psyker’s PR rating, he will get a rough idea of where the\nsubject is located, based on his PR as detailed on Table 6–8\nDivination.\nTable 6–6: Divination Powers\nPower XP Cost Prerequisites\nAugury 500 —\nDivination 750 WP 40+\nLifting the Veil 1000 Psychometry, WP 40+\nPossibility Shield 1000 WP 40+\nPsychometry 500 Augury\nReading 500 —\nTable 6–7: Augury", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1511, + "rule_id": "pdf_skill_1108_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker determines the most dangerous\nopposition that the subject will face.\n4–6\nAs above, plus the psyker also determines other\nnegative forces that may be present. The psyker can\ndetermine as many forces as his PR.\n7–8\nAs all the above, plus the psyker determines the best\nadvantage or tool that the subject can use for the\nsituation.\n9+\nAs all the above, plus the psyker may offer a single\nsentence of advice to the subject concerning the\nclearest path to their answer.\nTable 6–8: Divination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1512, + "rule_id": "pdf_skill_1109_prresults", + "title": "PRResults", + "content": "1–3 The psyker knows the rough direction of the subject.\n4–6\nThe psyker knows the specific direction of the\nsubject, and roughly how far away it is.\n7+\nThe psyker knows the specific direction of the\nsubject, and exactly how far away it is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1513, + "rule_id": "pdf_skill_1110_npc_and_enemy_psykers", + "title": "nPc anD enemy Psykers", + "content": "The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably\nthose of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to\ncome into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic\nallies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that\nmost psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable\nenemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries\nfor more details) or the GM may adapt Space Marine Psychic Powers for enemy use.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1514, + "rule_id": "pdf_skill_1111_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 10 metres radius x PR\nSustained: No\nDescription: Lifting the Veil is an extension of the art of\nPsychometry and allows the psyker to look beyond individual\npsychic traces and relive the past of a place or item. As with\nPsychometry, the psyker can gain rough impressions from an\nobject or a general area as long as it falls within the power’s\nradius. The level of information gained is dependent on the level\nof power used, as detailed on Table 6–9: Lifting the Veil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1515, + "rule_id": "pdf_skill_1112_possibility_shield", + "title": "PossibiLiTy shieLD", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: Using his understanding of future events and\nhis perception of the flow of time, the psyker surrounds\nhimself and nearby allies in a possibility shield. While this\npower is active, the psyker and a number of allies equal to\nhis PR within range of the psyker gain a +10 bonus to one\nroll each Round. In addition, due to his ability to see attacks\nbefore they are coming the psyker himself adds +5 x PR to\nall Dodge and Parry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1516, + "rule_id": "pdf_skill_1113_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Touch\nSustained: No\nDescription: Learning to read the Emperor’s Tarot is in part\nthe act of learning to divine the Emperor’s word from psychic\nimpressions. Refining this skill allows the psyker to learn more\nabout others from the crude psychic traces they leave behind on\nobjects in the world around them. In this form, the psyker can\ngain rough impressions from a personal object such as an article\nof clothing or weapon. The level of information he gains depends\non his PR as detailed on Table 6–10: Psychometry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1517, + "rule_id": "pdf_skill_1114_reading", + "title": "reaDinG", + "content": "Action: Full\nOpposed: No\nRange: 5 metres x PR\nSustained: Yes\nDescription: Diviners can read a person’s aura, the unconscious\nprojection of his being in to the Warp. This is a very pale shadow,\nunnoticed by most beings, but a diviner can study this aura to\nlearn about the person. When the psyker activates divination,\nhe can attempt to read the aura of any person he can see. The\nlevel of information he gains depends on the PR at which he\nmanifests the power as detailed on Table 6–11: Reading.\nA psyker can only maintain this power on one target. If he\nwishes to divine the well-being of a different person, he must\nactivate the power again.\nTable 6–9: Lifting the Veil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1518, + "rule_id": "pdf_skill_1115_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker sees the general features\nof the people who experienced the emotion, and a\nrough impression of the events that transpired.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the events from the area that left the strongest\npsychic impressions.\n8–9\nAs all of the above, plus the psyker can identify all\nparticipants from that strongest event, including their\ncareers, ranks, and names.\n10+\nAs all of the above, plus the psyker determines other\nevents that may have occurred in the area, in order\nof the relative strength of their psychic impressions,\nand gets a clear image of each event.\nTable 6–10: Psychometry", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1519, + "rule_id": "pdf_skill_1116_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker can discern the general\nfeatures of the person who experienced the emotion.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the person who experienced the emotion.\n8–9\nAs all of the above, plus the psyker can identify the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1520, + "rule_id": "pdf_skill_1117_person_s_occupation_e_g_care", + "title": "person’s occupation (e.g. Career and Rank).", + "content": "10+\nAs all of the above, plus the psyker can determine the\nperson’s name.\nTable 6–11: Reading", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1521, + "rule_id": "pdf_skill_1118_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker gains superficial impressions about the\ntarget person. This includes the three strongest\nemotions that the subject is currently experiencing, his\nrace, whether or not he has any psychic powers, and\na rough idea of his state of mental and physical wellis an Untouchable.\n4–5\nAs above, plus the psyker gets a deeper insight into\nall of the target’s feelings, and gains +10 to all\nFellowship Tests he makes against the target while\nReading is active. The psyker also gets a better idea\nabout the target’s physical state, including his current\nWounds and Fatigue levels. Finally, if the target has\npsychic abilities, the psyker can sense his power and\nfind out his Psy Rating.\n6–7\nAs all of the above, plus the psyker determines how\nmany Insanity points the target has, as well as which\naddictions or madness he might be suffering from. If\nthe target has psychic abilities, the psyker determines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1522, + "rule_id": "pdf_skill_1119_which_discipline_s_he_possess", + "title": "which discipline(s) he possesses.", + "content": "8+\nAs all of the above, plus the psyker determines how\nmany Corruption points the target has. Also, the\npsyker can determine if the aura is genuine, or has\nbeen produced by some other means.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1523, + "rule_id": "pdf_skill_1120_avenger", + "title": "avenGer", + "content": "Action: Full\nOpposed: No\nRange: 30m\nSustained: No\nDescription: The Librarian summons up the ancestors of his\nChapter and shapes them into a flaming vengeful avatar of\ndeath. The construct then billows forward to incinerate those\nin its path. The Avenger power works exactly like a shot from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1524, + "rule_id": "pdf_skill_1121_an_adeptus_astartes_heavy_flam", + "title": "an Adeptus Astartes heavy flamer (see page 145), with all the", + "content": "usual chance to hit and set targets on fire. However, due to the\nhorrific nature of the psychic flames, the Penetration of the\nattack is equal to 2 x PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1525, + "rule_id": "pdf_skill_1122_force_dome", + "title": "force Dome", + "content": "Action: Full\nOpposed: No\nRange: 5m x PR radius\nSustained: Yes\nDescription: Summoning up a shimmering field of force, the\nLibrarian fashions a shell around himself and nearby allies.\nThe shell is a sphere extending up to the radius around, above,\nand below the Librarian and protecting him and any within\nit. The shell provides 2 AP x PR against all kinds of ranged\nattacks or hazardous environmental effects (this additional\nprotection stacks with any worn Armour), even trapping air\nand water within it. However, it does not stop melee attacks", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1526, + "rule_id": "pdf_skill_1123_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Self\nSustained: No\nDescription: Rending the veil between worlds, the Librarian\ncreates a rift through which he and his allies might pass. The\nLibrarian chooses an exit point for the rift at any point within\n10 kilometres x PR. The size of the rift depends on the power\nused to create it, and it will have a width and height of 2\nmetres x PR. The rift will remain open for 1 Round x PR or\nuntil the Librarian himself passes through it, at which time it\nwill instantly close. While it remains open, creatures may pass\nthrough the gate freely provided they can fit.\nThis power is incredibly taxing and requires at least 12\nhours recovery before it may be used again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1527, + "rule_id": "pdf_skill_1124_iron_arm", + "title": "iron arm", + "content": "Action: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nTable 6–12: Codex Powers\nPower XP Cost Prerequisites\nAvenger 500 —\nForce Dome 1500 WP 40+\nThe Gate of Infinity 2000 Rank 5, WP 50+\nIron Arm 500 —\nMachine Curse 1000 WP 45+\nMight of the Ancients 1000 —\nSmite 500 —\nVeil of Time 1500 Rank 3, WP 40+\nVortex of Doom 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1528, + "rule_id": "pdf_skill_1125_machine_curse", + "title": "machine curse", + "content": "Action: Full\nOpposed: No\nRange: 20m x PR\nSustained: No\nDescription: The Librarian calls down a terrible curse on\nnearby machines and vehicles. The Librarian can either target a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1529, + "rule_id": "pdf_skill_1126_of_mechanical_devices_such_as", + "title": "of mechanical devices (such as guns or servitors) equal to his PR.", + "content": "If a single vehicle is targeted then it may not move or fire any of\nits weapons for a number of Rounds equal to the Librarian’s PR as\nit shorts and sparks alarmingly. If a number of mechanical devices\nare chosen then they will be rendered useless for the following", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1530, + "rule_id": "pdf_skill_1127_round_guns_will_jam_see_page", + "title": "Round. Guns will jam (see page 249) and must be unjammed", + "content": "before they can be used. Warded vehicles and devices may be\nresistant or even immune to this power at the GM’s discretion.\nmiGhT of The ancienTs\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Tapping into the deadly powers of the Immaterium,\nthe Librarian infuses himself with psychic energy increasing his\npsychical prowess and strength of arms to exceptional levels.\nWhile this power is in effect, the Librarian’s melee attacks all have\ntheir Damage and Penetration increased by a number equal to\nhis PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1531, + "rule_id": "pdf_skill_1128_smite", + "title": "smiTe", + "content": "Action: Half\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: The Librarian conjurers up lethal bolts of\nlightning that leap from his hands to burn and blast his\nenemies into ash. Smite must be targeted at a single creature.\nHowever, it may effect others nearby depending on its power.\nThe Librarian does not need to make a BS test to hit the\ntarget. However, his Focus Power Test is modified as if he was\nmaking a ranged attack (using bonuses and penalties for range,\nlighting, enemy talents, etc.). Smite deals 1d10 Energy Damage\nx PR with a Penetration equal to his PR. Any creatures within\n1 metre x PR of the target will also be affected by Smite.\nveiL of Time\nAction: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian attempts to predict the near\nfuture, seeing the flow of events and the actions of others.\nWhile this power is in effect, the Librarian benefits from this\nforeknowledge. . Each Round, the Librarian has a pool of rewhich he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nthat a re-roll may never itself be re-rolled.\nvorTex of Doom\nAction: Full\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: With an utter disregard for reality, the Librarian\nopens up a flickering vortex in the fabric of space and time. The\nvortex is 2 metres in diameter and may be placed anywhere\nwithin range of the psyker. Once created, however, the Librarian\nhas no more control over it. Each Round after its creation the GM\nshould roll a dice for the vortex. On a 1–4 its diameter shrinks by\n1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0\nits diameter grows by 2 metres. If the vortex is ever reduced to 0\ndiameter then it vanishes. The GM then rolls a random direction\nfor the vortex to travel 2d10 metres (use the Scatter diagram from\npage 248). Anything that touches the vortex, either when created", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1532, + "rule_id": "pdf_skill_1129_or_as_it_moves_must_make_a_ch", + "title": "or as it moves, must make a Challenging (+0) Agility Test or", + "content": "suffer 1d10 Energy damage x PR. Those killed by the vortex are\nsucked away into the Warp and lost forever.\nHaving an open rift to Warp is dangerous to the souls\nof anyone present. The first time any creature (including\nthe Librarian) comes within 10 metres of the vortex, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1533, + "rule_id": "pdf_skill_1130_blood_boil", + "title": "bLooD boiL", + "content": "Action: Half\nOpposed: Yes\nRange: 10 metre x PR\nSustained: No\nDescription: With a blast of psychic power, the Librarian\nsuperheats the target’s blood, flash-boiling it and causing it\nto burst from their eyes, mouth, and ears. This power can\nonly be used against a single target. The target of a Blood\nBoil will suffer 1d10 Energy damage plus 2 extra points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1534, + "rule_id": "pdf_skill_1131_of_damage_x_pr_to_a_maximum_o", + "title": "of damage x PR (to a maximum of 1d10+20) which is not", + "content": "reduced by armour or Toughness. If the target is killed by this\nattack then he explodes in a crimson shower, spattering those\nnearby with scalding blood. All creatures within 5 metres of\nan exploding target take 2d10 Energy damage to their least\narmoured location.\nManifesting Blood Boil is taxing for a Librarian, and\ninflicts 1 level of fatigue upon him, whether or not the\ntarget resists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1535, + "rule_id": "pdf_skill_1132_blood_lance", + "title": "bLooD Lance", + "content": "Action: Half\nOpposed: No\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian throws out his arm and hurls a\nblazing crimson lance that impales anything in its path. The\nBlood Lances traces a straight line from the Librarian out to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1536, + "rule_id": "pdf_skill_1133_the_extent_of_the_power_s_rang", + "title": "the extent of the power’s range. Any creature (friend or foe)", + "content": "that the lance passes through suffers 1d10 x PR Rending\ndamage that is not reduced by Toughness Bonus. Armour and\ncover protect as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1537, + "rule_id": "pdf_skill_1134_fear_the_darkness", + "title": "fear The Darkness", + "content": "Action: Half\nOpposed: Yes\nRange: 25 metres x PR\nSustained: Yes\nDescription: Casting a psychic shadow across the battlefield,\nthe Librarian fills his foes with intense dread and terror. This\npower affects a number of foes equal to the Librarian’s PR.\nThose affected by this power count all enemies as having the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1538, + "rule_id": "pdf_skill_1135_have_their_fear_level_increase", + "title": "have their Fear level increased by 1 (to a maximum of Fear 4)", + "content": "against those affected by this power. If this power is sustained,\ntargets may make a Willpower Test with a penalty of –5 x PR\nat the start of each of their turns to shake off the effects.\nmiGhT of heroes\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Focusing his will, the Blood Angels Librarian\nenhances his strength and summons up a deep well of rage.\nWhile this power is in effect, the Blood Angels Librarian adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1539, + "rule_id": "pdf_skill_1136_shackle_soul", + "title": "shackLe souL", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Reaching into the soul of his foe, the Librarian\nbinds it in powerful bands of psychic energy. This power\naffects a single creature chosen by the Librarian. The Blood\nAngel may choose to prevent those affected by the power\nfrom doing one of the following things on its next turn:\nmoving, making a range attack, making a melee attack or\nusing a Psychic Power. If this power is sustained then the\nLibrarian must win an Opposed Willpower Test each turn to\naffect the target, though he may choose a different action to\nprohibit from Round to Round. If the target ever wins the\nOpposed Test then the power immediately ends.\nwinGs of sanGuinius\nAction: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sprouts a pair of blood red wings\nof psychic energy from his back that can bear him aloft. While\nthis power is in effect, the Librarian gains the Flyer Trait (see\npage 132) with a Movement equal to his PR.\nTable 6–13: Blood Angels Powers\nPower XP Cost Prerequisites\nBlood Boil 1500 Rank 3, WP 40+\nBlood Lance 1000 —\nFear the Darkness 1000 WP 40+\nMight of Heroes 500 —\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1540, + "rule_id": "pdf_skill_1137_force_barrier", + "title": "force barrier", + "content": "Action: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Wrapping himself in a blanket of power, the\nLibrarian creates a potent but static psychic shell over himself.\nWhile this power is in effect, and as long as the Librarian does\nnot move, he gains 3 AP x PR to all locations. In addition, if\nthis power is manifested with a PR of 5 or more, all ranged\nattacks count as having a Penetration of 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1541, + "rule_id": "pdf_skill_1138_hellfire", + "title": "heLLfire", + "content": "Action: Half\nOpposed: No\nRange: 50 metres x PR\nSustained: No\nDescription: The Librarian summons a torrent of psychic fire\nto burn and char his foes. He may pick a point within range\nand engulf it in a cloud of flame with a radius of 2 metres x\nPR. All those within the area will suffer 1d10 Energy damage\nx PR. In addition, all those within the area of effect must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1542, + "rule_id": "pdf_skill_1139_make_challenging_0_agility", + "title": "make Challenging (+0) Agility Tests or be set on fire (see", + "content": "page 260).\nmask of shaDows\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Covering his thoughts in darkness, the\nLibrarian hides his mind from sight, confounding the efforts\nof enemy psykers or fearsome foes to psychically engage\nhim. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nthe psyker suffers no ill effects to Cohesion or Willpower as\na result of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1543, + "rule_id": "pdf_skill_1140_mind_worm", + "title": "minD worm", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nLibrarian implants the seed of doubt and remorse, crippling\nthe creature with indecision and guilt. This powers works\nagainst a single target. Those affected by the power suffer\na –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nof 05). If this power is sustained then the target may make a\nnew Opposed Willpower Test at the start of each of its turns\nto end the effects.\nThis power also confers a +30 bonus to the psyker’s\nInterrogation skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1544, + "rule_id": "pdf_skill_1141_true_strike", + "title": "True sTrike", + "content": "Action: Half\nOpposed: No\nRange: Self\nSustained: No\nDescription: Deadly against those with the psychic gift, the\neffects of a True Strike can smash an enemy psyker’s mind\nto pieces. If the Librarian performs a melee attack against a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1545, + "rule_id": "pdf_skill_1142_psyker_an_individual_psy_rati", + "title": "psyker (an individual Psy Rating of at least 1) within 1 Round", + "content": "x PR of activating the power, a successful attack will inflict an\nadditional 2 points of damage x PR which cannot be reduced\nby armour or Toughness. In addition, an individual suffering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1546, + "rule_id": "pdf_skill_1143_damage_from_this_power_must_ma", + "title": "damage from this power must make a Hard (–20) Willpower", + "content": "Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1547, + "rule_id": "pdf_skill_1144_weaken_resolve", + "title": "weaken resoLve", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Dark Angels Librarian forces his way into\nthe minds of his foes, robbing them of their will to fight and\neroding whatever resistance they possess. This power can affect\na number of foes equal to the Librarian’s PR. Those affected\nhave their Willpower characteristic temporarily reduced by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1548, + "rule_id": "pdf_skill_1145_5_x_pr_to_a_minimum_of_1_t", + "title": "–5 x PR (to a minimum of 1). This has corresponding effects", + "content": "on their Willpower Bonus. If this power is sustained, targets\nare allowed a new Opposed Willpower Test (using their\nreduced Willpower) to end its effects on them at the start of\neach of their turns.\nTable 6–14: Dark Angels Powers\nPower XP Cost Prerequisites\nForce Barrier 1500 WP 40+\nHellfire 1000 Rank 3, WP 40+\nMask of Shadows 1000 WP 50+\nMind Worm 1500 Rank 5, WP 50+\nTrue Strike 500 —\nWeaken Resolve 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1549, + "rule_id": "pdf_skill_1146_living_lightning", + "title": "LivinG LiGhTninG", + "content": "Action: Full\nOpposed: No\nRange: 30 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest cries out to the sky and calls\nforth a dancing bolt of sentient electricity arcing down from the\nheavens. While this power is in effect, the Rune Priest can direct\nthe bolt of lightning against any target within range, changing\ntargets between turns regardless of how far apart they are. Those\nstruck by the lightning will suffer 1d10 x PR Energy damage\nwith the Shocking quality. If the target passes a Challenging", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1550, + "rule_id": "pdf_skill_1147_storm_caller", + "title": "sTorm caLLer", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest invokes the ancient rites of\nice and snow, calling up a blizzard of psychic energy around\nhimself and his allies. While this power is in effect, the Rune\nPriest and all allies within the power’s radius become shrouded\nin ethereal mist. All ranged attacks they make, or that are made\nagainst them, suffer a penalty of –5 x PR. Any ally who moves\noutside the range of the power immediately loses its effects.\nTemPesT’s wraTh\nAction: Full\nOpposed: No\nRange: 150 metre radius x PR\nSustained: Yes\nDescription: In a fearsome display of power, the Rune Priest\ncalls upon the spirits of wind, storm, and snow, tearing the\nair with gales and tempests. While this power is in effect, any\ncreature with the Hoverer or Flyer trait must pass a Strength\nTest at a penalty of –5 x PR to move through the air. Even\nthose that pass the test have their Movement reduced by half.\nFlying vehicles are also affected, and their pilots suffer a\npenalty of –5 x PR on all Skill tests they must make to operate\ntheir craft. Flying vehicles also have their speed reduced by\nhalf. Finally, ranged attacks inside, into or out of the radius\nof effect have their shots fouled by the winds. Thrown and\nPrimitive ranged weapons suffer a penalty of –5 x PR to hit,\nwhile all other ranged weapons suffer a penalty of –2 x PR to\nhit. This power may only be used on the surface of a planet\nwith atmosphere, and even then, the power only functions\nwhen outside of a building or other confined space.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1551, + "rule_id": "pdf_skill_1148_thunderclap", + "title": "ThunDercLaP", + "content": "Action: Full\nOpposed: No\nRange: 10 metre radius x PR\nSustained: No\nDescription: With a word of power and a clap of his mighty\nhands, the Rune Priest creates a deafening crack of thunder\nthat rolls across the battlefield. All those within range of this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1552, + "rule_id": "pdf_skill_1149_power_friends_or_foes_though", + "title": "power (friends or foes, though not including the Rune Priest)", + "content": "suffer 1d5 x PR Impact damage. This damage is reduced by\nToughness as normal. However, only armour worn on the\nhead protects against it. In addition, anyone suffering damage\nfrom this attack must make a Toughness Test with a penalty\nof –5 x PR or be deafened for 1d10 rounds (see page 260\nfor the effects of being deafened). Finally, fragile objects such\nas mundane glass, crystal or fine ceramics within the power’s\nrange are shattered (though the GM has the final say on\nwhether an object is affected).\nTable 6–15: Space Wolves Powers\nPower XP Cost Prerequisites\nFury of the Wolf Spirits 2000 Rank 5, WP 40+\nLiving Lightning 1000 WP 40+\nStorm Caller 500 —\nTempest’s Wrath 1000 WP 50+\nThunderclap 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1553, + "rule_id": "pdf_skill_1150_action_extended_2", + "title": "Action: Extended (2)", + "content": "Opposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: Plunging his will into the Immaterium, the\nLibrarian calls forth ancestral spirits to fight on his side, and\nsummons up a number of ancestral warriors equal to his PR\nto fight for him. These warriors use the Imperial Guardsman\nprofile on page 376 and are armed and armoured as detailed\nthere. They will not stray beyond the range of the power nor\ncan they be used for anything but combat. When they are\nkilled, both they and their gear will vanish into smoke.\ncrown of LiGhTninG\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian encases one of his foes in a\ncrackling cage of lightning, searing his flesh and contorting\nhis muscles. This power may only be used against a single\ntarget. The target suffers 1d10 Energy damage x PR counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1554, + "rule_id": "pdf_skill_1151_as_having_the_shock_quality_s", + "title": "as having the Shock Quality (see page 144). If this power is", + "content": "sustained, the target suffers 2d10 Energy damage in each of\nthe Librarian’s turns.\nhammer of The emPeror", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1555, + "rule_id": "pdf_skill_1152_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 1 kilometre x PR\nSustained: No\nDescription: With the power of an orbital barrage, the\nLibrarian calls down a mighty hammer of psychic energy\nwith the power to lay waste to entire towns. The Librarian\nchooses a point within range and calls down the Hammer.\nThe Hammer has a radius of 100 metres x PR. Anything\nwithin the area of effect is subjected to a moderate earthquake,\ninflicting 3d10 x PR damage on all structures, possibly causing\nthem to collapse. Creatures within the area must make a Hard\n(–20) Agility Test to remain standing. This power cannot\nbe used Fettered, and does not work indoors. This power is\nextraordinary taxing and inflicts 1d5 levels of Fatigue on the\nLibrarian. In addition, the Librarian may not attempt to use\nthe power again for at least 24 hours.\nAt the GM’s discretion, falling buildings and raining debris\nmay inflict 3d10 I damage on those in the area of effect who", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1556, + "rule_id": "pdf_skill_1153_fail_a_challenging_0_agilit", + "title": "fail a Challenging (+0) Agility Test.", + "content": "mark of scorn\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian casts a curse upon one of his\nfoes, marking him for death at the hands of the righteous.\nThis power only works on a single target. The target becomes\nMarked, and all successful melee attacks against him will gain\na bonus to damage equal to the Librarian’s PR. In addition,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1557, + "rule_id": "pdf_skill_1154_any_instances_of_righteous_fur", + "title": "any instances of Righteous Fury (see page 245) from melee", + "content": "attacks against him automatically occur without the need to\npass a WS test.\nThunDer’s sheLL\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian covers himself in a fine reactive\npsychic shield that gets stronger the more force brought\nagainst it. While this power is in effect, all attacks against\nthe Librarian have their Penetration reduced by an amount", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1558, + "rule_id": "pdf_skill_1155_equal_to_his_pr_to_a_minimum", + "title": "equal to his PR (to a minimum of 0). In addition, attacks that", + "content": "ignore armour completely have this special ability negated by\nthis power, instead inflicting normal damage against whatever\narmour the Librarian is wearing.\nTable 6–16: Storm Warden Powers\nPower XP Cost Prerequisites\nAncestors’ Rage 500 —\nCall to Arms 1500 WP 50+\nCrown of Lightning 1000 —\nHammer of the Emperor 2000 Rank 5, WP 60+\nMark of Scorn 500 —\nThunders Shell 1500 Rank 3, WP 40+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1559, + "rule_id": "pdf_skill_1156_inspiring_word", + "title": "insPirinG worD", + "content": "Action: Half\nOpposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: The Librarian calms the minds of nearby allies\nand completely dispels their fear and doubt. While this power\nis active, a number of allies equal to PR, and within range, are\nimmune to the effects of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1560, + "rule_id": "pdf_skill_1157_paragon", + "title": "ParaGon", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian lets his authority shine forth in\na blaze of psychic energy, filling nearby allies with strength\nand resolve to emulate his glory. While this power is in effect,\nthe Librarian can allow a number of allies equal to his PR\nwithin range of the power to use one of his characteristics.\nIn effect, those benefiting from this power count as having\na characteristic score equal to that of the Librarian, though\nif their own characteristic is higher they may choose to use\nthat instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1561, + "rule_id": "pdf_skill_1158_war_cry", + "title": "war cry", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: With a terrifying cry, the Librarian demoralises\nand stuns nearby foes, forcing them to cower before his\nmight. This power can affect a number of foes equal to the\nLibrarian’s PR. Those affected cannot use Reactions from the\nend of the Librarian’s turn to the start of his next turn.\nworD of The emPeror\nAction: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian recites a sanctified prayer to the\nEmperor, speaking holy words that burn the minds of the\nunfaithful and cast out the spirits of the Warp. This power\ncan affect a number of targets equal to the Librarian’s PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1562, + "rule_id": "pdf_skill_1159_those_affected_will_become_stu", + "title": "Those affected will become Stunned (see page 261) for one", + "content": "Round. Targets with the Daemonic Trait are affected much\nmore seriously by this power and will suffer 1d10 Explosive\ndamage x PR and must make a Warp Instability Test. Finally,\ncreatures targeted by this power suffering from Possession", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1563, + "rule_id": "pdf_skill_1160_see_page_134_may_immediately", + "title": "(see page 134) may immediately make a Challenging (+0)", + "content": "Willpower Test to break free.\nTable 6–17: Ultramarines Powers\nPower XP Cost Prerequisites\nFury of the Ancients 1000 WP 40+\nGlory of the Emperor 2000 Rank 5, WP 50+\nInspiring Word 1000 —\nParagon 500 —\nWar Cry 750 WP 40+\nWord of the Emperor 1500 Rank 3, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1564, + "rule_id": "pdf_skill_1161_game", + "title": "Game", + "content": "“A Space Marine is not born, but made by the good grace of the\nEmperor from flesh, blood, and a will to do the Master of\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1565, + "rule_id": "pdf_skill_1162_the_core_mechanic", + "title": "The CoRe MeChaniC", + "content": "• Determine the Skill or Characteristic to test.\n• Add or subtract any relevant modifiers to the Skill or\nCharacteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1566, + "rule_id": "pdf_skill_1163_make_a_percentile_roll_1d10", + "title": "• Make a percentile roll (1d100).", + "content": "• If the percentile roll is less than or equal to the Skill or\nCharacteristic being tested, the test succeeds.\n• If the percentile roll is greater than the Skill or\nCharacteristic being tested, the test fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1567, + "rule_id": "pdf_skill_1164_skill_tests", + "title": "Skill TeSTS", + "content": "The most common type of test a Battle-Brother performs\nduring the game is the Skill Test. Each Skill is governed by\na Characteristic. For example, the Dodge Skill is governed\nby the Agility Characteristic. To make a Skill Test, add any\nrelevant modifiers to the Skill’s governing Characteristic, then\nmake a percentage roll. If the result is equal to or less than\nthe modified Characteristic, the test succeeds. If the result is\ngreater than the modified Characteristic, the test fails.\nSuccess is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1568, + "rule_id": "pdf_skill_1165_cases_the_governing_character", + "title": "cases, the governing Characteristic is halved (round down).", + "content": "A character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nMany Talents can improve a Battle-Brother’s chances of\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\nWeapons Skill and Ballistics Skill are Characteristics. See\nCharacteristic Tests on page 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1569, + "rule_id": "pdf_skill_1166_example", + "title": "exaMple", + "content": "Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nto escape the charging Space Marine. To climb down the cliff, the\nGM decides that Brother Ulfric must make a Climb test, which is a\nskill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\ntraining in Climb. Since Climb is a Basic Skill, Ulfric can still make\nthe attempt at half his normal Strength, which is 20. Ulfric’s player\nmakes a percentile roll and gets a 29, which is higher than 20, so the\ntest fails and Ulfric falls instead.\nUndaunted by his fall and still in pursuit of the Eldar, Ulfric\nplunges after the xenos into a fast-flowing stream. This calls for Ulfric\nto make a Swim Test. Swim is a Basic Skill governed by Strength, and\nUlfric has Training in Swim, so he gets to use his full Strength score\nfor the test, which is 41. Ulfric’s player makes a percentile roll and\ngets a 33—a success! Ulfric manages to catch the alien and drown\nhim quietly in the river, maintaining his team’s secrecy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1570, + "rule_id": "pdf_skill_1167_characteristic_tests", + "title": "CharaCTeriSTiC TeSTS", + "content": "Sometimes a Battle-Brother wants to attempt something\nnot covered by a Skill. In such cases, a Characteristic Test\ncan be used instead of a Skill Test. The GM determines the\nmost appropriate Characteristic for the test, then the player\nmakes a percentage roll. If the roll is equal to or less than the\nCharacteristic, the test succeeds. If the roll is greater than the\nCharacteristic, the test fails.\ndegRees of suCCess and failuRe\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nis particularly important with social skills, such as Charm and\nInquiry, as well as certain combat situations, such as firing a\ngun capable of a semi-automatic or fully automatic burst.\nMeasuring Degrees of Success and Failure in a Skill or\nCharacteristic Test is straightforward. After the percentage\nroll is made, compare the roll with the modified Characteristic\nscore. For each full 10 points by which the Characteristic was\nexceeded, one Degree of Success is achieved. Conversely, for\neach 10 full points by which the test failed, one Degree of\nFailure is gained.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1571, + "rule_id": "pdf_skill_1168_example", + "title": "exaMple", + "content": "Brother Ulfric is clearing a corridor in a space hulk with his Kill-team.\nSeeing shapes moving in the shadowy distance, he opens fire with his\nstorm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s\nplayer makes a roll against his character’s WS of 45, scoring a 23. This\nbeats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s\naccurate fire means the bulk of his rounds smash home into his foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1572, + "rule_id": "pdf_skill_1169_extended_tests", + "title": "exTended TesTs", + "content": "Some tasks are quite complicated and may take extra time to\nfinish. In these cases, the GM may decide that it takes more\nthan one successful Skill Test to complete the task. This is\nknown as an Extended Test. Generally, the Skill in question\ndescribes whether it requires an Extended Test, though the\nGM may adjust the time represented by each test depending\non what is in fact being attempted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1573, + "rule_id": "pdf_skill_1170_opposed_tests", + "title": "opposed TesTs", + "content": "Sometimes a Battle-Brother needs to test himself against an\nopponent. This is known as an Opposed Test. For example, if a\ncharacter needed to hide from an enemy scout, he could test his\nConcealment Skill against the scout’s Awareness Skill.\nIn an Opposed Skill Test, both participants make tests\nnormally. Whoever succeeds at his test wins. If both participants\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nBonus wins. If the result is still a tie, the lowest dice roll wins.\nShould both parties fail, one of two things occurs. Either\nthere is a stalemate and nothing happens or both parties should\nre-roll until there is a clear winner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1574, + "rule_id": "pdf_skill_1171_example", + "title": "exaMple", + "content": "Ulfric is trying to force open a bunker door while a group of terrified\ntraitor guardsmen try to hold it closed. The GM decides this is an\nopposed Strength, and so Ulfric’s player rolls against his character’s\nStrength of 41, while the GM roll against the collective guardsmen\nStrength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ncompared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1575, + "rule_id": "pdf_skill_1172_test_difficulty", + "title": "TesT diffiCulTy", + "content": "Not all tests are equal. Setting a melta bomb on a stationary\nbunker and placing the same bomb on a moving battle tank\nwhile under fire may both require Demolition Tests, but the\nlatter is clearly harder than the former. But how much harder\nis one from the other? This is where test difficulty and the roll\nof the GM both come into play.\nIn some cases, the difficulty of a test is pre-determined by\nthe rules; in other cases, the GM should decide the difficulty\nand consult Table 7–3: Test Difficulty, below, to determine\nthe appropriate modifier. The difficulty modifier is applied to\nthe governing Characteristic associated with the test.\nTable 7–1: Skill Tests\nType of Skill Effect on Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1576, + "rule_id": "pdf_skill_1173_characteristic", + "title": "Characteristic", + "content": "Mastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1577, + "rule_id": "pdf_skill_1174_characteristic_example_tests", + "title": "Characteristic Example Tests", + "content": "Weapon Skill Make an attack with a melee weapon.\nBallistic Skill Make an attack with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1578, + "rule_id": "pdf_skill_1175_toughness", + "title": "Toughness", + "content": "Resist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1579, + "rule_id": "pdf_skill_1176_agility", + "title": "Agility", + "content": "Determine Initiative, maintain balance\non a narrow surface, navigate treacherous\nterrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1580, + "rule_id": "pdf_skill_1177_intelligence", + "title": "Intelligence", + "content": "Recall an important detail, identify a\nfamiliar face, solve a puzzle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1581, + "rule_id": "pdf_skill_1178_perception", + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1582, + "rule_id": "pdf_skill_1179_example", + "title": "exaMple", + "content": "Codicier Raeigus is trying to decipher some ancient alien wards on\na tomb wall. Because of the nature of the wards and the age of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1583, + "rule_id": "pdf_skill_1180_forbidden_xenos_test_normal", + "title": "Forbidden (Xenos) Test. Normally Raeigus would make this", + "content": "test against his Intelligence of 47, however as this is a Hard test he\nsuffers a –20 penalty to his Characteristic for this test. Therefore to\npass the test he must roll 27 or less.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1584, + "rule_id": "pdf_skill_1181_assistance", + "title": "assistance", + "content": "In some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1585, + "rule_id": "pdf_skill_1182_example", + "title": "exaMple", + "content": "Ulfric is trying to get an ancient transponder to work so that his\nKill-team can call in support. This requires the Tech-use Skill,\nwhich Ulfric has trained in but is not well versed. Brother Tuteros,\na member of the Kill-team, is also on hand, however, and also has\nsome training in Tech-use, enabling him to help Ulfric and improve\ntheir chances of success. The GM declares the normal difficulty for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1586, + "rule_id": "pdf_skill_1183_becomes_ordinary_10_furthe", + "title": "becomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test,", + "content": "he automatically gains an extra Degree of Success.\nThe Role of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1587, + "rule_id": "pdf_skill_1184_using_fate_points", + "title": "USing FaTe PoinTS", + "content": "Fate Points allow a Battle-Brother to manipulate situations\nby mitigating bad results or turning a mishap into fortune.\nAmong other things, this allows players to take more risks,\nwhich makes the game faster and far more exciting. A BattlePoint is spent, that pool is reduced by one. Spent Fate Points\nare restored at the beginning of the next gaming session, or\npossibly under special circumstances in the middle of a game\nsession that the GM deems appropriate. A Fate Point can be\nused at any time, either on the character’s own Turn or in\nreaction to the action of another character. Spending a Fate\nPoint is a Free Action.\nSpending one Fate Point allows a Space Marine to do one\nof the following:\n• Re-roll a failed test once. The results of the re-roll are\nfinal.\n• Gain a +10 bonus to a test. This must be chosen before\ndice are rolled.\n• Add an extra Degree of Success to a test. This may be\nchosen after dice are rolled.\n• Count as having rolled a 10 for Initiative.\n• Instantly remove 1d10 Damage (this cannot affect\nCritical Damage).\n• Instantly recover from being Stunned.\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nTable 7–3: Test Difficulty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1588, + "rule_id": "pdf_skill_1185_difficulty_test_modifier", + "title": "Difficulty Test Modifier", + "content": "Trivial+60\nElementary+50\nSimple+40\nEasy+30\nRoutine+20\nOrdinary+10\nChallenging+0\nDifficult–10\nHard–20\nVery Hard–30\nArduous–40\nPunishing–50\nHellish–60", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1589, + "rule_id": "pdf_skill_1186_burning_fate", + "title": "buRning faTe", + "content": "Sometimes a re-roll or an extra Degree of Success is not going\nto be enough to save a Battle-Brother’s life. In these instances,\nthe character may choose to burn a Fate Point and permanently\nreduce his Fate Points by one. The result is that the character\nsurvives whatever it was that would have killed him, but only\njust. For example, if the character was shot with a lascannon\nand suffered a Critical Hit that would have killed him, instead\nhe is only hideously burnt and rendered unconscious with\nzero Wounds. In more extreme circumstances, such as being\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battleit has already been used for that gaming session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1590, + "rule_id": "pdf_skill_1187_gaining_additional_fate_points", + "title": "gaining addiTional faTe poinTs", + "content": "Battle-Brothers are awarded additional Fate Points (or allowed\nto replenish those that have been burnt) at the GM’s discretion.\nSuch rewards can be given out as the main adventure reaches\ncertain milestones, or for particular acts of heroism, cunning,\nor good roleplaying.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1591, + "rule_id": "pdf_skill_1188_movement", + "title": "Movement", + "content": "In many game situations, it is unnecessary to worry about\nhow fast a character can run or how long it takes him to\nwalk from the Emperor’s chapel to the proving ground. On\nthe other hand, there are also many situations that come up\nduring a game, such as a combat, where knowing how far\na character can move over a given period of time becomes\nvery important. During a combat Round, a character may\ntake a specific Action to move at one of four speeds: Half\nMove, Full Move, Charge, or Run. The number of metres a\ncharacter travels per Round at these various speeds determined\nby his Agility Bonus, see Table 7–4: Structured Time\nMovement below for details. Traits can modify some or all\nmovement speeds.\nIn some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nTable 7–5: Narrative Time Movement describes the\nstandard speeds a character can move at a leisurely pace under", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1592, + "rule_id": "pdf_skill_1189_narrative_movement_and_terrain", + "title": "naRRaTive MoveMenT and TeRRain", + "content": "Terrain conditions affect how fast a character can cover ground\nduring Narrative Time. Obviously, slogging through a waistthrough the steel corridors of an orbital space station. Halve\ndistances when moving through tightly packed foliage, dense\nurban areas, or similarly difficult terrain. The Game Master\ndetermines what, if any, modifiers apply to Narrative Time\ncaused by the environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1593, + "rule_id": "pdf_skill_1190_hurrying", + "title": "huRRying", + "content": "A character can pick up the pace, moving up to double his\nmovement in Narrative Time for a number of hours equal to\nhis Toughness Bonus. At the end of this time, he must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1594, + "rule_id": "pdf_skill_1191_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test or take 1 level of Fatigue.", + "content": "In addition, a hurrying character is less likely to pay attention\nto his surroundings and thus suffers a –10 penalty to all\nPerception-based Tests.\nA character may push on, even with these penalties, but he\nmust continue to make progressively more difficult Toughness\nTests to avoid accumulating additional levels of Fatigue. He\nsuffers a –10 penalty to his Toughness Test after the second\ntime period, a –20 penalty after the third period, and so forth.\nTable 7–4: Structured Time Movement\n(Metres/Round)\nAB Half Move Full Move Charge Run\n01/2123", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1595, + "rule_id": "pdf_skill_1192_1010203060", + "title": "1010203060", + "content": "Table 7–5: Narrative Time Movement\nAB Per Minute Per Hour Per Day†\n0 12m 0.75km 7km\n1 24m 1.5km 15km\n2 48m 3km 30km\n3 72m 4km 40km\n4 96m 6km 60km\n5 120m 7km 70km\n6 144m 9km 90km\n7 168m 10km 100km\n8 192m 12km 120km\n9 216m 13km 130km\n10 240m 14km 140km\n†Assumes 10 hours of walking.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1596, + "rule_id": "pdf_skill_1193_running_and_narrative_time", + "title": "Running and naRRaTive TiMe", + "content": "Characters can run during Narrative Time, but doing so is\ntiring. When running, a character triples his rate of movement,\nbut each hour of sustained running requires the character to\nmake a Toughness Test, with a cumulative –10 penalty per\nhour after the first, to sustain the pace. On a failed test, the\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nhurrying, characters can continue running after a failed test, but\npenalties gained from multiple failed tests are cumulative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1597, + "rule_id": "pdf_skill_1194_forced_marching", + "title": "foRCed MaRChing", + "content": "There’s nothing stopping characters from pushing themselves\nbeyond the standard 10 hours of marching. Characters may\nsafely push themselves for a number of extra hours equal to\ntheir Toughness Bonus. Beyond this, a character must make a\nToughness Test, with a cumulative –10 penalty per hour, for\neach hour he travels beyond his Toughness Bonus. A failed\ntest indicates that the character takes a level of Fatigue. It\nis possible to march oneself into unconsciousness. Fatigue\ntaken from forced marching is removed after the character\nhas rested for two hours for each hour he marched beyond\ntheir Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1598, + "rule_id": "pdf_skill_1195_movement_and_environment", + "title": "MoveMenT and enviRonMenT", + "content": "The movement rates for characters described on Table 7–4\nassume a relatively clear battlefield. There may be a few\nminor obstacles, but characters can still move at their standard\nrates. There are, however, some circumstances that reduce a\ncharacter’s speed. These can include rubble-strewn hallways,\ndeep snow, dense fog, thick underbrush, and a variety of\nother conditions that make it tough to navigate. In such\nenvironments, a character’s movement is halved. If a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1599, + "rule_id": "pdf_skill_1196_charges_or_runs_he_must_succe", + "title": "charges or runs, he must succeed at Challenging (+0)", + "content": "Agility Test or fall prone. The difficulty of this test can be\nmodified based on the terrain. See Table 7–6: Treacherous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1600, + "rule_id": "pdf_skill_1197_climbing", + "title": "Climbing", + "content": "There may be times during a character’s explorations when\nhe wants to scramble over a low wall, descend into a crevasse,\nclimb to an ideal rooftop sniper position, or shinny up a tree\nto escape the claws of vicious xenos. Climbing is divided into\ntwo general categories: simple climbs and sheer surfaces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1601, + "rule_id": "pdf_skill_1198_simple_climbs", + "title": "siMple CliMbs", + "content": "Simple climbs can include fences, steep hills, boulders, trees,\nor anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nhe takes his time and is not being distracted (such as being\nshot at).\nIf a character is trying to climb quickly, is being attacked,\nor is otherwise distracted, he needs to make a Strength Test\nor Climb Test to perform a simple climb. On a success, the\ncharacter ascends or descends at a rate of one-half his Half", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1602, + "rule_id": "pdf_skill_1199_move_speed_round_up_for_eac", + "title": "Move speed (round up). For each Degree of Success, the", + "content": "character climbs an extra metre. On a failed test, the character\nfalls from his starting climbing position. The GM can adjust\nthe difficulty of the test based on the nature of the climb\nand other conditions, but the default difficulty is Challenging\n(+0). Note that some acts of climbing, such as ascending a\nsturdy ladder, are so basic that no test should be necessary.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1603, + "rule_id": "pdf_skill_1200_sheer_surfaces", + "title": "sheeR suRfaCes", + "content": "Many surfaces are beyond the means of ordinary characters to\nclimb. A sheer cliff with overhangs and no visible hand-holds,\nan icy crevasse, and the exterior walls of most buildings all\nrequire skill to climb successfully. Such efforts always require\na test. A character may attempt to climb a sheer surface by\nmaking a Climb Test. On a success, the character ascends or\ndescends at a rate of one-half his Half Move speed (round\nup). For each Degree of Success, the character climbs an\nextra metre. On a failed test, the character falls from his\nstarting climbing position. Climbing difficulty varies with the\nnature of the climbing surface, though most tests should be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1604, + "rule_id": "pdf_skill_1201_abseiling", + "title": "abseiling", + "content": "A character can descend a sheer surface more quickly by\nabseiling. This requires some kind of climbing gear, such a\ndrop harness, or at the very least some long rope. An abseiling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1605, + "rule_id": "pdf_skill_1202_character_makes_a_challenging", + "title": "character makes a Challenging (+0) Agility Test. On a", + "content": "success, he descends at a rate of 10 metres per Round. On a\nfailure, he descent rate is only five metres per Round. Failure\nby two or more degrees requires to the character to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1606, + "rule_id": "pdf_skill_1203_challenging_0_strength_test", + "title": "Challenging (+0) Strength Test or lose his grip—if he is", + "content": "not wearing a drop harness, he falls.\nTable 7–6: Treacherous Environment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1607, + "rule_id": "pdf_skill_1204_jumping_and_leaping", + "title": "JUmPing and leaPing", + "content": "A jump is a controlled vertical ascent or descent where a\ncharacter attempts to either jump as high as he can, or jump\ndown safely without suffering damage. If a character is pushed\nover an edge, or is otherwise not in control of a descent, he is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1608, + "rule_id": "pdf_skill_1205_not_jumping_but_falling_see", + "title": "not jumping, but falling (see page 261). A leap is a horizontal", + "content": "jump where a character attempts to cover as much distance\nas possible. Both jumping and leaping can benefit from a\nrunning start. Performing any kind of jump or leap is treated\nas a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1609, + "rule_id": "pdf_skill_1206_standing_vertical_jumps", + "title": "sTanding veRTiCal JuMps", + "content": "From a standing position, an average character can jump\nabout half a metre straight up (measured from the ground to\nthe bottom of his feet). Jumping distance depends as much on\na character’s body mass as it does his Strength and Agility, so\nthis distance tends to vary only slightly between characters. A\ncharacter can jump up to reach an overhead ledge, or similar\nobject, that is as high as his own height, plus about one\nmetre for average arm length, plus another half a metre for\nan average standing jump. Usually, no test is required to make\nsuch a jump, though pulling oneself up onto a grabbed ledge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1610, + "rule_id": "pdf_skill_1207_agility_bonus_by_making_a_chal", + "title": "Agility Bonus by making a Challenging (+0) Agility Test.", + "content": "If he succeeds, he lands on his feet and takes no damage. If he\nsucceeds, but the jump is a greater distance than his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1611, + "rule_id": "pdf_skill_1208_bonus_he_must_take_falling_da", + "title": "Bonus, he must take Falling Damage (see page 261) equal to", + "content": "the distance jumped in metres beyond his Agility Bonus and\nends his Turn prone. If he fails the Agility Test, he suffers\nFalling Damage for the entire distance of the jump and ends\nhis Turn prone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1612, + "rule_id": "pdf_skill_1209_running_vertical_jumps", + "title": "Running veRTiCal JuMps", + "content": "If a character gets a running start by moving at least four\nmetres in a straight line, he can jump higher. At the end of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1613, + "rule_id": "pdf_skill_1210_up_in_metres_to_his_normal_ve", + "title": "up) in metres to his normal vertical jump distance (see above),", + "content": "plus an additional half metre for each Degree of Success. If he\nfails the test, he stumbles, which ends his Turn. For every four\nadditional metres beyond the first four that a character runs\nbefore making a Jump, he receives a +10 bonus to his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1614, + "rule_id": "pdf_skill_1211_difficult_10_agility_test", + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre\nfor each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1615, + "rule_id": "pdf_skill_1212_number_of_metres_equal_to_half", + "title": "number of metres equal to half his Strength Bonus (round up),", + "content": "and each Degree of Failure further reduces this distance by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1616, + "rule_id": "pdf_skill_1213_another_half_metre_to_a_minim", + "title": "another half metre (to a minimum of one-half metre). Should", + "content": "it be important, the height attained while leaping is equal to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1617, + "rule_id": "pdf_skill_1214_running_horizontal_leaps", + "title": "Running hoRizonTal leaps", + "content": "When performing a Running Horizontal Leap, a character\nmust move at least four metres in a straight line before\nmaking the Leap. At the end of his movement, he makes a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1618, + "rule_id": "pdf_skill_1215_challenging_0_agility_test", + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another\nhalf metre for each Degree of Success. On a failure, he only\nLeaps a number of metres equal to half his Strength Bonus\n(round up), and each Degree of Failure further reduces this\ndistance by another half metre (to a minimum of one-half\nmetre). For every four additional metres beyond the first four\nthat a character runs before making a Leap, he receives a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1619, + "rule_id": "pdf_skill_1216_10_bonus_to_his_agility_test", + "title": "+10 bonus to his Agility Test (maximum +30). Should it be", + "content": "important, the height attained while leaping is equal to one", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1620, + "rule_id": "pdf_skill_1217_swimming", + "title": "Swimming", + "content": "A character doesn’t need to make a Swim Test under ideal\ncircumstances, but hazardous conditions such as rough waters,\nhands being tied, or swimming whilst fighting all require\nSwim Tests to move. To swim under hazardous conditions,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1621, + "rule_id": "pdf_skill_1218_a_character_must_make_a_challe", + "title": "a character must make a Challenging (+0) Swim Test as a", + "content": "Full Action. A success indicates that the character moves in\nany direction up to a number of metres equal to one-half his\nStrength Bonus, or simply treads water at his option. A failed\nTest means that he makes no progress and cannot move. A\ncharacter can choose to swim underwater, but he must hold\nhis breath to do so. A character who is unable to swim for some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1622, + "rule_id": "pdf_skill_1219_reason_unconsciousness_paral", + "title": "reason (unconsciousness, paralysis, etc.) automatically goes", + "content": "underwater. While underwater, a character risks Suffocation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1623, + "rule_id": "pdf_skill_1220_due_to_drowning_see_page_261", + "title": "due to drowning (see page 261).", + "content": "Heavy equipment, especially armour, makes swimming\nextremely difficult. If a character is wearing armour or is\notherwise weighted down, all Swim Tests are Very Hard\n(–30) and a failed Swim Test automatically imposes one level\nof Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1624, + "rule_id": "pdf_skill_1221_swimming_and_narrative_time", + "title": "swiMMing and naRRaTive TiMe", + "content": "Prolonged swimming can be exhausting. A character may\nswim for a number of hours equal to his Toughness Bonus.\nAfter that point, he must make a Toughness Test each hour\nwith a cumulative –10 penalty per hour. On a failed test,\nhe takes one level of Fatigue. If a swimming character falls\nunconscious due to Fatigue, he goes underwater and begins to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1625, + "rule_id": "pdf_skill_1222_suffocate_see_page_261_to_d", + "title": "Suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time\nMovement and swap the character’s Strength Bonus for his\nAgility Bonus.\nCarrying, liFTing, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1626, + "rule_id": "pdf_skill_1223_pushing_objects", + "title": "PUShing obJeCTS", + "content": "Under normal circumstances, characters in Deathwatch do\nnot need to precisely calculate how much they can carry.\nCommon sense can serve as a guide for most purposes. In\ngeneral, most characters can reasonably carry one main", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1627, + "rule_id": "pdf_skill_1224_secondary_weapons_such_as_pis", + "title": "secondary weapons (such as pistols or melee weapons), plus a", + "content": "few clips of extra ammo and several pieces of miscellaneous\nequipment in a backpack, satchel, or similar container. On the\nother hand, it would not be at all reasonable for a character\n(even a very strong one) to be walking around with three\ndifferent heavy weapons and several thousand rounds of\nammo for each, or for a character to have a backpack with\none of everything from the equipment section in Chapter\nV: Armoury. However, there are likely to be instances when\nit is useful to know how much a character can lift or carry.\nThe amount of weight a character can move depends on the\nsum of his Strength Bonus and Toughness Bonus. Compare\nthe total to Table 7–7: Carrying, Lifting, and Pushing\nWeights to find out the limits of a character’s might. Note\nthat certain Traits may increase these values.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1628, + "rule_id": "pdf_skill_1225_carrying_weight", + "title": "CaRRying weighT", + "content": "A character’s Carrying Weight is how much he can comfortably\ncarry without suffering and penalties to his movement. If a\ncharacter carries more that this weight, he is Encumbered (see\nTable 7–7).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1629, + "rule_id": "pdf_skill_1226_lifting_weight", + "title": "lifTing weighT", + "content": "A character’s Lifting Weight represents the maximum amount\nof weight he can pick up off the ground. A character can\nattempt to move whilst holding a heavy load, but if the load", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1630, + "rule_id": "pdf_skill_1227_exceeds_his_carrying_weight_h", + "title": "exceeds his Carrying Weight, he is Encumbered (see below).", + "content": "Lifting a heavy load is treated as a Full Round Action. A\ncharacter can attempt to lift more than his usual limit by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1631, + "rule_id": "pdf_skill_1228_making_a_challenging_0_stre", + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s\nStrength Bonus and Toughness Bonus for the purpose of\ndetermining limits. If the test is failed by two degrees or\nmore, the character suffers one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1632, + "rule_id": "pdf_skill_1229_pushing_weight", + "title": "pushing weighT", + "content": "A character’s Pushing Weight represents the maximum\namount of weight he can shove across a smooth surface, such\nas a metal floor. Difficult Terrain can make pushing objects\nmuch more difficult. Pushing a heavy object is treated as a\nFull Round Action. A character can attempt to push more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1633, + "rule_id": "pdf_skill_1230_than_his_usual_limit_by_making", + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum\nof the character’s Strength Bonus and Toughness Bonus for\nthe purpose of determining limits. If the test is failed by two\ndegrees or more, the character suffers one level of Fatigue.\nTable 7–7: Carrying, Lifting & Pushing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1634, + "rule_id": "pdf_skill_1231_weight", + "title": "Weight", + "content": "00.9kg2.25kg4.5kg\n12.25kg4.5kg9kg\n24.5kg9kg18kg\n39kg18kg36kg\n418kg36kg72kg\n527kg54kg108kg\n636kg72kg144kg\n745kg90kg180kg\n856kg112kg224kg\n967kg134kg268kg\n1078kg156kg312kg\n1190kg180kg360kg\n12112kg224kg448kg\n13225kg450kg900kg\n14337kg674kg1,348kg\n15450kg900kg1,800kg\n16675kg1,350kg2,700kg\n17900kg1,800kg3,600kg\n181,350kg2,700kg5,400kg\n191,800kg3,600kg7,200kg\n202,250kg4,500kg9,000kg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1635, + "rule_id": "pdf_skill_1232_encumbered_characters", + "title": "enCuMbeRed ChaRaCTeRs", + "content": "If a character attempts to carry more than his normal carrying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1636, + "rule_id": "pdf_skill_1233_limits_but_less_than_his_lift", + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementpurposes of determining movement rates and Initiative. In\naddition, after a number of hours equal to his Toughness\nBonus have passed while carrying this weight, he must make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1637, + "rule_id": "pdf_skill_1234_throwing_objects", + "title": "ThRowing obJeCTs", + "content": "Chapter V: Armoury describes several weapons designed to\nbe thrown at targets, but a character can attempt to throw just\nabout any object that weighs up to half the character’s normal\nLifting Weight (as indicated by Table 7–7: Carrying, Lifting,\nand Pushing Weights). To throw an object, a character makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1638, + "rule_id": "pdf_skill_1235_a_challenging_0_strength_te", + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus.\nFor each Degree of Success, this distance increases by a factor of\none, so one degree means that the character throws the object a\nnumber of metres equal to twice his Strength Bonus, two degrees\nmeans that the object is thrown a number of metres equal to three\ntimes his Strength Bonus, and so forth. On a failed test, the object\nflies a number of metres equal to half his Strength Bonus (round\ndown; a result of 0 means it fell at his feet). If the object hits a\nhard surface such as a wall, it takes 1d10+SB Damage plus one\nfor every Degree of Success on the test. These rules do not apply\nto aerodynamic throwing weapons and grenades. Such weapons\nhave a range given on the weapons tables and have range brackets\nlike other weapons. If the object is being thrown at a specific\ntarget, it is treated as an improvised weapon and the throwing\ncharacter makes a Ballistic Skill Test instead of a Strength Test. A\ncharacter can attempt to throw an object that weighs more than", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1639, + "rule_id": "pdf_skill_1236_lighting", + "title": "lighTing", + "content": "Many adventures in Deathwatch take place under the cover of\nnight, in the shadowy depths of a space hulk, or in the dank and\nfetid underhive. As a result, the oppressive darkness becomes a\nconstant enemy, concealing countless terrors and monstrous threats\nin its depths. For these reasons, light sources are of paramount\nimportance when exploring the dark places of the Imperium. For\nsimplicity, Deathwatch uses three levels of light: Bright, Shadow\nand Darkness. Bright light is any light that allows normal vision,\nsuch as sunlight or being within the radius of a torch, gloand twilight hours on Earth-like planets, whenever a character\nor object is just beyond the range of a normal light source, or\nwhen that source is obscured by an effect such as fog. Darkness,\nnaturally enough, is the absence of light. Aside from the obvious\neffects of Darkness and Shadow, areas of Shadow and Darkness\ncan interfere with a character’s movement and combat capabilities.\nCharacters may move through areas of Shadow at no penalty, but\nmay move at only half speed or less through Darkness. Exceeding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1640, + "rule_id": "pdf_skill_1237_flying", + "title": "Flying", + "content": "This section describes rules for flying creatures, or characters\nwith specific technology that grants flight capability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1641, + "rule_id": "pdf_skill_1238_altitude", + "title": "alTiTude", + "content": "On a typical Earth-like planet, there are three broad altitude\nlevels: Hovering, Low Altitude, and High Altitude. A flying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1642, + "rule_id": "pdf_skill_1239_creature_can_change_altitude_b", + "title": "creature can change altitude by one level (up or down) during", + "content": "each Move Action taken. If a creature is using a Charge or\nRun Action, it can change altitudes by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1643, + "rule_id": "pdf_skill_1240_hovering_altitude", + "title": "hoveRing alTiTude", + "content": "Hovering means that a creature is skimming just above the\nground, no higher than two metres. It can move over low\nobstacles with ease. A hovering creature can both attack and\nbe attacked by other creatures and characters on the ground.\nSome creatures are capable of hovering, but incapable of\nflying at other altitudes. Such creatures have the Hoverer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1644, + "rule_id": "pdf_skill_1241_trait_see_page_132_a_creatu", + "title": "Trait (see page 132). A creature with the Hoverer Trait always", + "content": "stays at the same height above ground (usually within two\nmetres) even if it descends into low terrain, such as a pit.\nSuch creatures will not willingly descend into an area they\ncannot get out of, no more so than any normal creature would\nwillingly jump into a hole in which it could not escape.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1645, + "rule_id": "pdf_skill_1242_low_altitude", + "title": "low alTiTude", + "content": "This altitude indicates that a creature is flying at a height\nthat is beyond the melee attack range of other creatures or\ncharacters on the ground, but is still within the range of\nmost ranged attacks from such creatures or characters. A Low\nAltitude flier takes no penalties for shooting downwards, but\nthose firing up at it suffer a –10 penalty to their Ballistic Skill\nTests in addition to any normal penalties for range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1646, + "rule_id": "pdf_skill_1243_high_altitude", + "title": "high alTiTude", + "content": "When a creature is flying at High Altitude, it is far above the\nground beyond the range of all attacks, even those coming\nfrom Low Altitude. A High Altitude flier can only attack or be\nattacked by other creatures flying at High Altitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1647, + "rule_id": "pdf_skill_1244_flying_movement", + "title": "flying MoveMenT", + "content": "Flying creatures and characters are broken up into two categories,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1648, + "rule_id": "pdf_skill_1245_each_of_which_is_a_trait_see", + "title": "each of which is a Trait (see Chapter IV: Talents & Traits).", + "content": "They are Hoverers and Flyers. Hoverers can move through\nthe air, but are incapable of gaining more than two metres of\naltitude. A Flyer can ascend or descend to any altitude. Each\nTrait has an associated number in the creature’s description.\nThis number describes the character or creature’s Flying\nMovement. This works just like regular movement, but applies\nonly when the creature is flying. While flying or hovering, a\ncreature must devote a Movement Action to maintaining its\nflight each Turn, or it falls. Half Move, Full Move, Charge, and\nRun are all valid Actions for maintaining flight. If the creature\nat Hovering Altitude suddenly stops flying (by not devoting a\nMove Action or being Stunned, for example), it simply lands\non the ground unharmed. If it is instead at Low Altitude, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1649, + "rule_id": "pdf_skill_1246_suffers_falling_damage_see_pa", + "title": "suffers Falling Damage (see page 261) as if it fell 15 metres. If", + "content": "it is instead at High Altitude, it suffers Falling Damage as if it\nfell 25 metres, or more at the GM’s discretion.\nThe eFFeCTS oF graviTy\nAlthough the inhabited worlds of the Imperium may vary\nslightly in terms of gravity, the effects on game play are minimal.\nOnly when characters explore High Gravity or Low Gravity\nworlds are movement, lifting and other factors affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1650, + "rule_id": "pdf_skill_1247_low_gravity_worlds", + "title": "low gRaviTy woRlds", + "content": "On worlds of low gravity, all characters increase their Agility\nBonus by two for the purposes of movement and determining\nInitiative. In addition, characters add four to the total of their\nStrength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso add two to their Strength Bonus for determining how far\nthey can throw objects. Low gravity doubles all jumping and\nLeaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1651, + "rule_id": "pdf_skill_1248_high_gravity_worlds", + "title": "high gRaviTy woRlds", + "content": "On worlds of high gravity, all characters decrease their Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1652, + "rule_id": "pdf_skill_1249_bonus_by_two_to_a_minimum_of", + "title": "Bonus by two (to a minimum of one) for the purposes of", + "content": "movement and determining Initiative. In addition, characters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1653, + "rule_id": "pdf_skill_1250_subtract_four_to_a_minimum_ze", + "title": "subtract four (to a minimum zero) from the total of their", + "content": "Strength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso subtract two from their Strength Bonus (to a minimum\nof 0) for determining how far they can throw objects. Finally,\nhalve all Jumping and Leaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1654, + "rule_id": "pdf_skill_1251_zero_gravity", + "title": "zeRo gRaviTy", + "content": "Battle-Brothers are most likely to encounter zero gravity\nconditions in outer space when there has been a serious\ntechnological failure. Zero gravity is considered Difficult\nTerrain, meaning that a character’s movement is halved while in\nit, and if he attempts a Charge or Run Action, he must succeed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1655, + "rule_id": "pdf_skill_1252_at_a_hard_20_agility_test_o", + "title": "at a Hard (–20) Agility Test or drift out of control (treat as", + "content": "falling prone). Additionally, a character beginning a movement\naction in zero gravity must be adjacent to a floor, wall, ceiling,\nor other secure object, so he has something to push off from.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1656, + "rule_id": "pdf_skill_1253_cohesion", + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as\nmankind’s wall against the dark.”\n–Arch-Scribe Urtos, Memorite of the Book of Days and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1657, + "rule_id": "pdf_skill_1254_manoeuvres_known_as_squad_mode", + "title": "manoeuvres known as Squad Mode abilities (see page 215).", + "content": "Cohesion and The squad leadeR\nCohesion is generated at the start of each Mission depending\non which player-character has taken on the role of the squad\nleader (see page 228 for details on Missions and selection of\nthe squad leader). This reflects the leader’s command abilities\nand natural charisma, as well as his Battle-Brothers’ faith in\nhim. To work out the size of the Kill-team’s pool of Cohesion\npoints use the squad leader’s Fellowship Bonus as a base\nmodified using Table 7–8: Cohesion Modifiers.\nhis score can then be recorded by the squad leader on his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1658, + "rule_id": "pdf_skill_1255_example", + "title": "exaMple", + "content": "Andrew’s character is currently in the role of squad leader. He is\nRank 1 with a Fellowship Bonus of 3, and he has the Command", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1659, + "rule_id": "pdf_skill_1256_cohesion_damage", + "title": "Cohesion daMage", + "content": "In the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1660, + "rule_id": "pdf_skill_1257_when_a_battle_brother_is_in_sq", + "title": "When a Battle-Brother is in Squad Mode (see page 213),", + "content": "every time his character suffers 10 or more Damage from one\nof the following sources (before reduction from armour of\nToughness) his Kill-team will lose a point of Cohesion:\n• A basic ranged weapon with the Accurate quality (such\nas a sniper rifle)\n• A weapon with the Blast quality\n• Any weapon with the Devastating quality\nThis Cohesion damage can however be ignored if the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1661, + "rule_id": "pdf_skill_1258_squad_leader_can_pass_a_challe", + "title": "squad leader can pass a Challenging (+0) Command or", + "content": "Fellowship Test, rallying his men under fire. This test is a\nFree Action and is taken as soon as the damage occurs.\nSince damage to Cohesion relies on shock and confusion,\nthere are limits to the amount that a Kill-team can suffer in a\nsingle combat Round—additional explosions, storms of shells,\nand artillery have little additional effect. For this reason, a KillTurn, with any additional Cohesion damage being ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1662, + "rule_id": "pdf_skill_1259_creatures_with_the_fear_trait", + "title": "Creatures with the Fear Trait (see page 131) can also cause", + "content": "Cohesion damage to the Kill-team, but this damage is negated\nif the Kill-team Leader succeeds at a Willpower Test (see page\n277 in Chapter IX: The Game Master for full details on\nFear and how it affects Cohesion).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1663, + "rule_id": "pdf_skill_1260_example", + "title": "exaMple", + "content": "Battle-Brother Palarius and his Kill-team are in Squad Mode,\nfighting a vicious pitched battle with an ork warband. During a\nfurious assault, an Ork lobs a stikk bomb into the midst of Palarius’\nsquad, inflicting 13 points of Damage to Palarius. As Palarius is\nin Squad Mode and because a stikk bomb has the Blast quality,\nand inflicted more than 10 points of Damage, it may also inflict a\npoint of Cohesion damage, unless Palarius’ squad leader can pass a\nCommand or Fellowship Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1664, + "rule_id": "pdf_skill_1261_recovering_lost_cohesion", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Killonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1665, + "rule_id": "pdf_skill_1262_example", + "title": "exaMple", + "content": "Palarius and his Kill-team push back an Ork assault, completing\none of their Mission’s Secondary Objectives. By completing the\nObjective Palarius’ Kill-team recover a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1666, + "rule_id": "pdf_skill_1263_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1667, + "rule_id": "pdf_skill_1264_example", + "title": "exaMple", + "content": "A potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each BattleThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nTable 7–8: Cohesion Modifiers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1668, + "rule_id": "pdf_skill_1265_modifier_cohesion_bonus", + "title": "Modifier Cohesion Bonus", + "content": "Rank 4+ +1†\nRank 6+ +2†\nCommand Skill +1‡\nCommand Skill +10 +2‡\nCommand Skill +20 +3‡\n†Only the highest applies\n‡Only the highest applies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1669, + "rule_id": "pdf_skill_1266_and_solo_mode", + "title": "and Solo Mode", + "content": "“Stand fast brothers! We are the Emperor’s Fist, closed and ready\nto strike!”\n–Brother-Captain Heledorn of the Imperial Fists at the\nBattle of Broken Scythes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1670, + "rule_id": "pdf_skill_1267_their_squad_mates_the_group_o", + "title": "their squad mates (the group of characters) form stronger", + "content": "bonds, allowing them to unlock new abilities and upgrade\nexisting ones. Skillful use of both Solo Mode and Squad\nMode can make a significant difference on the battlefield and\nmay even mark the difference between victory or defeat.\nwhaT iS Solo mode?\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked\nto the rest of his squad in any special way and cannot benefit\nfrom Squad Mode actions or abilities used by his Battleabilities and may use these freely.\nwhaT iS SqUad mode?\nSquad Mode can only be entered deliberately by a character\nby using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\nother members of his team that are also in Squad Mode and\nmay benefit fully from Squad Mode actions and abilities.\nA character in Squad Mode can also initiate Squad Mode\nactions and abilities for the benefit of other team members\nalso in this mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1671, + "rule_id": "pdf_skill_1268_the_status_mode_sheet", + "title": "The sTaTus Mode sheeT", + "content": "To help keep track of which mode a Battle-Brother is in, as\nwell as which mode abilities he has access to, players should\nuse the Status Mode Sheet. This sheet is divided into two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1672, + "rule_id": "pdf_skill_1269_halves_see_page_399_with_one", + "title": "halves (see page 399) with one half detailing Solo Mode", + "content": "abilities and the other half detailing Squad Mode abilities.\nTo make things easier for both the GM and other players, the\nsheet can be placed on the table next to the owning player’s\ncharacter sheet, positioned so that his current mode is on top.\nThen when the player changes the mode of his character, the\nsheet can be flipped. In this way, everyone at the table can\ninstantly see which mode each character is in and each of the\nplayers can at a glance see the effects of their current mode as\nwell as the mode actions and abilities they have access to.\nAs an alternative, players can use other ways to denote the\nmode of their character (if for instance the game is not taking\nplace around a table or table space is at a premium). These\ncould include things such as placing a coin on their character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1673, + "rule_id": "pdf_skill_1270_sheets_each_face_denoting_a_d", + "title": "sheets (each face denoting a different mode), putting scraps", + "content": "of coloured paper under their miniatures (if they are using\ngaming figures) or even rolling up their sleeves or putting\ntheir hats on backwards.\nhe Status Mode Sheet can be found on page 399.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1674, + "rule_id": "pdf_skill_1271_support_range", + "title": "suppoRT Range", + "content": "Squad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Killand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1675, + "rule_id": "pdf_skill_1272_example", + "title": "exaMple", + "content": "Andrew wishes his character to use a Squad Mode ability. His\ncharacter is Rank 3, so he can only affect other members of his\nKill-team if they are within 30 metres and visible to him. Checking\nthe position of his Kill-team, there are two Battle-Brothers within\n30 metres, one Battle-Brother within 30 metres but out of sight and\none Battle-Brother more than 30 metres away. This means that when\nAndrew uses his Squad Mode ability, only two members of his squad\nwill be able to benefit from it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1676, + "rule_id": "pdf_skill_1273_changing_modes", + "title": "Changing Modes", + "content": "By default all characters start play in Solo Mode and need\nto actively enter Squad Mode by using an action or making\na Cohesion Challenge. Entering Solo Mode is a Free Action\nthat a Space Marine can take at any time during his turn. To\nenter Squad Mode, a Battle-Brother must adjust his tactics,\nnote the positions of his Kill-team, and prepare for close unit\nactions—all of which requires an effort on the part of the\nSpace Marine, one that comes easier with experience and the\nsupport of a loyal and trusted squad. Before a Battle-Brother\ncan enter Squad Mode, however, he must meet the following\nrequirements:\n• He must be in Support Range of at least one other\nmember of his Kill-team.\n• His Kill-team must have at least 1 point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1677, + "rule_id": "pdf_skill_1274_he_can_then_use_a_full_action", + "title": "He can then use a Full Action (effectively missing a Turn)", + "content": "and enter Squad Mode. No tests are required and the Battlenext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1678, + "rule_id": "pdf_skill_1275_example", + "title": "exaMple", + "content": "One of Palarius’ squad members has activated a Squad Mode ability\nand he wishes to enter Squad Mode so as to benefit from it. As it is not\nhis Turn, he must spend his Reaction and pass a Cohesion Challenge.\nUnfortunately for Palarius he fails the test. This means he does not\nbenefit from the Squad Mode ability of his Battle-Brother and he\nloses his next Turn as he enters Squad Mode anyway. From the start\nof his following Turn, however, he is in Squad Mode and is able to\nmake and benefit from Squad Mode actions as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1679, + "rule_id": "pdf_skill_1276_maintaining_squad_mode", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1680, + "rule_id": "pdf_skill_1277_example", + "title": "exaMple", + "content": "While in Squad Mode, Palarius has advanced ahead of his Killchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1681, + "rule_id": "pdf_skill_1278_abilities", + "title": "Abilities", + "content": "“Brothers, there are moments where only the fury of a true Son of\nSanguinius will serve. This is such a moment.”\n–Brother Nocturne of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1682, + "rule_id": "pdf_skill_1279_gaining_solo_mode_abilities", + "title": "gaining solo Mode abiliTies", + "content": "A character begins play with access to his own Chapter’s\nSolo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\nby the Battle-Brother (see Chapter II: Specialities for details\non Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\nabilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nonce he meets the Rank requirements he can use the ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1683, + "rule_id": "pdf_skill_1280_using_solo_mode_abilities", + "title": "using solo Mode abiliTies", + "content": "Solo Mode abilities function much like other special abilities\nsuch as Talents and Skills in that they either influence the\nactions of the Battle-Brother or give him new options in\ncombat. Provided that the Battle-Brother is in Solo Mode,\nhe can use his Solo Mode abilities freely. The exact game\neffects, as well as the actions required to activate them, can\nbe found in the individual descriptions of each of the Solo\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1684, + "rule_id": "pdf_skill_1281_codex_abilities", + "title": "Codex abiliTieS", + "content": "These abilities are the result of hard training and the Emperorlearn them, but only the mightiest will ever master them.\nCodex abilities are also those most frequently used by the\nAdeptus Astartes, many reflecting their dire reputation in\ncombat as well as their natural affinity for war. As with all\nother aspects of a Battle-Brother, these abilities are tied to his\nRank and greatly increase in power as he gains experience.\nbuRsT of speed\nRequired Rank: 1\nEffects: A Battle-Brother can call on reserves of speed when\nneeded, crossing great distances to close with the foe. Once\nper game session, a Battle-Brother can perform a Burst of\nSpeed. This ability increases the character’s Agility Bonus by\n2 with all the usual associated benefits for a number of\nRounds equal to his Rank.\nImprovement: At Rank 3 and above Burst of Speed also\nadds a +10 to all Agility tests based on movement. At Rank\n5 the bonus to Agility Bonus increases to +4. At Rank 7 this\nability allows the Battle-Brother to ignore the need to make\nAgility Tests when running or charging in difficult terrain\n(see page 206).\neMpeRoR’s gRaCe\nRequired Rank: 7\nEffects: A Battle-Brother is touched by the divine will of the\nEmperor, a piece of the Master of Mankind passed down to\nhim through his Primarch and the teachings of his Chapter.\nOnce per game session, a Battle-Brother can call on the\nEmperor’s Grace to recover spent Fate Points. For a number\nof Rounds equal to his Rank, whenever the Battle-Brother\nspends a Fate Point, he should roll 1d10. If he scores equal or\nless than his Rank, the Fate Point is immediately recovered.\nThis ability cannot restore Fate Points that have been burnt\n(see page 205).\nImprovement: This ability does not improve with Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1685, + "rule_id": "pdf_skill_1282_extreme_endurance", + "title": "exTReMe enduRanCe", + "content": "Required Rank: 5\nEffects: Battle-Brothers are born tough. Even before being\ngifted with their Chapter’s gene-seed, they are selected for their\nendurance and physical stamina, a trait that only strengthens over\ntime. Once per game session, a Battle-Brother may use his Extreme\nEndurance to fortify his constitution, granting him a re-roll on all\nToughness Tests for a number of hours equal to his Rank.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.\nfeaT of sTRengTh\nRequired Rank: 1\nEffects: Space Marines are genetically gifted with great strength\nfar exceeding. that or normal men. In times of need, a Battleimpressive feats. Once per day of game time, a Battle-Brother\nmay perform a Feat of Strength. This ability effectively increases", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1686, + "rule_id": "pdf_skill_1283_his_unnatural_strength_trait", + "title": "his Unnatural Strength Trait (see page 136) by one level, so for", + "content": "instance Unnatural Strength x2 becomes Unnatural Strength\nx3. This effect lasts for a number of Rounds equal to his Rank.\nImprovement: At Rank 3 and above Feat of Strength also\nadds +10 to all Strength Tests and Strength-based Skill Tests\nfor its duration. At Rank 5 and above Feat of Strength last for\na number of Rounds equal to twice the character’s Rank. At\nRank 7 and above Feat of Strength increases the character’s\nUnnatural Strength Trait by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1687, + "rule_id": "pdf_skill_1284_mental_fortress", + "title": "MenTal foRTRess", + "content": "Required Rank: 5\nEffects: The Adeptus Astartes are as strong of mind as they\nare of body, their training and devotion to the Emperor\nhardening their wills against the perils of a deadly universe.\nOnce per game session, a Battle-Brother may use the Mental\nFortress ability to re-roll a failed Willpower Test to resist a\nPsychic Power or an attempt to subvert his will.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1688, + "rule_id": "pdf_skill_1285_renewed_vigour", + "title": "Renewed vigouR", + "content": "Required Rank: 3\nEffects: A Space Marine’s physiology and his training give him an\nincredible tolerance to pain, injury, and wounds. Once per game\nsession, a Battle-Brother may call upon his Renewed Vigour. This\nis a Free Action that can be done at the start of any of his Turns.\nFor a number of Rounds equal to his Rank, he can ignore the\neffects of a single critical hit, such as Stunning, levels of Fatigue,\nor unconsciousness. Note, however, this does not allow the use\nof limbs that have been completely blown off or critical hits that\nresult in death. Also, any new critical hit effects suffered during\nthe Renewed Vigour affect the Battle-Brother as normal.\nImprovement: At Rank 5 the Renewed Vigour also restores a\nnumber of Wounds to the Battle-Brother equal to his Rank. At\nRank 7 the Battle-Brother can ignore all of the critical hit effects\nhe is currently suffering from for the duration of the ability.\nTable 7–10: Codex Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1689, + "rule_id": "pdf_skill_1286_rank_effects", + "title": "Rank Effects", + "content": "Burst of Speed 1 Increases Movement\nEmperor’s Grace 7\nRoll to recover spent", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1690, + "rule_id": "pdf_skill_1287_fate", + "title": "Fate", + "content": "Extreme Endurance 5 Re-roll Toughness Tests\nFeat of Strength 1 Increase Strength Bonus\nMental Fortress 5\nRe-roll failed Willpower", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1691, + "rule_id": "pdf_skill_1288_chapter_abilities", + "title": "ChaPTer abiliTieS", + "content": "Every Chapter is unique, with its own set of genetic gifts and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1692, + "rule_id": "pdf_skill_1289_subtle_or_sometime_not_so_sub", + "title": "subtle (or sometime not so subtle) variances to the Codex", + "content": "Astartes. These are the combat doctrines that often shape a\nBattle-Brother’s fighting style, his weapons of choice, and his\nactions on the field of battle. When a Battle-Brother joins the\nDeathwatch, he also brings these favoured skills with him,\ninfluencing his way of waging war. Remember that only a\nBattle-Brother of the appropriate Chapter can gain access\nto—or benefit from—Chapter Solo Mode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1693, + "rule_id": "pdf_skill_1290_righteous_zeal_black_templars", + "title": "RighTeous zeal (blaCk TeMplaRs)", + "content": "Required Rank: 1\nEffects: The Black Templars are well known for their fanatical\ndevotion to the Emperor and their burning hatred for psykers,\nwitches, and warp spawn. Once per combat, a Battle-Brother of\nthe Black Templars Chapter may call upon Righteous Zeal as a\nFree Action at the start of his Turn. While under the effects of the\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nToughness Bonus is increased by +4 when reducing Damage\nfrom attacks by creatures with the Daemonic Trait or Damage\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a\nnumber of Rounds equal to the Battle-Brother’s Rank.\nImprovement: At Rank 3 and above the Battle-Brother\ngains an additional +10 to hit and +2 to Damage rolls\nwhen making melee attacks against any creature with psychic\nabilities. At Rank 5 and above, the increase to Toughness\nBonus rises to +8. At Rank 7 and above the Warp Weapons\nTrait no longer has any effect on the Battle-Brother. All of\nthese improvements only apply during Righteous Zeal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1694, + "rule_id": "pdf_skill_1291_blood_frenzy_blood_angels", + "title": "blood fRenzy (blood angels)", + "content": "Required Rank: 1\nEffects: Blood Angels possess a savagery in combat that has\nits roots deep in the history of their Chapter. It is, however,\na trait that can serve them well in close quarters combat\nwhere strength and speed are vital. Once per combat, a\nBattle-Brother of the Blood Angels Chapter may summon up\na Blood Frenzy. While under the effects of this ability, the\nBattle-Brother may re-roll Damage dice with melee weapons.\nIn the case of melee weapons that inflict multiple dice of\nDamage, all dice or none must be re-rolled. In addition, such\nis the brutality of his attacks that he scores Righteous Fury\n(see page 245) on a dice result of 9 or 10 rather than just\n10. This ability lasts a number of rounds equal to the BattleImprovement: At Rank 3 and above the Penetration of any\nmelee weapon attacks by the Battle-Brother are increased\nby +2. At Rank 5 and above this additional melee weapon\nPenetration rises to +4. At Rank 7 and above the chance\nof scoring Righteous Fury increases to a dice result of 8, 9,\nor 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1695, + "rule_id": "pdf_skill_1292_stoic_defence_dark_angels", + "title": "sToiC defenCe (daRk angels)", + "content": "Required Rank: 1\nEffects: Dark Angels are stubborn in attack and intractable in\ndefence, holding their ground against even the most furious\nof assaults. Once per combat a Battle-Brother of the Dark\nAngels Chapter may enact a Stoic Defence. The Space Marine\ngains 6 Temporary Wounds and his maximum Movement\nRate is reduced to 1/2 his Agility Bonus, rounding up (most\nSpace Marines with this ability hold their chosen position\nand do not advance or retreat!). Unlike normal Wounds, these\nbonus Wounds are removed when affected by the Damage\nof any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nleaves his chosen location either by his own choice or\ninvoluntarily.\nImprovement: At Rank 3 and above the temporary Wounds\nincrease to 12. At Rank 5 and above the Battle-Brother may\nmove a number of metres equal to his Agility Bonus each\nround without losing the effects of the ability. At Rank 7 and\nabove the temporary Wounds increase to 18.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1696, + "rule_id": "pdf_skill_1293_wolf_senses_space_wolves", + "title": "wolf senses (spaCe wolves)", + "content": "Required Rank: 1\nEffects: As part of the genetic gifts of their Primarch Leman\nRuss, the Space Wolves have almost preternatural senses\nthat exceed even those of other Space Marines. Whenever a\nBattle-Brother of the Space Wolves Chapter is in Solo Mode\nhe may re-roll any failed Perception-based Tests and counts\nas possessing the Dark Sight Trait. However, it is important\nto note that none of these bonuses apply if the Space Wolf\nis wearing a helmet for a sealed set of armour (e.g., Power\nArmour, Artificer Armour, or Terminator Armour).\nTable 7–11: Chapter Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1697, + "rule_id": "pdf_skill_1294_gains_the_unnatural_perception", + "title": "gains the Unnatural Perception (x2) Trait while using this", + "content": "ability. At Rank 7 and above the Battle-Brother’s senses are\nsuch that once per game session he can automatically pass any\ntest based on Perception (for purposes of Opposed Tests the\nBattle-Brother is considered to have rolled a 01).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1698, + "rule_id": "pdf_skill_1295_thunder_s_call_storm_wardens", + "title": "ThundeR’s Call (sToRM waRdens)", + "content": "Required Rank: 1\nEffects: Storm Wardens often choose to prove their honour\nand bravery by facing foes in single combat and duelling to\nthe death. Once per combat as a Free Action, a Battle-Brother\nof the Storm Wardens Chapter may issue a Thunder’s Call\nagainst any single enemy which can both see and hear him\n(though it need not be able to understand his language). As\nlong as the Battle-Brother takes no Actions other than melee\nattacks against the target or moving him into melee with the\ntarget, and none of his allies attack the target, he gains +10\nto Weapon Skill Tests against it. In addition, as long as the\nBattle-Brother is engaged in melee combat with the target,\nit suffers –10 to make attacks against anyone but the Storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1699, + "rule_id": "pdf_skill_1296_warden_and_must_pass_a_challen", + "title": "Warden and must pass a Challenging (+0) Agility Test to", + "content": "move away.\nhis ability lasts until either the target is dead or withdraws", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1700, + "rule_id": "pdf_skill_1297_from_combat_i_e_it_retreats", + "title": "from combat (i.e. it retreats and combat ends) or the Battle-", + "content": "Improvement: At Rank 3 and above the Battle-Brother’s\nduelling skills mean that he may re-roll both Parry and\nDodge Tests against attacks from the target of his Thunder’s\nCall. At Rank 5 and above the target’s penalties to attack\nanyone other than the Storm Warden increase to –20 and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1701, + "rule_id": "pdf_skill_1298_agility_test_to_move_away_beco", + "title": "Agility Test to move away becomes Hard (–20). At Rank 7", + "content": "and above he may issue the Thunder’s Call to a group of foes\nup to his Rank in number.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1702, + "rule_id": "pdf_skill_1299_favoured_son_ultramarines", + "title": "favouRed son (ulTRaMaRines)", + "content": "Required Rank: 1\nEffects: The Ultramarines consider themselves a pure\nexpression of the Codex Astartes and among the truest of\nthe Emperors sons. This pride and unshakable personal belief\noften manifests itself in their leadership abilities and the\nexample they set to other members of the Adeptus Astartes.\nWhile in Solo Mode, a Battle-Brother of the Ultramarines\nChapter may re-roll any Fellowship Tests when dealing with\neither Space Marines or members of the Imperial armed forces\n(i.e. Imperial Guard, Imperial Navy, etc.).\nIn addition, their strength of leadership means that the\nBattle-Brother adds +1 to the Kill-team’s Cohesion if he is\nthe squad leader. This bonus to Cohesion remains active even\nwhen the Battle-Brother is not in Solo Mode.\nImprovement: At Rank 3 and above once per combat the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1703, + "rule_id": "pdf_skill_1300_5_and_above_the_dispositions", + "title": "5 and above the Dispositions (see page 276) of all Imperial forces", + "content": "and agents are improved favourably by one step when dealing\nwith the Battle-Brother. At Rank 7 and above the Battle-Brother\nadds +2 to his Kill-team’s Cohesion rather than +1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1704, + "rule_id": "pdf_skill_1301_abilities", + "title": "Abilities", + "content": "“With me, Brothers! Let us show them the wrath of the Angels of Death!”\n–Captain Aphael of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1705, + "rule_id": "pdf_skill_1302_sustained_see_page_220", + "title": "sustained (see page 220)", + "content": "Effects: A detailed description of how the ability works in\ngame, including how the Battle-Brother and his Kill-team can\nactivate and benefit from it.\nImprovement: Most abilities improve as the Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects. Rank is based on the\nBattle-Brother which uses the Squad Mode action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1706, + "rule_id": "pdf_skill_1303_abilities", + "title": "abiliTieS", + "content": "Squad Mode abilities are gained as a result of the Kill-team’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1707, + "rule_id": "pdf_skill_1304_choice_of_squad_leader_see_pa", + "title": "choice of squad leader (see page 228). Depending on the", + "content": "squad leader’s Speciality and Chapter, he will have access to\na different selection of abilities which his Kill-team may then\nuse during the course of the Mission. Part of preparing for a\nMission is choosing a leader that will provide the most useful\nset of abilities for the Kill-team and their current objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1708, + "rule_id": "pdf_skill_1305_using_squad_mode_abilities", + "title": "using squad Mode abiliTies", + "content": "Squad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1709, + "rule_id": "pdf_skill_1306_the_required_amount_of_cohesio", + "title": "the required amount of Cohesion (as indicated by the ability)", + "content": "and he must be in Squad Mode. He only needs spend this\ncost once, however, and once an ability has been activated, it\nremains so for the remainder of the Mission (if the ability is\nSustained) or for the duration of a single combat (if the ability\nis not Sustained) and may be used by either him or any other\nmembers of his Kill-team in Squad Mode.\nBoth the Battle-Brother using the action and any other\nmembers of his Kill-team within his Support Range may then\nbenefit from the effects of the Squad Mode ability. Full details\non the effects of each Squad Mode ability can be found in the\nindividual ability descriptions below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1710, + "rule_id": "pdf_skill_1307_example", + "title": "exaMple", + "content": "In his Turn, Andrew’s character Palarius uses the Squad Advance\nSquad Mode Action. Squad Advance costs 1 point of Cohesion to\nactivate, which Palarius spends from his Kill-team’s Cohesion pool.\nBoth Jim and Damien’s characters are also in Squad Mode and in\nhis Support Range. Jim decides that he wants his character to join the\nSquad Advance and so is affected by the ability. Damien however is\nhappy where his character is and decides not to use its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1711, + "rule_id": "pdf_skill_1308_using_chapter_specific_abiliti", + "title": "using ChapTeR speCifiC abiliTies", + "content": "Some Squad Mode abilities are Chapter specific, available only\nto Battle-Brothers of the indicated Chapter and only useable\nby them. In addition, such is the nature of these abilities that\nwhen they are used only Battle-Brothers of the same Chapter\nas the Chapter ability may benefit from their effects, while all\nother members of the Kill-team will be unaffected regardless\nof their Mode or if they are in Support Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1712, + "rule_id": "pdf_skill_1309_squad_actions", + "title": "squad aCTions", + "content": "Many Squad Mode abilities allow Battle-Brothers to take\nActions outside of their normal Turn, such as moving,\nshooting, or making close combat attacks. In all these cases, if\na Battle-Brother takes a Squad Mode Action or benefits from\none taken by another member of his Kill-team, he cannot\nbenefit or take another Squad Mode Action until at least the\nstart of his next Turn. Unless otherwise stated, all benefits of\nSquad Mode Abilities are Squad Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1713, + "rule_id": "pdf_skill_1310_example", + "title": "exaMple", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nbreak cover and charge at the enemy. Later in the Round, the other\nmember of the Kill-team, still in cover, uses the Fire Support Squad\nMode ability to give Palarius and his Battle-Brothers cover. Even\nthough they are still in Support Range, neither Palarius nor the\nBattle-Brothers who joined him in his Bolter Assault can benefit\nfrom this ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1714, + "rule_id": "pdf_skill_1311_sustaining_squad_mode_abilitie", + "title": "susTaining squad Mode abiliTies", + "content": "Many Squad Mode abilities can be maintained indefinably\nprovided that the Battle-Brother remains in Squad Mode. This\nis indicated in each ability’s description under the Sustained\nheading. To sustain an ability the Battle-Brother simply declares\nhe is sustaining the ability and then may keep it active from Round\nto Round provided he is in Squad Mode and does not active any\nnew Squad Mode abilities. The Battle-Brother may choose to stop", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1715, + "rule_id": "pdf_skill_1312_sustaining_an_ability_possibl", + "title": "sustaining an ability (possibly to active a new Squad Mode ability)", + "content": "as a Free Action at the start of any of his Turns.\nA Battle-Brother benefiting from an ability sustained by\nanother Battle-Brother loses its effects should he move out of\nSupport Range or leave Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1716, + "rule_id": "pdf_skill_1313_example", + "title": "exaMple", + "content": "Andrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1717, + "rule_id": "pdf_skill_1314_abilities", + "title": "abiliTies", + "content": "It is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1718, + "rule_id": "pdf_skill_1315_example", + "title": "exaMple", + "content": "Jim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\nkeeping TRaCk of squad Mode", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1719, + "rule_id": "pdf_skill_1316_abilities", + "title": "abiliTies", + "content": "As may be apparent, it is possible for a Battle-Brother\nto use numerous Squad Mode abilities during a single\ncombat. Within a single Kill-team there might also be\nseveral Squad Mode abilities being sustained at any\none time, and players may wish to jump from one to\nthe next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\neffects. Players should either make a mark, or place a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1720, + "rule_id": "pdf_skill_1317_marker_such_as_a_dice_or_coin", + "title": "marker (such as a dice or coin) on their Status Mode", + "content": "sheet next to the Squad Mode ability they are using or\nbenefiting from. This mark can then be moved as their\nability changes or removed completely if the sheet is\n‘flipped’ and they return to Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1721, + "rule_id": "pdf_skill_1318_attack_patterns", + "title": "aTTaCk PaTTernS", + "content": "All squads train in ways of working together to bring down\ntheir targets, be it cracking an enemy strongpoint, crossing\nopen ground under fire, or bringing down enemy armour.\nAttack Patterns are Squad Mode abilities that cover these\nmethods of attack and are most suited to aggressive tactics\nand assaults.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1722, + "rule_id": "pdf_skill_1319_codex_attack_patterns", + "title": "Codex aTTaCk PaTTernS", + "content": "The following attack patterns are suitable for Space Marines\nfrom any Chapter:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1723, + "rule_id": "pdf_skill_1320_bolter_assault", + "title": "bolTeR assaulT", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Space Marines are shock troops and excel at closing\nrapidly with the enemy, annihilating them in a storm of bolter\nfire. When the Battle-Brother calls a Bolter Assault, both he\nand those in Support Range may make an immediate Charge\nMove and a Standard Attack with a bolter, bolt pistol, or storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1724, + "rule_id": "pdf_skill_1321_bolter_including_variants_of", + "title": "bolter (including variants of these weapons). Alternatively,", + "content": "they may use their Standard Attack to throw a grenade.\nImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and the Kill-team can make Semi Auto Bursts and Full Auto\nBursts instead of a Standard Attack with their bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1725, + "rule_id": "pdf_skill_1322_fire_for_effect", + "title": "fiRe foR effeCT", + "content": "Action: Half Action\nCost: 2\nSustained: Yes\nEffects: Working as a single well-oiled machine, the Killpower is in effect, the Kill-team may use their Reactions to\nmake a Standard Attack with a ranged weapon.\nImprovement: If the Battle-Brother is Rank 4 or more,\nboth he and the Kill-team can make Semi Auto Bursts and\nFull Auto Bursts instead of a Standard Attack with their\nranged weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1726, + "rule_id": "pdf_skill_1323_fire_support", + "title": "fiRe suppoRT", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: All combat squads train in concentrating their fire\nand working as a team to achieve fire superiority over their\nfoes. While this ability is in effect, the Kill-team does not\nsuffer the normal –20 to hit when using the Suppressing Fire", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1727, + "rule_id": "pdf_skill_1324_and_overwatch_actions_see_pag", + "title": "and Overwatch actions (see page 241).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for Fire Support becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1728, + "rule_id": "pdf_skill_1325_furious_charge", + "title": "fuRious ChaRge", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Often the only way to break a foe is to charge into\ntheir midst and hack them down. Using this ability, the Battleimmediate Charge Move and a Standard Attack with a melee\nweapon. In addition, such is the fury of such an attack that all\nBattle-Brothers involved may re-roll Damage for their attacks.\nImprovement: If the Battle-Brother is Rank 5 or more then\nboth he and the Kill-team can make Multiple Attacks instead\nof a Standard Attack with their melee weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1729, + "rule_id": "pdf_skill_1326_squad_advance", + "title": "squad advanCe", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: Kill-teams move with a deadly precision across the\nbattlefield, covering each other as they advance and crossing\nground swiftly from cover to cover. While this ability is\nin effect, the Kill-team may use their Reactions to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1730, + "rule_id": "pdf_skill_1327_tactical_advance_see_page_243", + "title": "Tactical Advance (see page 243).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for a Squad Advance becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1731, + "rule_id": "pdf_skill_1328_tank_buster", + "title": "Tank busTeR", + "content": "Action: Free Action\nCost: 1\nSustained: No\nEffects: As small elite infantry squads, Kill-teams are well versed\nin the methods of dealing with large, hardened threats like\narmour and bunkers. When attacking such enemies, the squad\nwill typically use some members to draw fire while the others\ndispatch it with heavy weapons or demo-packs. The Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1732, + "rule_id": "pdf_skill_1329_either_a_heavy_weapon_or_an_ex", + "title": "either a heavy weapon or an explosive (this could be himself )", + "content": "to initiate a Tank Buster manoeuvre as part of an Attack Action\nagainst an armoured vehicle or fortification. For every member of\nthe Kill-team in Support Range, the nominated Battle-Brother\nmay add either +5 to his Ballistic Skill to attack or move 2 metres", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1733, + "rule_id": "pdf_skill_1330_closer_to_his_target_if_he_is", + "title": "closer to his target (if he is trying to plant a charge or grenade).", + "content": "Improvement: If the Battle-Brother is Rank 4 or more, the\nnominated Battle-Brother may add +10 to his Ballistic Skill\nor move 5 metres closer to his target for every member of the\nKill-team in Support Range.\nTable 7–12: Codex Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1734, + "rule_id": "pdf_skill_1331_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No\nFire for Effect Half 2 Yes\nFire Support Half 1 Yes\nFurious Charge Free 3 No\nSquad Advance Half 1 Yes\nTank Buster Free 1 No", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1735, + "rule_id": "pdf_skill_1332_chapter_attack_patterns", + "title": "ChaPTer aTTaCk PaTTernS", + "content": "The following attack patterns are limited to Space Marines of\na particular Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1736, + "rule_id": "pdf_skill_1333_holy_vengeance", + "title": "holy vengeanCe", + "content": "Chapter: Black Templars\nAction: Half Action\nCost: 2\nSustained: No\nEffects: The holy fury of the Emperor lives in the hearts of all\nBlack Templars, awaiting the time when it will be unleashed\nupon his foes. Until the start of his next Turn, whenever the\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an\nadditional Standard Attack with that same weapon, against\nthe same foe, as a Free Action. If this blow also hits, then they\nmay make an additional Standard Attack and so on, up to a\ntotal number of extra attacks equal to their Agility Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more,\nsummoning the Holy Vengeance is a Free Action.\nfuRy of sanguinius\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: The Blood Angels possess a fury on the battlefield\nthat can turn them into wild beasts intent only on rending\ntheir foes limb from limb. A Battle-Brother of the Blood\nAngels Chapter may call out to his Primarch Sanguinius to\nstrengthen his arm and fill him with rage against his foes.\nUntil the start of his next Turn, the Battle-Brother and those\nin Support Range of him add +10 to their Weapon Skill,\nStrength, and Toughness, including any corresponding\nincreases in Strength Bonus and Toughness Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more\nthe bonuses to Weapon Skill, Strength, and Toughness are\nincreased to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1737, + "rule_id": "pdf_skill_1334_sustained_suppression", + "title": "susTained suppRession", + "content": "Chapter: Dark Angels\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Dark Angels are masters of holding their ground and\nhave a keen understanding of the tactics of overlapping fields\nof fire and kill zones. While this ability is in effect, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1738, + "rule_id": "pdf_skill_1335_normally_while_maintaining_ove", + "title": "normally while maintaining Overwatch (see page 241), such", + "content": "as moving and making attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\ntest to avoid Pinning when caught in a kill zone created by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1739, + "rule_id": "pdf_skill_1336_tooth_and_nail", + "title": "TooTh and nail", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: The animalistic nature and fighting style of the Space\nWolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\nhim may re-roll all Opposed Tests in grapples, add an additional\n+10 to any bonuses for outnumbering foes in hand-to-hand,\nand add +10 to Dodge and Parry rolls against melee attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to outnumbering and to Dodge rolls increases to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1740, + "rule_id": "pdf_skill_1337_lighting_strike", + "title": "lighTing sTRike", + "content": "Chapter: Storm Wardens\nAction: Reaction\nCost: 2\nSustained: No\nEffects: The Storm Wardens know well the doctrine of strike\nfirst, strike fast and practise this both in personal duels and\ntheir squad tactics. A Battle-Brother of the Storm Wardens\nChapter may order a Lightning Strike at the start of any combat", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1741, + "rule_id": "pdf_skill_1338_where_neither_side_is_surprise", + "title": "where neither side is Surprised (see page 235). The Battle-", + "content": "a Surprise Round just as if they had Surprised their foes.\nImprovement: If the Battle-Brother is Rank 3 or more, in\naddition to gaining a Surprise Round, both he and those\nsupporting him may roll two dice and choose the highest\nwhen determining their Initiative for the following combat.\nlead by exaMple\nChapter: Ultramarines\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Of all the Chapters, the Ultramarines pride themselves\nas among the most loyal and bravest of all the Emperor’s\nchosen, a fact that they like to impress upon their fellow BattleTable 7–13: Chapter Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1742, + "rule_id": "pdf_skill_1339_defensive_stances", + "title": "deFenSive STanCeS", + "content": "Just as important as aggressive tactics are defensive unit actions\nto limit exposure to enemy fire, lay down withering suppressing\nfire, and fall back in an orderly fashion to regroup and counterthese methods of defence and can be used to safeguard the\nwell-being and integrity of the player’s Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1743, + "rule_id": "pdf_skill_1340_stances", + "title": "STanCeS", + "content": "The following defensive stances are suitable for Space Marines\nfrom any Chapter.\ndig in\nAction: Full Action\nCost: 3\nSustained: Yes\nEffects: Against fearsome weapons like plasma cannons\nand meltaguns, even Space Marines will use cover to their\nadvantage. A Battle-Brother may order his squad to Dig In,\nseeking out the most defensible firing positions. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can double the Armour Points provided by any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1744, + "rule_id": "pdf_skill_1341_cover_see_page_246_they_are", + "title": "cover (see page 246) they are currently using. This bonus to", + "content": "cover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1745, + "rule_id": "pdf_skill_1342_regroup", + "title": "RegRoup", + "content": "Action: Full Action\nCost: 2\nSustained: No\nEffects: A Kill-team stands united and is always stronger\nsupporting each other against their foes. As a Full Action,\nthe Battle-Brother may order a Regroup to allow himself and\nthose in Support Range of him to move up to twice their\nAgility Bonus in any direction, just as if they had made a Full\nMove Action. In addition, Regroup move does not trigger\nenemy Overwatch or Suppression Fire.\nImprovement: If the Battle-Brother is Rank 4 or more, in\naddition to this free movement, Battle-Brothers may reload\nany weapons they are currently carrying, provided doing so\nwould only be a Half Action or a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1746, + "rule_id": "pdf_skill_1343_soak_fire", + "title": "soak fiRe", + "content": "Action: Reaction\nCost: 2\nSustained: No\nEffects: While a good formation covers all angles of attack,\nit also shields the squad from directed fire. This is especially\ntrue of Space Marines, who use their bulk and armour to shrug\noff hails of bullets, bolts, and beams. A Battle-Brother may use\nthe Soak Fire ability whenever another member of his squad\ncurrently within his Support Range is hit by a Semi or Full\nAuto fire attack and would be eligible to make a Dodge Test to\navoid the attack. These hits are then divided evenly between the\noriginal target, the Battle-Brother, and those supporting him,\nprovided they would normally be eligible targets for the attack.\nRegardless of the number of Battle-Brothers soaking fire, the\noriginal target always takes at least one hit. Note that BattleImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and those supporting him may soak single-attack ranged\nweapons, such as a blast from a lascannon or a sniper’s bullet,\ndividing the Damage evenly between those involved.\nTable 7–14: Codex Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1747, + "rule_id": "pdf_skill_1344_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Dig In Full 3 Yes\nGo to Ground Reaction 1 No\nRegroup Full 2 No\nSoak Fire Reaction 2 No\nStrongpoint Full 3 Yes\nTactical Spacing Full 1 Yes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1748, + "rule_id": "pdf_skill_1345_strongpoint", + "title": "sTRongpoinT", + "content": "Action: Full Action\nCost: 3\nSustained: Yes\nEffects: Sometimes a Space Marine squad needs to hold\na position at all costs, setting up fields of overlapping fire\nand holding the enemy back with a hail of bolt shells. A\nBattle-Brother can establish a Strongpoint, nominating either\nhimself or a member of his Kill-team within Support Range\nas the Centre of the Strongpoint. The Centre must remain\nstationary for the ability to remain in effect. The Centre may\nthen Call Targets either as a Free Action in his turn or as\na Reaction. Battle-Brothers in Support Range of the Centre\n(including the Centre himself ) then gain a +20 to Ballistic\nSkill and Weapon Skill Tests against a Called Target, may reStandard Attacks against it. A target remains marked in this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1749, + "rule_id": "pdf_skill_1346_way_until_either_the_centre_mo", + "title": "way until either the Centre moves (ending the Strongpoint)", + "content": "or the Centre marks a new target.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1750, + "rule_id": "pdf_skill_1347_tactical_spacing", + "title": "TaCTiCal spaCing", + "content": "Action: Full Action\nCost: 1\nSustained: Yes\nEffects: Formation and spacing are an important part of a\nsquad’s function on the battlefield and influence their ability\nto warn each other of danger and defend themselves against\nattack. While this ability is in effect, the Battle-Brother and\nthose in Support Range of him can share their Reactions. For\nexample, one member of the Kill-team could give his Reaction\n(losing it for himself for the turn) to another member of the\nKill-team to use. If the Space Marine has extra reactions (such\nas the bonus reactions granted from the Step Aside Talent),\nthese may also be shared.\nImprovement: If the Battle-Brother is Rank 5 or more, in\naddition to being able to share Reactions within the group,\nall members gain an additional Reaction while this ability is\nin effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1751, + "rule_id": "pdf_skill_1348_stances", + "title": "STanCeS", + "content": "The following defensive stances are limited to Space Marines\nof a particular Chapter.\naRMouR of faiTh\nChapter: Black Templars\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Black Templars are among the most zealous and devoted\nof the Emperor’s chosen, turning aside even the powers of the\nwarp with their faith. A Battle-Brother of the Black Templars\nChapter may cloak himself and those around him in an Armour\nof Faith, usually by chanting prayers to the Emperor or singing\nbattle hymns. While this power is in effect, the Battle-Brother\nand those in Support Range of him add +10 to all tests made\nto resist Psychic Powers and add +4 to their Toughness Bonus\nwhen reducing Damage from physical attacks from creatures\nwith the Daemonic Trait and from Psychic Powers.\nImprovement: If the Battle-Brother is Rank 5 or more, the\nbonus to resistance tests increases to +20 and the bonus to\nToughness Bonus increases to +8.\nfeel no pain\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Blood Angels often fight on regardless of the damage\ndealt to them. Until the start of his next Turn, the Battleand the fiery will of the Blood Angel to ignore their wounds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1752, + "rule_id": "pdf_skill_1349_and_focus_on_the_attack_halvi", + "title": "and focus on the attack, halving all Damage (round up) after", + "content": "reduction for Armour Points and Toughness Bonus. While\nusing this ability, however, such is the Battle-Brothers’ rage\nthat they may not use their Reactions to Parry or Dodge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1753, + "rule_id": "pdf_skill_1350_must_use_an_action_with_the_at", + "title": "must use an Action with the Attack subtype (see page 236).", + "content": "Improvement: If the Battle-Brother is Rank 5 or more,\nthe restrictions on using Reactions to Parry or Dodge can\nbe ignored.\nTable 7–15: Chapter Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1754, + "rule_id": "pdf_skill_1351_immovable_defence", + "title": "iMMovable defenCe", + "content": "Chapter: Dark Angels\nAction: Full Action\nCost: 2\nSustained: Yes\nEffects: Stubbornness is a valued trait among the Dark\nAngels, especially in battle where they seldom give ground to\ntheir foes even in the face of overwhelming odds. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him gain a +10 to all Ballistic Skill Tests, a +10 to\nall Dodge Tests, and an additional +4 Armour Points to all\nlocations as long as they remain stationary.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to Ballistic Skill Tests and Dodge Tests is increased\nto +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1755, + "rule_id": "pdf_skill_1352_pack_tactics", + "title": "paCk TaCTiCs", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: No\nEffects: Space Wolves are skilled at baiting an opponent or\ndistracting an enemy at a critical time so that another Space\nWolf can attack unhindered. When a Space Marine attacks a\nsingle target, another Space Marine within support range may\nvoluntarily give up an unused reaction to distract the target.\nIf he does so, the first Space Marine’s melee or ranged attacks\nagainst that target may not be parried or dodged this turn.\nImprovement: If the Battle-Brother is Rank 3 or more,\nMelee attack rolls against the target affected by this ability\ngain a +10 bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1756, + "rule_id": "pdf_skill_1353_shield_and_sword", + "title": "shield and swoRd", + "content": "Chapter: Storm Wardens\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Many Battle-Brothers of the Storm Wardens Chapter\nfavour storm shields and power swords and train to fight side\nby side with these heavy weapons. The Storm Wardens have\nadapted this tactic to other forms of melee combat. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can Parry attacks directed against those by their", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1757, + "rule_id": "pdf_skill_1354_side_allies_within_2_metres", + "title": "side (allies within 2 metres). In addition, any time a Battle-", + "content": "use his Reaction to make a Standard Attack with a melee\nweapon back at the creature that attacked him.\nImprovement: If the Battle-Brother is Rank 5 or more,\nall those affected by this ability gain a +20 bonus to\nParry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1758, + "rule_id": "pdf_skill_1355_rally_cry", + "title": "Rally CRy", + "content": "Chapter: Ultramarines\nAction: Free Action\nCost: 0\nSustained: No\nEffects: Ultramarines are natural leaders and the embodiment\nof the Codex Astartes. In battle their purity and natural\nauthority is a power force, able to rally their fellow BattleBrother uses this ability, it instantly restores a number of\nCohesion equal to his Fellowship Bonus. The reverence the\nUltramarines hold for their Primarch and the strength of will\nrequired to make a Rally Cry is such that a Battle-Brother\nmay only use this ability once per game session.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1759, + "rule_id": "pdf_skill_1356_missions", + "title": "Missions", + "content": "“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\nthat there is at least one of these so-called Ethereals coordinating\noperations from the base, making it a vital target. It is my\nrecommendation that we deploy the Deathwatch Kill-team available\nto us and consider the matter closed...”\n–High Tactician Favius at the Battle of Blood Moon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1760, + "rule_id": "pdf_skill_1357_overview", + "title": "overview", + "content": "Missions are broken down into the following three broad steps:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1761, + "rule_id": "pdf_skill_1358_preparation", + "title": "pRepaRaTion", + "content": "This initial step occurs often in downtime before actual play\nbegins and represents the players preparing their characters\nfor the trials ahead. It covers the actions undertaken by the\nKill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\nchoosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nwhich the GM gives the players an overview of their Mission,\nits objectives, and any other information they are likely to\nhave access to. The briefing allows the players to get an idea\nof the kind of things they will be facing and the kind of tasks\nthey will be required to complete. With this information, they\ncan prepare themselves accordingly by choosing appropriate\nweaponry and armour or undertaking additional training.\nSelecting a Leader: At the start of every Mission, the\nplayers must select a Battle-Brother to lead their squad and act\nas its commander for the duration of their combat assignment.\nThere are a number of ways this leader can be chosen, but\nultimately the choice rests with the players. It is the leader’s job\nto make command decisions during the Mission and break the\ndeadlock should the Kill-team become divided in its choice of\nhow best to proceed. The choice of leader will also determine\nwhich oaths the Kill-team may take.\nOath-taking: Before every battle Space Marines take\noaths to their Chapter, their Primarch, the Deathwatch, and\nthe Emperor. This part of preparation covers the specific oath\nthe Kill-team takes before their Mission, and can include such\nthings as reaffirming their bonds of loyalty to their Battlethe Codex Astartes. Oaths grant both a bonus for the coming\nMission as well as access to Squad Mode abilities.\nArming: Once the players have been briefed, have chosen\na squad leader, and have taken their oaths, the final step is\nto select their weapons. Because a Space Marine’s equipment\nis provided by his Chapter, he has access to a great range of\nsome of the most destructive and potent weaponry known\nto the Imperium. Choosing the right weapons for a given\ntask, however, is a vital part of the Mission and can make the\ndifference between success and failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1762, + "rule_id": "pdf_skill_1359_execution", + "title": "exeCuTion", + "content": "This section covers the Mission proper and the bulk of\nactual play. Once all the preparation has been completed, the\nBattle-Brothers are thrown into the cauldron of battle and\nmust complete their objectives to successfully execute their\nMission orders. In addition to objectives, Missions also often\ninclude complications which can change the field of battle in\nunexpected ways.\nPrimary Objectives: These are the key tasks that must be\nperformed by the Kill-team to complete its Mission. Only when\nall Primary Objectives have been fulfilled can their Mission\nbe considered a success. As a result, Primary Objectives are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1763, + "rule_id": "pdf_skill_1360_tertiary_objectives_targets_o", + "title": "Tertiary Objectives (Targets of Opportunity): As well", + "content": "as both Primary and Secondary Objectives, many Missions\nalso include Tertiary Objectives, commonly known as Targets\nof Opportunity. These are objectives not vital to the success or\nfailure of the Mission but which are still considered important\nto the Imperium. These can include such things as killing\nofficers, destroying communications equipment, or capturing\nenemy intelligence.\nComplications: No Mission ever turns out exactly as the\nplayers expect. Complications are present in all Missions, and\nthe GM can use them to alter the field of battle and force\nthe players to think on their feet. Typical Complications can\nbe things such as bad intelligence, misdrops, or equipment\nmalfunctions. Complications add an element of the unknown\nto a Mission and help to create the fog of war into which the\nplayers are being dropped.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1764, + "rule_id": "pdf_skill_1361_rewards", + "title": "RewaRds", + "content": "Finally, when a Mission has been completed, the KillExperience and Renown. Rewards are almost always directly\ntied to the Kill-team’s performance on the battlefield, the\nnumber of objectives they managed to complete, and any\nother outstanding efforts made by either the squad as a whole\nor individual Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1765, + "rule_id": "pdf_skill_1362_briefing", + "title": "brieFing", + "content": "The first step before embarking on a Mission is the Mission\nBriefing. This is an overview of the Mission, outlining its\nobjectives and any other relevant data that would be available\nto the Battle-Brothers. This is important as it signals to the\nplayers that they are about to embark on a new Mission and\njust what is expected of them. When formulating a Mission\nBriefing, the GM should be careful only to give the players\ninformation that they would be likely to have, which could be\ncomplete and comprehensive or vague and sketchy depending\non the kind of Mission they are undertaking. In either case,\na Mission Briefing does not need to be exhaustive and can\nbe as simple as “go here, kill this.” The important part of this\nstep is that it lets the players know that orders have come\ndown directing them to do the work of the Emperor and\nthe Chapter.\nAlternatively if the players are working on their own\nrecognisance and setting their own mission objectives (as\ncan happen in the field), the briefing might be a request\nfor intelligence on their targets. The GM can then proceed\nmuch in the same way as if these were direct orders from the\nKill-team’s commander—be it the Chapter Master, an Ordo\nInquisitor, or other ranking member of the Imperium—and\nlay out an overview of the Mission and define any or all current\nobjectives. Players should remember that their commander’s\nknowledge may be limited or he may simply not pass on\ncertain information depending on his own motive or style of\ncommand. However a briefing occurs, the GM should make\nsure it includes the two key elements mentioned here:\n• What is the nature/foe/location of the Mission?\n• What are its known primary/secondary/tertiary\nobjectives?", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1766, + "rule_id": "pdf_skill_1363_open_adventures", + "title": "open advenTuRes", + "content": "While Missions provide solid guidelines for creating\nadventures based on military actions and Deathwatch\nassignments, some GMs may find them too restrictive for\nthe kind of campaign he wishes to run. For this reason,\nthe Mission framework has been left purposefully flexible\nand open so that it can be altered to suit the needs of the\nGM’s group. While being a member of the Deathwatch\ndoes mean a life dedicated to service of the Emperor\nand glory on the field of battle, there is also great\nscope within this for different kinds of adventures and\nfreedom for the players from the rigid military structure\nof the Deathwatch. For more information on alternate\nDeathwatch adventures and even alternate kinds of\ncampaigns see Chapter X: The Game Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1767, + "rule_id": "pdf_skill_1364_then_each_player_should_roll_1", + "title": "then each player should roll 1d10 (rerolling ties) with the", + "content": "highest scoring player taking on the role for the duration of\nthe Mission.\nAlternately the GM may nominate the leader (but only if\nthe players cannot choose their own). This may be especially\nappropriate if the nature of Mission is connected to one of the\nplayer-character’s specialities (see Chapter II: Specialities for\ndetails on these roles); it makes sense for a Mission involving\na piece of ancient technology to be led by a Techmarine.\nThe important thing to remember—and a point that the GM\nshould clearly spell out to the players—is that the leader does\nnot tell the other players what to do or order them around,\nbut rather helps to move the game forward when the squad\nneeds to make a unanimous decision.\nduTies of The leadeR\nThe mantle of squad leader is one that the players should not\ntake lightly. In the eyes of the Deathwatch, it is the squad\nleader who is responsible for the success or failure of the Killthe player chosen to be the leader for a particular Mission has\ntwo key responsibilities for that Mission:\n• If at any point the Kill-team needs to make a decision\non how to proceed with their Mission and they cannot\nreach an accord, then it falls to the squad leader to make\nthe choice. He should listen to the other players and\nmake a decision based on the majority. It is important\nto remember that making these calls does not mean that\nthe leader is allowed to boss the other players around.\nRather, he is there to guide the actions of the group.\n• The responsibility for the Mission and contact with the\nDeathwatch or the Kill-team’s commanders falls to the\nleader. He becomes the link in the chain of command\nthat ties the squad into the greater Imperial efforts in\ntheir theatre of operations, receiving orders and sending\nvox messages to appraise the higher-ups as to the\nsquad’s progress.\nbenefiTs of being The leadeR\nIn addition to the responsibilities of command, the squad leader\nis also useful in that he can use his position to improve the KillThis has the following game effects:\n• The leader can use his Fellowship or the Command skill to\nrally his squad and repair Cohesion Damage (see page 96\nfor details on the Command skill and its uses).\n• Once during the Mission, the leader and any Battleautomatically enter Squad Mode without the need to make\na test. This can be either at the start of the leader’s turn as a\nFree Action, or at any point by the leader as a Reaction.\nIn addition to these advantages the GM can also designate\nthe leader to carry any special mission-specific equipment or\nintelligence. So for instance, if the Mission required special pass\ncodes, or an experimental auspex scanner, the leader is typically\nentrusted with such items.\noaTh-Taking\nThe Adeptus Astartes hold their oaths to their Primarch, the\nEmperor, and their brothers above all other things in the\ngalaxy. Such pledges of valour given to their Primarch, BattleBrother’s existence and often take place before embarking\non a Mission. Oaths can come in many forms, and different\nBattle-Brothers may make different oaths before a battle\ndepending on their focus for that Mission.\nBefore embarking on a Mission, the players may choose\none oath for their Kill-team which will last for the duration\nof the Mission. All oaths have a prerequisite Career Path and\nmay only be chosen by the Kill-team if their current leader\nmeets this requirement. An oath will then provide the KillMode abilities, any or all of which may be activated during\nthe course of the mission. In addition to the listed Codex\nSquad Mode abilities the Kill-team will also have access to\ntheir leader’s Chapter Squad Mode abilities.\noaTh of The asTaRTes\nA Battle-Brother’s loyalty to his Chapter and Primarch is\nsecond only to his loyalty to the Emperor. Those who serve in\nthe Deathwatch are no different. These Space Marines learn\nto share this loyalty with their newfound brothers in arms.\nTaking the Oath of the Astartes means studying the Codex\nAstartes and drilling with squad tactics until the BattlePrerequisite: Tactical Marine, Assault Marine or Devastator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1768, + "rule_id": "pdf_skill_1365_marine", + "title": "Marine", + "content": "Effect: Those who take this oath have added faith in their\nBattle-Brothers and a keener understanding of the strength\nof their squad. A Kill-team which takes this oath before a\nMission may add +2 to their Cohesion for the duration of\nthat Mission.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nTactical Spacing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1769, + "rule_id": "pdf_skill_1366_oath_may_choose_a_single_kind", + "title": "oath may choose a single kind of foe (i.e. Ork, Tau, Tyranid),", + "content": "and for the duration of the Mission all members of the team\nwill gain a +10 to Weapon Skill and Ballistic Skill Tests\nagainst this chosen enemy with ranged or melee weapons.\nAlternatively a Librarian who takes the Oath of Knowledge\n(or is part of a Kill-team which selects it) may instead choose\nto study their powers more exhaustively and steel himself\nagainst the perils of the warp. This grants the Librarian\nthe ability to re-roll the results of any rolls on Table 6–1:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1770, + "rule_id": "pdf_skill_1367_psychic_phenomena_see_page_18", + "title": "Psychic Phenomena (see page 187) for the duration of the", + "content": "Mission.\nSquad Mode Abilities: Go to Ground, Dig In and\nStrongpoint.\noaTh of loyalTy\nAs important as loyalty to the Chapter is loyalty to one’s\ncomrades. Knowing they can be relied upon in combat to\nwatch a Battle-Brother’s back and support his attacks is key to\nthe squad’s strength and effectiveness. An Oath of Loyalty is a\nway of strengthening that faith within the squad and boosting\na Battle-Brother’s own connection with his Kill-team.\nPrerequisite: Tactical Marine or Apothecary\nEffect: Those who take the Oath of Loyalty spend time with\ntheir Battle-Brothers to strengthen their camaraderie. A KillChallenge rolls and their leader may add +10 to all tests to\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nOath of the Astartes\nTactical Marine, Assault Marine,\nor Devastator Marine\n+2 Cohesion\nTactical Advance, Bolter\nAssault, Tactical Spacing\nOath to the Emperor\nTactical Marine, Librarian, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1771, + "rule_id": "pdf_skill_1368_marine", + "title": "Marine", + "content": "+1 Renown per objective\nTactical Advance, Bolter\nAssault, Furious Charge\nOath of Knowledge Librarian or Apothecary\n+10 to WS and BS vs. a\nchosen enemy or re-roll Psychic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1772, + "rule_id": "pdf_skill_1369_strongpoint", + "title": "Strongpoint", + "content": "Oath of Loyalty Tactical Marine or Apothecary\n+10 to all Tests to resist\nCohesion Damage, +1 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1773, + "rule_id": "pdf_skill_1370_confirm_righteous_fury_see_pa", + "title": "confirm Righteous Fury (see page 245) with melee weapons", + "content": "for the duration of the Mission.\nSquad Mode Abilities: Fire Support, Fire for Effect and\nTank Buster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1774, + "rule_id": "pdf_skill_1371_arming", + "title": "arming", + "content": "This is the final stage of preparation before the Mission begins\nand involves each Battle-Brother choosing his weapons for battle\nfrom the Deathwatch armoury. Which weapons and armour\nare available to a Battle-Brother depends on his Renown and\nstanding within the Deathwatch, while the amount of weapons\nand armour that can be chosen for the whole Kill-team is based\non its set Requisition. Full details on setting Requisition can\nbe found in Chapter IX: The Game Master, while for more\ninformation on Renown and its effects on a Battle-Brother’s\naccess to weapons and armour see Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1775, + "rule_id": "pdf_skill_1372_execution", + "title": "Execution", + "content": "“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1776, + "rule_id": "pdf_skill_1373_mission_objectives", + "title": "miSSion obJeCTiveS", + "content": "All missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1777, + "rule_id": "pdf_skill_1374_primary", + "title": "pRiMaRy", + "content": "These are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\nhe should keep them as simple and as broad as possible. For\ninstance, a primary objective could be to destroy an enemy\nbase, leaving the method of its destruction up to the players.\nThe players should be aware, however, that to complete their\nMission, and reap any rewards as a result, they must complete\ntheir primary objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1778, + "rule_id": "pdf_skill_1375_secondary", + "title": "seCondaRy", + "content": "Most Missions have additional objectives attached to the\nprimary objective that reinforce the Mission’s success. For\ninstance, if the primary objective is to destroy an enemy base,\nit might also come with a secondary objective to destroy\nthe nearby enemy landing platform. Typically, secondary\nobjectives are smaller and easier to complete than primary\nobjectives, though they nonetheless require a degree of daring\nand effort on the part of the Kill-team. While completing\nsecondary objectives does not govern the success or failure of\nthe Mission in the same way as primary objectives do, their\ncompletion reinforces the Mission’s success and increases the\nplayers’ rewards.\nTeRTiaRy—TaRgeTs of oppoRTuniTy\nAfter primary and secondary objectives come tertiary\nobjectives, also known as targets of opportunity. These are not\nobjectives in the strictest sense and do not directly influence\nthe completion of the core Mission. They do, however,\npresent the Kill-team with a chance to earn more glory for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1779, + "rule_id": "pdf_skill_1376_player_created_objectives", + "title": "playeR CReaTed obJeCTives", + "content": "Neither the GM nor the players should feel that Mission\nobjectives are set in stone and prohibit the characters from\nthe freedom to change or alter the Mission in some way. To\nthis end, the GM can allow the players to come up with their\nown primary, secondary, or tertiary objectives during play if\ntheir planning and reasoning is good. For instance, if when\nsent to destroy an enemy spaceport the players decide that it\nwould be viable to plant an explosive on a cargo lighter, thus\ndelivering the bomb up into orbit, the GM can then create a\nnew objective to accommodate it. The GM should be careful\nto make sure that all player created objectives remain within\nthe general nature of their mission (such as attacking the\nenemy, securing a beachhead, or relieving a friendly force).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1780, + "rule_id": "pdf_skill_1377_mission_complications", + "title": "miSSion ComPliCaTionS", + "content": "No Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1781, + "rule_id": "pdf_skill_1378_players_roll_a_dice_the_playe", + "title": "players roll a dice. The player (or players in the case of ties)", + "content": "with the lowest roll suffers 1d5 points of Critical Damage\n(not reduced for armour or Toughness Bonus) to a random\nbody location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1782, + "rule_id": "pdf_skill_1379_bad_intelligence", + "title": "bad inTelligenCe", + "content": "Frequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1783, + "rule_id": "pdf_skill_1380_cut_off", + "title": "CuT off", + "content": "As can often happen in the chaos of war, a forward unit can\ndiscover its supply lines cut off as the frontlines shift suddenly.\nWith this complication, any reserves or outside support for\nthe Kill-team is unavailable. This could mean vox channels\nhave been jammed or a supporting orbital defence platform\nhas come under attack and cannot assist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1784, + "rule_id": "pdf_skill_1381_friendly_fire", + "title": "fRiendly fiRe", + "content": "During the Mission, the Kill-team is either mistaken for an\nenemy unit or finds itself in an area coming under Imperial\nsaturation bombing. This attack can occur at any time during\nthe Mission, usually from an unseen Imperial artillery unit in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1785, + "rule_id": "pdf_skill_1382_insertion_and_extraction", + "title": "inseRTion and exTRaCTion", + "content": "How the Kill-team reach the battlefield and how they\nleave it depends on the nature of the Mission. This could\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nfrom a forward base. Ultimately it falls to the GM, in\nthe role of the characters’ commanders, to decide how\nthey should be deployed. In certain circumstances, the\nplayers may be able to choose for themselves depending\non the level of freedom their Mission allows. In either\ncase, the strengths and weaknesses of each method can\nhave a big effect on the Mission. For instance, arrival by\ndrop pod can place a Kill-team deep behind enemy lines\nwith limited chance of extraction, while arriving as part\nof a massive assault (possibly involving other arms of\nthe Imperial war machine) means negotiating the chaos\nand havoc of battle to complete their objectives.\nTable 7–17: Mission Complications", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1786, + "rule_id": "pdf_skill_1383_dice_roll_complication", + "title": "Dice Roll Complication", + "content": "1 A Bad Beginning\n2 Bad Intelligence\n3 Cut Off\n4 Friendly Fire\n5 Logistical Failure\n6 Misdrop\n7 Race Against Time\n8 Rivalry\n9 They Knew We Were Coming...\n10 Unexpected Enemies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1787, + "rule_id": "pdf_skill_1384_logistical_failure", + "title": "logisTiCal failuRe", + "content": "A Space Marine can usually rely on his weapons and armour\nin battle, but sometimes the demands of battlefield logistics\nmean that supplies can be scarce. For this Mission, the Killwill just have to make every shot count and complete their\nobjectives regardless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1788, + "rule_id": "pdf_skill_1385_misdrop", + "title": "MisdRop", + "content": "The Kill-team is delivered to the wrong coordinates either\nas a result of heavy near-orbit ground fire or a tactical error.\nPossibly kilometres from their intended drop zone, the\nKill-team must find a way of crossing the distance quickly\nor alternatively try to hit a closer target. The GM should", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1789, + "rule_id": "pdf_skill_1386_roll_2d10_or_5d10_if_the_play", + "title": "roll 2d10 (or 5d10 if the players arrived by drop pod) to", + "content": "determine how many kilometres the Kill-team is from its\nprimary objective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1790, + "rule_id": "pdf_skill_1387_race_against_time", + "title": "RaCe againsT TiMe", + "content": "All Missions typically have some kind of timeframe in which\nthey must be completed. For a few, this can be very tight\nindeed. For some reason, this Mission must be completed\nin a very tight timeframe. Perhaps a vessel is moving into\norbital strike distance, ready to wipe out the forward Imperial\nbase, or perhaps the enemy is retreating, taking vital supplies\nwith them. The GM should roll 2d10 and multiply it by 10.\nThis is the number of minutes the Kill-team has to complete\nthe Mission. As this is game time, the GM should be a bit\nflexible by allowing the players time to plan and prepare\nduring play.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1791, + "rule_id": "pdf_skill_1388_rivalry", + "title": "RivalRy", + "content": "Even within the ranks of the Deathwatch, the old rivalries\nof Chapter and Primarch sometimes arise. This can lead to\ncompetition between Kill-teams and even between Battlewithin the players’ Kill-team or with another. The characters\nare encouraged to roleplay such rivalries. For its duration, the\nKill-team has their Cohesion reduced by 2.\nThey knew we weRe CoMing...\nSometimes the enemy’s intelligence is better than the Killcomplication means that any chance of complete surprise (if it\nexists) is lost and attempts at stealth (using the Concealment\nor Silent Move Skills) suffer an addition –20 penalty due to\nthe vigilance of the enemy. Finally, the added readiness of the\nenemy means they can add +2 to all their initiative rolls for\nthis Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1792, + "rule_id": "pdf_skill_1389_unexpected_enemies", + "title": "unexpeCTed eneMies", + "content": "Powerful foes can often lurk unseen and undetected within the\nranks of their lesser brethren and escape the notice of Imperium\nintelligence. The GM should add an additional powerful foe\nto the enemies’ ranks for this Mission, hidden somewhere\nclose to the Mission’s primary objective. Adversaries who are\nnaturally hard to detect, such as Daemonhosts or Tyranid\nLictors are good choices for this foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1793, + "rule_id": "pdf_skill_1390_rewards", + "title": "Rewards", + "content": "“To die in battle and be remembered in glory is the greatest gift the\nEmperor ever gave.”\n–Inscription on the Tomb of Thorns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1794, + "rule_id": "pdf_skill_1391_experience", + "title": "exPerienCe", + "content": "The primary reward for completing a Mission is Experience.\nExperience allows a Battle-Brother to advance in Rank and\nbecome more powerful, learning new Skills and Talents and\nunlocking new abilities. The amount of Experience that a Killthey were able to complete, as well as any outstanding feats\nof arms or bravery.\nDetails on awarding Experience, and how it relates to\nobjectives, can be found on page 269.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1795, + "rule_id": "pdf_skill_1392_renown", + "title": "renown", + "content": "In addition to Experience, Battle-Brothers can also earn\nRenown when undertaking Missions. Renown is a measure of\nthe Space Marine’s standing within the Deathwatch and his\nregard by his peers. It is important for the gaining of certain\nhonours and Deathwatch-specific abilities, as well as being\nused to determine what kinds of weapons and armour are\navailable to them from the Deathwatch armoury.\nDetails on awarding Renown can be found on page 270.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1796, + "rule_id": "pdf_skill_1393_lost_leadership", + "title": "losT leadeRship", + "content": "If a Kill-team’s Leader is slain or otherwise removed\nfrom the game (such as being taken prisoner or knocked\nunconscious), the group must then choose a new Leader.\nHowever, in this circumstance, no new Oath is taken,\nand the group is still bound by the initial Oath. At the\nGM’s discretion, circumstances may allow for the group\nto select a new Oath during the mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1797, + "rule_id": "pdf_skill_1394_combat", + "title": "Combat", + "content": "“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1798, + "rule_id": "pdf_skill_1395_structured_time", + "title": "structured time", + "content": "The passage of time is flexible in a game of Deathwatch and\nsubject to the GM’s discretion based on the needs of the story\nand the choices the players make. Sometimes the GM only\nneeds to convey a very loose sense of time, which is known\nas narrative time. In other situations, especially combats, more\nprecise time keeping is necessary, and the GM should adopt\nwhat is known as structured time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1799, + "rule_id": "pdf_skill_1396_narrative_time", + "title": "narratIve tIme", + "content": "Many situations in a game of Deathwatch do not require\nprecise time keeping. It is usually enough to know if a certain\naction takes a few minutes, or about an hour, or several weeks,\nor anything in between. Narrative time is most often used\noutside of combat and other situations where the precise\norder of actions is unimportant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1800, + "rule_id": "pdf_skill_1397_structured_time", + "title": "structureD tIme", + "content": "In contrast to the abstract approach of narrative time,\nstructured time is important for resolving complex encounters,\nsuch as combats, when every second counts and the order in\nwhich things happen is crucial. Structured time is divided\ninto Rounds, Turns, and Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1801, + "rule_id": "pdf_skill_1398_rounds", + "title": "rounDs", + "content": "A Round consists of every character participating in the\nencounter taking one Turn each. It assumed that characters\nact more or less simultaneously in an encounter, so a Round\nis approximately five seconds long, regardless of how many\ncharacters are involved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1802, + "rule_id": "pdf_skill_1399_turns", + "title": "turns", + "content": "Each character in an encounter gets one Turn each Round. During\na character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1803, + "rule_id": "pdf_skill_1400_actions", + "title": "actIons", + "content": "A character can perform one or more Actions on his Turn. If a\ncharacter is performing multiple Actions during his Turn, the\norder in which they are resolved may or may not matter. For\nexample, a character could draw his pistol and then move a\nfew metres, or he could move first and then draw his pistol,\nand either way the end result is the same. But, if the same\ncharacter wants to shoot his pistol, he obviously needs to\ndraw it first. Actions are described in detail on page 236.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1804, + "rule_id": "pdf_skill_1401_combat_overview", + "title": "combat overview", + "content": "Combat is usually resolved using structured time divided into\nRounds, Turns, and Actions. Each character, including NPCs,\ntakes one Turn each Round. The order in which Turns are\nresolved depends on Initiative Order. When a new combat\nbegins, follow these steps to determine what happens.\nstep one: surprIse\nAt the beginning of a combat, the GM determines if any characters\nare Surprised. This can only happen once at the beginning of\na combat, and there will be many combats where nobody is\nSurprised. A Surprised character loses his Turn on the first Round\nof combat because he has been caught unawares by his enemies.\nIf no one is Surprised, move immediately to Step Two.\nstep two: roll InItIatIve\nAt the start of the first Round, each character rolls for Initiative.\nEach character rolls 1d10 and adds his Agility Bonus (the\ntens digit of his Agility Characteristic). The result of the roll\napplies for all successive Rounds in the combat.\nstep three: DetermIne InItIatIve", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1805, + "rule_id": "pdf_skill_1402_order", + "title": "orDer", + "content": "The GM ranks all the Initiative rolls, including those of the\nNPCs, from highest to lowest. This is the order in which the\ncharacters their Turns during each Round of combat.\nstep Four: combatants take turns\nStarting with the character at the top of the Initiative Order,\neach character takes a Turn. The character currently taking\nhis Turn is known as the active character. During his Turn,\nthe active character can perform one or more Actions. Once\nhis Actions have been resolved, the next character in the\nInitiative Order becomes the active character and takes his\nTurn, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1806, + "rule_id": "pdf_skill_1403_surprise", + "title": "surprise", + "content": "Surprise only affects the beginning of a new combat. It is up to the\nGM to decide if any of the combatants are Surprised. Ultimately,\nthis comes down to a judgement call on the GM’s part, based\non the circumstances and the Actions of the various combatants\nleading up to the encounter. The GM should take the following\ninto account when determining Surprise:\n• Is anyone hiding? Successful use of the Concealment Skill\nbefore the combat may mean that some combatants are\nhidden. Extremely wary characters may oppose this with an\nAwareness Test.\n• Is anyone sneaky? Successful use of the Silent Move Skill\nmay have positioned some characters for an ambush. Again,\nwary opponents may oppose this with an Awareness Test.\n• Are there any unusual circumstances that would mask the\napproach of attackers? This can cover nearly anything, from\npouring rain to whining engines to nearby explosions.\n• Are there any distractions? It’s possible that something quite\ndistracting is going on. A cultist’s attention may be so fixated\non the sermon of his confessor that he doesn’t notice his\nattackers approaching.\nBearing all of this in mind, the GM must decide which\ncombatants are Surprised. Whilst it’s often the case that one\nentire side or the other is Surprised, there can be individual\nexceptions. For example, mutants may easily Surprise a unit of\ngreen Guardsmen, but not their keen-eyed commissar. If no one is\nSurprised, proceed with the combat as normal.\nA Surprised character loses his Turn in the first Round. He\ncan do nothing except stand dumbfounded. Furthermore, a\nnon-Surprised attacker receives a +30 bonus to Weapon Skill\nand Ballistic Skill Tests made to attack a Surprised target. After\nthe Surprise Round completely resolves, all Surprised characters\nrecover their wits and can act normally. All combatants then roll\nfor Initiative and the combat proceeds normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1807, + "rule_id": "pdf_skill_1404_example", + "title": "example", + "content": "While returning to his Kill-team, Helgath spots a sizable group\nof termagants scouring the area for biomatter. Rather than waiting\nfor the creatures to spot him, he decides to quickly plan an ambush.\nFinding a low rise in the termagants’ path, Helgath hides using his\nConcealment Skill. The GM then makes an Awareness Test for\nthe termagants, which is opposed by Helgath’s Concealment Test,\nwhich Helgath wins. The GM rules that the termagants are all\nSurprised, allowing Helgath to take any Combat Actions he wishes\nfor one Round. Additionally, any Weapon Skill and Ballistic Skill\nTests he makes to attack the termagants receive a +30 bonus. After\nthe Surprise Round is resolved, everyone involved in the combat,\nincluding Helgath, rolls for Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1808, + "rule_id": "pdf_skill_1405_initiative", + "title": "iNitiative", + "content": "Initiative determines the order in which participants act\nduring each Round. To determine Initiative, roll 1d10 and\nadd the result to the character or NPC’s Agility Bonus. The\nGM rolls the Initiative for any NPCs and creatures present.\nTo keep things simpler, it is recommended that the GM make\none Initiative roll for an entire group of similar enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1809, + "rule_id": "pdf_skill_1406_example", + "title": "example", + "content": "Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team\nwhich has just been attacked by a group of four Tyranid warriors. The\nthree players controlling the Battle-Brothers each determine their own\nInitiatives by rolling 1d10 and adding their Space Marine’s Agility\nBonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8,\nand Kalad gets 11. Since the four Tyranid warriors all have similar\nCharacteristics, the GM makes one Initiative roll for all of them and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1810, + "rule_id": "pdf_skill_1407_gets_9_after_each_combatant", + "title": "gets 9. After each combatant (or group of combatants) has determined", + "content": "his Initiative, the GM makes a list and places them in order, from\nhighest to lowest. This is known as the Initiative Order, which is the\norder the combatants act in each Round, until the combat is over.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1811, + "rule_id": "pdf_skill_1408_example", + "title": "example", + "content": "Using the Initiative rolls in the above example, the GM ranks them in\norder from highest to lowest. Kalad acts first with his Initiative of 11,\nfollowed by all of the Tyranid warriors with their Initiative of 9. Helgath\nand Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is\nhigher, so he acts third, followed by Myrdor who acts last.\nMost combats last for multiple Rounds, but each combatant’s\nInitiative is only determined once at the start of the combat.\nOnce the Initiative Order has been established, it usually\nremains the same from Round to Round. If new combatants\njoin in the middle of the fight, simply determine their Initiatives\nnormally and insert them into the Initiative Order.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1812, + "rule_id": "pdf_skill_1409_actions", + "title": "actioNs", + "content": "During each normal Round, every character gets a Turn to\nact. On his Turn, a character can take one or more Actions.\nThere are five types of Actions in Deathwatch, and every\nAction also has one or more subtypes.\ntypes oF actIons\nEvery Action is categorised into one of the following types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1813, + "rule_id": "pdf_skill_1410_full_actions", + "title": "Full actions", + "content": "A Full Action requires a character’s complete attention to\naccomplish. A character can take one Full Action on his Turn\nand cannot take any Half Actions. Grappling an opponent is\nan example of a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1814, + "rule_id": "pdf_skill_1411_half_actions", + "title": "Half actions", + "content": "A Half Action is fairly simple; it requires some effort or\nconcentration, but not so much that it consumes a character’s\nentire Turn. A character can take two different Half Actions on his\nTurn instead of taking one Full Action. A character cannot take\nthe same Half Action twice in the same Turn. Readying a weapon\nor making a Standard Attack are both examples of Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1815, + "rule_id": "pdf_skill_1412_reactions", + "title": "reactions", + "content": "A Reaction is a special Action made in response to some event,\nsuch as an attack. A character receives one Reaction each Round,\nwhich may only be used when it is not his Turn. Examples\ninclude making a Dodge Test or Parrying an attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1816, + "rule_id": "pdf_skill_1413_free_actions", + "title": "Free actions", + "content": "A Free Action takes only a moment and requires no real effort\nby the character. Free Actions may be performed in addition to\nany other Actions on a character’s Turn, and there is no formal\nlimit to the number of Free Actions one character can take.\nThe GM should use common sense to set reasonable limits on\nwhat can be done in a few seconds. Examples of Free Actions\ninclude dropping an item or speaking a few words.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1817, + "rule_id": "pdf_skill_1414_extended_actions", + "title": "extended actions", + "content": "Some Actions take more time than a single Round to complete.\nOnce a character commits to an Extended Action, he is considered\nto be working towards completing it for as long as necessary. If\nthe character abandons the Extended Action, or is interrupted,\nall progress towards completing the Extended Action is lost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1818, + "rule_id": "pdf_skill_1415_example", + "title": "example", + "content": "Athas, a Devastator, needs to reload his meltagun in the middle of a\ncombat. A meltagun’s reload time is two Full Actions. On his Turn,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1819, + "rule_id": "pdf_skill_1416_athas_shouts_for_his_companion", + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1820, + "rule_id": "pdf_skill_1417_action_subtypes", + "title": "actIon subtypes", + "content": "In addition to its type, every Action is also categorised into\none or more subtypes. Action subtypes don’t do anything in\nof themselves, but they are used to clarify what a character is\nand is not allowed to do in a variety of special circumstances.\nFor example, a character who is immobilised cannot perform\nany Actions with the Movement subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1821, + "rule_id": "pdf_skill_1418_using_actions", + "title": "usiNg actioNs", + "content": "During his Turn, a character may perform one Full Action or\ntwo different Half Actions. A character could, for example,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1822, + "rule_id": "pdf_skill_1419_make_a_charge_attack_full_act", + "title": "make a charge attack (Full Action) or aim and shoot (two Half", + "content": "Actions). It’s important to remember that a Round is only a\nfew seconds long, so the character’s Turn within that Round is\nbut a few moments. Any Action can be combined with talking,\nbanter, battle cries, and other short verbal expressions—these\nare considered Free Actions. It is left to the GM to decide\nwhat a player might be able to say in that amount of time.\nA wry aside to a companion or a terse insult to an enemy\nare always reasonable, but recounting the intimate details of\none’s seven duels-to-the-death between swings of a power\nsword should probably count as something more than just a\nFree Action.\nMost Actions are started and completed within the active\ncharacter’s same Turn. For example, a character does not\nbegin a Charge on one Turn and finish it on a later Turn\nor a later Round; he performs the entire Charge (which is a\nFull Action) at once on his Turn. But, there are two broad\nexceptions. Reactions are always performed when it is not the\nreacting character’s Turn, and Extended Actions always take\nmore than one Round to complete.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1823, + "rule_id": "pdf_skill_1420_action_descriptions", + "title": "actioN descriptioNs", + "content": "These Actions provide players with a variety of options\nin combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1824, + "rule_id": "pdf_skill_1421_aim", + "title": "aIm", + "content": "Type: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more\nprecise attack. Aiming as a Half Action grants a +10 bonus\nto the character’s next attack, while aiming as a Full Action\ngrants a +20 bonus to the character’s next attack. The next\nAction the Aiming character performs must be an attack or\nthe benefits of Aiming are lost. Aiming benefits are also lost\nif the character performs a Reaction before making his attack.\nAiming can be used with both melee and ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1825, + "rule_id": "pdf_skill_1422_all_out_attack", + "title": "all out attack", + "content": "Type: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of\npersonal safety. He gains a +20 bonus to his next Weapon\nSkill Test, but he cannot Dodge or Parry until the start of his\nnext Turn.\nTable 8–1: Combat Actions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1826, + "rule_id": "pdf_skill_1423_actiontypesubtype_s_descriptio", + "title": "ActionTypeSubtype(s)Description", + "content": "Aim Half/Full Concentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on\nthe character’s next attack, or target a specific body location.\nAll Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half Miscellaneous Prepare to fire a heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1827, + "rule_id": "pdf_skill_1424_called_shot_full", + "title": "Called Shot Full", + "content": "Attack, Concentration,\nMelee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.\nCharge Full Attack, Melee, Movement Must move 4 metres, +10 to WS.\nDefensive Stance Full Concentration, Melee\nGain an additional Reaction, opponents suffer –20 to\nWS.\nDelay Half Miscellaneous Before character’s next Turn, he may take any Half Action.\nDisengage Full Movement Break off from melee and move.\nDodge Reaction Miscellaneous Test Dodge to negate a hit.\nFeint Half Attack, Melee\nOpposed WS Test, if character wins, his next attack cannot be\nDodged or Parried.\nFocus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1828, + "rule_id": "pdf_skill_1425_melee", + "title": "Melee", + "content": "–10 WS, +10 to Parry and Dodge.\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove Half/Full Movement\nMove up to movement as a Half Action or twice movement as a Full\nAction.\nMultiple Attacks Full Attack, Melee or Ranged\nUse Swift Attack or Lightning Attack Talents to make\nmultiple attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1829, + "rule_id": "pdf_skill_1426_ranged", + "title": "Ranged", + "content": "Shoot targets coming into a set kill zone, –20 to BS.\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\nStand/Mount Half Movement Stand up or mount a riding beast or vehicle.\nStandard Attack Half Attack, Melee or Ranged Make one melee or ranged attack.\nStun Full Attack, Melee Try to Stun an opponent.\nSuppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS.\nTactical Advance Full Concentration, Movement Move from cover to cover.\nUse A Skill Varies Miscellaneous Character may use a Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1830, + "rule_id": "pdf_skill_1427_brace_heavy_weapon", + "title": "brace heavy weapon", + "content": "Type: Half Action\nSubtype: Miscellaneous\nHeavy weapons must be braced before they can be fired\naccurately. Bracing a Heavy weapon can involve using a\nbipod or tripod, propping the weapon up on a windowsill\nor sandbags, or simply assuming a wide stance or kneeling.\nWhen a Heavy weapon is fired without being braced, the\nattacker suffers a –30 to his Ballistic Skill Test. Once a Heavy\nweapon has been braced, the firer cannot move without losing\nthe benefits of bracing. However, the firer can still traverse\nhis weapon 45 degrees or more depending on the type of\nbracing. Melee, Thrown, Pistol, and Basic weapons gain no\nspecial benefit from bracing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1831, + "rule_id": "pdf_skill_1428_called_shot", + "title": "calleD shot", + "content": "Type: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nThe active character attempts to attack a specific or vulnerable\narea on his target. The attacker declares a location on his\ntarget (Head, Body, Left Arm, Right Arm, Left Leg, or Right", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1832, + "rule_id": "pdf_skill_1429_hard_20_ballistic_skill_tes", + "title": "Hard (–20) Ballistic Skill Test. If he succeeds, he skips the", + "content": "Determine Hit Location step of the attack and instead hits the\ndeclared location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1833, + "rule_id": "pdf_skill_1430_charge", + "title": "charge", + "content": "Type: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single\nmelee attack. The target must be at least four metres away,\nbut still within the attacker’s Charge Move. See Table 7–4:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1834, + "rule_id": "pdf_skill_1431_movement_meters_round_on_pag", + "title": "Movement (Meters/Round) on page 205. The last four", + "content": "metres of the Charge must be in a straight line so the attacker\ncan build speed and line up with his target. The attacker gains\na +10 bonus to his Weapon Skill Test made at the end of the\nCharge. If the Charging character is unarmed, he can attempt\nto Grapple his opponent instead of inflicting damage. See\nGrappling, page 240.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1835, + "rule_id": "pdf_skill_1432_defensive_stance", + "title": "DeFensIve stance", + "content": "Type: Full Action\nSubtype: Concentration, Melee\nThe character makes no attacks and instead concentrates\nentirely on self-defence. Until the start of his next Turn,\nthe character can make one additional Reaction, and all\nopponents suffer a –20 penalty to Weapon Skill Tests made\nto attack him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1836, + "rule_id": "pdf_skill_1433_delay", + "title": "Delay", + "content": "Type: Half Action\nSubtype: Miscellaneous\nnstead of acting immediately, the character waits for an\nopportunity. When a character chooses Delay, his Turn ends,\nbut he reserves a delayed Half Action for later use. Any time\nbefore the start of his next Turn, the character can perform a\ndelayed Half Action of his choice. If the delayed Half Action\nis not used before the start of the character’s next turn, it\nis lost. If two or more characters both attempt to perform\ndelayed Half Actions at the same time, they must make an\nOpposed Agility Test to see who acts first.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1837, + "rule_id": "pdf_skill_1434_example", + "title": "example", + "content": "It is Helgath’s Turn in the Initiative Order, and he wants to shoot\nthe lictor that is currently Grappling his Battle-Brother Myrdor. If\nHelgath shoots now, he suffers a –20 penalty to his Ballistic Skill\nTest for shooting into melee combat. But, he thinks Myrdor has a\ngood chance of breaking free of the alien’s Grapple on his Turn, so he\nchooses to Delay, which takes a Half Action and ends his Turn. Later\nin the same Round, it is Myrdor’s Turn. He breaks free of the Grapple\nand moves away from the lictor, which is exactly the opportunity\nHelgath was hoping for. Helgath now performs his Delayed Action,\nwhich must be a Half Action since that is all he has remaining, so he\nchooses Standard Attack and shoots the foul xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1838, + "rule_id": "pdf_skill_1435_dodge", + "title": "DoDge", + "content": "Type: Reaction\nSubtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\nto make the test. If the test succeeds, the character gets out\nof the way at the last moment and the attack is considered to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1839, + "rule_id": "pdf_skill_1436_have_missed_and_thus_no_damag", + "title": "have missed (and thus no Damage is rolled). If the Dodge Test", + "content": "fails, the attack connects and deals Damage normally. Dodge\ncan be used to avoid both melee and ranged attacks.\ndodging auto-Fire and area effect attacks\nSome attacks, such as those made with grenades, flamers,\nor guns firing semi-automatic or fully-automatic bursts, are\nespecially difficult to avoid. When Dodging an area effect", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1840, + "rule_id": "pdf_skill_1437_combat_abstractions", + "title": "combat abstractIons", + "content": "Combat in Deathwatch is fast and furious, designed\nso games don’t become bogged down with minutia.\nAs such, the rules take certain licenses with reality\nand assumptions must be made about what is really\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more\nfavourable combat positions. With this in mind, the\ndefault difficulty for all combat tests is Challenging\n(+0), unless a specific rule states otherwise.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1841, + "rule_id": "pdf_skill_1438_example", + "title": "example", + "content": "Brother Tehoc has just finished hacking apart a squad of Chaos\ncultists in the name of the Emperor when he is shot at by a mutant\nwith a heavy stubber. The mutant fires a Full Auto Burst and gets\ntwo Degrees of Success on his Ballistic Skill Test for a total of three\nhits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes\nkick in and he uses his Reaction to attempt to Dodge the attack. His\nAgility is 38 and he has Dodge trained, so he needs to roll 38 or less\non his Dodge Test. He rolls a 15 and gets two Degrees of Success.\nHe has avoided all hits from the Full Auto Burst and escaped all\nDamage—now the mutant will pay for his impudence...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1842, + "rule_id": "pdf_skill_1439_disengage", + "title": "DIsengage", + "content": "Type: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a\nHalf Move. Opponents that were engaged with the character\ndo not gain any free attacks. See the Fleeing sidebar for\nmore details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1843, + "rule_id": "pdf_skill_1440_feint", + "title": "FeInt", + "content": "Type: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to\ntrick his opponent into a mistake. The character and his target\nmake an Opposed Weapon Skill Test. If the active character\nwins, his next melee attack against that same target cannot\nbe Dodged or Parried. If the active character’s next Action\nis anything other than a Standard Attack, the advantage of\nFeinting is lost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1844, + "rule_id": "pdf_skill_1441_focus_power", + "title": "Focus power", + "content": "Type: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1845, + "rule_id": "pdf_skill_1442_full_auto_burst", + "title": "Full auto burst", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1846, + "rule_id": "pdf_skill_1443_example", + "title": "example", + "content": "Brother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1847, + "rule_id": "pdf_skill_1444_his_ballistic_skill_test_roll", + "title": "his Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple", + "content": "Hits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1848, + "rule_id": "pdf_skill_1445_example", + "title": "example", + "content": "Helgath fires a Full-Auto Burst with a modified Astartes combat\nshotgun at a genestealer who is at Point Blank Range. The combat\nshotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is\n38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank\nRange, and –20 because he does not have training with the weapon,\nfor a modified total of 68. Helgath rolls a 37 on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1849, + "rule_id": "pdf_skill_1446_test_and_succeeds_with_three_d", + "title": "Test and succeeds with three Degrees of Success (68, 58, 48, 38).", + "content": "He scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1850, + "rule_id": "pdf_skill_1447_grapple", + "title": "grapple", + "content": "Type: Half or Full Action\nSubtype: Attack, Melee\nThis action is only used when a character is already engaged in a\nGrapple. See Grappling, page 246, for rules on starting a Grapple.\nIf the active character is controlling the Grapple, the first thing\nhe must do on his Turn is declare Grapple as a Full Action in\norder to maintain the Grapple; if he does not declare Grapple as\na Full Action, the Grapple immediately ends. After that, he can\nchoose one of the following Controller Grapple Options:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1851, + "rule_id": "pdf_skill_1448_controller_grapple_options", + "title": "controller grapple options", + "content": "• Damage Opponent: The controller of the Grapple can\nattempt to damage his opponent with brute force by making\nan Opposed Strength Test with the Grappled opponent.\nIf the active character wins, he inflicts unarmed Damage\n(1d5–3+SB with Armour Points counting double) to his\nopponent’s body location and one level of Fatigue. If the\nGrappled opponent wins the Opposed Strength Test, no\nDamage is dealt, but he is still Grappled. This action can\nbenefit from Assistance.\n• Throw Down Opponent: The controller of the Grapple\ncan attempt to wrestle his Grappled opponent to the\nground by making an Opposed Strength Test. This test\ncan benefit from Assistance. If the active character wins,\nthe Grappled opponent becomes prone.\n• Push Opponent: The controller of the Grapple can attempt\nto force his Grappled opponent to move. This is resolved\nwith an Opposed Strength Test, which can benefit from\nAssistance. If the active character succeeds, he pushes his\nopponent one meter in a direction of his choice, plus one\nadditional metre for each Degree of Success. This pushed\ndistance cannot exceed the active character’s Half Move\ndistance. The active character must move with his Grappled\nopponent in order to maintain the Grapple, or he can\nchoose to let go of his opponent, which ends the Grapple,\nbut allows the active character to keep his ground.\n• Ready: The controller of the Grapple can ready one\nof his own items. Or if the GM allows, he can use the\nReady Action to grab an item belonging to his Grappled\nopponent.\n• Stand: If both Grappling participants are on the ground,\nthe controller of the Grapple can regain his feet with this\naction. He can also attempt to drag his Grappled opponent\nup with him by making an Opposed Strength Test. This\ntest can benefit from Assistance. If the controller of the\nGrapple wins, both participants stand.\n• Use Item: The controller of the Grapple can use a\nreadied item.\nIf the active character is the target of the Grapple, the first\nthing he must do on his Turn is declare Grapple as a Half\nAction—this is part of the penalty for being Grappled. After\nthat, he can choose one of the following Grappled Target\nOptions:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1852, + "rule_id": "pdf_skill_1449_grappled_target_options", + "title": "grappled target options", + "content": "• Break Free: The Grappled target can attempt to break\nfree of the Grapple by making an Opposed Strength Test\nwith the controller of the Grapple. This test can benefit\nfrom Assistance. If the active character wins, he breaks\nfree and may perform any Half Action.\n• Slip Free: The Grappled target can attempt to wriggle", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1853, + "rule_id": "pdf_skill_1450_out_of_the_grapple_by_making_a", + "title": "out of the Grapple by making a Challenging (+0)", + "content": "Contortionist Skill Test. If he succeeds, he slips free and\nmay perform any Half Action.\n• Take Control: The Grappled target can attempt to take\ncontrol of the Grapple by making an Opposed Strength\nTest with his Grappling opponent. This test can benefit\nfrom Assistance. If the active character wins, he becomes\nthe controller of the Grapple and his opponent becomes\nthe Grappled target. The active character may then\nimmediately perform one of the Controller Grapple\nOptions, but he cannot take any other Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1854, + "rule_id": "pdf_skill_1451_example", + "title": "example", + "content": "Brother Tehoc is Grappling an ork atop an elevated platform. It is\nTehoc’s Turn in the Initiative Order, and since he is in control of the\nGrapple, he decides to attempt to push the ork toward the edge of the\nplatform. The GM calls for an Opposed Strength Test. Tehoc has a\nStrength of 45 and rolls a 44—a success. The Ork has a Strength of\n41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes\nthe Ork one meter toward the edge of the platform. Tehoc also moves\nwith the Ork because he wants to maintain control of the Grapple. On\nthe Ork’s Turn, it decides to attempt to take control of the Grapple\nby making an Opposed Strength Test with Tehoc. The Ork rolls a 29\nand gets one Degree of Success, and Tehoc rolls a 39 and gets a success.\nThe Ork wins the Opposed Test because he counted more Degrees of\nSuccess than Tehoc. The Ork is now in control of the Grapple and\nwill have more options available to it on his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1855, + "rule_id": "pdf_skill_1452_size_differences", + "title": "size differences", + "content": "If one participating Grappler is larger than the other (see page\n249), the larger Grappler counts an extra Degree of Success\nper size category difference on all successful Opposed Tests\nperformed within the Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1856, + "rule_id": "pdf_skill_1453_example", + "title": "example", + "content": "Tehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1857, + "rule_id": "pdf_skill_1454_guarded_attack", + "title": "guarDeD attack", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1858, + "rule_id": "pdf_skill_1455_manoeuvre", + "title": "manoeuvre", + "content": "Type: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1859, + "rule_id": "pdf_skill_1456_move", + "title": "move", + "content": "Type: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1860, + "rule_id": "pdf_skill_1457_multiple_attacks", + "title": "multIple attacks", + "content": "Type: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1861, + "rule_id": "pdf_skill_1458_overwatch", + "title": "overwatch", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1862, + "rule_id": "pdf_skill_1459_fleeing", + "title": "FleeIng", + "content": "Sometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1863, + "rule_id": "pdf_skill_1460_hard_20_pinning_test_or_bec", + "title": "Hard (–20) Pinning Test or become Pinned (see Pinning on", + "content": "page 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1864, + "rule_id": "pdf_skill_1461_parry", + "title": "parry", + "content": "Type: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1865, + "rule_id": "pdf_skill_1462_attack_by_making_a_challenging", + "title": "attack by making a Challenging (+0) Weapon Skill Test.", + "content": "If the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1866, + "rule_id": "pdf_skill_1463_ready", + "title": "reaDy", + "content": "Type: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1867, + "rule_id": "pdf_skill_1464_type_half_full_or_extended", + "title": "Type: Half, Full, or Extended Action (Varies by Weapon)", + "content": "Subtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1868, + "rule_id": "pdf_skill_1465_with_this_action_see_two_weap", + "title": "with this action (see Two-Weapon Fighting, page 246). The", + "content": "attacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1869, + "rule_id": "pdf_skill_1466_test_see_the_attack_page_244", + "title": "test (see The Attack, page 244). A character using this Action", + "content": "with a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1870, + "rule_id": "pdf_skill_1467_example", + "title": "example", + "content": "Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1871, + "rule_id": "pdf_skill_1468_succeeds_with_two_degrees_of_s", + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1872, + "rule_id": "pdf_skill_1469_example", + "title": "example", + "content": "Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1873, + "rule_id": "pdf_skill_1470_degrees_of_success_86_76_66", + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1874, + "rule_id": "pdf_skill_1471_standard_attack", + "title": "stanDarD attack", + "content": "Type: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1875, + "rule_id": "pdf_skill_1472_stun", + "title": "stun", + "content": "Type: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1876, + "rule_id": "pdf_skill_1473_the_attacker_makes_a_hard_20", + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1877, + "rule_id": "pdf_skill_1474_suppressing_fire", + "title": "suppressIng FIre", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1878, + "rule_id": "pdf_skill_1475_capable_of_fully_automatic_fir", + "title": "capable of fully automatic fire (see Rate of Fire, page 141). When", + "content": "Suppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1879, + "rule_id": "pdf_skill_1476_must_make_a_hard_20_ballist", + "title": "must make a Hard (–20) Ballistic Skill Test to determine if", + "content": "his wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1880, + "rule_id": "pdf_skill_1477_jammed_see_weapon_jams_page", + "title": "Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test", + "content": "succeeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1881, + "rule_id": "pdf_skill_1478_run", + "title": "run", + "content": "Type: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1882, + "rule_id": "pdf_skill_1479_tactical_advance", + "title": "tactIcal aDvance", + "content": "Type: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1883, + "rule_id": "pdf_skill_1480_other_actions", + "title": "other actIons", + "content": "If a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1884, + "rule_id": "pdf_skill_1481_status_conditions", + "title": "status conDItIons", + "content": "During combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1885, + "rule_id": "pdf_skill_1482_helpless_see_page_248_helpl", + "title": "Helpless (See page 248): Helpless characters can", + "content": "take no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1886, + "rule_id": "pdf_skill_1483_after_a_set_duration_usually", + "title": "after a set duration (usually one or two Rounds). Also, a", + "content": "Stunned Character can spend a Fate Point to no longer be\nStunned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1887, + "rule_id": "pdf_skill_1484_unaware_see_page_249_unawar", + "title": "Unaware (See page 249): Unaware characters can", + "content": "take no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1888, + "rule_id": "pdf_skill_1485_example", + "title": "example", + "content": "Helgath wants to use a Standard Attack action to shoot his bolt pistol at\na giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic\nSkill is 45 and he is at Short Range, which grants him a +10 bonus.\nHelgath spends a Half Action to Aim, granting him another +10\nbonus. However, there is a lot of heavy mist in the area so Helgath\nwill suffer a –20 penalty for that, and his target, the squig, is engaged\nin melee with Myrdor, so Helgath will also suffer –20 penalty for\nshooting into melee combat. After all bonuses and penalties have been\ncombined, Helgath will need to roll 25 or less on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1889, + "rule_id": "pdf_skill_1486_test_to_hit_the_squig_45_10", + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1890, + "rule_id": "pdf_skill_1487_example", + "title": "example", + "content": "Helgath makes a Ballistic Skill Test by rolling percentile dice and\ngets 14, which is less than his modified Ballistic Skill of 25. His\nattack hits the giant squig.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1891, + "rule_id": "pdf_skill_1488_dodge_and_parry_reactions", + "title": "DoDge anD parry reactIons", + "content": "When a target is hit by an attack, it may have a chance to\nnegate the hit with a Dodge or Parry Reaction. See Combat\nActions, page 236 for details on resolving each of these\nReactions. If the Dodge or Parry attempt is successful, the\nattack is negated and no Damage is dealt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1892, + "rule_id": "pdf_skill_1489_example", + "title": "example", + "content": "After Helgath’s bolt pistol shot hits the giant squig, the GM rules\nthat the creature will attempt to Dodge the attack. The creature’s\nAgility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nattack.\nstep three: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1893, + "rule_id": "pdf_skill_1490_hit_location", + "title": "hIt locatIon", + "content": "On a successful hit, the attacker needs to determine where the\nhit landed. Using the percentile dice result from the attacker’s\nWeapon Skill or Ballistic Skill Test, reverse the order of the\ndigits (e.g. a roll of 32 becomes 23, a roll of 20 becomes\n02, and so on) and compare this number to Table 8–2: Hit\nLocations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1894, + "rule_id": "pdf_skill_1491_example", + "title": "example", + "content": "Helgath’s Ballistic Skill Test to hit the giant squig resulted in\na percentile dice roll of 14. He reverses these digits and gets 41.\nConsulting Table 8–2: Hit Locations, he sees he has hit the giant\nsquig’s body.\nstep Four: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1895, + "rule_id": "pdf_skill_1492_damage", + "title": "Damage", + "content": "After the hit location has been determined, the attacker\ndetermines the Damage dealt by his attack. Each weapon has\na Damage listing, which is usually a die roll, plus or minus\nTable 8–3: Hit Locations", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1896, + "rule_id": "pdf_skill_1493_rolllocation", + "title": "RollLocation", + "content": "01–10 Head\n11–20 Right Arm\n21–30 Left Arm\n31–70 Body\n71–85 Right Leg\n86-00 Left Leg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1897, + "rule_id": "pdf_skill_1494_righteous_fury", + "title": "rIghteous Fury", + "content": "When rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1898, + "rule_id": "pdf_skill_1495_example", + "title": "example", + "content": "Helgath has hit the giant squig with his bolt pistol and proceeds\nto make his Damage roll. A bolt pistol deals 2d10+5 points of\nDamage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds\n5 for a total of 23. In addition, as one of the dice results was a 10,\nhis attack is also a possible Righteous Fury! Helgath then makes a\nsecond attack roll identical to his first, which is a Ballistic Skill Test\nusing his modified Ballistic Skill of 25. Helgath makes a percentile\nroll and gets 22, which is a hit! He now makes a second Damage\nroll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1899, + "rule_id": "pdf_skill_1496_helgath_s_damage_total_for_thi", + "title": "Helgath’s Damage total for this attack is 38 (23+15=38). The", + "content": "Emperor has truly smiled upon Helgath this day.\nstep FIve: target applIes Damage\nFrom the Damage total, the target subtracts his Toughness Bonus\nand any Armour Points that protect the location hit by the attack.\nIf this reduces the Damage to zero or less, the target shrugs off\nthe attack. Any remaining Damage is recorded by the target as\nDamage. If the target’s Damage equals or exceeds his Wounds,\nhe notes any excess Damage as Critical Damage, and the GM\nconsults the appropriate table based on the type of Damage, the\nlocation hit, and the amount of Critical Damage accumulated. See\nCritical Damage on page 250 for more information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1900, + "rule_id": "pdf_skill_1497_example", + "title": "example", + "content": "Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total\nDamage. The GM notes the creature’s Toughness Bonus is 8 and it\ndoes not have any Armour Points protecting its body. He subtracts\neight points from the total Damage, leaving 30. The creature has\nonly 25 Wounds, so it thuds to the ground dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1901, + "rule_id": "pdf_skill_1498_unarmed_combat", + "title": "unarmeD combat", + "content": "Not every fight in Deathwatch requires bolters and power\nswords. Some conflicts can be settled the old-fashioned way\nwith fists (not to mention feet and, if the character is a dirty\nscummer, teeth). To make an unarmed attack, the attacker must\nbe engaged in melee with his opponent. The attacker then makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1902, + "rule_id": "pdf_skill_1499_is_armed_with_a_weapon_a_hard", + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1903, + "rule_id": "pdf_skill_1500_primitive_see_page_143_in_a", + "title": "Primitive (see page 143). In addition, a successful hit that inflicts", + "content": "Damage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1904, + "rule_id": "pdf_skill_1501_tactical_combat_maps", + "title": "tactIcal combat maps", + "content": "(optIonal)\nDuring large combats, some players may want visual\nreferences to help keep track of enemy positions, as well as\ntheir own. The GM can accomplish this by sketching out\nsimple overhead maps on paper. Many game stores also\nsell large game mats that you can draw on with wet-erase\nmarkers. These mats are usually pre-printed with squares\ngrids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nminiatures where a one inch square represents one square\nmeter. While tactical combat maps can be very useful, they\nare not necessary to play Deathwatch. Many roleplayers\nprefer to use rich narrative descriptions to allow fellow\nplayers to simply imagine all the action. This requires\nplayers to keep a snapshot of the relative positions of all\ncombatants in their heads, but it also allows for greater\nfreedom in detailing the events of a combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1905, + "rule_id": "pdf_skill_1502_spray_and_pray", + "title": "spray anD pray", + "content": "One of the basic requirements for making an attack is\nthat the attacker needs to be aware of his target. But why\ncan’t someone just blast away into the darkness in the\nhopes of hitting something that might be hiding there?\nThis is possible of course, but it shouldn’t be treated as a\nnormal attack. Instead, the GM should simply decide the\nlikely outcome of such an action, taking all appropriate\nfactors into consideration. For example, if the GM\nknows there is a hulking xenos monstrosity lurking in\nthe darkness, it makes sense that it would be hit by a\nrandom volley of gunfire shot in its general direction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1906, + "rule_id": "pdf_skill_1503_grappling", + "title": "grapplIng", + "content": "Instead of inflicting Damage with an unarmed attack, a\ncharacter can attempt to Grapple his opponent. Attempting\na Grapple is a melee attack that uses either a Charge Action\nor a Standard Attack Action. The attacker makes a Weapon\nSkill Test as normal. The target of the Grapple may use a\nReaction, if able, to avoid the attack. If the attack is successful,\nthe attacker and the target are Grappling, with the attacker\ncontrolling the Grapple. The controller of the Grapple can\nend it any time as a Free Action.\nIn a Grapple, all of the following apply:\n• Participants in a Grapple cannot use Reactions.\n• Participants in a Grapple are considered to be engaged\nin melee combat.\n• Participants in a Grapple can only use the Grapple Action\n(see page 240).\n• As a Free Action, the controller of the Grapple can\nvoluntarily end the Grapple on his Turn.\n• Other attackers gain a +20 bonus to Weapon Skill Tests\nto hit any target engaged in a Grapple.\nOnly two characters can be engaged in the same Grapple,\nbut up to two other characters can lend Assistance to each\nGrappler in certain situations. See the Grapple Action on page\n240 for details.\ntwo-weapon FIghtIng\nMany warriors fight with a weapon in either hand. There are\nadvantages and disadvantages to this style of fighting. While it\noffers some improved opportunities to make attacks, it reduces\nthe chances of successfully striking a target. Unless a two-weapon\nfighter has the Ambidextrous Talent, it is important to consider\nwhich hand is his primary hand and which is his secondary hand;\nplayers should have these details noted on their Battle-Brothers’\ncharacter sheets. The following apply when a character is fighting\nwith two weapons:\n• The character may use any melee weapons or ranged weapons\nthat can be reasonably used in one hand.\n• The character may use either hand to make an attack. Attacks\nmade using the character’s secondary hand suffer a –20\npenalty to Weapon Skill or Ballistic Skill Tests.\n• If the character has the Two-Weapon Wielder talent, he may\nuse the Multiple Attacks combat Action to attack with both\nweapons, but each suffers a –20 penalty to the Weapon Skill\nor Ballistic Skill Test. If the character has the Ambidextrous\nTalent, these penalties drop to –10.\n• If the character is wielding at least one melee weapon, he\nmay perform a Parry Reaction once each Round as normal\nwith this weapon, though he still may not Parry more than\nonce in a Round. This Weapon Skill Test is not an attack, and\ntherefore it does suffer the standard penalty for attacks made\nusing a secondary hand.\n• If a character with the Two-Weapon Wielder Talent is armed\nwith a melee weapon in one hand and a pistol in the other,\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\nweapon and Ballistic Skill for the pistol.\n• When firing a ranged weapon with each hand, the character\nmay fire each weapon on a different mode, for example, one\non full automatic and one on semi-automatic. When firing a\nfull automatic weapon in each hand, the character may only\nlay down one area of Suppressive Fire.\n• The character may fire two weapons at different targets,\nthough the targets must be within 10 metres of each other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1907, + "rule_id": "pdf_skill_1504_combat_circumstances", + "title": "combat circumstaNces", + "content": "Deathwatch offers endless potential for gripping, dramatic,\nwhite-knuckle action. Combat is an essential element for\nsuch action, and each combat, from simple corridor shootunique experiences. The combat circumstances described\nin this section offer many ways to help make every combat\nexciting, varied, and dangerous. Combat circumstances can\nbe used to reflect the effects of terrain, the weather, tactical\nsituations, and a variety of other factors. Many circumstances\nalter the difficulty of tasks by providing bonuses or penalties\nto tests, while others provide opportunities for characters to\nleverage good fortune, or exploit misfortunes that befall their\nenemies.\nBattle-Brothers should make as much use of beneficial\ncircumstances as possible. A good plan, suitable equipment, or\nskillful use of tactics can often make the difference between\nlife and death for a character. The following circumstances are\nsome of the most common ones encountered in combat. For\nsituations not covered here, use these as a guide. Remember,\nthe GM has the final say about the difficulty of any particular\ntest or the outcome of any unusual situation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1908, + "rule_id": "pdf_skill_1505_cover", + "title": "cover", + "content": "Cover is a vital part of surviving a firefight, and a good\nsoldier knows that you go for your cover first and then draw\nyour gun. There are no penalties to Ballistic Skill Tests made\nto attack targets standing partly behind cover. However, there\nis a chance that the shot may hit the cover rather than the\ntarget. It is up to the character to decide which parts of his\nbody he is exposing when behind cover, but as a general rule,\na character firing around or over cover will have his body\nand legs concealed. If the shot would hit a body location\nthat is concealed behind cover, work out the Damage against\nthe Armour Points of the cover instead, with any excess\nbeing applied to the target as normal (see Table 8–5: Cover\nExamples for a guide to the Armour Points of different kinds\nof cover).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1909, + "rule_id": "pdf_skill_1506_damaging_cover", + "title": "DamagIng cover", + "content": "Cover is not invulnerable. Attacks can damage or destroy the\nprotection afforded by cover. Each successful hit against cover\nthat deals any amount of Damage in excess of the Armour\nPoints it provides reduces the cover’s Armour Points by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1910, + "rule_id": "pdf_skill_1507_example", + "title": "example", + "content": "Myrdor has taken cover behind a small pile of sandbags while a gun\nservitor blasts at him with its twin autoguns. The gun servitor fires a\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nof Damage. Fortunately for Myrdor, all of the hits would have\nstruck either his legs or body, so they are absorbed by the sandbags\ninstead. The first hit is fully absorbed by the sandbags to no effect\nbecause they provide 8 Armour Points of protection. The second hit’s\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nis reduced by 7, leaving 1 point of excess Damage, which further\nreduces the sandbags Armour Points to 6.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1911, + "rule_id": "pdf_skill_1508_difficult_terrain_such_as_mud", + "title": "difficult terrain, such as mud, are Difficult (–10). Tests made", + "content": "whilst standing in arduous terrain, such as deep snow or slick", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1912, + "rule_id": "pdf_skill_1509_ice_are_very_hard_30", + "title": "ice, are Very Hard (–30).", + "content": "engageD In melee\nIf an attacking character is adjacent to his target, both the\ncharacter and his target are considered to be engaged in\nmelee. Characters that are engaged in melee can only make\nattack actions with the melee subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1913, + "rule_id": "pdf_skill_1510_combat_are_hard_20_if_one", + "title": "combat are Hard (–20). If one or more characters engaged", + "content": "in the melee are Stunned, Helpless, or Unaware, this penalty\nis ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1914, + "rule_id": "pdf_skill_1511_extreme_range", + "title": "extreme range", + "content": "Targets that are at a distance of more than three times the\nrange of a character’s weapon are at Extreme Range. Ballistic\nSkill Tests made to hit targets at Extreme Range are Very", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1915, + "rule_id": "pdf_skill_1512_difficulty_skill_modifier_exam", + "title": "Difficulty Skill Modifier Example", + "content": "Easy +30\nAttacking a Surprised or\nUnaware target.\nShooting a Massive target.\nShooting a target at Point\nBlank Range.\nRoutine +20\nMelee attacks against a foe\nwho is outnumbered three to\none or more.\nAttacking a Stunned\nopponent.\nShooting an Enormous\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nto one.\nAttacking a Prone opponent\nwith a melee weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1916, + "rule_id": "pdf_skill_1513_attacking_from_higher", + "title": "Attacking from higher", + "content": "ground.\nShooting a Hulking target.\nShooting a target at Short\nRange.\nChallenging +0 A Standard Attack.\nDifficult –10 Any test whilst Fatigued.\nAttacking or Dodging whilst\nin the mud or heavy rain.\nShooting a target at Long\nRange.\nShooting a Prone target.\nShooting a Scrawny target.\nHard –20 Shooting into melee combat.\nDodging whilst Prone.\nMaking an unarmed attack\nagainst an armed opponent.\nMelee attacks in darkness.\nShooting at a target in fog,\nmist or shadow.\nShooting a Puny target.\nUsing a weapon without the\ncorrect Talent.\nVery Hard –30\nAttacking or Dodging in\ndeep snow.\nFiring a heavy weapon that\nhas not been Braced.\nShooting a Minuscule target.\nShooting a target at Extreme\nrange.\nShooting at a completely\nconcealed target.\nShooting at a target in\ndarkness.\nTable 8–5: Cover Examples", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1917, + "rule_id": "pdf_skill_1514_fatigued", + "title": "FatIgueD", + "content": "When a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1918, + "rule_id": "pdf_skill_1515_fog_mist_or_shadow_are_hard", + "title": "fog, mist, or shadow are Hard (–20). While a character is", + "content": "concealed by fog, mist, or shadow, Concealment Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1919, + "rule_id": "pdf_skill_1516_are_ordinary_10", + "title": "are Ordinary (+10).", + "content": "gangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1920, + "rule_id": "pdf_skill_1517_helpless_targets", + "title": "helpless targets", + "content": "Weapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1921, + "rule_id": "pdf_skill_1518_higher_ground", + "title": "hIgher grounD", + "content": "Characters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1922, + "rule_id": "pdf_skill_1519_long_range", + "title": "long range", + "content": "Targets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1923, + "rule_id": "pdf_skill_1520_missing", + "title": "missiNg", + "content": "Sometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1924, + "rule_id": "pdf_skill_1521_pinning", + "title": "piNNiNg", + "content": "Being shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1925, + "rule_id": "pdf_skill_1522_damage_he_must_make_a_hard", + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1926, + "rule_id": "pdf_skill_1523_being_pinned", + "title": "beIng pInneD", + "content": "A Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1927, + "rule_id": "pdf_skill_1524_case_he_may_act_as_normal_in_h", + "title": "case he may act as normal in his next Turn. This test is Easy (+30)", + "content": "if the character is no longer under fire (i.e., no one tried to shoot", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1928, + "rule_id": "pdf_skill_1525_stray_shots_optional_rule", + "title": "stray shots (optIonal rule)", + "content": "GMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1929, + "rule_id": "pdf_skill_1526_point_blank_range", + "title": "poInt blank range", + "content": "When a character makes a ranged attack against a target that\nis two metres away or closer, that target is at Point Blank\nRange. Ballistic Skill Tests made to attack a target at Point", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1930, + "rule_id": "pdf_skill_1527_blank_range_are_easy_30_th", + "title": "Blank Range are Easy (+30). This bonus does not apply", + "content": "when the attacker and the target are engaged in melee combat\nwith each other. For weapons with a short range of less than\n3 metres, point blank range is 1 meter less than the weapon’s\nshort range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1931, + "rule_id": "pdf_skill_1528_prone", + "title": "prone", + "content": "A character is considered Prone any time he is lying on the\nground. Weapon Skill Tests made to attack Prone targets are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1932, + "rule_id": "pdf_skill_1529_targets_are_difficult_10_un", + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to\nWeapon Skill Tests and a –20 penalty to Dodge Tests. Unless\na character is engaged in a Grapple, he can drop Prone as a\nFree Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1933, + "rule_id": "pdf_skill_1530_short_range", + "title": "short range", + "content": "Targets that are at a distance of less than half the Range of\na character’s weapon are at Short Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1934, + "rule_id": "pdf_skill_1531_size", + "title": "sIZe", + "content": "Size is an important factor when shooting ranged weapons\nbecause it is usually easier to hit a larger target. All characters\nand creatures in Deathwatch have a defined size category, and\nit should be relatively easy for the GM to assign appropriate\nsize categories to objects as needed. Use Table 8–6: Target\nSize Modifiers for working out bonuses and penalties based\non a target’s size.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1935, + "rule_id": "pdf_skill_1532_stunned_targets", + "title": "stunneD targets", + "content": "Weapon Skill and Ballistic Skill Tests made to attack Stunned", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1936, + "rule_id": "pdf_skill_1533_unaware_targets", + "title": "unaware targets", + "content": "When a character has no idea that he is about to be attacked,\nhe is considered an Unaware target. Usually, this happens at\nthe beginning of a combat when one or more characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1937, + "rule_id": "pdf_skill_1534_weapon_jams", + "title": "weapon jams", + "content": "Such is the capricious whim of the 41st Millennium that many\nof the ranged weapons characters use will have an unfortunate\ntendency to malfunction, either through extreme age,\nmaltreatment of their machine spirit, or just plain poor design.\nTo represent these unfortunate occurrences, an unmodified\nresult of 96 to 00, in addition to being an automatic miss, also\nindicates the weapon has Jammed. A Jammed weapon cannot\nbe fired until it is cleared. Clearing a Jam is a Full Action which\nrequires a Ballistic Skill Test. If the test is successful then the\nJam has been cleared, though the weapon needs to be reloaded\nand any ammo in it is lost. If the test is failed, the weapon is\nstill Jammed, though the character can attempt to clear it again\nnext Round.\nNote: Some weapons, such as plasma guns, grenades, and\nmissiles, are particularly dangerous to use. For these weapons,\nrefer to their descriptions and Weapon Special Qualities (see\nArmoury). Semi-automatic and fully automatic fire also increases\nthe likelihood of Jamming. This is described within the Semiweather, smoke, anD unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1938, + "rule_id": "pdf_skill_1535_conditions", + "title": "conDItIons", + "content": "Weapon Skill and Ballistic Skill Tests made to attack whilst\nenduring harsh weather or unnatural conditions, such as\nheavy rain, an ash storm, or knee-deep in waves of fungus are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1939, + "rule_id": "pdf_skill_1536_injury", + "title": "iNjury", + "content": "A natural consequence of pushing one’s luck in the far\nreaches of the galaxy is getting hurt. Battle-Brothers can\nget into fights with an endless array of enemies, machinery\ncan malfunction, pilots can fail to perform manoeuvres,\nand careless psykers can invite all manner of warp horrors\nto show up and ruin everyone’s day. Common physical\ninjuries to Deathwatch characters are represented by Damage\nand Fatigue. Additionally, characters can also experience\nseveral types of Conditions and Special Damage such as fire,\nsuffocation, being Stunned, and the amputation of limbs.\nWith all these different types of punishment waiting to befall\ncharacters, it is important to know how much physical abuse\na character can take, and a key measurement of this is how\nmany Wounds he possesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1940, + "rule_id": "pdf_skill_1537_wounds", + "title": "wounDs", + "content": "Wounds are a measurement of how much punishment a\ncharacter can take before suffering debilitating effects and\nultimately, death. Every character in Deathwatch has a\nspecified number of Wounds. A character can often increase\nhis Wounds by spending Experience Points (see Chapter II:\nSpecialities). Wounds do not normally deplete. Even when a\ncharacter is injured, that injury does not decrease his Wounds.\nInstead, a character’s Wounds simply serve as a threshold,\nand the injury is recorded on his character sheet as Damage.\nWhen a character’s Damage exceeds his Wounds, he is in real\ntrouble.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1941, + "rule_id": "pdf_skill_1538_damage", + "title": "Damage", + "content": "Damage is physical trauma dealt to a character. Characters\ncan suffer Damage a number ways including being shot by a\nboltgun, lacerated by daemon claws, falling into a lava-filled\ncrevasse, exposure to the hard vacuum of space, and so forth.\nWhen a character suffers Damage, record the amount on his\ncharacter sheet. That Damage remains with the character\nuntil it is removed over time by natural healing, or the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1942, + "rule_id": "pdf_skill_1539_character_receives_medical_att", + "title": "character receives medical attention (see page 262). Damage", + "content": "is cumulative; each time a character suffers Damage, the\namount is added to any previous Damage he had. Each time\na character is dealt Damage, there may be an opportunity for\nhim to reduce it before it is applied to his total. By default, a\ncharacter reduces incoming Damage by an amount equal to\nhis Toughness Bonus. Armour can also help further reduce\nDamage. If the source of the Damage struck a body location\nprotected by armour, the incoming Damage is reduced by an\namount equal to the Armour Points provided by the armour.\nIt is important to note that some sources of Damage ignore\narmour and/or Toughness; such cases are always detailed in\nthe description of the Damage source. As long a character’s\ntotal Damage is equal to or less than his Wounds, his body\nstill functions normally. If a character’s Damage ever exceeds\nhis Wounds, he begins to take Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1943, + "rule_id": "pdf_skill_1540_example", + "title": "example", + "content": "Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his\nUnnatural Toughness trait). He is also wearing Adeptus Astartes\npower armour that provides 10 Armour Points of protection to his\narms, body, and legs. He is shot by a lascannon that deals 21 points\nof Damage to his body. His armour reduces the Damage by 10, and\nhis Toughness Bonus reduces it by another 8, leaving 3 points of\nDamage. Myrdor’s player records 3 Damage on his character sheet.\nLater, Myrdor is struck in the head by a genestealer for 19 points\nof Damage. Myrdor reduces the incoming Damage by 8, thanks to\nhis Toughness Bonus, but since he wasn’t wearing a helmet, that’s\nas much reduction as he’s going to get. Myrdor therefore suffers 11\nDamage, which is recorded on his character sheet by adding it to his\nprevious Damage. Myrdor has now suffered a total of 14 Damage,\nwhich is one less than his 15 Wounds. Another hit would likely\ninflict Critical Damage!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1944, + "rule_id": "pdf_skill_1541_damage_types", + "title": "Damage types", + "content": "All Damage is divided up into four types: Energy (lasers, fire,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1945, + "rule_id": "pdf_skill_1542_plasma_explosive_grenades", + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1946, + "rule_id": "pdf_skill_1543_critical_damage", + "title": "critical damage", + "content": "Whenever a character’s total Damage exceeds his Wounds,\nbe begins to take Critical Damage. Each time a character\nsuffers Critical Damage, he also suffers one or more Critical\nEffects. These are determined by consulting the appropriate\nCritical Effect Table based on the affected body location\n(Arm, Body, Head, or Leg) and the type of Damage (Energy,\nExplosive, Impact, or Rending). As with normal Damage,\nCritical Damage is cumulative and remains with the character\nuntil he either heals naturally over time or receives medical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1947, + "rule_id": "pdf_skill_1544_own_duration_including_perman", + "title": "own duration (including permanent). If a Critically Damaged", + "content": "character suffers more Damage, the amount is added to his\nexisting Critical Damage and a new set of Critical Effects are\napplied based on his total Critical Damage (assuming he is\nstill alive).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1948, + "rule_id": "pdf_skill_1545_sudden_death_critical_damage", + "title": "suDDen Death crItIcal Damage", + "content": "(optIonal rule)\nTo speed up combat involving a large number of enemies,\nthe GM can adopt Sudden Death Critical Damage instead\nof detailing every Critical Effect. With this method, all\nminor foes, minions, nameless goons, and so forth simply\ndie as soon as they take any amount of Critical Damage.\nSudden Death Critical Damage should not be used for\nPCs or important villains—they deserve to savour every\ngory detail offered by the full array of Critical Effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1949, + "rule_id": "pdf_skill_1546_example", + "title": "example", + "content": "Myrdor is hit by a boltgun shell to his right arm. After accounting\nfor his Toughness Bonus and armour, Myrdor suffers 10 points of\nExplosive Damage. Since he only currently has 8 Wounds, he suffers\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical\nEffects—Arm which says that Myrdor’s arm has been fractured,\nforcing him to drop anything he was holding, and Myrdor suffers\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nand armour, he suffers 3 points of Energy Damage. Myrdor has\nnow suffered 5 total points of Critical Damage. The GM consults\nthe Critical Damage 5 line of Table 8–11: Energy Critical\nEffects—Leg and determines that Myrdor has suffered a horrific\nburn that imposes one level of Fatigue (for three levels of Fatigue\ntotal) and reduces Myrdor to half speed for 2d10 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1950, + "rule_id": "pdf_skill_1547_removing_damage", + "title": "removIng Damage", + "content": "Characters automatically remove Damage (both ordinary and\nCritical Damage) over time through natural healing. Medical\nattention and some Psychic Powers can also remove Damage.\nRegardless of the method however, the rate of Damage\nremoval depends on several factors and is fully explained in\nHealing, page 261.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1951, + "rule_id": "pdf_skill_1548_fatigue", + "title": "Fatigue", + "content": "Not all injuries in Deathwatch are lethal. Exhaustion, combat\ntrauma, or swapping licks with bare fists can all leave a\ncharacter battered, but more or less intact. Fatigue measures\nthe amount of non-lethal injury a character can take over the\ncourse of game play. Characters gain Fatigue from certain\ntypes of attacks, Grappling, some Critical Effects, and other\nActions that push them beyond safe limits.\nFatigue is measured in levels. A character can take a number\nof levels of Fatigue equal to his Toughness Bonus and still\nfunction, albeit with some side-effects. Should a character\ntake a number of levels of Fatigue in excess of his Toughness\nBonus, he collapses unconscious for 10-TB minutes (minimum\nof 1); after the character awakens he automatically regains\none level of Fatigue. Characters suffering from any level of\nFatigue take –10 penalty to all tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1952, + "rule_id": "pdf_skill_1549_example", + "title": "example", + "content": "Myrdor has a Toughness Bonus of 8. He suffers one level of Fatigue\nthat imposes a –10 penalty to all of his tests. Myrdor can continue\nto take additional levels of Fatigue until he has 8 total levels of\nFatigue. These additional levels of Fatigue do not impose any further\npenalties beyond the –10 to all tests. But, when Myrdor suffers\na 9th level of Fatigue, he collapses unconscious for two minutes\n(10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of\nunconsciousness, he’ll awake and have a single level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1953, + "rule_id": "pdf_skill_1550_rest_not_counting_states_of_u", + "title": "rest (not counting states of unconsciousness) that includes no", + "content": "combat, no Psychic Powers, and no other strenuous activity,\nremoves one level of Fatigue. A full hour of rest will remove\nall levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1954, + "rule_id": "pdf_skill_1551_characteristic_damage", + "title": "characterIstIc Damage", + "content": "Some Psychic Powers, poisons, diseases, and other hazards\ncircumvent a character’s Wounds and deal Damage directly\nto a Characteristic. Characteristic Damage cannot reduce a\nCharacteristic below zero. Characteristic Damage may also\naffect the corresponding Characteristic Bonus. Table 8–7:\nEffects of Zero Characteristic Score summarises what\nhappens when a particular Characteristic is reduced to zero.\nIt should be noted that damage to a Characteristic affects\neverything associated with that Characteristic (i.e., reduced\nStrength means the character does less damage in melee,\nreduced Agility Bonus lowers the character’s Movement and\nInitiative rolls, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1955, + "rule_id": "pdf_skill_1552_removing_characteristic_damage", + "title": "removIng characterIstIc Damage", + "content": "Unless otherwise specified, Characteristic Damage is never\npermanent. A character automatically recovers one point of\nCharacteristic Damage each hour, regardless of his activity\nlevel. The GM may allow certain types of medical attention\nto remove Characteristic Damage at a faster rate.\nTable 8–7: Effects of Zero Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1956, + "rule_id": "pdf_skill_1553_zero_weapon_skill", + "title": "Zero Weapon Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1957, + "rule_id": "pdf_skill_1554_zero_ballistic_skill", + "title": "Zero Ballistic Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1958, + "rule_id": "pdf_skill_1555_zero_agility", + "title": "Zero Agility", + "content": "The character is paralysed, helpless,\nand can take no Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1959, + "rule_id": "pdf_skill_1556_zero_intelligence", + "title": "Zero Intelligence", + "content": "The character slips into a dreamless\ncoma and is treated as helpless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1960, + "rule_id": "pdf_skill_1557_zero_perception", + "title": "Zero Perception", + "content": "The character is bereft of his senses\nand suffers a –30 penalty to all Tests\n(except Toughness) until he recovers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1961, + "rule_id": "pdf_skill_1558_zero_willpower", + "title": "Zero Willpower", + "content": "The character collapses into a\nnightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1962, + "rule_id": "pdf_skill_1559_zero_fellowship", + "title": "Zero Fellowship", + "content": "The character withdraws into a\ncatatonic state. He may not speak or\ntake Tests based on this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1963, + "rule_id": "pdf_skill_1560_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1964, + "rule_id": "pdf_skill_1561_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1965, + "rule_id": "pdf_skill_1562_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.\n2 A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.\n3 The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1966, + "rule_id": "pdf_skill_1563_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.\n2 The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1967, + "rule_id": "pdf_skill_1564_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1968, + "rule_id": "pdf_skill_1565_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.\n2 The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.\n3 The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.\n4 The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1969, + "rule_id": "pdf_skill_1566_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A glancing blast sends the character backwards one metre.\n2 The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1970, + "rule_id": "pdf_skill_1567_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack numbs the target’s limb causing him to drop anything held in that hand.\n2 The strike leaves a deep bruise. The target takes 1 level of Fatigue.\n3 The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1971, + "rule_id": "pdf_skill_1568_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The impact punches the air from the target’s body, inflicting 1 level of Fatigue.\n3 The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.\n4 The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1972, + "rule_id": "pdf_skill_1569_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1973, + "rule_id": "pdf_skill_1570_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The slashing attack tears anything free that was held in this arm.\n2 Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1974, + "rule_id": "pdf_skill_1571_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1975, + "rule_id": "pdf_skill_1572_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1976, + "rule_id": "pdf_skill_1573_damage", + "title": "damage", + "content": "Common injuries are far from the only forms of bodily harm\nfacing those who dare to venture into the unknown. Space\nMarines may find themselves set on fire, suffering from\nmassive loss of blood, broken bones, or facing a permanent\namputation. All of these, and more, are collectively known as\nConditions and Special Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1977, + "rule_id": "pdf_skill_1574_amputated_limbs", + "title": "amputateD lImbs", + "content": "A character who loses body parts (except for his head, which\nalmost certainly means death) is also affected by Blood Loss\nand must be treated for it quickly. If the character lives,\nsomeone with the Medicae Skill must be found to adequately\ntreat the stump to ensure that it heals well. If no medic is\navailable, there is only a 20% chance that the stump will heal\nover. If it does not, the amputee dies a horrible death from\ninfection after 1d10 days. Whether or not it heals naturally\nor a medic treats it, the character does not start removing\nDamage for 1d10+2 days. Assuming the character survives\nall of the above, he’ll also have to cope with the disagreeable\nside-effects of the lost limb, which are explained below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1978, + "rule_id": "pdf_skill_1575_lost_hand", + "title": "lost hanD", + "content": "The character suffers a –20 penalty on all Skill and Characteristic\nTests that rely on the use of two hands and he cannot wield\ntwo-handed weapons. A shield can be strapped to the injured\narm, however. Should this be the character’s primary hand, he\nmust cope with the customary –20 penalty to Weapon Skill\nTests made to attack with weapons using his secondary hand.\nFor every 100 xp he spends, he can reduce this penalty by 10.\nIf a character loses both hands, he should either secure at least\none replacement or get someone to sharpen his teeth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1979, + "rule_id": "pdf_skill_1576_lost_arm", + "title": "lost arm", + "content": "As for a lost hand, but a character cannot strap a shield to\nthe arm since he no longer has it. Losing both arms is just as\nbad, plus it’s a bit difficult to reach those hard-to-clean spots.\nOnce again, either look into replacement limbs or consider\nrolling up a new character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1980, + "rule_id": "pdf_skill_1577_lost_eye", + "title": "lost eye", + "content": "Losing one eye permanently reduces a character’s Ballistic Skill\nby –10. In addition, he suffers a –20 penalty to all Skill and\nCharacteristics Tests that rely on sight. Should a character have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1981, + "rule_id": "pdf_skill_1578_lost_foot", + "title": "lost Foot", + "content": "The character permanently reduces all his movement by half\n(round up) and suffers a –20 penalty to all movement Actions\nas well as Skill and Characteristic Tests that rely on mobility,\nsuch as Shadowing. Losing both feet makes it hard to walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1982, + "rule_id": "pdf_skill_1579_lost_leg", + "title": "lost leg", + "content": "Treat this as a lost foot, but the character cannot use the\nDodge Skill. Losing both legs means the character is half the\nperson he was, but the good news is he also becomes half the\ntarget for his enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1983, + "rule_id": "pdf_skill_1580_blinded", + "title": "blInDeD", + "content": "A blind character automatically fails all tests based on vision\nand automatically fails all Ballistic Skill Tests. He also suffers\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily benefit from vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1984, + "rule_id": "pdf_skill_1581_blood_loss", + "title": "blooD loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage.\nCharacters suffering from Blood Loss have a 10% chance of dying\neach Round unless treated in some way. If the suffering character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1985, + "rule_id": "pdf_skill_1582_is_conscious_he_may_attempt_a", + "title": "is conscious, he may attempt a Difficult (–10) Medicae Test", + "content": "each Round to staunch the bleeding. If the character is also trying\nsimultaneously to engage in strenuous activity, such as running\naway from whatever caused the Blood Loss, attempts to staunch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1986, + "rule_id": "pdf_skill_1583_the_bleeding_instead_requires", + "title": "the bleeding instead requires a Very Hard (–30) Medicae Test.", + "content": "If the suffering character is not conscious, or doesn’t fancy his\nchances, another character may attempt the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1987, + "rule_id": "pdf_skill_1584_deafened", + "title": "DeaFeneD", + "content": "The character cannot hear at all, or at least not well enough\nto communicate with others. Until the character recovers or\nhas his disability repaired, he automatically fails any Skill or\nCharacteristic Test that relies on hearing. Apart from having\ntrouble communicating, the GM is free to decide what effects a\ndeaf character will have on the game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1988, + "rule_id": "pdf_skill_1585_fire", + "title": "FIre", + "content": "A character suffers Damage from fire each Round he is exposed to it.\nAt the beginning of each Round after the first in which a character\nis exposed to the same source of flames (or if he is hit by a weapon\nwith the Flame special quality), he must make a Challenging\n(+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1989, + "rule_id": "pdf_skill_1586_suffers_1d10_damage_with_no_r", + "title": "suffers 1d10 Damage (with no reduction from armour) and suffers", + "content": "1 level of Fatigue each Round until the fire is extinguished. All\nDamage from fire is treated as Energy Damage for the purpose\nof determining Critical Effects—if the location is not otherwise\nspecified, use the body location. If a character is on fire and is not\nwearing a fully enclosed suit of armour, the character must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1990, + "rule_id": "pdf_skill_1587_challenging_0_willpower_tes", + "title": "Challenging (+0) Willpower Test at the beginning of each of", + "content": "his Turns in order to be able to take Actions normally; otherwise,\nhe may only run around and scream, which counts as a Full Action.\nA character that is on fire may try to extinguish the flames himself", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1991, + "rule_id": "pdf_skill_1588_by_dropping_prone_and_making_a", + "title": "by dropping prone and making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or\nharder depending on environmental conditions and whether the\nblazing character is able to receive any help from nearby allies. If\nthe character is wearing fully enclosed armour (including Power\nArmour), he automatically passes the Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1992, + "rule_id": "pdf_skill_1589_falling", + "title": "FallIng", + "content": "Gravity is an ever-present danger to characters who have a nasty\nhabit of falling off all manner of things during the course of\ntheir adventures. Regardless of the reason, however, the results\nare usually the same. To work out Damage from falling, simply\nroll 1d10+1 for every meter the character fell. Use Table\n8–3: Hit Location, page 244 to determine which part of the\nbody hits the ground first. Armour offers no protection against\nfalls. Damage from falling is treated as Impact Damage for the\npurposes of determining Critical Effects. The GM may adjust\nthe Damage depending on the type of surface impacted as well\nabnormal gravity conditions, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1993, + "rule_id": "pdf_skill_1590_stunned", + "title": "stunneD", + "content": "In addition to Damage and Fatigue, characters may also\nbecome Stunned. A character can become Stunned due to\nthe effects of some Psychic Powers, Critical Damage, or the\nTakedown Talent. Weapon Skill and Ballistic Skill Tests to hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1994, + "rule_id": "pdf_skill_1591_stunned_characters_are_conside", + "title": "Stunned characters are considered Routine (+20). In addition,", + "content": "Stunned characters cannot take Actions or Reactions such as\nDodge. A Stunned character is not helpless or unaware.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1995, + "rule_id": "pdf_skill_1592_suffocation", + "title": "suFFocatIon", + "content": "There are many ways to suffocate, including drowning, smoke\ninhalation, and exposure to certain toxins. The rate of suffocation\ndepends on the character’s activity level. If a character is actively\ntrying to conserve oxygen, he can hold his breath for a number\nof minutes equal to his Toughness Bonus. If a character is instead", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1996, + "rule_id": "pdf_skill_1593_engaged_in_strenuous_activity", + "title": "engaged in strenuous activity (combat, swimming, and so forth)", + "content": "he may hold his breath for a number of Rounds equal to twice\nhis Toughness Bonus. While holding his breath, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1997, + "rule_id": "pdf_skill_1594_must_make_a_challenging_0_t", + "title": "must make a Challenging (+0) Toughness Test each minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous\nactivity). If he fails, he suffers one level of Fatigue. Remember,\nany amount of Fatigue imposes a –10 penalty to all tests, and\nif a character ever has a number of levels of Fatigue in excess\nof his Toughness Bonus, he immediately falls unconscious for\n10-TB minutes. If the character has not gained a fresh source\nof oxygen by the end of the allotted time, he automatically falls\nunconscious regardless of his levels of Fatigue. If a character is\nboth unconscious and deprived of a fresh source of oxygen, he\nsuffers 1d10 Damage each Round until he dies. Armour and\nToughness cannot reduce this Damage. It is important to note\nthat Space Marines with a functioning Multi-lung implant may\nbreathe water and thus do not drown.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1998, + "rule_id": "pdf_skill_1595_unconsciousness", + "title": "unconscIousness", + "content": "Unconsciousness is usually a temporary state that typically\nresults from excessive levels of Fatigue or Critical Damage.\nThe duration of a state of unconsciousness is usually included\nin the description of the effect that caused it, but if no other\nduration is given, unconsciousness lasts for 10-TB minutes. An\nunconscious character is completely unaware of his surroundings\nand cannot take any actions. He is also treated as a helpless target\n(see Combat Circumstances, page 246). If a character fell into\nunconsciousness due to excessive levels of Fatigue, he recovers\nsome of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 1999, + "rule_id": "pdf_skill_1596_useless_limbs", + "title": "useless lImbs", + "content": "Certain Critical Effects indicate a risk of permanently losing\nthe use of a limb unless the affected character succeeds at a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2000, + "rule_id": "pdf_skill_1597_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. If a character with the", + "content": "Medicae Skill is present to assist the injured character, the victim\ngains a +20 bonus to such a test. Even if the test is successful,\nthe limb must be held in a sling for 1d5+1 weeks and is useless\nduring this time. Should the Toughness Test fail, the limb must\nbe removed, requiring a character with the Medicae Skill to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2001, + "rule_id": "pdf_skill_1598_succeed_at_a_difficult_10_m", + "title": "succeed at a Difficult (–10) Medicae Test. Should this fail, the", + "content": "limb still comes off, but the surgery inflicts 1d10 Damage to the\nlimb—almost always Critical Damage. Should the amputee live,\nthe limb comes off, but he suffers Blood Loss and must be treated\nfor it. Once this has been dealt with, the chirurgeon must treat the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2002, + "rule_id": "pdf_skill_1599_vacuum", + "title": "vacuum", + "content": "There is nothing good about being exposed to vacuum. There\nare two main ways this unfortunate event could occur: A\ncharacter can be suddenly thrust into an airless, pressureless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2003, + "rule_id": "pdf_skill_1600_environment_such_as_being_exp", + "title": "environment (such as being expelled from an airlock), or he", + "content": "can be slowly affected (such as being trapped on a starship\nas its atmosphere is vented into space). If suddenly exposed\nto vacuum, a character may survive unharmed for a number\nof Rounds equal to his Toughness Bonus. Unless he has an\noxygen source, he will also begin to suffer from the effects\nof suffocation. At the end of each Round after this, he suffers\n1d10+3 Explosive Damage from depressurisation. If he is\nin the vacuum of space, at the end of each Round make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2004, + "rule_id": "pdf_skill_1601_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. A failure indicates he also", + "content": "suffers 1d10 Energy Damage from the extreme cold. In both\ncases, any armour worn does not reduce the Damage incurred.\nIf a character dies in space, it takes five Rounds for his corpse\nto freeze. If a frozen corpse suffers any Damage, it shatters\ninto thousands of blood-red ice shards. There is precious little,\nexcept perhaps a daemonic pact, which can bring a character\nback from such a fate. If a character is trapped in a gradually\nworsening atmosphere, he may survive unharmed for a number\nof Rounds equal to twice his Toughness Bonus. At the end\nof this time, he will begin to experience suffocation will also\nbegin to feel the effects of depressurisation. From that point\nonwards, at the end of each Round he must make a Toughness\nTest with a cumulative –10 penalty. Success indicates that he\nonly suffers 1d5 Explosive Damage. Failure means that he\nsuffers 1d10 Explosive Damage. In both cases, armour cannot\nreduce the Damage incurred.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2005, + "rule_id": "pdf_skill_1602_healing", + "title": "HealiNg", + "content": "A character inevitably suffers Damage during his explorations\nof the galaxy. As a character accumulates Damage, he progresses\nthrough three different states: Lightly Damaged, Heavily\nDamaged, and Critically Damaged. Characters naturally\nrecover from Damage at a slow rate that varies depending on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2006, + "rule_id": "pdf_skill_1603_lightly_damaged", + "title": "lIghtly DamageD", + "content": "A character is considered Lightly Damaged if he has taken\nDamage equal to or less than twice his Toughness Bonus.\nA Lightly Damaged character removes 1 Damage per day\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nDamage equal to his Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2007, + "rule_id": "pdf_skill_1604_example", + "title": "example", + "content": "Brother Myrdor has a Toughness Bonus of 8. After a bloody mission\nhe has suffered 12 Damage. This amount of Damage is less than twice", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2008, + "rule_id": "pdf_skill_1605_his_toughness_bonus_2_x_8_1", + "title": "his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.", + "content": "He will naturally heal 1 Damage per day, but if he devotes an entire\nday to rest and recovery, he can remove 8 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2009, + "rule_id": "pdf_skill_1606_heavily_damaged", + "title": "heavIly DamageD", + "content": "A character is Heavily Damaged whenever he has taken more\nDamage than twice his Toughness Bonus. A Heavily Damaged\ncharacter removes 1 Damage per week through natural\nhealing. If a Heavily Damaged character devotes an entire\nweek to complete rest, he removes an amount of Damage\nequal to his Toughness Bonus. Once a Heavily Damaged\ncharacter’s Damage is equal to or less than his Toughness\nBonus, he becomes Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2010, + "rule_id": "pdf_skill_1607_example", + "title": "example", + "content": "After a tough fight with a Bloodletter, Myrdor has suffered 18\nDamage, which is more than twice his Toughness Bonus of 8. He\nis now Heavily Damaged and decides to spend an entire week in\nthe care of an Apothecary. At the end of that week, he removes 8\nDamage because his Toughness Bonus is 8. Because he now has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2011, + "rule_id": "pdf_skill_1608_critically_damaged", + "title": "crItIcally DamageD", + "content": "A character is Critically Damaged whenever he has taken\nDamage in excess of his Wounds. Critical Damage does\nnot heal on its own—it requires medical attention. With\nrest and medical attention, a character removes 1 point of\nCritical Damage per week. After all Critical Damage has been\nremoved, a character becomes Heavily Damaged instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2012, + "rule_id": "pdf_skill_1609_example", + "title": "example", + "content": "After a bitter battle against a Tyranid horde, Myrdor has suffered\n3 points of Critical Damage. Fortunately, his comrades managed to\ndrag him out of the combat zone and he can spend three weeks resting\nunder the constant supervision of one of the Chapter’s apothecaries.\nAt the end of these weeks, Myrdor has removed all 3 points of\nCritical Damage and is now only Heavily Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2013, + "rule_id": "pdf_skill_1610_death", + "title": "Death", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nmore points of Critical Damage depending on the type of\nDamage suffered and the body location struck. If a critical\nresult indicates that the character is killed, then he is dead, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2014, + "rule_id": "pdf_skill_1611_heroic_sacrifice_optional", + "title": "heroIc sacrIFIce (optIonal)", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nto choose the option of Heroic Sacrifice if they know that their\ncharacters have no other options to continue serving the Emperor\nor wish to sell their lives for the greater good. When a player’s\ncharacter is in a position to burn his final Fate Point to save his\ncharacter’s life (Space Marines would only make this choice if\nthere is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\na Heroic Sacrifice as a Free Action. Then, for a number of Turns\nequal to his Toughness Bonus (including the turn in which\nthe Sacrifice was declared), the character can ignore all further\ncritical effects with the exception of those which render limbs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2015, + "rule_id": "pdf_skill_1612_or_senses_useless_such_as_blo", + "title": "or senses useless (such as blown-off limbs and blindness). The", + "content": "character also receives one ‘free’ Fate Point each turn, which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2016, + "rule_id": "pdf_skill_1613_may_be_used_in_the_normal_fash", + "title": "may be used in the normal fashion (see page 204) though it is", + "content": "lost if not spent. At the end of this period, the character will die\nregardless of any other factors. Fate Points gained as part of the\nHeroic Sacrifice cannot be burnt to save the character’s life. It\nis important to note that a Space Marine would never willingly\nput himself in the position of heroic sacrifice where doing so\nwould make his gene-seed impossible to retrieve.\nIf the character’s sacrifice was particularly meaningful and\nmade a difference to the outcome of the Kill-team’s mission, the\nGM may award the player a bonus for his next character. For\nmore details on this see page 271 in Chapter IX: The Game\nMaster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2017, + "rule_id": "pdf_skill_1614_medical_attention", + "title": "meDIcal attentIon", + "content": "Medical attention is any Action taken to treat injuries. Such\nefforts can range from the application of healing drugs, a\nsuccessful Medicae Test, or even using Psychic Powers. Medical\nattention can provide immediate recovery or can speed the\nprocess of natural healing. For additional information, see the\nMedicae skill on page 102.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2018, + "rule_id": "pdf_skill_1615_replacements", + "title": "replacements", + "content": "It is possible to restore lost limbs with bionic replacements; in\nfact, sometimes a character may prefer to lop off a perfectly\ngood arm or leg to gain the benefits of having a cybernetic\nreplacement. The rules for both removing and attaching\ncybernetic, bionic, and bio-enhanced limbs, implants, and\nweapons are detailed fully in Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2019, + "rule_id": "pdf_skill_1616_game_master", + "title": "Game Master", + "content": "“For the Emperor!”\n–Favoured battle cry of the Adeptus Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2020, + "rule_id": "pdf_skill_1617_master", + "title": "masTeR", + "content": "In Deathwatch, as in many roleplaying games, one of the players", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2021, + "rule_id": "pdf_skill_1618_takes_on_the_role_of_game_mast", + "title": "takes on the role of Game Master (GM). The GM’s role is a vital", + "content": "one, as he is charged with creating, maintaining, and describing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2022, + "rule_id": "pdf_skill_1619_the_world_in_which_the_player", + "title": "the world in which the player characters (PCs) live. It is the role of", + "content": "the GM to set the scene, guide the plot, and decide the outcome\nof the player’s actions. In many ways, the GM is like the director\nof a film, setting the scene and telling the players (who are like\nthe lead actors) where they are and what they are doing. Unlike a\nfilm, however, a roleplaying game is a collaborative effort between\nplayers and Game Master, and while the GM may set the scene, it\nthen falls to the players to decide the actions of their characters.\nThis is where the other key role of the GM comes into play.\nIn addition to being the director and storyteller of the game, he\nis also its referee. As a game, Deathwatch uses rules to adjudicate\nthe actions of the characters and determine their success in many\nof their endeavours. The GM helps to decide when and where\nthese rules are used and also how they are interpreted, making\nsure that the game runs as smoothly as possible. It is the Game\nMaster’s job to be fair and impartial, like any referee, and ensure\nthat everyone is having a good time.\nBecause the GM sets the scene and describes the action, he\nalso creates the story or plot that the players follow. In roleplaying\ngames these plots are commonly known as adventures or scenarios.\nEverything the players know or want to know about their world\nis described by the GM, and he also takes the part of the other\ninhabitants of the universe, from the lowliest Imperial Guardsman\nto the most powerful Sector Lord, deciding how they react to the\ncharacters and the actions they take within the adventure.\nWhile at first glance the GM has a lot more work than the\nplayers, his job can also be one of the most rewarding, as he gets\nthe satisfaction of bringing enjoyment to the players and seeing\nhis stories come to life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2023, + "rule_id": "pdf_skill_1620_the_basics", + "title": "The Basics", + "content": "Since it is the role of the GM to shape and lead the story, he\nneeds to be more prepared than the other players. Before the\nGM accepts the mantle of running the game, there are three\nkey things he should consider.\nKnow the Rules: It is important that the GM know the\nrules better than, or at least as well as, the other players. This\nmeans that the GM should read as much of this book as\npossible before he runs his first game. Chapter VII: Playing\nthe Game is particularly relevant as these are the core\nmechanics of the game and are fundamental to its workings.\nKnowing the rules is also important for the GM as he is\nrequired to make judgments and adjudications on the actions\nof the characters. Helping the Game Master in this area is\nwhat the rules are designed to do.\nKnow the Plot: In a roleplaying game, the players and\ntheir characters are the heroes confronting the dark and\nforbidding universe of the 41st millennium. However, it is\nthe Game Master who creates the plot that they follow and\nchooSing thE gm\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\nGM taken up by the person that has organised the game\nin the first place—probably also the person that bought\nthis book. It is also common that over time several of the\ngroup’s players may take on the role of the GM, sharing\nthe work and creating their own adventures. This allows\nplayers a chance to make their own stories and can be very\nrewarding as GMs tag-team adventures leading to plots\nand campaigns with more depth and detail.\nDElEgating to PlayERS\nThere is little doubt that the Game Master has the lion’s\nshare of the work when it comes to running aroleplaying\ngame. He does not need to do all the work, however, when\nit comes to organising the adventure and getting together\nall of the ingredients for a successful game. This is where\nsome of the players can also help out, doing such things as\nbringing miniatures, dice, pencils and paper, or snacks.\nThe most important contribution players can make to\na game is in helping the GM to add detail and depth to\nhis setting. For example, rather than the GM creating the\ndetails of the Battle of the Grey March, an important part\nof a PC’s background, he could ask the player to write up\na little about it. This means that the player is adding to the\nworld and the GM also has some extra detail that he can\nadd into one of his plots later. These are also the kinds of\ntasks that players really enjoy. By allowing them to create\nthese kinds of background details, the GM’s task is made\neasier and the group’s adventures made richer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2024, + "rule_id": "pdf_skill_1621_setting", + "title": "Setting", + "content": "Only in death is duty’s price repaid.\n–Inscription on the Tomb of Heroes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2025, + "rule_id": "pdf_skill_1622_adventure", + "title": "aDvenTuRe", + "content": "In Deathwatch, the players take on the roles of elite warriors\nin the service of the Emperor, true gods among men with the\nstrength, skill, and abilities to best hordes of lesser foes. This\nstatus means that they are entrusted with the most dangerous\nmissions and foes faced by the Imperium and will be sent\ninto situations and places where others could not hope to\nsurvive, let alone succeed. Ostensibly, this means that most\nadventures involving Deathwatch Kill-teams centre around", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2026, + "rule_id": "pdf_skill_1623_combat_given_their_martial_na", + "title": "combat (given their martial nature). This is only the tip of the", + "content": "iceberg, however, when it comes to the role of the Deathwatch\nand the possibilities open to characters as members of its\nsacred ranks.\nOn the surface, the options for games involving genetically\nenhanced super soldiers with a fanatical devotion to duty\nmay seem limiting. However, as with all aspects of the\nWarhammer 40,000 universe, there are many different paths,\nthemes, and settings that can be explored and enjoyed. These\ncan range from anything from a simple search-and-destroy\nmission involving the extermination of a powerful foe, or a\ndaring rescue in the midst of a full-scale planetary invasion,\nto a secret Inquisitorial assignment where both objectives and\nenemies are unclear, or a volatile diplomatic mission to an\nalien world where the Battle-Brothers must do everything\nthey can to avoid bloodshed.\nBeing a Space Marine is more than simply being a potent\nand fearless warrior—it is also about protecting the Imperium\nand the rule of the Emperor wherever and however that may\ncome about.\nsTyles of Play\nThere are a number of styles of play that lend themselves to\nDeathwatch and focus on the different kinds of adventures\nthe Game Master might like to run. None of these styles is\nexclusive of course, and they can be mixed and matched as\nrequired by the GM’s plot.\nthE EmPERoR’S finESt\nSpace Marines are, by their nature and design, most commonly\nfound where the fighting is the thickest. Bred for war and\ntrained to excel in all aspects of battle, Battle-Brothers fit\neasily into adventures that focus on lots of combat. These\noften take the form of military missions where the characters\nfind themselves sent in to destroy targets, complete objectives,\nand bring glory to the Emperor by vanquishing his foes. While\nthere are many permutations and variations on the military\ntheme and the idea of an elite group of warriors tasked with\nspecial orders, they all share the common goal of annihilating\nthe enemy, usually in a hail of bolter shells and plasma bolts.\nMilitary-themed games also often focus on single actions and\nobjectives in the greater scheme of Imperial strategy. While\nthe Imperial battlefleet rains orbital barrages from above and\nthe Imperial Guard swarm across the blasted landscape, the\nDeathwatch Kill-team moves between the flames and shadows\nto strike at critical times and places. Against a backdrop of\nash, blood, and ruin, the Battle-Brothers wade through the\ncarnage aloof and elite, aware of their unique role in the tide\nof battle. Such games can also see the characters swept up\nin ongoing Imperial campaigns and dispatched from world\nto world or warzone to warzone at the whim of unseen\ncommanders and battle-hungry generals. This could see them\nstorming a lunar defence platform, followed by a low-orbit\ninsertion into a jungle warzone before being conveyed by\nThunderhawk gunship to a beach landing on the other side\nof the planet.\nThe advantage of military-style games is that they are easy\nto start and finish, existing only within the parameters of the\nmission and with the benefit of the Imperial war machine to\nferry, supply, and brief the characters without the need for\nthem to find their own way around the galaxy or shop for\nreplacement weapons or ammo.\nIdeas and concepts for military-style missions and more\ndetail on the Battle-Brothers’ role within the Imperial War\nMachine can be found in Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2027, + "rule_id": "pdf_skill_1624_inquisitorial_involvement", + "title": "inquiSitoRial involvEmEnt", + "content": "While the Deathwatch are drawn from the Adeptus Astartes,\nthey also form the chamber militant of the Ordo Xenos. They\nare an elite force within the Imperial war machine, but, they\nhave a special place within the structure of the Inquisition (like\nthe Grey Knights) dedicated to the eradication of a specific\nenemy of the Imperium. Games that feature the involvement of\nthe Inquisition are likely to be more subtle and detailed than\nthose in which the Kill-team is facing the foes of humanity\nin open battle. This can mean accompanying an Inquisitor\nand his servants into the depths of a hive world, some ancient\nand forgotten alien ruins, or the shadowy corridors of a space\nhulk, far from the support of the Imperial armies, where the\nKill-team must rely upon their own skills to survive and\nprotect their allies. Even the most arrogant Inquisitor knows,\nhowever, that petitioning a Watch Commander for the aid\nof a Kill-team is not to be done lightly. When the BattleInquisitor and his followers are counting on their strength of\narms. Another exciting and interesting aspect of working for\nthe Inquisition is the moral ambiguity it can create, leading\nthe Battle-Brothers to question their allegiances and even\ntheir own view of Emperor’s will.\nThe advantage of games with Inquisitorial involvement is\nthat it allows both the GM and players to explore some of the\ndarker and more shrouded aspects of the Imperium as well\nas better understand their own role in such affairs and the\nsharpened blade of the Ordo Xenos.\nFor more on the Inquisition’s role in the Deathwatch see\nChapter XII: The Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2028, + "rule_id": "pdf_skill_1625_kill_team_a_fearsome_combat_u", + "title": "Kill-team (a fearsome combat unit) to complete its goals and", + "content": "objectives without resorting to bolters and chainswords (at\nleast not right away).\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nadjudicating the actions of the players, the GM is also\ncharged with controlling the actions of anyone the PCs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2029, + "rule_id": "pdf_skill_1626_come_into_contact_with_these", + "title": "come into contact with. These non-player characters (NPCs)", + "content": "form a vital part of any game. NPCs can include close and\ntrusted allies, such as fellow Battle-Brothers or members of\nthe Deathwatch, as well as obvious and belligerent enemies\nsuch as bloodthirsty Orks or tainted Chaos worshippers.\nEnemies are fairly straight forward to run, as they are often\nencountered in combat situations where the rules for combat\nadequately cover their reactions. Details on common enemies,\ntheir tactics, and capabilities can be found in Chapter XIII:\nAdversaries.\nA substantial number of NPCs in any game, however,\nfall into a grey area between friend and foe. This is where\nthe GM needs to think more carefully about how they will\nreact to the PCs and how the PCs actions can either shift the\nNPCs’ reactions one way or the other. For more details on\nDispositions and how the players can influence the reactions\nof NPCs see Interaction on page 275.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2030, + "rule_id": "pdf_skill_1627_guidelines_for_running_npcs", + "title": "guiDElinES foR Running nPcS", + "content": "While every NPC will be different and can be played with his\nown unique style and flavour, there are a few guidelines that\nthe GM should bear in mind. These are intended to help the\nGM in situations where he is unsure what an NPC would do\nor how he would react to the actions or words of the player\ncharacters.\nWhat are their motivations?: The most important\naspect of running any NPC is knowing what motivates him.\nAn Inquisitor working with the Kill-team will react very\ndifferently to the group’s actions if he is in fact an agent of\nthe Ruinous Powers plotting their destruction. An Imperial\ncommander, driven by his own lust for glory (at the cost of his\nmen), may issue orders or make reckless decisions that could\nplace the Kill-team in peril. For most NPCs, motivations do\nnot need to be too complex and usually centre around some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2031, + "rule_id": "pdf_skill_1628_selfish_or_selfless_goal_su", + "title": "selfish (or selfless) goal, such as personal wealth and glory or", + "content": "loyalty to allies or faith in the Emperor. The important thing\nis that it gives the GM a clear guide for how the NPC reacts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2032, + "rule_id": "pdf_skill_1629_when_things_get_messy_as_they", + "title": "when things get messy (as they always do).", + "content": "nPc BattlE-BRothERS\nA unique kind of NPC the players often encounter are\nfellow Space Marines, either of the Deathwatch or one of\nthe Adeptus Astartes Chapters. All Space Marines share", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2033, + "rule_id": "pdf_skill_1630_a_bond_even_if_they_don_t_lik", + "title": "a bond (even if they don’t like each other) that separates", + "content": "them from the bulk of humanity. Where a Battle-Brother\nmay tolerate a certain behaviour or action from a normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2034, + "rule_id": "pdf_skill_1631_human_whatever_his_station_h", + "title": "human (whatever his station) he would not accept it in a", + "content": "fellow Space Marine who he sees as an equal. Members\nof a PC’s own Chapter are even more given to this kind\nof attitude, viewing the PC as family and reacting as\nsuch to his actions. The GM should consider this kind\nof reaction whenever the players encounter other Battlein battle or across the briefing table.\nthE RolE of thE kill-tEam\nIn a game of Deathwatch, the characters are formed\ninto a small combat unit known as a Kill-team. A Killa significant place in the ranks of the Deathwatch,\nInquisition, and Imperial war machine. For the GM, the\nKill-team also represents a tool with which he can guide\nthe players through the rigid military structure of the\nAdeptus Astartes while allowing them a decent degree\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nThe missions a Kill-team is assigned are special,\nand the team itself comprises members chosen for their\nindependence and resourcefulness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2035, + "rule_id": "pdf_skill_1632_machine", + "title": "machine", + "content": "Perhaps the most significant group of NPCs the players\nregularly deal with are members of their Chapter, members of\nthe Imperial Guard and Imperial Navy, and representatives of\nthe Imperium in general. Collectively these NPCs are known\nas the Imperial war machine, the lumbering behemoth of\nthe Emperor’s war on the galaxy. The Imperial war machine\nis different from other kinds of NPCs the Battle-Brothers\nencounter, as typically they are constantly working with,\nabove, or under its members and ostensibly their goals\ncoincide. The Battle-Brothers will also doubtless come to\nloath and despise many arms of the Imperial armed forces as\nthey confound, confuse, and complicate their own missions as\noften as they help complete them.\nThe Imperial war machine can be best brought to life by\napplying military thinking to its workings and members. Just\nas in the real world, the Imperial military is a labyrinth of\npolicies, procedures, and protocol. Everything must be done\nin an exact order; the chain of command must be followed.\nDifferent commanders have different authorities depending\non the theatre of operations, and the various arms of the war\nmachine, such as the Navy, Guard, or Adeptus Astartes seldom\nwork smoothly together.\nRewards: The\nMark of Duty\n“My life is the Emperor’s and all my achievements are his.”\n–Part of the “Warriors Oath to the Emperor”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2036, + "rule_id": "pdf_skill_1633_the_most_common_kind_of_reward", + "title": "The most common kind of reward is Experience Points (xp).", + "content": "More than anything else, XP measures a character’s personal\npower. Players use Experience Points to buy new Skills\nand Talents as well as Advances. The more xp a character\npossesses, the better he is at dealing with challenges in play,\nsuch as overcoming foes in combat, solving problems, or\ndominating social encounters. Because xp relates directly to a\ncharacter’s power, how much and how often the GM awards\nExperience Points to his players determines how quickly their\ncharacters rise to power and how able they are at defeating\nany challenges he should throw at them.\nThere are two main ways for the GM to award experience to\nhis players: the Abstract Method and the Detailed Method.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2037, + "rule_id": "pdf_skill_1634_abstract_method", + "title": "aBStRact mEthoD", + "content": "This is the easiest and recommended (certainly for beginning\nGMs) way to award Experience Points. It relies simply on the\namount of time spent gaming and ensures a steady and smooth\nrise in power for the characters. For each game session, each\nplayer should receive 500 xp. This method assumes a game\nsession lasts about 4 hours; for longer or shorter sessions, the\nGM can adjust the xp rewards accordingly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2038, + "rule_id": "pdf_skill_1635_detailed_method", + "title": "DEtailED mEthoD", + "content": "A more detailed method of awarding Experience Points is also\npossible, in which each reward is broken down on a case-by-case\nbasis, and players gain Experience Points for completing specific\ntasks. For this method to work however the GM must assign a\nvalue to each encounter. For example he might have a session that\nincludes a dangerous drop-point insertion into hostile territory, a\nbattle against a Tyranid lictor, and a tense negotiation with some\nparanoid Imperial settlers. In this case, each of the three encounters\nwould be worth a set amount of xp that would be awarded to the\nplayers when the encounters were completed or overcome.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2039, + "rule_id": "pdf_skill_1636_missions_and_detailed_experien", + "title": "miSSionS anD DEtailED ExPERiEncE", + "content": "An alternative method of awarding detailed Experience\nPoints is to tie it to Mission Objectives. If the GM is using\nMissions in his games, he can assign an xp reward to each\nObjective based on its importance and difficulty using Table\n9–2: Detailed Experience for Missions. To work out\nhow much xp an Objective is worth, simply add together", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2040, + "rule_id": "pdf_skill_1637_its_importance_primary_secon", + "title": "its importance (primary, secondary, tertiary) with its difficulty", + "content": "(novice, skilled, veteran). For more details on Missions and\nObjectives see Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2041, + "rule_id": "pdf_skill_1638_example", + "title": "ExamPlE", + "content": "Completing a Skilled Secondary Objective would be worth 200 XP\n(Skilled=50 + Secondary=150).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2042, + "rule_id": "pdf_skill_1639_roleplaying_awards", + "title": "RolEPlaying awaRDS", + "content": "The GM may also offer Experience Points for good roleplaying.\nThese awards can be as large or small as the GM feels is fair,\ntypically anywhere between 100 xp and 500 xp, and are given\nto players that the GM felt did a good job in portraying their\ncharacters, such as playing up the rivalry between Chapters.\nThe GM should be careful, however, only to give out these\nawards when he feels they are really deserving and usually\nonly when the player does something beyond the norm, such\nas taking an action that he knows may place his character in\ndanger because it is “what their character would do.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2043, + "rule_id": "pdf_skill_1640_renown_rewards", + "title": "REnown REwaRDS", + "content": "As well as Experience Points, characters can also be rewarded\nwith Renown Points. This is a measure of a character’s\nstanding within the Deathwatch and his reputation among his\npeers, usually earned as a result of glory earned in battle. The\ngreater a character’s Renown, the more equipment, weapons,\nand favours he will be granted by the Chapter as detailed in\nChapter V: Armoury. Renown is most commonly earned as\na reward for completing missions.\nFor each mission a Battle-Brother undertakes, he\nshould receive:\n• 1 Renown Point if all of the Mission’s Primary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Secondary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Tertiary Objectives\nhave been completed.\n• 1 Renown Point if he completed five or more Objectives\nof any kind.\n• 1 Renown Point if he completed three or more Veteran\nObjectives.\nThe GM can, of course, award Renown at any time for\nacts of individual bravery or exceptional heroism, such as\nsingle-handedly defeating a powerful foe or saving the entire\nKill-team from certain death. As a general rule, such rewards\nshould be between 1 and 3 Renown Points depending on the\ndegree of the deed, and should never be handed out more\nthan once per game session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2044, + "rule_id": "pdf_skill_1641_awarding_fate_points", + "title": "awaRDing fatE PointS", + "content": "It is also possible that the Game Master may reward players\nwith a permanent Fate Point for truly remarkable deeds. The\nGM should use such rewards sparingly, however, and only\naward them for something incredible. Fate is a rare resource\nfor players and one that should never be taken lightly.\nwhEn to uSE REwaRDS\nMost rewards are awarded at the end of a game session, when\nthe GM can tally up the PCs’ achievements for that session.\nIf he likes, however, the GM may wish to wait until the start\nof the next game session to hand out rewards, using the time\nbetween games to work out what the PCs have accomplished.\nSome rewards might be handed out during play as they are\nearned, granting the players an immediate bonus.\nTable 9–1: Encounter Difficulty\nDifficulty XP Award\nEasy 50\nRoutine 70\nOrdinary 100\nAverage 130\nChallenging 170\nHard 200\nVery Hard 250\nTable 9–2: Detailed Experience for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2045, + "rule_id": "pdf_skill_1642_missions", + "title": "Missions", + "content": "Objective/Difficulty XP Award\nEach Primary Objective 300\nEach Secondary Objective 150\nEach Tertiary Objective 50\nEach Veteran Objective 100\nEach Skilled Objective 50\nEach Novice Objective 25", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2046, + "rule_id": "pdf_skill_1643_heroic_sacrifice_and_harvestin", + "title": "hERoic SacRificE anD haRvESting", + "content": "gEnE-SEEDS\nSometimes characters die, though it is in the nature of their\npassing that they are distinguished. This is especially true of\nSpace Marines, whose lives are never expended lightly in the\nservice of the Imperium.\nWhen a player completes a Heroic Sacrifice (see page\n262) and his character dies, the GM can reward him (if he\ndistinguished himself well and died for a noble reason in\nthe service of the Emperor) by granting him bonus xp for\nhis next character equal to 200 xp per Rank of his deceased\ncharacter, in addition to any other starting Experience Points,\nsuch as that required to be of equal Rank to the rest of the\nKill-team.\nWhen a character dies, his Battle-Brothers must harvest his\ngene-seed and return it to his Chapter (see the Medicae Skill\nin Chapter III: Skills for more details on harvesting genecharacter’s player receives an additional Fate Point and +5 to\nany one Characteristic when generating a new Battle-Brother.\nIn addition, his new character receives any xp or Renown\nearned by the group for the Mission he died on.\nNote that it is possible for a character who dies in a Heroic\nSacrifice and then has his gene-seed harvested to receive both\nbonuses. The GM may, of course, vary the amount of either\nreward or change their nature as appropriate, perhaps granting\nother bonuses such as Talents, Traits, or extra Renown.\nhonouRS:\nEwaRDS of gREat imPoRt\nThere are a number of special awards and honours\nthat a Space Marine may earn through his service. A\nSpace Marine is not simply given such an honour—he\nmust earn it through mighty and significant deeds.\nNaturally, the Space Marine must first have acquired a\nhigh number of Renown. A rough guideline for what\nkinds of deeds and achievements merit such an honour\nare listed below:\n• Destroyed a potent and powerful threat single• Performed a deed that significantly altered the\noutcome of a battle (i.e., held the bridge alone\nagainst a horde, eliminated the enemy leader in\nsingle combat, etc.).\n• Reached a high level of achievement with\nhonour and courage (i.e., carried the Company\nBanner through twelve engagements, served with\ndistinction for six decades, etc.).\n• Completed an important objective critical to the\nmission single-handedly.\n• Rescued or saved the entire Kill-team from a\ndeadly threat.\nThe decision to award an honour is normally at\nthe GM’s discretion. One optional alternative to this\nmethod is to allow the other players to informally vote\n(the outcome requires a unanimous consensus!) on\nwhich one of them deserves the award the most.\nSome of these honours include the Imperial Laurel,\nthe Marksmanship Honour, and the Purity Seal. The\nbenefits of these honours, and a more detailed system\nfor awarding them, is beyond the scope of the core\nrulebook but will appear in a future supplement. An\nexample of such an honour is included below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2047, + "rule_id": "pdf_skill_1644_the_crux_terminatus", + "title": "thE cRux tERminatuS", + "content": "A Space Marine who particularly distinguishes himself\nmay earn one of the most significant honours of the\nAdeptus Astartes. This award is known as the Crux\nTerminatus, and it signifies not only that the Space\nMarine is a celebrated veteran with many heroic actions\nunder his belt, it also represents the fact that the Space\nMarine has the training necessary to use the ancient\nsuits of Terminator Armour reserved for such heroes.\nThe Crux Terminatus is worn as a badge on the Space\nMarine’s power armour, taking the shape of a skull\nwithin a cruciform shape, often adorned with bones\nor lightning bolts. This same symbol is incorporated\ninto the shoulderplate of each Terminator Armour suit,\nsaid to contain a sliver of the incomparable armour\nworn by the Emperor himself. For more information\nabout Terminator Armour, see page 164. The Space\nMarine must have 60 Renown to be considered for\nthis honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2048, + "rule_id": "pdf_skill_1645_missions", + "title": "Missions", + "content": "“Orders coming in, sir!”\n–Vox officers across the Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2049, + "rule_id": "pdf_skill_1646_setting_objectives", + "title": "seTTinG oBjecTives", + "content": "All Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty.\nPrimary Objectives: These are at the core of the Mission\nand vital to its success. A Mission that revolved around the\nrecovery of a dangerous xenos artefact, for example, would\nhave securing the artefact as its Primary Objective.\nSecondary Objectives: These are supplemental to the\nsuccess of Primary Objectives and enhance the success of the\nMission. In the above example of recovering an artefact, a\nSecondary Objective could include also recovering any lesser\nartefacts found in the same locale.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2050, + "rule_id": "pdf_skill_1647_tertiary_objective_targets_of", + "title": "Tertiary Objective (Targets of Opportunity): These", + "content": "are bonus objectives not directly tied to the success of the\nMission but no less important. Continuing the example of\nrecovering a xenos artefact, a target of opportunity might\nbe the extermination or capture of those responsible for\nsmuggling the artefact into the Imperium.\nSEtting a miSSion’S Difficulty\nOnce objectives have been set, the next step is to determine\nthe difficulty of each Objective. All objectives are not created\nequal; exterminating a nest of genestealers does not compare\nto boarding and destroying a Tyranid hive ship. The difficulty\nof a mission directly determines its rewards (such as Experience\nand Renown) and the amount of resources available for its", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2051, + "rule_id": "pdf_skill_1648_completion_requisition", + "title": "completion (Requisition).", + "content": "Novice: These kinds of Objectives are relatively simple and\nshould only require a small amount of effort from the Kill-team\nor a very limited expenditure of their resources. Securing a drop\nzone against a platoon of traitor Guardsmen, for example, would\nprove no great challenge for a Kill-team.\nSkilled: These kinds of Objectives are the standard of most\nObjectives the Kill-team will face and represent a significant\nchallenge. Using the above example, if the guardsmen were led\nby a cadre of Chaos Space Marines, the Kill-team would be in\nfor a real fight.\nVeteran: These kinds of Objectives are extremely difficult\nand will require a sustained and substantial effort on the part\nof the Kill-team. To continue the example above, if one of the\nChaos Marines was in fact a Daemonhost possessed of a Greater\nDaemon of Khorne, the Kill-team will need to use all their luck\nand skill if they are to triumph.\nIf an Objective is very difficult or complex, the GM may\nconsider breaking it down into a number of Objectives, possibly\nof reduced difficulty. For instance, if the Mission is to capture a Tau\nethereal deep within the heart of a Tau orbital command post, the\nGM might break it up into a number of Primary Objectives: board\nthe orbital, find and capture ethereal, and escape the orbital.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2052, + "rule_id": "pdf_skill_1649_kill_markers", + "title": "Kill maRKeRs", + "content": "So when is an Objective complete? Usually this is self evident—\nthe characters have completed their Objective of destroying a\nbridge when the bridge has been destroyed. Some Objectives are\nless clearly defined, and the GM may require a way of further\nbreaking these down so he can keep track of the Kill-team’s\nprogress. This is where Kill Markers can be used. They are a\nsystem of points that measure the players’ progress through the\nObjective, with elements of the Objective being worth differing\namount. If the Objective was to successfully complete a hit and\nrun attack against a Chaos cruiser and required 100 Kill Markers\nto complete, the GM might decide that every significant on-board\nship system destroyed was worth 50 KM while every officer or\ncommander killed was worth 25 KM. Thus as soon as the Killany combination of the two totalling 100 KM or more), then\ntheir Objective would be complete.\nThe amount of Kill Markers required to complete an Objective\nis based on its difficulty as detailed on Table 9–3: Setting Kill\nMarkers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2053, + "rule_id": "pdf_skill_1650_objective_themes", + "title": "oBjEctivE thEmES", + "content": "Objective themes give both the GM and players an idea of the\nnature of an Objective. They relate directly to the elements of\nthe Objective, such as the foes or challenges the Kill-team must\novercome to complete it, or how it might best be resolved by\nusing a particular tactic such as stealth or frontal assault. The key\nrole of Objective themes, however, is their relationship to some\nSkills, Talents, or pieces of equipment. Typically, if an ability or\nitem is linked to a theme, it increases the amount of Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2054, + "rule_id": "pdf_skill_1651_earned_for_that_objective_spe", + "title": "earned for that Objective (speeding its completion), reflecting", + "content": "the aid that such specialisation brings. Details on the exact effects\nof such abilities or items, as well as the amount they increase Kill\nMarkers, can be found in their own relevant sections.\nThere are six main Objective themes listed below, but they are\nby no means exhaustive and the GM should feel free to create\nhis own.\nStealth: Some Objectives require the Kill-team to avoid\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\nAssault: Battle-Brothers are no strangers to war, and many\nof the Missions they embark on are laden with combat. Assault\nObjectives are best resolved with extreme violence and the\napplication of heavy firepower—fortunately, something most\nKill-teams have in spades.\nDefence: Battle-Brothers are not always on the attack and\nsometimes they must hold their ground, usually while heavily\noutnumbered and without support. Defence Objectives focus on\nprotecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nRecon: Intelligence gathering is a vital part of any Mission\nand can mark the difference between success and failure. Recon\nObjectives revolve around procuring information, such as the\nlocation of an enemy stronghold or the code to opening an\nancient xenos device.\nDaemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nand hungering for human souls. Daemonic Objectives involve a\nlarge degree of daemonic influence, either in the form of warpXenos: It is the duty of the Deathwatch to deal with any alien\nthat would soil the Emperor’s domain with its presence. Xenos\nObjectives contain a significant alien element and often require\nthe Kill-team to go toe-to-toe with such terrifying monsters as\nTyranid hive tyrants or Ork warlords.\nThe GM can set Objective themes as he sees appropriate\nwhen establishing his Mission Objectives. Note, however, that\nnot all Objectives require a theme, while some may have two or\nmore depending on its major elements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2055, + "rule_id": "pdf_skill_1652_setting_requisition", + "title": "seTTinG RequisiTion", + "content": "The final part of creating a mission is to set its Requisition\ntotal. This is the amount of resources that each Battle-Brother\nhas to draw weapons, armour, and equipment from the Chapter\narmouries for use in the field. Typically, the more difficult the\nMission, the more Requisition is allocated to it. The GM can\nraise or lower this number to reflect other factors, such as\nweapon shortages or logistic problems, the nature of the Killmission, or proximity to a forge world, which might cause an\ninflux of arms and material. Table 9–4: Setting Requisition\ndetails the amount of Requisition a Mission should have based\non its Objectives and their difficulties.\nTable 9–3: Setting Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2056, + "rule_id": "pdf_skill_1653_objective_difficulty_kill_mark", + "title": "Objective Difficulty Kill Markers", + "content": "Novice25\nSkilled50\nVeteran100\nTable 9–4: Setting Requisition\nObjective/DifficultyRequisition\nEach Primary Objective +20\nEach Secondary Objective +15\nEach Tertiary Objective +5\nEach Veteran Objective +10\nEach Skilled Objective +5\nEach Novice Objective +1", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2057, + "rule_id": "pdf_skill_1654_pooling_requisition", + "title": "Pooling REquiSition", + "content": "Requisition is divided among each Battle-Brother\nequally, but it also reflects the Kill-team’s total available\nresources and can be shared out among the group as\nthey see fit. Should the players choose, they may pool\ntheir Requisition and purchase equipment collectively.\nThis stock of gear may then be divided up using\nwhatever method they choose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2058, + "rule_id": "pdf_skill_1655_example", + "title": "ExamPlE", + "content": "A GM creates a mission with one Skilled Primary Objective, one\nVeteran Secondary Objective and two Novice Tertiary Objectives.\nAdding these together gives a total of 62 Requisition for each\nBattle-Brother.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2059, + "rule_id": "pdf_skill_1656_mission_archetypes", + "title": "mission aRcheTyPes", + "content": "While Missions can take any form of the GM’s choosing,\nKill-teams often find themselves deployed for tasks based on\ntheir unique skills and abilities. These tasks often represent\ndifficult and dangerous jobs unsuited to anyone but the best\nthe Imperium has to offer.\nListed below are six typical Mission archetypes for a\nDeathwatch Kill-team that the GM can use as the basis for\ncreating his own Missions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2060, + "rule_id": "pdf_skill_1657_assassination", + "title": "aSSaSSination", + "content": "By its nature, a Deathwatch Kill-team excels at exterminating\ndangerous and powerful enemies of the Imperium. Where an\narmy might fail, a small squad of elite highly trained warriors\ncan succeed in infiltrating the ranks of the enemy and\neliminating their leaders. Typically Assassination Missions\ninvolve being dropped behind enemy lines or deployed onto", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2061, + "rule_id": "pdf_skill_1658_an_enemy_vessel_sometimes_in", + "title": "an enemy vessel (sometimes in the midst of a space battle)", + "content": "and seeking out a particular foe. They can sometimes be more\nsubtle and take place in relatively safe surroundings, such as\nImperial worlds or on diplomatic missions. In this latter case,\nthe Kill-team must tread lightly and use their wits to uncover\ntheir foes before bringing down the righteous fury of the\nEmperor and sending them screaming into the dark.\nAn Assassin Mission always has at least one Primary\nObjective focused on killing the target, which is then graded\nin difficulty based on the strength and deadliness of the foes\nthey need to exterminate. Secondary and Tertiary Objectives\nusually either cover the elimination of additional targets (such\nas bodyguards or lieutenants of the main target) or entering or\nexiting secure enemy territory or fortresses. Assassin Missions\noften involve themes such as Stealth and Recon as well as\nXenos or Daemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2062, + "rule_id": "pdf_skill_1659_sabotage", + "title": "SaBotagE", + "content": "Kill-teams are not always solely interested in eliminating enemy\ntroops and commanders. Sometimes vital structures, equipment,\nand devices of the enemy need to be destroyed. This can range\nfrom something as simple as sabotaging a teleporter beacon or\ndestroying a vital bridge to shutting down a city’s power supply\nor even crippling an enemy battle cruiser. Sabotage Missions\nusually involve the Kill-team ranging far beyond the protection\nof the Imperial war machine and deep into the domain of the\nenemy. This could be part of a daring hit and run attack deep\nin space or a stealth drop into an enemy held world.\nA Sabotage Mission always has at least one Primary Objective\ncentred around the destruction of an enemy structure or device,\nwhich is then graded in difficulty based on its size or complexity.\nSecondary or Tertiary Objectives can cover the destruction of\nlesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\ninclude reconnaissance for objectives of special interest to the\nDeathwatch, Inquisition or Imperium. Sabotage Missions often\ninvolve themes such as Stealth and Recon as well as Xenos or\nDaemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2063, + "rule_id": "pdf_skill_1660_vanguard", + "title": "vanguaRD", + "content": "Space Marines constantly find themselves in the thick of the\nfighting, deployed where their skill and strength is vital to\nthe success of a battle or attack. A Kill-team will sometimes\nfind itself pressed into this kind of service, clearing a landing\nzone, opening the gates of an enemy fortress or destroying an\nenemy’s advance guard. These kinds of missions can also be\nthe stepping off point for larger or more complex missions\nwhere the Deathwatch must first secure a toehold on a world\nor vessel before pushing further into enemy territory.\nA Vanguard Mission’s Primary Objective usually focuses on\nthe taking of a particular area or fortification and then holding\nit until the bulk of Imperial forces arrive. The difficulty of this\nobjective is then determined by the strength and nature of\nthe foes, as well as the size of the area or the time it must\nbe held. Secondary and Tertiary Objectives can involve such\nthings as completely wiping out the foe, recovering important\nintelligence before the enemy retreats or securing a larger\narea. Vanguard Missions often involve themes such as Assault\nand Defence as well as Xenos or Daemonic depending on the\nnature of the foe they face.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2064, + "rule_id": "pdf_skill_1661_recovery", + "title": "REcovERy", + "content": "Kill-teams are not always used for the purposes of\nexterminating the enemy. Battle-Brothers sometimes find\nthemselves dispatched to rescue an important Imperial agent,\nrecover a vital artefact, or even capture an enemy commander\nfor Imperial interrogation. Recovery Missions are almost\nalways more difficulty than simple search-and-destroy\nMissions, as the Battle-Brothers must ensure the protection of\ntheir item, be a person or object. Conveying a captured enemy\nor rescued prisoner can also create its own special problems if\nthey are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\nA Recovery Mission’s Primary Objective is typically the\nsuccessful capture or rescue of the person or item and its return\nto the Deathwatch. The difficulty of this objective can then\nbe altered to reflect the nature of the person or object and\nits current location. Secondary and Tertiary Objectives can\ninclude the recovery of additional targets or objectives related\nto the primary target (such as advisors and family in the case\nof people, or ciphers and keys in the case of objects). They\ncan also include intelligence gathering or the elimination of\ntargets of opportunity while the Kill-team is behind enemy\nlines. Recovery Missions often involve themes such as Stealth\nand Recon as well as Xenos or Daemonic depending on the\nnature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2065, + "rule_id": "pdf_skill_1662_recon", + "title": "REcon", + "content": "Kill-teams excel at operating alone and independent of the\ngreater Imperial war machine. Recon Missions are a catch-all\ntype of Mission that covers these instances when the Kill-team\nis deployed to a world or enemy territory to wreak havoc\nwithout specific orders to guide them. The Deathwatch trusts\nits Space Marines to be able to adapt and react to any kind\nof combat situation and chooses them for their independence\nand initiative. For this reason, Kill-teams can be sent roaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2066, + "rule_id": "pdf_skill_1663_into_enemy_territories_someti", + "title": "into enemy territories (sometimes for months or even years) to", + "content": "operate alone and without support to exterminate vital enemies,\ndisrupt their logistics, or simply sow terror in their hearts.\nPrimary Objectives for Recon Missions can be just about\nanything but are usually based on some kind of quota, such as\ndispatching a certain amount of the enemy or inciting a shift\nin the enemy’s plans by inflicting massive damage on them.\nDifficulty for these kinds of Missions can be set based on the\nstrength of the enemy and the duration of the Mission; the\nmore there are to kill and the longer it takes, the harder the\nMission will be. Secondary and Tertiary Objectives can be\nas equally broad as the Primary Objective, covering a Killrecovering intelligence and artefacts, or securing areas for later\nImperial occupation. Recon Missions unsurprisingly usually\ninvolve Recon themes, but can also include any of the others\ndepending on the nature of their foes and the exact specifics\nof their objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2067, + "rule_id": "pdf_skill_1664_bodyguard", + "title": "BoDyguaRD", + "content": "In certain circumstances a Kill-team may be tasked with the\nprotection of an important Imperial personage such as an Inquisitor\nor diplomatic envoy. This is not a request the Deathwatch concedes\nto lightly, however, and the Battle-Brothers can be sure that if they\nare charged with keeping a person alive, then it is for a reason vital\nto the Imperium. As part of their role as bodyguards, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2068, + "rule_id": "pdf_skill_1665_of_imperial_diplomacy_sometim", + "title": "of Imperial diplomacy (sometimes even to alien worlds) or the", + "content": "shadowy goals of the Inquisition, aiding Inquisitors, Agents, and\nAcolytes in their endeavours. For the most part, the intimidating\nblack armour and towering stature of a Deathwatch Space Marine\nis enough to dissuade attackers, however they can be assured their\npresence would not be requested if trouble was not expected.\nA Bodyguard Mission’s Primary Objective is usually the\nsuccessful protection of the Kill-team’s charge. The difficulty\nof this and the Mission’s other Objectives can be based on the\nstrength of the foes they face and the importance of the person\nthey must protect. Secondary and Tertiary Objectives can include\nsuch things as keeping persons important to their charge (such as\nfamily, lieutenants, or lovers) alive as well as recovering intelligence\non the nature of the threat against the person they are protecting.\nSometimes a Bodyguard Mission can be a means to an end and\nmay be linked to other kinds of Missions, such as Assassination or\nSabotage, in which the Kill-team uses its position as members of\nan Imperial envoy’s entourage to get close to the true Objective.\nBodyguard Missions often involve themes such as Defence and\nRecon, as well as Xenos or Daemonic depending on the nature\nof the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2069, + "rule_id": "pdf_skill_1666_interaction", + "title": "Interaction", + "content": "Some battles cannot be won with a bolter.\n–Volume XXV, Chapter LXVI Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2070, + "rule_id": "pdf_skill_1667_interaction_skills", + "title": "inTeRacTion sKills", + "content": "Chapter III: Skills presents a number of Interaction Skills\nsuch as Charm, Command, Deceive, and Intimidate. These are\nbasic Fellowship Skills, meaning any characters can employ\nthem, albeit at a reduced rate if he doesn’t have the Skill.\nTo befriend another, a player would use Charm; to issue an\norder, he would use Command; to fool or dupe, he would use\nDeceive; and to frighten, he would use Intimidate. Together,\nthese Skills offer the discreet tools for interacting with the\npeople of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2071, + "rule_id": "pdf_skill_1668_using_interaction_skills", + "title": "uSing intERaction SkillS", + "content": "Usually, a player doesn’t need to test Skills to interact with\nother characters. He simply plays the role of his character. The\ninteractions between the player, in the role of his character, and\nthe GM, in the role of the NPC, determine the outcome of the\nconversation. As in any situation with dramatic consequences,\nthough, a player should make an appropriate test if there are\nconsequences for failure, or if success would advance the plot\nin a considerable way. Examples that would require a test\ninclude trying to convince an NPC to do something that he\nor she would ordinarily not do, such as spilling information\nabout a secret, accepting a bribe and so on. Ultimately, when\na player does or does not make a test is up to the GM. He has\nfinal say about the circumstances of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2072, + "rule_id": "pdf_skill_1669_example", + "title": "ExamPlE", + "content": "Brother Helgath is trying to get a PDF commander to commit his\ntroops in the face of a Tyranid assault. Because the commander is\nconfused, untested, and distressed, the GM decides that Helgath\nneeds to make a Command Skill Test to get him to issue this order\nand send his reserves into battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2073, + "rule_id": "pdf_skill_1670_dispositions", + "title": "DiSPoSitionS", + "content": "When testing an Interaction Skill, circumstances can dictate\nthe Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nPlayer Character—how the character regards him and what\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the\nbase Difficulty. Other factors can adjust the Difficulty up or\ndown as the situation demands. Table 9–5: Dispositions\nprovides sample dispositions based on the test a player is\nattempting and the corresponding Difficulty.\nOn a successful test, the target’s Disposition improves by\none step, plus one step per Degree of Success. On a failed\ntest, the target’s Disposition remains unchanged and worsens\nby one step for each Degree of Failure. Generally, a target\nmust at least be Indifferent to do as requested, and then the\ntarget will only do what the player wants 50% of the time if\nleft to his own devices. Each step above Indifferent indicates\nthat the target is 10% more likely to do as requested. Under\nsupervision, the base chance increases by 20%.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2074, + "rule_id": "pdf_skill_1671_interaction_and_groups", + "title": "intERaction anD gRouPS", + "content": "When a player uses an Interaction Skill against a group of\nindividuals, he resolves the test in the way already described,\nbut the GM sets the Disposition based on the overall attitudes\nof the group. The player makes the test as normal, but if he\nsucceeds, his character can affect a number of individuals\nequal to his Fellowship Bonus. The total indicates the number\nof targets the player affects with his successful test. Note that\ncertain Talents can increase the number of targets a player\ncan affect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2075, + "rule_id": "pdf_skill_1672_damnation", + "title": "Damnation", + "content": "“The enemy shall know fear.”\n–Captain Davian Thule of the Blood Ravens", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2076, + "rule_id": "pdf_skill_1673_insanity_points_ip_and_corru", + "title": "Insanity Points (IP) and Corruption Points (CP) are Characteristics", + "content": "that characters gain during play. Both of these scores begin at 0\nwhen a player starts and increase over time as damage is done", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2077, + "rule_id": "pdf_skill_1674_to_a_character_s_state_of_mind", + "title": "to a character’s state of mind (IP) and the purity of his soul", + "content": "(CP). The higher these scores, the more tainted, damaged and\ndebilitated a character becomes, and should either of these scores\never reach 100, the character is either slain by his own Battleenemy of the Imperium. In either case, he can no longer serve the\nDeathwatch and is lost in the eyes of the Emperor and must be\nretired from play. For a Space Marine, this number is known as the\nPurity Threshold.\nTable 9–5: Dispositions\n—Dispositions by Skill—\nDifficulty Modifier Charm Command Deceive Intimidate\nEasy +30 Infatuated Fanatical Gullible Terrified\nRoutine +20 Affectionate Devoted Trusting Frightened\nOrdinary +10 Favourable Loyal Accepting Startled\nChallenging +0 Indifferent Indifferent Indifferent Indifferent\nDifficult –10 Disdainful Resentful Suspicious Brave\nHard –20 Contemptuous Disloyal Sceptical Courageous\nVery Hard –30 Disgusted Mutinous Disbelieving Foolhardy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2078, + "rule_id": "pdf_skill_1675_fear", + "title": "feaR", + "content": "Fear comes into effect when a person faces unnatural horrors\nand mind-bending foes, or when he is called on to battle\nagainst terrifying aliens, insane perversions of science, and\nnightmarish entities from the warp. When a PC is confronted\nby such a frightening event or adversary, he must take a Fear\nTest; this is a Willpower Test, modified by how frightening\nthe thing is. If the PC passes this test, then he may continue\nto act as normal. If he fails, however, he succumbs to Fear.\nanD thEy Shall know no fEaR...\nSpace Marines do not deal with Fear as do other men. They\nare only marginally affected by fearsome foes and then\nonly by those of truly mind-breaking terror. The Fear rules\npresented in this section are intended to be used either on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2079, + "rule_id": "pdf_skill_1676_the_players_allies_such_as_i", + "title": "the players’ allies (such as Imperial agents or citizens) or", + "content": "on their foes (it is quite possible for the Battle-Brothers to\ncause Fear themselves). For a Battle-Brother, Fear has the\nfollowing effects, and then only when in the presence of\nFear-causing foes:\n• When facing a Fear causing foe a Battle-Brother must\nfight both its physical form as well as the horrifying\nnature of its presence. This additional effort imposes a\n–10 penalty to Willpower Tests if he is in Solo Mode for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2080, + "rule_id": "pdf_skill_1677_each_degree_of_fear_the_creatu", + "title": "each Degree of Fear the creature possesses (see below).", + "content": "If the Battle-Brother is in Squad Mode, the Kill-team\nsuffers a point of Cohesion Damage for every Degree of\nFear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers,\nsee below). When facing multiple Fear-causing foes, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2081, + "rule_id": "pdf_skill_1678_battle_brother_only_counts_the", + "title": "Battle-Brother only counts the highest (or most fearsome)", + "content": "source each Round. Unless otherwise stated, Cohesion\nDamage from Fear only occurs once per encounter with\nthe Fear-causing creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2082, + "rule_id": "pdf_skill_1679_creatures_counts_as_fear_2_f", + "title": "creatures counts as Fear (2) Frightening creatures.", + "content": "In all other respects, Fear does not apply to Battle-Brothers,\nand they may even find its effects hard to understand in their\nallies, as it is truly an alien emotion to them.\nTable 9–6: Fear Test Difficulties\nDegree of Fear Test Modifier", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2083, + "rule_id": "pdf_skill_1680_fear_4_terrifying_30", + "title": "Fear (4) Terrifying –30", + "content": "Table 9–7: The Shock Table\nRoll a d100 and add +10 for every Degree of Failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2084, + "rule_id": "pdf_skill_1681_rollresult", + "title": "RollResult", + "content": "01–20\nThe character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act\nnormally.\n21–40\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\nencounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\n41–60\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\nthe object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\n61–80\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\nmakes all tests with a –10 penalty for the rest of the encounter.\n81–100\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\nonly take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\n101–120\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\nis still shaken and takes all tests with a –10 penalty until the end of the encounter.\n121–130\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\nand drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\n131–140\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\nwhatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\n141–160\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\nnothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\n171+\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\nsuccessful, he falls catatonic for 1d5 hours as above.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2085, + "rule_id": "pdf_skill_1682_failing_the_fear_test", + "title": "failing thE fEaR tESt", + "content": "If in a combat situation a character fails a Fear Test, he must\nimmediately roll on Table 9–7: The Shock Table, adding\n+10 to the result for each Degree of Failure. The effects listed\nare applied immediately to the character. If in a non-combat\nsituation the character fails a Fear Test, he becomes unnerved\nand suffers a –10 penalty to any Skill or test that requires\nconcentration. This penalty lasts while the character remains\nin the vicinity of the object of its Fear (simply leaving and\ncoming back again doesn’t stop this). In addition, if a nonthe character also gains +1d5 Insanity Points.\nShock anD SnaPPing out of it\nCharacters may be able to shake off some of the effects of\nFear after the initial shock has worn off. Where specified on\nTable 9–7: The Shock Table that a character may “snap\nout of it,” he can make a Willpower Test in his next Turn. If\nsuccessful, he regains his senses, shrugs off the effects, and\nmay act normally. If he fails, the effect continues and the\ncharacter may try again when it is his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2086, + "rule_id": "pdf_skill_1683_insanity", + "title": "insaniTy", + "content": "Even the hardened mind of a Space Marine is not immune\nto the worst horrors of the galaxy, though he is far more\nresistant. While lesser men turn into raving lunatics or\nmurderous villains, a Battle-Brother’s psycho-conditioned\nbrain suppresses or discounts such delusions, instead\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\na belief in the unreal or intangible, but rather a heightening\nof their own personal flaws and the flaws inherited from their\nChapter. This typically means the effects of Insanity Points\nmanifest themselves in two distinct ways in a Battle-Brother:\neither in Battle Traumas or the Primarch’s Curse. How severe\nthey are and when, or if, a character is affected by either of\nthese conditions depends on the number of Insanity Points he\naccrues and the strength of his will to resist the results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2087, + "rule_id": "pdf_skill_1684_insanity_points", + "title": "inSanity PointS", + "content": "While Battle-Brothers are not at risk of gaining Insanity Points\nas a result of failed Fear Tests, many sources of Insanity still\naffect them. This could include encounters with warp spawn or\nplaces where reality is tainted by the touch of the warp (both\nof which usually also inflict Corruption Points). It could also\ninclude acts of betrayal by fellow Battle-Brothers or trusted\nallies, or exposure to dangerous alien devices or schools of\nthought. Certain Psychic Powers or unusual attacks may also\ndeal Insanity Points to the characters. Ultimately, however, it\nfalls to the GM to decide when an event or encounter is worthy\nof inflicting Insanity Points. As a rule, only the most terrible of\nsights or outcomes warrant more than a few points.\nHow many Insanity Points a character has determines when\nhe is required to make tests to avoid or gain Battle Traumas and\nwhen he suffers from his Primarch’s Curse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2088, + "rule_id": "pdf_skill_1685_very_bad_things", + "title": "vERy BaD thingS", + "content": "Fear Tests in non-combat situations are very much the\nGM’s call as to when and where they occur and should\nnot be considered to be automatic. They can be best\nused to bring home the horrific nature of a location\nor artefact and even at important junctures to weaken\nthe players’ allies—such as having Inquisitorial\nagents refuse to accompany the Battle-Brothers into a\nbuilding or chamber out of terror. The following are\nsome guidelines for setting Degrees of Fear outside of\ncombat:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2089, + "rule_id": "pdf_skill_1686_fear_1_disturbing_0_viewing", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nweeping statues, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2090, + "rule_id": "pdf_skill_1687_fear_2_frightening_10_meet", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "know to be dead, being buried alive, major supernatural\nor psychic phenomena—the skies raining blood, a\npainting forming shrieking mouths, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2091, + "rule_id": "pdf_skill_1688_fear_3_horrifying_20_sudde", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "inexplicable death (the man next to you on the shuttle\nsuddenly dies, vomiting maggots), hideous moments\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\nacross a whole planet, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2092, + "rule_id": "pdf_skill_1689_fear_4_terrifying_30_exper", + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "is responsible for the deaths of millions, staring\nunprotected into the warp.\nTable 9–8: The Insanity Track\nInsanity Points Trauma Modifier Effect\n0–30 +0 —\n31-60 –10\nPrimarch’s Curse\nLevel 1\n61–90 –20\nPrimarch’s Curse\nLevel 2\n91–99 –30\nPrimarch’s Curse\nLevel 3\n100+ —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2093, + "rule_id": "pdf_skill_1690_insanity_tests", + "title": "inSanity tEStS", + "content": "For every 10 Insanity Points a character gains, he must test\nWillpower to see if his insanity has manifested as literal\ndamage to his mind. This roll is modified depending on the\nnumber of Insanity Points the character already possesses\nas noted on Table 9–8: The Insanity Track. If the test is\nfailed, the character’s mental state is affected. These mental\nwounds are known as Battle Trauma, and are randomly rolled\non Table 9–9: Battle Trauma. If a player rolls a result that\nhe has previously suffered for failing a previous Insanity Test,\nhe must roll again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2094, + "rule_id": "pdf_skill_1691_battle_rage", + "title": "BattlE RagE", + "content": "The Battle-Brother singles out particular enemies for the\nEmperor’s fury and becomes fixated on killing them. This\nmost often occurs when facing powerful foes such as enemy\ncommanders or war machines. The Battle-Brother is driven to\ndestroy them without regard for lesser foes or anything less\nthan vital Mission Objectives.\nWhenever the Battle-Brother scores Righteous Fury (see\npage 245) on a foe, he becomes fixated on its destruction and\nmust kill it. The Space Marine must then direct his attacks\nagainst this target to the exclusion of all else until it is slain.\nWhen Battle Rage is triggered, the Battle-Brother may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2095, + "rule_id": "pdf_skill_1692_a_challenging_0_willpower_t", + "title": "a Challenging (+0) Willpower Test to avoid its effects. The", + "content": "GM may also allow a similar Willpower Test if the Battlepowerful source.\nEaR of thE EmPERoR\nAll Battle-Brothers pray to the Emperor to guide their hand\nin battle and help them to do their righteous duty. Some,\nhowever, hear his voice and even converse with him through\ntheir dreams and mediations. For the most part this has no\neffect on the Battle-Brother’s daily existence, and even his\nfellow brothers will see little unusual in his constant prayer\nand religious muttering. Sometimes the Emperor can demand\nunusual service from the Battle-Brother, which may be at\nodds with the goals of his Kill-team.\nAt the start of a Mission, the GM rolls a dice. If the result\nis odd, then the Emperor has chosen the PC for a special\nObjective which the GM tells him about in secret. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2096, + "rule_id": "pdf_skill_1693_should_be_a_tertiary_objective", + "title": "should be a Tertiary Objective (see page 230) and can be", + "content": "literally anything, even something that is completely at odds\nwith the Mission’s primary goal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2097, + "rule_id": "pdf_skill_1694_ancestral_spirits", + "title": "ancEStRal SPiRitS", + "content": "All Space Marine revere their ancestors, tracing the line of\nheroes and commanders back to their primarch and the\nfounding of their Chapter. Some experience this connection far\nmore vividly than others and can even find themselves having\nmemories of things they didn’t do or places they have not\nvisited. This is known as ancestral spirits, the mind of a longthat in times of stress can even push its way to the surface.\nThe GM secretly chooses a trigger for the Battle-Brother\nbased on an event or encounter related to his ancestral spirit.\nThis could be meeting a member of a specific Chapter,\nfacing a remembered foe in battle, or visiting a certain kind\nof world. When the trigger event occurs, the Battle-Brother", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2098, + "rule_id": "pdf_skill_1695_makes_a_challenging_0_willp", + "title": "makes a Challenging (+0) Willpower Test or his ancestor", + "content": "surfaces for 1d5 hours. During this time he still has control", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2099, + "rule_id": "pdf_skill_1696_of_himself_this_is_not_after", + "title": "of himself (this is not, after all, possession) but his personality", + "content": "may change, he will choose actions that might be out of\ncharacter, and he may muse wistfully about his role in battles\ncenturies past.\nThe GM should have the player develop his ancestor’s\npersonality independently and encourage him to roleplay it\nwhen affected by this Trauma.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2100, + "rule_id": "pdf_skill_1697_righteous_contempt", + "title": "RightEouS contEmPt", + "content": "While Space Marines begin their life as men, the implantation\nof their Chapter’s gene-seed shapes their flesh and mind\ninto something far greater and in the end no longer entirely\nhuman. All Battle-Brothers accept this superiority as part of\nreaching their pinnacle as a warrior and serving the Emperor,\nbut for some it can make them scornful or dismissive of\n“lesser” beings.\nThe Battle-Brother has no time for those not of the\nAdeptus Astartes and has, to a degree, lost touch with his\nhumanity. When dealing with humans (i.e. those not of the\nAdeptus Astartes) the character’s Fellowship is lowered by\n–20. In addition, he never willingly seeks the help of humans,\nwho he views as weak and untrustworthy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2101, + "rule_id": "pdf_skill_1698_endless_redemption", + "title": "EnDlESS REDEmPtion", + "content": "Some Battle-Brothers feel the weight of the Imperium on their\nshoulders and consider themselves solely responsible for the\npreservation and protection of the Emperor’s domain. This is\nwhere the lines of duty and fanaticism can become blurred,\nand the reality of battle becomes mired in the individual’s\npersonal zeal. This is known as the endless redemption, a sin\nof duty carried by the Battle-Brother that can never be repaid\nregardless of the amount of glory or blood laid at its feet.\nThe Battle-Brother is driven by duty and must not fail at\nall costs. When undertaking a Mission, he must attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2102, + "rule_id": "pdf_skill_1699_complete_or_push_his_kill_tea", + "title": "complete (or push his Kill-team to complete) all Objectives", + "content": "regardless of cost and danger. In extreme circumstances the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2103, + "rule_id": "pdf_skill_1700_gm_may_allow_the_character_a_c", + "title": "GM may allow the character a Challenging (+0) Willpower", + "content": "Test to resist this duty and retreat if attempting an Objective\nwould mean almost certain death.\nTable 9–9: Battle Trauma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2104, + "rule_id": "pdf_skill_1701_roll_battle_trauma", + "title": "Roll Battle Trauma", + "content": "1–2 Battle Rage\n3–4 Ear of the Emperor\n5-6 Ancestral Spirits\n7-8 Righteous Contempt\n9-0 Endless Redemption", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2105, + "rule_id": "pdf_skill_1702_burn_the_witch_black_templars", + "title": "BuRn thE witch (Black tEmPlaRS)", + "content": "Black Templars are filled with a righteous power and hatred\nfor the witch and heretic even beyond that of the other\nChapters. It is a religious madness that is often expressed\nwith valour and fearlessness on the battlefield, but it can also\nturn the Battle-Brother against all creatures touched with the\npsyker’s gift, be they friend or foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2106, + "rule_id": "pdf_skill_1703_level_1_fear_the_witch_the", + "title": "Level 1 (Fear the Witch): The Battle-Brother is", + "content": "uncomfortable around psykers and feels their dark powers\ncrawling on his flesh and burrowing into his brain. All\nFellowship based tests used on characters with psychic\nabilities suffer a –20 penalty, as the Battle-Brother’s disquiet\nshows through.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2107, + "rule_id": "pdf_skill_1704_level_2_hate_the_witch_the", + "title": "Level 2 (Hate the Witch): The Battle-Brother can", + "content": "scarcely stand the presence of psykers and abhors their sight.\nIf there is a psyker in the Battle-Brother’s Kill-team (such as\na Librarian Player Character) or he must work with a psyker\nally, his Kill-team’s Cohesion is reduced by 1 (until such time\nas the psyker leaves or is killed).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2108, + "rule_id": "pdf_skill_1705_level_3_kill_the_witch_the", + "title": "Level 3 (Kill the Witch): The Battle-Brother cannot", + "content": "stand any psykers to live and flies into a rage when he sees\nthem. When fighting enemy psykers, the Battle-Brother must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2109, + "rule_id": "pdf_skill_1706_seek_them_out_choosing_the_mo", + "title": "seek them out (choosing the most obviously powerful first)", + "content": "and kill them to the exclusion of all other foes. This can be\nespecially problematic for the Kill-team, should they need to\ntake a psyker alive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2110, + "rule_id": "pdf_skill_1707_black_rage_blood_angels", + "title": "Black RagE (BlooD angElS)", + "content": "Deep in the minds of all Blood Angels lurks the memory of their\nprimarch’s demise at the hands of Horus and the rage and blood\nof that battle. Such is the imprint left by Sanguinius that it echoes\ndown his lineage and into the minds of all Battle-Brothers of the\nChapter. In battle this memory can, over time, manifest in Blood\nAngels, turning them savage and blinding them to everything\nbut the brutality of battle and a thirst for killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2111, + "rule_id": "pdf_skill_1708_level_1_bloodlust_the_battl", + "title": "Level 1 (Bloodlust): The Battle-Brother cannot stand to", + "content": "leave an enemy alive or end a fight without even a single kill.\nIf an enemy surrenders or a fight looks like it will end without\na foe’s death, the Battle-Brother must make a Challenging\n(+0) Willpower Test to avoid finishing them off or hacking\ndown at least one foe. The GM may increase or decrease the\nmodifier for this test depending on the circumstance and the\nramifications of the killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2112, + "rule_id": "pdf_skill_1709_level_2_close_quarters_killin", + "title": "Level 2 (Close Quarters Killing): Those in the grip", + "content": "of the Black Rage favour close melee combat, where the\nblood of their foes stains their armour red. Unless there is\nno possible way to close with a foe, the Battle-Brother will\nalways favour melee combat over ranged combat and will\ncharge into the fray, discarding the bolter for the hungry\nteeth of a chainsword.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2113, + "rule_id": "pdf_skill_1710_level_3_uncontrollable_thirst", + "title": "Level 3 (Uncontrollable Thirst): The Black Rage is also", + "content": "intertwined with another of the Blood Angels flaws: the Red\nThirst. In extreme cases, the Red Thirst translates into a literal\nthirst for blood. Once a battle is over, a Battle-Brother with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2114, + "rule_id": "pdf_skill_1711_uncontrollable_thirst_must_mak", + "title": "Uncontrollable Thirst must make a Hard (–20) Willpower", + "content": "Test or spend at least a few minutes drinking the blood of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2115, + "rule_id": "pdf_skill_1712_the_secret_dark_angels", + "title": "thE SEcREt (DaRk angElS)", + "content": "The Dark Angels have a shadowy past hidden by the weight\nof history and shrouded in the smoke and blood of the Horus\nHeresy itself. Few outside the Chapter can even guess at the\nexact facts surrounding the Chapter’s beginning, and those\nwithin its ranks guard their secrets well. Such weighty secrets\ncan come to press heavily on a Battle-Brother’s soul.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2116, + "rule_id": "pdf_skill_1713_level_1_dark_dreams_the_bat", + "title": "Level 1 (Dark Dreams): The Battle-Brother is beset with", + "content": "memories of past times and deep, hidden secrets that cast a\nshadow over periods of rest and meditation. At the start of\nany mission, the Battle-Brother must pass a Challenging\n(+0) Toughness Test or begin play with a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2117, + "rule_id": "pdf_skill_1714_level_2_scorn_of_outsiders", + "title": "Level 2 (Scorn of Outsiders): The Dark Angel has", + "content": "grown to view those outside the Chapter as misguided or\nignorant of the truth and cannot bring himself to deal with\nthem any more than necessary. The Battle-Brother cannot use\nthe Command Skill on anyone who is not either a member of\nhis Kill-team or a fellow Dark Angel.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2118, + "rule_id": "pdf_skill_1715_level_3_deep_suspicions_tra", + "title": "Level 3 (Deep Suspicions): Trained in an atmosphere", + "content": "of silence and secrets, the Dark Angel has become very\ndistrustful of anyone outside his Chapter and cannot take the\nwords or promises of others at face value. Unless the BattleCohesion is reduced by 2.\ncuRSE of thE wulfEn\n(SPacE wolvES)\nThere is a savagery and animal fury that lurks in the hearts of\nall Space Wolves making them powerful warriors and deadly\ncombatants. This bestial nature can lead them astray and\noverpower their natural reason and sense of order, as they are\nruled by their animal instincts and react not as the man but\nas the warrior wolf.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2119, + "rule_id": "pdf_skill_1716_level_1_shadow_of_the_wolf", + "title": "Level 1 (Shadow of the Wolf): The wolf lurks close to the", + "content": "surface in the Battle-Brother and he feels its call in his blood.\nThis can be unsettling for others, especially those not of the\nAdeptus Astartes. The Battle-Brother’s Fellowship is reduced\nby –10 when dealing with Space Marines who are not part of\nhis Kill-team, and –20 when dealing with everyone else.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2120, + "rule_id": "pdf_skill_1717_level_2_prey_s_scent_the_ke", + "title": "Level 2 (Prey’s Scent): The keen senses of a Space", + "content": "Wolf can be as much a curse as a boon. Sometimes they can\noverpower the Battle-Brother, temporarily robbing him of his\nsenses. The first time a foe is bloodied by the Space Wolf in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2121, + "rule_id": "pdf_skill_1718_he_must_make_an_easy_20_per", + "title": "he must make an Easy (+20) Perception Test. If he passes", + "content": "the test, he may only take a Half Action on his next Turn as his\nnostrils are flooded with the spore of his prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2122, + "rule_id": "pdf_skill_1719_level_3_fight_or_fight_the", + "title": "Level 3 (Fight or Fight): The Battle-Brother finds it hard", + "content": "to back down from fights in the face of naked aggression.\nWhenever the Space Wolf would be required to give ground or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2123, + "rule_id": "pdf_skill_1720_thirst_for_glory_storm_warden", + "title": "thiRSt foR gloRy (StoRm waRDEnS)", + "content": "The martial traditions of the Storm Warden have been passed\ndown for centuries and form as much a part of their existence\nas their flesh, blood, or bone. These traditions come with a\nrigorous adherence to honour and burning hunger for glory\nthat can lead a Storm Warden to make reckless decisions to\nuphold the name of his Chapter and earn himself renown\namong his peers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2124, + "rule_id": "pdf_skill_1721_level_1_no_challenge_unanswer", + "title": "Level 1 (No Challenge Unanswered): The Storm", + "content": "Wardens pride does not let him refuse a challenge or the\nchance for glory. Whenever an enemy challenges or taunts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2125, + "rule_id": "pdf_skill_1722_the_battle_brother_he_must_ma", + "title": "the Battle-Brother, he must make a Challenging (+0)", + "content": "Willpower Test or engage it in combat, favouring melee\nattacks unless this would clearly not be possible.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2126, + "rule_id": "pdf_skill_1723_level_2_a_fair_fight_overwh", + "title": "Level 2 (A Fair Fight): Overwhelmed with a need to", + "content": "act honourably and satisfy his peers within the Chapter, the\nBattle-Brother uses only weapons of equal measure when\nanswering a challenge. This means that if the foe is armed\nwith only a sword, he too will only use a sword or the next\nnearest equivalent. In extreme cases, if the foe is armed with\nweapons far inferior to that of the Storm Warden, he will\ncast aside bolter and chainsword and settle the matter with\nhis fists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2127, + "rule_id": "pdf_skill_1724_level_3_honour_and_blood_st", + "title": "Level 3 (Honour and Blood): Storm Wardens seldom", + "content": "back down once a challenge has been accepted, and once\nblood has been shed it can end only one way. If the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2128, + "rule_id": "pdf_skill_1725_make_a_hard_20_willpower_te", + "title": "make a Hard (–20) Willpower Test to disengage or stop", + "content": "fighting his foe until it is dead (unless compelled by Psychic\nPowers of similar means).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2129, + "rule_id": "pdf_skill_1726_pride_of_ultramar_ultramarine", + "title": "PRiDE of ultRamaR (ultRamaRinES)", + "content": "Battle-Brothers of the Ultramarines Chapter know well their\nplace among the Adeptus Astartes and the importance of their\nChapter to both the Imperium and the Emperor. They have\nthe pride in knowing that theirs is the pinnacle of the Codex\nAstartes and the legacy of the loyalist legions which served\nthe Emperor in his darkest days. It is a pride, however, that\ncan sometimes blind them to reality and make them arrogant\nand uncooperative when the battle would dictate they work\nwith lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2130, + "rule_id": "pdf_skill_1727_level_1_the_emperor_s_finest", + "title": "Level 1 (The Emperor’s Finest): Ultramarines consider", + "content": "themselves the Emperor’s favoured sons and the pride of\nthe Imperium. This can lead members of the Chapter to\nconsider others incapable or unable to complete missions that\nshould by rights fall to the Ultramarines. The Battle-Brother\nalways volunteers his Kill-team for the most dangerous or\nchallenging Missions whenever possible and always ensures\nhis team is where the fighting is the thickest.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2131, + "rule_id": "pdf_skill_1728_level_2_sons_of_the_codex_t", + "title": "Level 2 (Sons of the Codex): The Battle-Brother has", + "content": "been trained to follow the Codex Astartes to the letter\nand interpret its teachings flawlessly. Understandably, he is\ndistrustful of those Chapters that do not adhere to the Codex.\nThe Battle-Brother cannot benefit from Squad Mode Actions\ncalled by Space Marines of the Space Wolves or Black\nTemplars Chapters, as he will simply not follow their orders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2132, + "rule_id": "pdf_skill_1729_level_3_leaders_not_followers", + "title": "Level 3 (Leaders not Followers): Ultramarines are", + "content": "natural leaders and make excellent battlefield commanders at\nall levels of command. This pride and training, however, can\nlead to them scorning or disregarding the leadership of those\nfrom other Chapter or Imperial forces. Unless the Battleor the leader is a fellow Ultramarine, his Kill-team’s Cohesion\nis reduced by 2.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2133, + "rule_id": "pdf_skill_1730_your_character", + "title": "youR chaRactER", + "content": "With the GM’s permission, a character may use XP to remove\nInsanity Points. It costs 100 xp to remove a single Insanity\nPoint. A character may never go down a degree of madness\n(as indicated by Table 9–8: The Insanity Track) and so will\nnever lose his Primarch’s Curse—though he may forestall it\ngetting worse. All buying back of Insanity Points should be\nproperly represented as time and effort spent by the character\nin game. For a Battle-Brother this means long hours of prayer\nand the attention from the Deathwatch Chaplains as he\ncontemplates his duty and service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2134, + "rule_id": "pdf_skill_1731_corruption", + "title": "coRRuPTion", + "content": "The most insidious threat facing humanity, and indeed\nthe very survival of the Imperium, is the corrupting taint\nof Chaos. Encounters with daemons, dark rituals, and\neven the knowledge that such things are possible are all\npaths to corruption. Quite aside from the malevolency and\nmanipulation of daemons and their mortal followers, there\nis immense danger in exposure to the substance of the\nwarp itself. The swirling tempest of psychoactive energies\nand pseudo-matter that makes up the fabric of warp space\nis more deadly than any radiation. It can instantly destroy,\nbut it can also inflict hideous transformations on body and\nmind, far beyond anything found in a sane universe. To most,\ncorruption is a doom to be avoided at all costs. Some, once\nthey find themselves walking the path to damnation, seek to\nembrace the darkness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2135, + "rule_id": "pdf_skill_1732_corruption_and_space_marines", + "title": "coRRuPtion anD SPacE maRinES", + "content": "Space Marines are far more resistant to the effects of Corruption\nthan ordinary men and retain their senses and personal will\nlong after others would have become mindless monsters. Their\nbodies are also incredibly resistant to mutation, changing only\nafter long exposure to the warp and often as a result of the\nBattle-Brother’s failed will. For this reason, Corruption is\na deep and insidious power that slowly bores into a Space\nMarine, taking years or even centuries to manifest fully.\nIn Deathwatch, the GM can use Corruption Points as a way\nof reminding the players that there is a price for their exposure\nto the powers of the warp and that they may only battle things\nfor so long before their enemies infect them with their taint.\nSpace Marines have a mechanic that is known as the Purity\nThreshold. Unlike normal men, Space Marines have armoured\ntheir souls against the taint of corruption. There are no direct\ngame effects of Corruption until the Battle-Brother’s Purity\nThreshold of 100 is reached (i.e., he has acquired 100 or more\nCorruption Points), at which time he is removed from play as\nhis taint is too great for him to continue to serve the Emperor.\nBefore this point, however, the GM can have a character’s\nlevel of Corruption influence those around him, such as fellow\nSpace Marines who might be distrustful of one so soiled by\nthe warp, or psykers who can sense corruption in others, or\ndaemons who see a potent warrior of the Emperor ready\nto fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2136, + "rule_id": "pdf_skill_1733_corrupting_npcs", + "title": "coRRuPting nPcS", + "content": "While Battle-Brothers are resistant to the worst effects of\nCorruption, many of their allies are not. Should the GM wish\nto keep track of Corruption Points in the character’s human\nallies, he can use the following guidelines:\n• For every 10 CP an ally gains, he suffers 1d10 Damage\nto a random Characteristic, reflecting the decay of his\nbody and mind.\n• For every 20 CP the ally gains, he mutates, randomly\ngaining one of the following Traits: Blind, Burrower,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2137, + "rule_id": "pdf_skill_1734_size_either_hulking_or_weedy", + "title": "Size (either Hulking or Weedy), Sonar Sense, or Toxic.", + "content": "Should a human ally ever reach 100 CP, he has become\nirrevocably touched by the dark powers and tainted beyond", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2138, + "rule_id": "pdf_skill_1735_redemption_he_gains_the_daemo", + "title": "redemption. He gains the Daemonic Trait (see page 130) and", + "content": "either flees the characters’ service or turns on them.\nSouRcES of coRRuPtion\nIn Deathwatch there are numerous sources of Corruption,\nmost usually connected with the Ruinous Powers. The exact\nlevel of Corruption Points inflicted by a particular event,\nrevelation, or encounter is determined by the GM. The\nfollowing presents some guidelines:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2139, + "rule_id": "pdf_skill_1736_rending_the_veil", + "title": "Rending the veil", + "content": "Characters caught in a full-blown intrusion of the warp into\ncorporeal reality gain Corruption Points from the experience.\nJust how many depends on what occurs and the severity of\nthe breach. This might be anywhere from a single point to\nseveral d10s in value.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2140, + "rule_id": "pdf_skill_1737_sorcery", + "title": "sorcery", + "content": "The practice of sorcery, witnessing dread rituals, and invoking\ndaemons are all causes of Corruption, regardless of the reason.\nNormally minor rituals cause 1d10 Corruption Points and\nmajor ceremonies can cause many more.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2141, + "rule_id": "pdf_skill_1738_blasphemous_lore", + "title": "Blasphemous lore", + "content": "Knowledge itself can corrupt, and the study of certain\ntomes, pict-logs, and even some debased artwork can cause\nCorruption in the viewer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2142, + "rule_id": "pdf_skill_1739_vile_persuasion", + "title": "vile Persuasion", + "content": "Many daemons and cult leaders are masters of insidious\ntemptation and are able to sow the seeds of doubt in a faithful\nheart. Their words and arguments can corrupt where force\nalone would fail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2143, + "rule_id": "pdf_skill_1740_the_imperium", + "title": "The Imperium", + "content": "of Man\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million\nworlds in our domain, a million times a million lives have been\nsacrificed, that Mankind might stand but one day more.”\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2144, + "rule_id": "pdf_skill_1741_imperium", + "title": "IMPERIUM", + "content": "“The loyal slave learns to love the lash.”\n–Common saying amongst menials and scriveners.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2145, + "rule_id": "pdf_skill_1742_the_administratum", + "title": "The AdminisTrATum", + "content": "The Administratum is by far the largest of all of the branches\nof the Adeptus Terra, and is responsible for assessing and\nlevying tithes, distributing resources and countless other\nadministrative functions vital to the functioning of the\nImperium. Its members are, for the most part, scribes and\npetty officials, the hereditary slaves of a galaxy-spanning\nbureaucracy. The heart of the organisation lies within\nthe Emperor’s Palace, a vast complex with soaring gothic\ntowers that cover much of Terra’s surface, and cavernous\nvaults that extend far below ground. The Administratum\nis probably the most powerful organisation in the entire\nImperium, and its many departments, offices and subordinate\norganisations maintain a presence in every corner of the\nEmperor’s Domains.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2146, + "rule_id": "pdf_skill_1743_telepathica", + "title": "TelepAThicA", + "content": "The Adeptus Astra Telepathica is dedicated to the recruitment\nand training of psykers for service throughout the Imperium.\nThe headquarters of the organisation are on Earth, but its\nspaceships travel the Imperium and its offices extend over most\nof human space. Its chief responsibility is to train psykers to\nserve as Astropaths through the Scholastica Psykana. It is the\nAdeptus Astra Telepathica that maintains the League of Black\nShips. These ships travel around a huge circuit, visiting each\nworld every hundred years or so. As the fleet approaches its\ndestination, the ruling Imperial Commander is instructed to\nprepare the customary levy of psykers. Once the levy has been\ncollected, the Black Ships’ captains make an initial evaluation\nof their cargo before proceeding to the next world in their\ncircuit. When the holds are full, the Black Ships\nturn towards Earth. There, the suitable are trained as psykers\nin the Scholastica Psykana. Some become sanctioned psykers,\ndestined to serve the armies of the Imperial Guard and other\norganisations. Others undergo the Soul Binding and become\nAstropaths, The rest are judged too dangerous to live and are\nsacrificed to the psychic fire of the Astronomican.\nThe Astropaths of the Adeptus Astra Telepathica are\nvital to human society because they afford the only means\nof communicating over interstellar distances. Astropaths are\ncapable of sending telepathic messages across space and they\ncan receive messages sent by other Astropaths if their minds\nare correctly attuned. Telepathic messages travel through the\nwarp faster than light, although not instantaneously and not\nwithout the risk of becoming garbled or unintelligible. The\nneed for Astropaths is enormous. They are a common sight\nin the Imperium and are easily distinguished by their green\nrobes. Astropaths serve in the Fleet as ship-board and shore-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2147, + "rule_id": "pdf_skill_1744_the_adeptus_arbites", + "title": "The AdepTus ArbiTes", + "content": "The ‘Judges’ of the Adeptus Arbites are empowered to enforce\nthe Law of the Imperium. In the Imperium, law and government\nare indistinguishable. Rebellion and failure are crimes, and\nany transgression of the Imperial will meets with swift and\nuncompromising retribution. Of petty misdemeanours and\ntransgressions the Judges care nothing; such matters are\nleft to local Enforcers to deal with according to planetary\ncodes. The judges are concerned with more weighty issues.\nIt is their task to bring the rebellious to trial, to hunt down\nenemies of the Imperium, and to destroy those who threaten\norder from within. On many worlds, the Arbitrators’ fortified\nCourthouse is the only point of contact between that planet\nand the Imperium. Often, it is the last redoubt in the event\nof rebellion and invasion, its warriors holding out as anarchy\nswamps the world, their mission to warn the Imperium and\nthus bring about retribution even should they fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2148, + "rule_id": "pdf_skill_1745_ministorum", + "title": "minisTorum", + "content": "Also known as the Ecclesiarchy, the Adeptus Ministorum is\nnot part of the Adeptus Terra. It is a wholly independent and\nself-appointed organisation whose power is derived from the\ncommon belief in the Emperor’s divinity. The organisation\nmaintains a presence on every world in the Imperium, from\nwhich it promulgates the Imperial Cult in any one of a million\ndifferent forms.\nWhile forbidden to keep ‘men under arms’ by ancient decree,\nthe Ecclesiarchy instead maintains a fighting arm of female\nwarriors, called the Adepta Sororitas, or the Sisterhood. The\nBattle Sisters of the Adepta Sororitas are driven by zeal and are\nfanatical in their commitment. They are equipped to the very\nhighest standards, and rank alongside the Space Marines in\ntheir dedication to the defeat of the enemies of Mankind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2149, + "rule_id": "pdf_skill_1746_the_adeptus_custodes", + "title": "The AdepTus cusTodes", + "content": "The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\ngalaxy at the side of their master, but now they never leave\nthe Imperial Palace on Terra, their duty being to defend the\nEmperor of Mankind for all time.\nThe holy orders of The\nemperor’s inquisiTion\nThe Inquisition is often described as the left hand of the\nEmperor. It is a secretive organisation whose members are\nbound by no law or authority except their own. The sole duty\nof the Inquisition is to investigate any possible or potential\nthreat to the future of Humanity, and to take whatever\nmeasures it considers appropriate to expose and destroy that\nthreat. Aggressive aliens, gross genetic deviancy, political\ncorruption, the machinations of treacherous planetary\ngovernors, incompetence, treason and heresy are threats\nenough to keep the Inquisition permanently occupied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2150, + "rule_id": "pdf_skill_1747_the_adeptus_astartes", + "title": "The AdepTus AsTArTes", + "content": "The Space Marines of the Adeptus Astartes are the geneticallyis equipped with the very finest weapons and armour, and\nare all but immune to pain and fear. They are organised into\nindependent armies of around one thousand warriors, called\nChapters, a thousand of which are spread out across the\nImperium, ready to react to any threat no matter its nature.\nA million or so warriors may not seem a large number to\ndefend an entire galactic empire, but such is the strength and\ndevotion of the Adeptus Astartes that each is the equal of\ndozens of lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2151, + "rule_id": "pdf_skill_1748_the_imperial_navy", + "title": "The imperiAl nAvy", + "content": "The Imperium is the largest stellar empire Humanity has ever\nknown, and its worlds are spread impossibly thin across the\ntrackless voids. The Imperial Navy patrols the warp routes\nthat link the Imperium’s scattered worlds, defends distant\nsettlements against alien aggression, and prosecutes wars\nagainst alien empires that threaten the Imperium. Without the\nImperial Navy, there simply would not be an Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2152, + "rule_id": "pdf_skill_1749_the_imperial_guard", + "title": "The imperiAl GuArd", + "content": "The vast bulk of Humanity’s armies come under the command\nof the Imperial Guard. Entire regiments are raised from the\nbest of a planet’s indigenous defence forces, and shipped\nto nearby warzones in response to alien invasions, mutant\nuprisings, Chaos incursions, rebellions and a hundred more of\nthe dangers that threaten the Imperium constantly. While the\nSpace Marines are few, but elite, the warriors of the Imperial\nGuard are almost literally numberless. Armed with little more\nthan faith and duty, they stand before whatever horrors the\ngalaxy has to throw at them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2153, + "rule_id": "pdf_skill_1750_the_navigator_houses", + "title": "The nAviGATor houses", + "content": "The Navigators are an ancient strain of human. They have\nlived amongst Mankind since time immemorial and it is not\nknown how they came into existence, though some say the\nEmperor himself had a hand in their creation. Navigators\nrepresent a singular form of human mutant and they must\nintermarry to breed true. As such, each is a member of a large\ninterrelated family called a Navigator House. Navigators bear\na special gene that allows them to see through the warp and\nguide a vessel as it crosses that otherworldly dimension. Using\ntheir third, or warp eye, the Navigator is able to see into the\ndepths of the warp and detect the psychic beacon that is the\nAstronomican on Earth, and by its light navigate the length\nand breadth of the Imperium. Without a Navigator, a human\nvessel would become hopelessly lost upon the ever-shifting\ntides of the warp, never to return.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2154, + "rule_id": "pdf_skill_1751_the_officio_munitorum", + "title": "The officio muniTorum", + "content": "The Officio Munitorum provides strategic command and support\nfor the Imperial Guard. It is responsible for raising and supplying\nregiments and armies in response to developing threats, and\nfor coordinating their deployment across entire sectors of the\nImperium. It is to the ranks of the Officio Munitorum’s general\nstaff that especially successful regimental commanders are\npromoted, and it is from amongst these glorious leaders that the\nlords militant who lead armies of millions are drawn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2155, + "rule_id": "pdf_skill_1752_mechanicus", + "title": "mechAnicus", + "content": "The Tech-Priests of the Adeptus Mechanicus are the guardians\nof Humanity’s ancient knowledge. The Adeptus Mechanicus\nowns and administrates the factory planet of Mars, whose\nvast orbital workshops turn out the majority of the weapons,\nspacecraft and other technologically sophisticated machinery\nused in the Imperium. The Adeptus Mechanicus is as much an\narcane cult as a scientific body, and its knowledge goes beyond\nmere technology and into the realms of techno-arcana.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2156, + "rule_id": "pdf_skill_1753_officio_assassinorum", + "title": "officio AssAssinorum", + "content": "The Office of Assassins is a vital tool of Imperial government.\nIf planetary governors prove rebellious, assassination may be\nthe most practical remedy. Even the ranks of the Adeptus Terra\nare not safe from the attentions of the dreaded assassins.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2157, + "rule_id": "pdf_skill_1754_rogue_traders", + "title": "roGue TrAders", + "content": "Rogue Traders form a class of nobility that exists almost\nentirely outside of the convoluted strata of the Imperium’s\nruling structures. They wield a Warrant of Trade that empowers\nthem to expand the Imperium’s borders, going out into the\nforbidden depths and conquering all in the Emperor’s name.\nMost wield personal fortunes far greater than the average\nplanet’s total wealth, and it is the desire to expand their\ndynasty that drives such men and women ever onwards.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2158, + "rule_id": "pdf_skill_1755_lost_technologies", + "title": "lOsT TeChnOlOGies", + "content": "Standard Template Constructs were created during the\nDark Age of Technology to provide all the technical\ninformation needed to construct anything that settlers\nmight need to survive upon a recently colonised world.\nEven the least technically-accomplished person could\nbuild a vehicle, aircraft or weapon given time. One\nresult of the STC system and its pivotal place in human\ncolonisation is that human material culture is very\nsimilar, even on worlds which are many thousands of\nlight years apart.\nToday, there are no known surviving STC systems,\nand only a very few examples of first-generation texts.\nFor thousands of years the Adeptus Mechanicus has\npursued all information about the STC. Any scrap of\ninformation is eagerly sought out and jealously hoarded.\nAny rumour of a functional system is followed up and\ninvestigated in force. There are thought to be many\nthousands of lost human colonies scattered across the\ngalaxy. Any single one might own a functioning STC\nsystem, and the slightest suspicion is often enough for\nentire crusades to be fought for the possession of one.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2159, + "rule_id": "pdf_skill_1756_the_ages_of_humanity", + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\nother mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity\non the brink of extinction.\n30th Millennium—The Great Crusade\nEarth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp\nstorms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and\ncreates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that\nlasts for two hundred years.\n31st Millennium—The Horus Heresy\nWarmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and\nleads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single\ncombat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension\nto the life-sustaining Golden Throne can save him. The Age of the Imperium begins.\n31st to 41st Millennia—The Age of the Imperium\nHumanity is bound within the organisations and societies of the Imperial administration. The\nEmperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human\nsacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad\nperils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance\nof the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge\nin ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp\ncreatures and alien domination are steadily gaining power in spite of every effort to suppress them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2160, + "rule_id": "pdf_skill_1757_the_emperor", + "title": "THE EMPEROR", + "content": "“None can truly say how many worlds Mankind rules. A million\nseems a sound estimate. But do we count only those with a duly\nappointed Imperial Commander, and overlook those without? Then\nshall we count those worlds with which there has been no contact in\na generation, two generations, three? What of those worlds known\nto be populated, but that none have seen any point in visiting? How\nmany lost worlds must exist beyond the light of the most blessed\nAstronomican? We say a million, for our puny human minds are\nsatisfied with such a number, but only the Emperor, in his ultimate\nwisdom, knows the truth of it.”\n–Lord High Consul Grasticus Vak", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2161, + "rule_id": "pdf_skill_1758_the_warp", + "title": "The WArp", + "content": "“The warp is a strange and terrible place. You might as well throw a\ntraveller into a sea of sharks and tell him to swim home as send him\nthrough the warp unprotected. Better it is not to let common man\ntravel through the stars. Better still, let him not know such a thing\nis feasible.”\n–Fra Safrane, 5th aide to Navigator De’el.\nThe reason why the spacecraft of the Imperium can move quickly\nover the entire galaxy, while other races suffer more restricted and\nslower spaceflight, is a combination of three factors. The first is the\nmaintenance of ancient technology by the Adeptus Mechanicus,\nthe Tech-Priests of Mars who preserve the lore of ancient science\non behalf of the Adeptus Terra. Without the technological\nadvantage of efficient warp engines, it would be impossible for\nthe Imperium to defend its scattered planets. The second factor is\nthe existence of human mutants known as Navigators, a race apart\nwhich traces its origins to the uncertain times of the Dark Age of\nTechnology. Only a Navigator can pilot a ship within warp space.\nHis swollen cranium houses a mind which is sensitive to the tides\nand currents of the warp, enabling him to guide his ship through\nwarp space to its eventual destination. Other races must rely upon\nguesswork and endless corrective manoeuvres to travel even short\ndistances through the warp. The third factor which makes warp\ntravel possible is the immeasurably powerful psychic beacon called\nthe Astronomican. Broadcast by a choir of psykers from Terra, the\nAstronomican reaches out through warp space, guiding spacecraft\nto their destination. Only a Navigator can sense the guiding light\nof the Astronomican, and only he can follow its psychic signal. It\nis the Astronomican which allows a Navigator to use his powers\nto the fullest; without it, not even the most powerful Navigator\ncould pilot his ship over the immense distances which separate\nthe worlds of the Imperium.\nWarp space is an alternate dimension composed of energy, as\nopposed to the physical space of the material universe. There are\nhazards within the warp which can wreck spacecraft and carry\nthem off course: unexpected turbulence, warp storms, and loops\nthat can trap a ship for eternity. These perils, though considerable,\nare nothing compared to the greater and unimaginable dangers\nthat lurk in warp space.\nWarp space is composed entirely of psychic energy. It is\nthis psychic energy that a human psyker draws upon to use his\npowers: to send telepathic messages hurtling through the warp\nfrom world to world, or to propel a psychic bolt of energy against\na foe. Warp space is not empty but inhabited by many strange and\ndangerous creatures, the most dangerous of which are the Great\nGods of Chaos and their legions of daemons.\nDaemons lust after the flesh and blood of living creatures. They\nwant only to destroy Mankind, to drag the souls of men back\nto their shadowy realm, to obliterate the material universe and\nengulf it within the energy of warp space. Fortunately, daemons\ncannot exist for long in the material universe and they need to\nfind psychic gateways in order to leave the warp. Such gateways\nexist, but they are rare. The most vulnerable gateways of all are\nthe minds of psykers. A psyker’s powers open up a path between\nreality and the warp, a path which a daemon may find and follow\nstraight to the mind of the psyker himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2162, + "rule_id": "pdf_skill_1759_imperium", + "title": "imperium", + "content": "“On this world, my word shall be heeded as that of the Emperor. The\nsouls of my subjects belong to Him, but their bodies belong to me.”\n–King Lamok, Imperial Commander and ruler of Woebetide\nThe vast majority of the Imperium’s worlds are ruled by\nan individual called an Imperial Commander or Imperial\nGovernor. Those that are not are most likely to fall under the\ndirect control of one of the Imperium’s organisations, such as\nthe Space Marines or the Adeptus Mechanicus, and in such\ncases a senior member of that organisation holds the additional\nrank of Imperial Commander.\nEach world in the Imperium is, to all intents and purposes,\nautonomous. Of course, this self-rule is subject to various\nconditions, the greatest of which is that its leader renders due\ntithes to the Imperium, in the form of resources and military\nunits, and maintains a strict cull of its psyker population.\nBeyond these responsibilities, planets are largely free to\nadminister themselves as they see fit.\nAlthough every planet has an individual who holds the\nrank of Imperial Commander, the exact form of governance\nvaries enormously. On most worlds, the Imperial Commander\nhas inherited the title from a long line of predecessors, perhaps\nbeing able to trace the lineage back to the world’s first colonists,\nliberators or conquerors. Other planets are ruled by a council,\nthe chair of which holds the rank of Imperial Commander so\nlong as he presides. On a small number of worlds the populace\ndecides who will rule them, though such regimes rarely survive\nin the age of war that is the 41st Millennium.\nAlthough each world is effectively independent, the\nImperium is divided up into sectors and sub-sectors. The\nworlds of these regions are often interdependent to some\ndegree. For example densely populated Hive worlds rely\non nearby agricultural worlds to feed their populations.\nEven if not directly dependent, there exists some manner\nof federation, for the benefit of trade and mutual defence,\nwhich is normally presided over by a Sector Lord, a powerful\nindividual appointed by the Adeptus Terra. Sector Lords do\nnot have direct control over Imperial Commanders and their\nworlds, but they do have a lot of control over trade and other\nmatters affecting how the world interacts with the Imperium at\nlarge, a fact that often gives them great influence and leverage\nover Imperial Commanders that rely on other planets to\nsustain themselves.\nThe Administratum has devised a characteristically complex\nsystem for cataloguing the functions of the Imperium’s worlds.\nWhile some relate to the world’s environment, most describe\nthe function the planet serves within the Imperium itself. The\nmore common types are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2163, + "rule_id": "pdf_skill_1760_hive_worlds", + "title": "hive WOrlDs", + "content": "By far the most densely populated of all of the Imperium’s\nplanets, Hive worlds are characterised by vast cities, usually\nseparated by trackless, polluted wastes. Such worlds generally\nserve as centres for the manufacture of relatively low-tech\nproducts, goods that require little more than serf-labour\nas opposed to those that require the jealously guarded\ntechniques of the Adeptus Mechanicus to produce. The age\nof the Imperium and the largely isolated nature of its planets\nmeans that Hive worlds are relatively common, with most\nsectors hosting at least a handful. They are entirely reliant\non nearby Agri Worlds to feed their vast populations, and\neven a brief period of isolation, perhaps caused by warp storm\nactivity cutting off trade routes, can result in entire populations\nrising up against their masters, and often reverting to barbaric\ncannibalism merely to survive. It is the brutal reality of life\nin the Hive worlds that anarchy is only one missed meal\naway, making the application of the very harshest methods of\ncontrol necessary. Despite, or perhaps because of this brutal\ncontrol, the lowest, most decrepit areas of the hives are often\nlawless wastes, the home of criminals, madmen, heretics,\nrebels and worse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2164, + "rule_id": "pdf_skill_1761_civilised_worlds", + "title": "CiviliseD WOrlDs", + "content": "The term ‘civilised’ is something of a misnomer, for most\nworlds of the Imperium are ruled over by the most brutal and\noppressive regimes ever known to Mankind. Such worlds are\ngenerally self-sufficient and largely stable, which is not to say\nthat they are untouched by rebellion, merely that insurgent\nelements are largely kept in check by the iron rule of the\nplanet’s Imperial Commander and his Enforcers. Civilised\nworlds tend to have an average technological base, although\nthey still rely on more advanced worlds for the provision of\nmore sophisticated technology, such as star ships. Failing\nany other classification or sub-type, most of the Imperium’s\nworlds fall in to this broad category.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2165, + "rule_id": "pdf_skill_1762_agri_worlds", + "title": "aGri WOrlDs", + "content": "These worlds are given over almost exclusively to the\nproduction of foodstuffs or other vegetable or animal-based\ngoods. They provide raw materials, and sometimes processing\nfacilities, though this is just as often undertaken off-world.\nThe populations of Agri worlds tend to be low, and are\nentirely devoted to the growing of crops or the husbanding\nof animals. On some worlds, a large degree of automation\nis utilised, with vast harvesting machines manned by only a\nhandful of crew able to reap and process thousands of tons\nof crops in a single day. Agri worlds rarely house populations\nsufficient to defend themselves against invasion, but many are\nhost to a garrison of off-world Imperial Guard, intended as\nlittle more than a deterrent to rebellion or pirate attack. Such\ndetachments are in reality little more than tripwires, intended\nto get the word out should a large scale invasion occur, for the\nloss of an Agri world may have dire consequences on other\nnearby planets that rely on it to feed teeming populations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2166, + "rule_id": "pdf_skill_1763_feral_worlds", + "title": "feral WOrlDs", + "content": "The galaxy is strewn with worlds that play host to human\npopulations that have long since reverted to barbaric savages.\nThis may have happened long ago, in the distant Age of\nStrife before the Emperor reunited the lost worlds of Man,\nthe populations never having regained the technological level\nof their colonist forefathers. Indeed, in most cases, it is in\nthe Imperium’s interests to keep such worlds in their barbaric\nstate. Their populations make ideal recruits into the Imperial\nGuard and the Space Marines, possessing a fierce warrior spirit\nthat can be harnessed if the subject can survive the inevitable\nshock of being shipped off-world and confronted with the\ngalaxy beyond. A member of the privileged noble class may\nbe the Imperial Commander of such a world. Alternately, the\nAdeptus Terra may appoint someone directly. In either case,\nthe Imperial Commander may reside in an orbital facility, safe\nfrom the savages under his rule, rarely even setting foot upon\nthe world below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2167, + "rule_id": "pdf_skill_1764_feudal_worlds", + "title": "feuDal WOrlDs", + "content": "Feudal worlds are a step above Feral worlds in terms of\ntechnological and societal development, yet not so advanced\nas the so-called Civilised worlds. They typically feature largely\nhomogenous, planet-wide cultures, the ruling classes of\nwhich provide the individual who holds the rank of Imperial\nCommander. Feudal worlds often have highly formalised\nwarrior classes, the members of which exhibit refined martial\ncodes which make them ideal for service in the Imperial\nGuard, and occasionally in the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2168, + "rule_id": "pdf_skill_1765_dead_worlds", + "title": "DeaD WOrlDs", + "content": "In a galaxy riven by war, it is inevitable that some worlds are\nlost to the terrible weapons unleashed upon the battlefields\nof the 41st Millennium. Such planets are classified as Dead\nworlds, and they are often so blighted by poison, radiation,\nbiological contaminants or any of a thousand other curses\nthat they are interdicted by the Imperial Navy against any\nsetting foot there again. Other Dead worlds are host to the\nremains of long-since vanished alien civilisations, or have\nbeen reduced to such a state by no cause that the Adeptus\nMechanicus can ascertain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2169, + "rule_id": "pdf_skill_1766_death_worlds", + "title": "DeaTh WOrlDs", + "content": "A great many planets are desirable due to a concentration of\nrare natural resources, yet too dangerous to readily support\na human population. Such worlds vary enormously in\nclimate and environment; some are home to jungles teeming\nwith predators and carnivorous plants, while others might\nbe covered in oceans of lava. Some might be irradiated,\npoisoned, or wracked by plasma storms. Some Death worlds\nare so inimical to human life that they are said to be possessed\nof some malevolent intelligence that actively musters every\npossible defence against intrusion. Despite the dangers, some\nDeath worlds have been settled, though life there is often\nshort and brutal. Death worlders are amongst the best recruits\nfor the Imperial Guard and the Space Marines. The mere fact\nthey have survived to adulthood marks them as amongst the\ntoughest and most resourceful individuals in the galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2170, + "rule_id": "pdf_skill_1767_research_stations", + "title": "researCh sTaTiOns", + "content": "Research stations are found on a multitude of worlds,\nestablishing a human presence on a planet not otherwise\nclaimed by the Imperium or ruled by an Imperial Commander.\nThey carry out a wide range of functions, such as weapons\ntesting, the study of dangerous life forms and the development\nof recently rediscovered technology. Others are watch posts,\never alert for any sign of invasion from the dark voids of\nthe galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2171, + "rule_id": "pdf_skill_1768_forge_worlds", + "title": "fOrGe WOrlDs", + "content": "These worlds are the exclusive domains of the Adeptus\nMechanicus, and form planet-wide factories. On such worlds,\nthe Tech-priests and their servitors construct the mightiest\nof war machines and create examples of technology that\ncannot be produced anywhere else. Forge worlds often serve\nas the base of operations for one of the Titan Legions, and are\nessential to the supply of arms and armour to the Imperium’s\nmilitary forces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2172, + "rule_id": "pdf_skill_1769_shrine_worlds", + "title": "shrine WOrlDs", + "content": "Shrine worlds are the domain of the Adeptus Ministorum, and\noften mark a planet once trod by one of the many venerated\nsaints of the Imperial Cult. They are populated by millions\nof priests and clerics, and the cities are often vast shrines,\nmausoleums or monasteries. They are often the subjects of\nvast pilgrimages, the faithful flocking from light years around\nto pay homage to the most celebrated of historical figures and\nImperial heroes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2173, + "rule_id": "pdf_skill_1770_pleasure_worlds", + "title": "pleasure WOrlDs", + "content": "While the teeming masses of Humanity are fortunate to reside\nin anything more than a crowded hovel or a dormitory at\ntheir place of labour, the very rare, privileged few may own\nan estate upon a Pleasure world. Such planets are the exclusive\nreserve of the impossibly wealthy, and it is to such places\nthat the very highest lords of the Adeptus Terra might wile\naway their last days. To most however, Pleasure worlds are no\nmore than a legend, a utopian paradise populated by indolent\npleasure seekers. It is hardly surprising that below the surface\nof such societies, heresy seethes as the bored scions of noble\nlines seek ever more extreme forms of distraction from the\ntediums of life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2174, + "rule_id": "pdf_skill_1771_space_marine_home_worlds", + "title": "spaCe marine hOme WOrlDs", + "content": "While some Space Marine Chapters are fleet-bound, the\nmajority lay claim to a single planet which is exclusively their\nown. Such planets are inevitably the best defended in the entire\ngalaxy, for they are home to Humanity’s most potent military\nforces. These worlds are generally chosen because they are\nhome to the sorts of cultures that produce the best recruits for\nthe Adeptus Astartes, and although the Space Marines rule\nover the populations, they rarely interfere with their daily\nlives, preferring instead to maintain whatever conditions have\nproduced such warlike peoples. Many Chapter-Fortresses\nare therefore situated in regions of the planet inaccessible\nto the natives, such as atop the highest mountain ranges or\neven on a moon. In most cases, the Space Marines are all but\nunknown to the local population, perhaps visiting them once\na generation to preside over the rigourous trials in which the\nyoung men strive to prove themselves worthy of selection by\nthe legendary ‘Sky Warriors’. On a few worlds, the Space\nMarines form a ruling class that administers the society\ndirectly, such as is the case with the Ultramarines Chapter,\nwhich maintains an entire region of space called Ultramar.\nA GAlAXy AT WAr\n“The galaxy itself cries out for our extinction; it reaches forth to\nsnuff out the light of our existence. In reply, we bellow our defiance,\nand strike the claw that seeks to engulf us.”\n–Lord Militant Hectus Gryff\nEvery human being loyal to the Imperium is but a statistic,\na tiny spark lost against the backdrop of stars. The 41st\nMillennium is a dark age for Humanity, a bloody age, an age\nin which technology is but a half-remembered myth, in which\nthe promise of progress, understanding and individuality have\nlong since been cast aside in favour of war and bloodshed and\nthe ceaseless struggle for survival.\nOnly by force of arms may the Imperium be held together,\nand only by the deaths of millions can it endure. Enemies\nattack from all sides. Every aspect of the Imperium is geared\ntowards the struggle for survival. The galaxy resounds with\nthe clash of weapons and the thunder of mighty guns. The\narmies of the Emperor can afford no mercy, no weakness and\nno respite from their unending wars. The Imperial Navy sends\nfleets from its many sector bases to do battle. Most Naval\nvessels — vast, city-sized constructions — are thousands of\nyears old. They are ancient gothic leviathans with terrifyingly\npowerful weapons and whole squadrons of fighters and\nbombers within their hanger decks. Entire battlefleets cross\nthe gulf of space to bring ruin upon the foes of the Emperor;\nto destroy their ships, and pound their worlds into dust. The\nships of the Imperial Navy also provide a forcible reminder\nto planetary governors of the might of the Imperium, and the\narrival of only a single ship is often enough to bring many\ndefiant worlds to heel.\nAs well as fleets of warships, the Imperial Navy is also\ntasked with the sacred duty of transporting the Imperial Guard\nfrom warzone to warzone. Forbidden by ancient decree from\nmaintaining their own fleets, the Imperial Guard is beholden\nto the Navy to ferry its regiments across the galaxy. Packed\ninto colossal transports, tens of thousands of warriors and\ntheir wargear are shipped to distant star systems to fight and\ndie on planets most have never heard of.\nThe vast armies of the Imperial Guard are the sledge\nhammer with which the enemies of Mankind can be smashed\nasunder. Covering the battlefields of the Imperium in their\nmillions, the soldiers of the Emperor are as numerous as the\nstars themselves. When the Imperial Guard goes to war, the\nvery earth shakes with the rumble of tanks, the thunder of\nartillery and the pounding of marching feet. Raised from\nevery world in the Imperium, the Imperial Guard is a hugely\ndiverse organisation, with each regiment having all manner of\nspecial skills that it can bring to bear. The Catachan regiments\ncome from one of the most lethal Death worlds in the galaxy\nand are expert jungle fighters. The Tanith First and Only are\nstealth troopers without equal, and the Narmenian Armoured\nbrigades specialise in lightning-fast attacks with heavy tanks.\nThe Imperial Guard fights vast crusades to liberate entire\nstar systems or sectors from alien or rebel domination. Led by\nWarmasters, powerful men in whose hands the fate of billions\nrests, the Imperial Guard fights on countless worlds, with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2175, + "rule_id": "pdf_skill_1772_space_marines", + "title": "spaCe marines", + "content": "Sometimes, a sledgehammer approach to war is too slow to\nreact to developing war zones. When a rapid strike is required,\nit is the Space Marines of the Adeptus Astartes who will fight.\nGenetically enhanced super-beings created by the Emperor at\nthe very dawn of the Age of the Imperium, the Space Marines\nare the greatest warriors in the galaxy. They fight with a depth\nof faith and courage that no mortal man can match.\nWith the best weapons and armour in the Imperium, the\nAdeptus Astartes are the Angels of Death, striking as bolts\nof lightning from an empty sky and destroying key enemy\npersonnel and installations before they can react.\nOrganised into Chapters of a thousand warriors, the\nSpace Marines are the supreme fighting force in the galaxy.\nStronger, faster and tougher than almost any foe imaginable,\ntheir bioengineered bodies can fight in any environment and\nsurvive the most traumatic of wounds. This resilience enables\na Space Marine to fight up to the point that his body is utterly\ndestroyed. It is said that the enemies of the Imperium fear\nmany things: discovery, defeat, despair and death. Yet there\nis one thing they fear above all: they fear the wrath of the\nSpace Marines.\nThe mAny fAces of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2176, + "rule_id": "pdf_skill_1773_enemy", + "title": "enemy", + "content": "“Look first for the traitor, for he covets your rule. Look then for the\nxenos, for it hungers for your flesh. Look then for the fiend, for it\nseeks to consume your very soul.”\n–Arch Deacon Drass Corothis, Confessor to Lord Solar Fell.\nWhile the Imperium may be heralded as the greatest empire\nHumanity has ever built, it is in fact a crumbling edifice, its\nfoundations rotten and its future at best uncertain. Some\nmaintain that the Imperium is so vast that no force in the\ngalaxy can possibly topple it, for even were great swathes\nof its territory to fall, others would, in time, rise up to\nreplace them. Each year, entire worlds are lost, yet others are\nconquered, regained, liberated or colonised. Whether or not\nthe constant struggle balances out remains to be seen, though\ndoubtless the Imperium could survive, barring some galaxyIn a universe in which life itself appears to resent\nHumanity’s dominion of the stars, the threats that face the\nImperium can be broadly summarised as those from within,\nwithout and beyond.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2177, + "rule_id": "pdf_skill_1774_rebellion_the_enemy_within", + "title": "rebelliOn (The enemy WiThin)", + "content": "There are many that hold that the greatest threat to the Imperium\nis not the ravening hive fleets consuming the Eastern Fringe, or\nthe barbarous anarchy of the Ork empires. They claim instead\nthat the most dangerous foe of Mankind is Mankind itself.\nOn thousands of worlds, rebellion seethes just below\nthe surface. Rebels and malcontents plot against Imperial\nCommanders, resentful of the brutal measures that must be\ntaken to maintain order in the face of a hostile galaxy. The\nEnforcers of most worlds are engaged in ceaseless antiSometimes, these movements get lucky, and actually do manage\nto overturn their planet’s government and install their own\nleaders. In most cases, these new leaders prove just as despotic\nas the regime they ousted, and the cycle of oppression and\nrebellion continues. As far as the Imperium at large is concerned,\nthese changes in regime often go entirely unnoticed. So long as\nthe tithes are rendered in a timely fashion and the psyker culls\nundertaken, the Adeptus Terra sees little point in interfering.\nWhen the High Lords do decide a response is needed however,\nwoe betide the rebels, for that response may be some time\ncoming, but it will be devastating in the extreme.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2178, + "rule_id": "pdf_skill_1775_alien_incursion", + "title": "alien inCursiOn", + "content": "(The enemy WiThOuT)\nThe Imperium may be the largest empire in the galaxy, but it\nshares space with countless other civilisations, any of which\ncould one day spell its doom. The entire galaxy is infested\nwith Ork empires for example, and while they fight one\nanother as much as other races, if they were to unite under\na single leader, they might drown the entire Imperium under\nthe much-feared ‘green tide’. The Tyranid Hive Fleets have\nrecently appeared in the extreme galactic east, and no one\nknows how many of the galaxy’s worlds they have already\nstripped bare of resources, or how many more fleets are\nbearing down on other regions. The Tau are an example of\na small, yet dynamic alien empire with designs on the larger\ngalaxy. While no one empire such as the Tau represents a\nthreat to the Imperium at large, their sheer number means\nthat many will continue to exist, and be a threat to human\nworlds, for a long time to come.\nThe average human subject of the Imperium has precious\nlittle knowledge of the alien; what he does know is gleaned\nfrom the tirades of the Ecclesiarchy’s fanatical preachers. Orks\nmight be held up as the ultimate example of crude barbarism,\nwhile the Eldar are presented as a caution against hedonism\nand decadence. These races might be known across the galaxy,\nwhile on other worlds races only present in the local stellar\narea might be blamed for the ills that assail human worlds.\nOn outlying worlds, some contact with alien races does\noccur, generally taking the form of limited trading relations.\nOccasionally, local defence forces make common cause with\nalien warriors against a threat that endangers both. Although\nthis runs counter to the doctrines of the Imperial Cult, reality\non the frontiers often makes such arrangements a necessity.\nEven worlds well within the Imperium’s borders might be\nisolated for decades, even centuries, by warp storms or simple\nneglect, and reach all manner of agreements with nearby\nraces. Such a situation may be reversed should an Inquisitor\narrive and denounce it as heretical, or a preacher declare a\ncrusade against the ‘unclean xenos’.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2179, + "rule_id": "pdf_skill_1776_daemonic_infestation", + "title": "DaemOniC infesTaTiOn", + "content": "(The enemy beyOnD)\nThe things that lurk in the warp, slavering for the soul of\nMankind, might be the product of nightmare, but they\nare very real nonetheless. For the most part, Daemons are\nrestricted to the Sea of Souls, unable to manifest in the\nmaterial universe for more than a brief period of time. There\nexist several methods by which such horrors may incur upon\nthe Domains of the Emperor.\nThe first method is by way of an unprotected psyker.\nWithout the ritual of the Soul Binding, very few psykers are\nstrong enough of spirit to resist the attentions of the things\nof the warp, to which their souls shine as bright beacons\nwhile a normal man’s is no more than a guttering spark. As\nan ‘unsanctioned’ psyker grows in power, so are more and\nmore daemonic predators drawn to him, as a shark is attracted\nto blood. As he unleashes his powers, the beasts seek a route\nthrough to the material universe, and inevitably possess the\nunfortunate psyker. So possessed, the psyker is likely to draw\nmore daemons through the portal, until a full scale Daemonic\nIncursion is initiated, and entire worlds condemned.\nAnother method is by way of a warp/real space overlap.\nSuch conditions come into being in regions of space that are\nafflicted by warp storms, within which the daemonic may find\npurchase. In regions such as the Eye of Terror, entire worlds\nmay be swallowed by such storms, becoming the cursed\ndomains of the infernal.\nPerhaps most terrible of all are those instances when a\nmortal man has deliberately called forth the powers of the\nwarp, creating, by way of proscribed ritual or technology, a\ngateway through which the things descend upon the material\nplane. While most such individuals imagine they can bind\nthe Daemons to their will, more often than not they are the\nbeast’s first victim, but far from their last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2180, + "rule_id": "pdf_skill_1777_strategic_command", + "title": "sTraTeGiC COmmanD", + "content": "The Imperium’s military might is as varied as it is limitless,\neach body having its own doctrines, chains of command\nand even rivalries. It ranges from such disparate forces as the\npious Battle Sisters of the Adepta Sororitas to the lumbering\nOgryns of the Imperial Guard Abhuman Auxilias. Every one\nof the myriad forces is a potent military presence, but when\ncombined they are unstoppable. The only problem is that\nforging a coherent military force from such varied units is a\ntask that only the most dedicated, influential and charismatic\nof leaders can achieve.\nSuch men are sometimes called Warmasters, though many\nprefer the title Lord Solar, because of the deeds of the archthe command of the High Lords of Terra themselves, and\ngiven the very highest of tasks to perform. Such missions\nmight demand the retaking of entire sectors lost to the\nenemies of Mankind, or the eradication of an entire alien\nempire. Many decades might be spent mustering the vast\narmies these leaders will command, and every one of the\nImperium’s fighting arms are represented, from the Titan\nLegions to the Inquisition.\nWarmasters and Lords Solar are individuals whose\nnames the entire Imperium will celebrate should they prove\nsuccessful in whatever task they have been set. They are often\nthe founding fathers of entire sectors, with cities, even planets\nnamed after them. If they are defeated, a million worlds will\ncurse their names, holding them up as examples of failure to\nnot repeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2181, + "rule_id": "pdf_skill_1778_space_marine_command_councils", + "title": "spaCe marine COmmanD COunCils", + "content": "When the forces of two or more Space Marine Chapters find\nthemselves fighting alongside one another, the leaders of\neach often convene a council and elect a leader to act and\nspeak for their interests. This individual is the warrior that\ncommands the greatest respect and admiration amongst the\nassembled Space Marine leaders, and he is entrusted with the\nultimate command of the Space Marines’ combined forces.\nWhen serving in a larger army, Space Marine Command\nCouncils normally ratify the orders of the Warmaster, and act\non them as they see fit. It is not unheard of, however, for the\nSpace Marines serving in a Warmaster’s force to pursue their\nown objectives, which may or may not converge with his\nown. Very occasionally, a Command Council will decide not\nto ratify a Warmaster’s commands and may openly disobey\nthem. It takes a very special kind of leader to command the\nrespect of such leaders as serve on the Space Marine Command\nCouncils, and it is the ultimate testament to a Warmaster’s\nskills and authority if he can do so.\nWAr on All fronTs\n“He who would stay his hand, he who would show mercy, he who\nwould speak of peace; he is a traitor, and nothing in this universe is\nas low as a traitor.”\n–Pator Norak, prior to the Battle of Griffin’s World.\nOver ten thousand years of constant warfare throughout the\nentire galaxy, the Imperium has fought every variation of conflict\nimaginable. From gruelling sieges lasting decades to the bitter\none-on-one fighting of a cityfight, there is no expression of the\nart of war that Mankind has not experienced, or mastered. Some\nof the more common types of warfare are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2182, + "rule_id": "pdf_skill_1779_total_war", + "title": "TOTal War", + "content": "When the Imperium goes to war, it does so with total\nconviction, for its leaders know that ultimately the very survival\nof Mankind is at stake. Every possible resource is mustered in\nthe pursuit of victory, with entire planetary populations turned\nover to supporting the war effort, no matter the cost. Many of\nthe Imperium’s wars have escalated over the centuries, perhaps\nstarting out as mere backwater rebellions before developing\ninto full-scale wars engulfing entire sectors and involving every\npossible arm of the Imperium’s military.\nSuch total war sees millions-strong armies grinding into one\nanother across crater-strewn wastes littered with the blackened\nbones of previous waves of attackers. Entire cities are reduced to\nrubble, bitter enemies fight hand-to-hand in the ruins, refusing\nto surrender a single city block. Worlds afflicted by total war\nsoon become a blackened wasteland bearing no resemblance\nto their former state. Planets once blessed by verdant forests\nare reduced to ashes, enemies clashing amidst the skeletal\nremains of the trees. Hive cities are transformed into towering\nmausoleums, their corridors and domes choked with the dead\nand riddled with disease.\nAfter several years of total war, it is possible that the\nbelligerents have forgotten the initial cause of hostilities. Of\ncourse, most wars fought by the Imperium are viewed as a\nmatter of racial survival, so no justification is required. Equally,\nan army of rebels or secessionists may have seen its more\nfanatical members killed off or martyred in the initial battles,\nbut continue to fight because to surrender would be to face the\ninevitable vengeance of the Imperium’s justice. Most alien races\nrequire no reason to make war other than their essential nature;\nfor such races as the Orks and the Tyranids, war is fundamental\nto existence, and requires no rationalisation whatsoever.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2183, + "rule_id": "pdf_skill_1780_planetary_assaults", + "title": "planeTary assaulTs", + "content": "Planetary assaults are a common type of warfare in the Imperium.\nOften a world will fall before aid can arrive, and the Imperium’s\narmies must force a contested landing in order to reclaim it.\nSome planetary assaults are undertaken by small, elite formations\nsuch as Space Marines, striking at the very heart of the enemy.\nCommand bunkers, defence installations, communications\nnodes and logistical centres are all targeted, with Space Marines\ndeploying via drop pods into the midst of their foe. Very few\ndefenders can withstand such an attack, and it is not uncommon\nfor the entire chain of command to collapse when the upper\nechelons are attacked in this way.\nThe other type of planetary assault is the massed landing.\nFar from the surgical strike of Space Marine insertion, a massed\ndrop involves thousands of troops deploying by drop ships large\nenough to carry entire regiments of infantry or hundreds of\nbattle tanks. There is no subtlety to such landings. The Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2184, + "rule_id": "pdf_skill_1781_cityfights", + "title": "CiTyfiGhTs", + "content": "Cityfights develop when a city holds some value to both sides in\na war, whether military, logistical or simply symbolic. If only one\nside places any value in the city, the other is likely to use whatever\nstrategic means it has available to deny it to the other, ranging\nfrom long range bombardment to the unleashing of ordnance\nfrom battleships in orbit high above. When two armies decide\nto fight one another for possession of a city, the conflict is sure\nto become a bitter and bloody meat grinder, for in the cratersmash through the wreckage of once proud buildings, but they\nare vulnerable to lone enemies armed with tank-busting melta\nweapons. Snipers become the lords of the battlefield, able to strike\ndown enemy leaders, heavy weapons crew and tank commanders\nfoolish enough to expose themselves to their all-seeing scopes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2185, + "rule_id": "pdf_skill_1782_armoured_warfare", + "title": "armOureD Warfare", + "content": "The industrial might of the Imperium’s Forge worlds and\nHive worlds makes it possible for entire armies to be equipped\nwith the mightiest of armoured war machines. These range\nfrom agile walkers such as the Sentinel to super-heavy tanks\nsuch as the gargantuan Baneblade. When the terrain and\nstrategic conditions require it, the Imperium is able to field vast\nformations of armoured vehicles, forming a titanic mailed fist\nable to smash aside any opposition. Furthermore, there have\nbeen many instances when environmental conditions have\nmade it impossible for Imperial Guard infantry to operate, and\nonly the sealed tanks can be fielded. Races such as the Tyranids\nare capable of wreaking such havoc upon a planet’s eco-system\nthat this is the only way of fighting them face-to-face.\nThe mightiest of the Imperium’s armoured war machines\nare not tanks at all, but the Titans of the Adeptus Titanicus.\nThese so-called ‘god machines’ tower over the battlefield, their\nevery stride capable of crushing to a pulp entire platoons of\nenemy infantry. Furthermore, a Titan is able to carry weapons\nnormally only seen in planetary defence emplacements or in\nthe turrets of the battleships of the Imperial Navy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2186, + "rule_id": "pdf_skill_1783_trench_warfare", + "title": "TrenCh Warfare", + "content": "When war grinds to a stalemate and neither side has the ability\nto break the deadlock, the opposing armies will fortify what\npositions they have claimed and resolve to defend them no\nmatter the cost. Entire continents become crossed with trench\nlines thousands of kilometres in length. Mighty bastions are\nconstructed along the defence lines, each an impenetrable\nredoubt armed with fearsome arrays of anti-personnel weapons\nable to cut down entire waves of enemy attackers. Furthermore,\neach front features multiple defensive lines, so that should one\nfall, an in-depth defence can be enacted and counter-attacks\nlaunched from subsequent lines. A common feature of this\nstyle of warfare is the unimaginable cost in lives of taking any\nground at all. Entire regiments attack over a front of a few\nhundred metres, thousand laying down their lives in exchange\nfor taking a position that will almost certainly be retaken\nwithin hours. War in the 41st Millennium is not subject to\nmoral laws or strategic logic; it is a matter of faith, and faith is\nthe one thing for which men will willingly die.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2187, + "rule_id": "pdf_skill_1784_suppressions", + "title": "suppressiOns", + "content": "A suppression is a punitive war, launched against a world for\nthe security of the surrounding region. It may be fought against\ninsurgent elements on an Imperial world, or against the Imperial\nCommander himself, who has perhaps withheld tithes, given\nsuccour to traitors or otherwise refused to adhere to the dictates\nof the Adeptus Terra. A suppression might be launched against\nan alien civilisation that has threaten the Imperium’s worlds or\nin order to forestall an anticipated invasion.\nSuch punitive wars are normally intended to be sharp and\nshort, and to bring about a specific set of strategic circumstances.\nOf course, suppressions may fail in their objectives, and escalate\ninto full blown wars consuming millions of lives and lasting\nmany years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2188, + "rule_id": "pdf_skill_1785_purges", + "title": "purGes", + "content": "Although the Adeptus Terra prefer to leave the administration\nof the Imperium’s worlds to the duly appointed Imperial\nCommanders, there are times when circumstances dictate that\nelements of that world’s population be removed for the good of\nthe entire region. It may be that insurgent or pirate activity has\nreached such a pitch that the local government cannot contain it\nany longer and the security of an entire sub-sector is threatened. It\nmight be that mutant or psyker populations have been allowed to\nexpand unchecked. It may even be the case that a local expression\nof the Imperial Cult has been declared heretical, and its adherents\nmust be hunted down and punished. On some worlds, such cults\nprove to be a cover for the worship of the Ruinous Powers of the\nwarp, or are dominated by alien overlords.\nPurges are brutal affairs, and often trigger a full-scale uprising.\nThey have a habit of escalating as that which the Imperium\nseeks to excise proves to be far more widespread than previously\nthought. Few planetary militias will stand idly by and watch as\nImperial Guard units from off-world conduct pogroms against\ntheir kin and burn their homes to the ground. Unless conducted\nwith swift, overwhelming efficiency, a purge may soon become a\nwar of attrition.\nPurges are often led by individuals such as Inquisitors, whose\npowers are not subject to Imperial law and who will not flinch\nat doing what is necessary to locate and punish his targets. The\nwarriors conducting the purge are likely to be drawn from elite\nunits such as the Space Marines, who are able to attack swiftly, with\noverwhelming force, before the enemy can react. In the aftermath\nof the purge, there is likely to be a period of severe oppression in\nwhich thousands are put on trial and executed. Although harsh,\nHumanity can afford no less in the battle for its very survival.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2189, + "rule_id": "pdf_skill_1786_civil_war", + "title": "Civil War", + "content": "In a galaxy in which Mankind is beset with foes on all quarters,\nit is a tragedy of epic proportions that worlds should go to war\nagainst one another. Yet such conflicts are common, as Imperial\nCommanders vie for territory and seek to settle old scores.\nWars of secession, fought between rival factions each believing\nthemselves the rightful heirs to the rulership of an Imperial\nworld, reduce entire planets to wastelands even without the\nactions of hostile invaders or rebellious elements. Trade wars\nescalate to open conflicts and the planetary militias are used not\nto defend against attackers but to capture territory from bitter\ncompetitors. It is rare for such conflicts to involve the Imperial\nGuard or other military organisations, for the belligerents\nwould not wish to draw the attentions of the Adeptus Terra,\npreferring instead to resolve the conflict with their own forces.\nAs far as the Imperium at large is concerned, these ‘bush wars’\nare insignificant to the larger strategic situation, unless of course\nthey interfere with the rendering of tithes or the raising of new\nImperial Guard regiments. Should either of these occur, then\nthe Imperium is likely to launch an attack of its own, forcibly\nousting the warring parties and installing a new Imperial\nCommander more likely to maintain the status quo.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2190, + "rule_id": "pdf_skill_1787_the_military_machine", + "title": "The miliTAry mAchine", + "content": "“Every one of us is a soldier in the Emperor’s armies. From the\ninductee-cadet learning for the first time how to field-strip his lasgun,\nto the most accomplished Chapter Master of the Adeptus Astartes.\nAll of us must fight, or all of us shall die.”\n–Fundaments of Service, Verse I.\nEvery world in the Imperium must look first to its own defence,\nfor aid against external aggression or mass uprising can take\nmonths to arrive, by which time the Imperial Commander’s head\nis likely to be mounted upon a spike over the burned out ruins\nof his former palace. In order to defend against pirate attack,\nrebellion, alien invasion or any other threat, each world maintains\nsome form of planetary militia. The number and nature of such\na force varies enormously, dependent upon the type of world. A\ndensely packed Hive world, for example, is able to raise many\nmillions of troops, and due to its huge industrial base is likely to\nbe able to equip its forces well. A less populated world is able to\nraise far fewer troops, but may be able to make up for the lack of\nnumbers in specialised skills. The Jungle Fighters of the Death\nworld of Catachan are a case in point. Few warriors in the entire\ngalaxy are able to match them in their native environment, and\nthey are such tough and determined soldiers that their skills are\never in demand regardless of the nature of the warzone.\nIn addition to his duty of providing troops, the Imperial\nCommander must also render heavy equipment, in the form of\ntanks, troops transports, artillery, and the like. Due to the nature\nof the Standard Template Construct, these are likely to be of\na standardised type common to most worlds in the Imperium.\nSometimes a world may produce equipment of an unusual pattern,\nbut these rarely join the ranks of the Imperial Guard due to the\ndifficulties in maintaining them. The Imperial Commander is\nalso obliged to provide massive reserves of arms and ammunition\nto the regiments raised from his world, and to maintain such\nstocks against future emergencies in nearby warzones.\nPlanetary defence forces go by any number of names and\nare organised and equipped according to the vagaries of local\ncustom. Some appear more ceremonial than functional, wearing\ngaudy uniforms and ornate armour, yet are recruited from highly\naccomplished warrior classes. The warriors of other militias\nappear more like rag-tag bandits, but are nonetheless hard bitten\nveterans and the match for any Imperial Guard unit.\nWhen required to provide troops for the Imperial Guard,\nthe Officio Munitorum demands the very best of an Imperial\nCommander’s defence forces. Withholding his elite units has\nproven the downfall of many an Imperial Commander, for often\nhe is held accountable for the performance of those troops he\nhas provided. If required by ongoing wars to provide more\nregiments, it is quite possible for a world’s militia to be stripped\nof its manpower entirely, making mass conscription a necessity,\nregardless of the effects on the planet’s economy.\nUpon joining the ranks of the Imperial Guard, the troopers of\nthe defence forces may come into contact for the very first time\nwith a whole range of troops they have never seen before. They\nmay fight beside lumbering Ogryns or stealthy Ratlings, and\nmay even share a battlefield with the legendary Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2191, + "rule_id": "pdf_skill_1788_the_imperial_guard", + "title": "The imperial GuarD", + "content": "The Imperial Guard represents the elite of the planetary militias,\ncalled upon to fight across the myriad warzones of the galaxy.\nThe basic building block of the Imperial Guard is the regiment,\na formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\nequipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nin the ubiquitous Leman Russ battle tank. Others still are more\nesoteric or specialised, such as the Elysian Drop Troops, who\nare unparalleled amongst the Imperial Guard in the use of\nairborne insertions and massed combat drops. Some regiments\nare drawn from the noble warrior elite of the civilised worlds,\nwhile others are little more than Feral world savages more used\nto wielding a spear than a lasgun. Regardless of their source,\nthe Imperial Guard are the bastion of Humanity, its numbers\nare, to all intents, limitless, and they bear the brunt of every\nwar the galaxy has thrown against the Imperium.\nThe number of Imperial Guard committed to a war can\nvary enormously. At the lowest end of the scale, an increase\nin pirate activity in a system might result in a regiment being\ndespatched to bring it under control, and the companies and\nplatoons of that unit being split up and deployed across entire\nworlds. An Agri world threatened by intermittent raids, for\nexample, might have a single company assigned to its defence,\nintended more as a deterrent than a serious defence. At the\nopposite extreme, an Imperial Guard force sent to dislodge an\nalien presence from a strategically vital region might consist\nof many hundreds of regiments. Such was the case when the\ngreat hero of the Imperium, Lord Solar Macharius, launched\nhis seven year campaign into the Halo Stars of Segmentum\nPacificus, commanding seven entire army groups in the\ngreatest conquest of recent times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2192, + "rule_id": "pdf_skill_1789_the_storm_trooper_regiment", + "title": "The sTOrm TrOOper reGimenT", + "content": "The Storm Troopers are a specialised formation that represents\nthe most dedicated, well-trained and superbly equipped\nregiment in the entire Imperial Guard. Each Storm Trooper", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2193, + "rule_id": "pdf_skill_1790_is_in_most_cases_the_orphan", + "title": "is (in most cases) the orphan of an Imperial servant, raised in", + "content": "a Schola Progenium and schooled in the doctrine of selfless\nservice to the Imperium. Those who have shown a propensity\nfor war from an early age undertake a punishing training\nregime, which turns them into the elite of the Imperial Guard\nand second in skill and dedication only to the Battle-Brothers\nof the Adeptus Astartes and the Battle-Sisters of the Adepta\nSororitas. Storm Troopers are equipped with the very finest\nweapons and armour the Officio Munitorum can provide, and\nthey often go to war in Valkyrie airborne carriers, leaping\ninto battle as they descend upon grav-chutes.\nThe Storm Troopers are never fielded as a whole regiment,\nbut are instead fielded as individual companies in warzones\nwhere they are most needed. Unlike the Space Marines, they\nare fully integrated into an army’s chain of command, and\ncan therefore be relied upon to spearhead Imperial Guard\nassaults, infiltrate enemy territory or provide a highly effective\nrapid reaction force to exploit breakthroughs or counter\nenemy attacks.\nIt is often said that members of the regular Imperial Guard\nregiments are resentful of the attentions afforded to the elite of\nthe Storm Troopers. This is hardly surprising, for an Imperial\nGuardsmen might serve his entire career (which equates to\nthe remainder of his entire lifetime) manning the same squalid\ndugout, while the Storm Troopers rarely stay in one theatre\nof war for long. It rarely pays to voice such bitterness openly\nhowever, for many of the Storm Troopers who survive their\nterm of service go on to become Commissars, tasked with\nkeeping discipline amongst the ranks of the Imperial Guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2194, + "rule_id": "pdf_skill_1791_the_imperial_navy", + "title": "The imperial navy", + "content": "The warships of the Imperial Navy bear the most devastating\nweapons in the Imperium’s arsenal, and they can be brought\nto bear across the length and breadth of the Imperium and\nbeyond. No other navy belonging to any other species or\ncivilisation in the galaxy wields such brutal power.\nThe Imperial Navy is charged with many tasks. Its primary\nmission is to ensure that the scattered worlds of the Imperium\nremain part of the galaxy-spanning empire of Humanity; that\nthe vital space lanes are kept open and free from attack from\nany quarter. Should pirates threaten a particular space lane, even\nthe smallest of the Imperial Navy’s squadrons are generally\nsufficient to deter further piracy, and if the problem persists, the\nNavy will hunt the pirates down, locating their hidden bases\nand destroying them utterly. Should a more concerted enemy\nthreaten a region, the Imperial Navy are likely to be the first\nline of defence, and many an invasion has been halted in its\ntracks before even making planetfall by way of mighty battles\nfought in the outer regions of a threatened star system.\nAnother task performed by the Imperial Navy is that of\ntransporting the land forces of the other military arms across\nspace. By ancient decree, the Imperial Guard may not maintain\nor operate its own interstellar spacecraft, forcing it to rely\nupon the navy for transport from one planet to the next. Entire\nregiments can be transported in the cavernous holds of the\nImperial Navy’s troop transports, and deployed via drop ship\nto the surface of any planet.\nA further role that the Imperial Navy performs is that of\nsupporting wars prosecuted upon a world’s surface. Many\nImperial Guard regiments have gunnery officers and observers\nattached to them from the bridge crews of orbiting Imperial\nNavy warships, the smallest of which carries as much firepower\nas an entire Imperial Guard regiment. These officers call down\nheavy orbital barrages with unerring precision, supporting\nImperial Guard advances and bringing the Emperor’s wrath\nto the enemy, no matter where in the vast galaxy he seeks to\nhide.\nThe sisTers Of baTTle\nThe Battle-Sisters of the Adepta Sororitas are the militant\narm of the Ecclesiarchy. Though relatively few in number\ncompared to the infinite ranks of the Imperial Guard, this\nall-female warrior order is zealous in faith and equipped with\nthe finest equipment the Adeptus Ministorum can obtain.\nThe Sisters of Battle are tasked with carrying out Wars of\nFaith against those their masters declaim as heretics, and of\nguarding the many sacred sights and pilgrim routes against\nthose who would attack the faithful. They often take part in\nthe Imperium’s crusades, for the Adeptus Ministorum desires\nits place in the glories of war, and ever seeks to ensure its\nposition after the victories are won.\nThe Sisters of Battle are often called upon to serve\nalongside the Witch Hunters of the Inquisition’s Ordo\nHereticus. So fervent and unshakeable are the Battle-Sisters\nin their faith that they can endure heresies of the very worst\norder and, with bolter, flamer and melta, scour the worlds of\nthe Imperium of the traitor, the mutant and the witch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2195, + "rule_id": "pdf_skill_1792_the_adeptus_mechanicus", + "title": "The aDepTus meChaniCus", + "content": "The Tech-Priests of Mars maintain their own military forces,\nwhich are often called upon to fight alongside the other arms\nof the Imperium’s war machine.\nBy far the greatest are the Titans of the Adeptus Titanicus.\nTitans are immense fighting machines, towering monstrosities\nseveral hundred feet tall. They instil terror by their mere\npresence and little can equal their bristling arsenals of\nweaponry. Few enemies, apart from other Titans, can stand\nagainst them. Created during the founding of the Imperium,\nthe Titan Legions have crushed the Emperor’s foes in\ncountless battles and wars. Protected by banks of void shield\ngenerators, Titans can soak up damage that would smash apart\ntank companies and infantry regiments. They march into the\nthick of battle with their mighty guns blazing, gouging huge\nholes in the enemy’s line with a fusillade of rockets, shells\nand plasma, paying little heed to the troops advancing in\ntheir wake. The Titan Legions are maintained by the might\nof the Adeptus Mechanicus and are sent into battle only\nwith the blessing of Mars itself. Each Legion is based on a\nForge world, and the Forge worlds are spread throughout the\nImperium so that at any given time at least one Titan Legion\ncan respond to a call to arms. The Legions are an immensely\npowerful force in their own right, and the presence of Titans\nhas decided the outcome of many campaigns during the long\nhistory of the Imperium.\nAlongside the Titan Legions, the Adeptus Mechanicus\nalso commands the might of the Centurio Ordinatus. This\norganisation controls immense war engines, which are\nspecialised to fulfil very particular roles. Some, like Ordinatus\nArmageddon, mount a single huge cannon capable of blasting\napart enemy war engines and fortifications. Others carry rack\nupon rack of huge missiles designed to spread wholesale\ndevastation. Some even mount experimental weapons such\nas the Sonic cannon put to use by Ordinatus Mars, which\nshatters enemy attacks and leaves the foe vulnerable to a\ncounter-attack by the Imperium’s forces. These Ordinatus\nare deployed sparingly, and many of them date back to the\nGreat Crusade and have been meticulously maintained for\nmillennia. They are seen as living icons of the Machine-God\nand the Cult Mechanicus reveres them as such.\nThe bulk of the Machine Cult’s armed forces are forge guards\nknown as Skitarii: human soldiers with bionic augmentations\nfor communication, weapons links and sensory feeds. With\nthe manufacturing power of the Adeptus Mechanicus behind\nthem, the Skitarii are amongst the best equipped soldiers in\nthe Imperium. Although most Forge worlds maintain whole\nregiments of Skitarii, their dominant role is to bolster the\nalready considerable power of the gigantic war machines of\nthe Titan Legions and crew the Centurio Ordinatus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2196, + "rule_id": "pdf_skill_1793_the_space_marines", + "title": "The spaCe marines", + "content": "The Space Marines are organised into Chapters, each of which\nis a completely autonomous organisation with its own chain of\ncommand, star ships, objectives and logistical support system.\nSpace Marines are the very finest warriors the Imperium can\nfield, and the presence of only a small number of Battledecades. The degree to which the Space Marines integrate into\nthe armies of the Imperium depends very much on the Chapter\nin question, but they never form a permanent component of the\norders of battle. Instead, the Lords Militant must negotiate the\nSpace Marines’ aid, drawing on ancient debts of honour and\ninvoking the great victories of the past. While some Chapters\nare all too willing to engage in the Imperium’s crusades and\nwars, others will only do so in line with their own agendas,\nwhich they rarely, if ever, make known to anyone outside of\nthe Chapter.\nAlthough the greatest weapon at a Space Marine Chapter’s\ndisposal is its Battle-Brothers, each is able to field a staggering\narray of devastating weaponry, vehicles and space ships.\nMany Chapters have the means to construct such machinery\nthemselves, while others hold solemn pacts with specific Forge\nworlds, whom they are supplied by in return for aid in time of\ncrisis. The huge range of equipment available to a Space Marine\nChapter, combined with the fact that the equipment itself is of\na far greater quality than that issued to many Imperial Guard\nunits, means that a Chapter can undertake missions that belie\nthe comparatively small number of its warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2197, + "rule_id": "pdf_skill_1794_the_grey_knights", + "title": "The Grey KniGhTs", + "content": "A secretive Space Marine Chapter whose very existence is\nunknown even amongst the upper echelons of the Imperium’s\nmilitary, the Grey Knights were created for one purpose: to fight\nthe Daemon. While most mortal warriors are reduced to gibbering\nwrecks at the mere sight of a fiend of the warp on the battlefields\nof the material universe, the Grey Knights are amongst the very\nfew able not only to stand before them, but to cast the Daemons\nback to the warp from whence they came. Every Grey Knight is\na psyker, his very mind a keen-edged weapon in the fight against\nthe creatures of the warp. Each is a potent warrior, the master of\nthe daemon-bane swords and glaives he wields in battle. Each\nis incorruptibly pure of heart, and it is said that in a universe in\nwhich even the most beloved son of the Emperor himself turned\nagainst all he loved, no single Grey Knight has ever foresworn his\nvows and turned to serve those powers he was created to fight.\nThe Grey Knights undertake desperate missions against the\nforces of Chaos, and while they are based in a secret Fortressfastest warships, which allow them to respond to any threat,\nanywhere in the Imperium. The Grey Knights often serve at the\nbehest of the Daemon-hunting Ordo Malleus of the Inquisition,\nforming the first, and often last, line of defence against threats\nuncovered by the Daemonhunters. Although unhallowed, without\nthe deeds of the Grey Knights, the Imperium might long since\nhave been submerged beneath an unstoppable tide of howling\ndaemonic madness, its worlds haunted by fiends and its people\nthe playthings of the vile servants of the Ruinous Powers.\nThe Origins Of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2198, + "rule_id": "pdf_skill_1795_deathwatch", + "title": "Deathwatch", + "content": "“How many have given their lives in service to Humanity, their\nnames never to be recorded, their deeds never to be celebrated? The\nDeathwatch seek not laurels; it is sufficient that the Emperor knows\nour names and our deeds.”\n–Deathwatch Brother Sergeant Ghalis (three days before his\ndeath at the claws of an Uberlord of the Nebulax Diaspora).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2199, + "rule_id": "pdf_skill_1796_the_deathwatch", + "title": "The DeaThwaTch", + "content": "The Deathwatch operates under conditions of great secrecy;\nits existence is not widely known nor are its victories widely\ncelebrated. The Chapter’s origins are even more shrouded in\nsecrecy, for they are born of a solemn pact made between the\nInquisition and the Adeptus Astartes.\nCenturies ago, a conclave of Inquisitor Lords—the\nApocryphon Conclave of Orphite IV—convened with the\nsole purpose of formulating an Imperium-wide strategy to\ncombat the many xenos threats that assailed Mankind. The\nmembers of this conclave were, in the main, drawn from the\nranks of the Ordo Xenos, all of whom shared the belief that\none day, there would come a time when Humanity would be\nconsumed by slavering xenos beasts, or enslaved to creatures\nof unutterably alien origins. They foresaw an age when every\nalien life form in the galaxy, and others from beyond it, might\nrise up and the Age of the Imperium would come to an end.\nThey had no inkling when such a terrible age might come,\nbut they knew with dreadful certainty that it surely would,\nand they determined that no effort should be spared to avert\nsuch an end.\nThe conclave sat for many years, and bitter debate raged\nback and forth between Inquisitor Lords of many different\npositions. Some believed that every trace of alien life should be\npurged from the galaxy, while a few advocated the formation\nof alliances with those races that could be tolerated. Some\nspoke of ancient, god-like beings that have slumbered since\nbefore the creation of Mankind awakening to enslave the\ngalaxy, while others foresaw that death would come at the\nhands of invasion from other galaxies entirely. While many\nInquisitor Lords declared the conclave itself an admission of\ndefeat for even countenancing that Mankind might not prevail\nagainst these threats, wiser counsel prevailed, and a strategy\nwas eventually formulated. The conclave would request an\naudience with the assembled Chapter Masters of the Adeptus\nAstartes, and ask of them a solemn undertaking.\nHow many Chapter Masters assembled to hear the\nwords of the conclave is not known, for such an event has\nonly occurred a handful of times in the long history of the\nImperium. Nor were the words of the Inquisitors recorded\nfor posterity. Certainly, enough Chapter Masters must have\nanswered the call, for a quorum of sorts was convened. The\nconclave presented its prophecy to the Chapter Masters,\nevoking the galaxy-wide threat of the ravening xenos. The\nChapter Masters, every one a veteran of a thousand campaigns\nagainst the terrors of the void, listened to the Inquisitors’\nwords, and withdrew to consider the matter.\nThe results of the Chapter Masters’ deliberations were\ndelivered to the conclave at sunrise the next day. Each of the\nMasters and Inquisitors undertook a solemn oath together.\nThey would form a new Chapter, consisting of veteran Space\nMarines highly experienced in combating the xenos. This\nChapter was dubbed the ‘Deathwatch’, for it would stand\nguard against the doom foretold by the conclave. Thus, to\nthis day, this joint oath still stands. The Battle-Brothers of\nthe Deathwatch take the war against the alien to the very\ndarkest reaches of the void, bringing to bear such force\nas no individual Inquisitor could hope to muster. In this\nmission, the Ordo Xenos and the Deathwatch are equals,\nthe Inquisitors rooting out the foes for the Deathwatch to\neradicate. While neither party is subject to the command of\nthe other, both work in concert towards their common goal,\naccording to those oaths made centuries ago. The two work\nclosely together, ever watchful for that fateful day when the\nprophecies of the conclave are realised.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2200, + "rule_id": "pdf_skill_1797_deathwatch", + "title": "DeaThwaTch", + "content": "The Deathwatch has at its disposal all of the resources of\nany other Chapter, and more, yet it is organised along\nentirely different lines more suited to its unique mission.\nThe key tactical unit into which Deathwatch Space Marines\nare organised is the ‘Kill-team’. This small, highly flexible\nunit represents a band of warriors utterly dedicated to their\nmission and to one another. The Kill-team may consist of as\nfew as three Battle-Brothers or as many as a dozen, and their\nmissions are assigned to them by a Watch Captain. A number\nof Kill-teams are brought together under the command of a\nWatch Commander, who is responsible for coordinating the\nmissions of all of the Kill-teams under his command.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2201, + "rule_id": "pdf_skill_1798_watch_captains", + "title": "waTch capTains", + "content": "Watch Captains are Battle-Brothers that have served in the ranks\nof the Kill-teams with great distinction, and have undertaken\nmultiple tours of duty with the Deathwatch. It is not uncommon\nfor especially skilled Battle-Brothers to be called to serve many\ntimes, and at some point, such veteran alien-hunters are likely\nto be afforded the honour of assuming the rank of Watch\nCaptain. In accepting this role, the individual knows that he\nwill not return to his Chapter for many years, for the time for\nwhich he serves as Watch Captain is generally counted as a\nsingle ‘mission’ in itself.\nThe role of the Watch Captain is to oversee one or more Killtraining, equipping and deployment. It is also the Watch\nCaptain’s duty to record the Battle-Brothers’ deeds in battle,\nand to ensure that, if possible, the remains of the fallen are\nreturned to their parent Chapters with all due honour.\nIt is relatively unusual for a Watch Captain to accompany his\nwarriors on a mission, but he occasionally does so if especially\ndangerous foes are being faced and his personal intervention\nmight turn the battle. In many cases, the Watch Captain oversees\na mission from nearby, often in a Thunderhawk gunship\nespecially equipped to serve as a combination of command\ncentre, emergency surgery, arsenal and quarantine facility for\ncaptured foes. From his gunship, the Watch Captain is able to\nmonitor the progress of the mission, seeing exactly what each\nBattle-Brother sees by way of the multi-band sensors built into\ntheir power armour. He can also monitor the physiological\ncondition of his warriors, ensuring that no alien biological\ncontaminants are transmitted onwards on their return.\nWhen the Watch Captains do take to the battlefield, their\npresence can turn the tide of combat. A Watch Captain is both\na leader, with experience in commanding troops and inspiring\ndeeds of great heroism, and a fearsome warrior in his own right.\nHe has seen every horror the galaxy has to offer, and stood\nfirm against them all. He can remain unshaken even in the face\nof a gargantuan alien terror capable of wiping out an entire\narmy, and discern immediately its most vulnerable weakness.\nThe Watch Captains of the Deathwatch are amongst the most\nheroic of the Imperium’s servants, even if their names and their\ndeeds are never known to any but their Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2202, + "rule_id": "pdf_skill_1799_watch_commanders", + "title": "waTch cOMManDers", + "content": "The Watch Commanders of the Deathwatch are amongst the\nmost experienced Space Marine xenos-fighters in the entire\ngalaxy. Prior to their secondment to the Deathwatch, a Watch\nCommander is likely to have progressed to the rank of Captain,\nand some have even served as Chapter Masters. The role of\nWatch Commander, like any other position in the Deathwatch\nis, in theory, only a temporary one. However, most of these who\ntake up the position do so in the knowledge that they may never\nreturn to their Chapter again, such a vital and heavy burden is the\nrank. As such, the duty is a lonely one, for the Watch Commander\nsees countless Battle-Brothers serve under him before they return\nto their Chapter, and he knows that he will, in all likelihood never\ndo so.\nThe process by which an individual is elevated to the rank\nof Watch Commander varies from case to case, but most have\nserved in the capacity of Watch Captain. The promotion may\ncome about by default, as the previous incumbent is killed in\nthe line of duty and the most senior Watch Captain under his\ncommand simply takes over. Sometimes the process is driven by\nthe Watch Captains electing one of their number to take overall\ncommand, while on other occasions an Inquisitor of the Ordo\nXenos may make the appointment, which must be ratified by\nthe Watch Captains and other Watch Commanders. In a handful\nof cases, a Watch Commander has actually joined the ranks of\nthe Inquisition, appointing his replacement before he leaves the\nWatch Fortress.\nWatch Commanders hold a position of great authority and\nresponsibility, for they have access to records and archives otherwise", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2203, + "rule_id": "pdf_skill_1800_watch_fortresses", + "title": "waTch fOrTresses", + "content": "A Watch Commander and all of the Kill-teams under his\ncommand are based in a Watch Fortress. Such places can take a\ngreat many forms; some are mighty deep space stations, while\nothers are imposing, fortified keeps on a planet’s surface. Some\nare impenetrable installations many miles below ground, while\nothers still are hollowed out asteroids bristling with weaponry\nand protected from prying eyes by arcane cloaking systems.\nWithin each Watch Fortress the Kill-teams train and prepare\nfor coming missions. Each fortress combines the functions of\ncommand centre, keep, archive, garrison and more. The Watch\nCommander often coordinates the monitoring of a hundred\ndifferent threats; or his attentions might be focused exclusively\non one single, overriding concern towards which all of his\nefforts are turned. The commander is assisted in his duties by a\ncadre of specialists, some of whom are Space Marines, such as\nTechmarines, Apothecaries and the likes, while many more are\nthe equivalent of Chapter Serfs. Some are specialists seconded\nfrom the staff of one or more Inquisitors, while the greatest\nnumber are mono-task Servitors.\nAmongst the most important members of the staff are the\nAstropaths, several of whom are always present in any Watch\nFortress. At all times, at least one Astropath is locked in an\narmoured saviour-chamber (sometimes referred to as the ‘ebon\ncoffin’) with its own life-support system, which is isolated from\nthat of the fortress. In the event of the facility being overrun,\nit is intended that this Astropath will survive long enough to\ntransmit a message to the nearest Inquisitorial bastion or Space\nMarine home world. Getting such a message out is far more\nimportant than the Astropath’s survival of course, and many\nhave committed suicide rather than fall into enemy hands, once\nreasonably certain their message has been received. That being\nsaid, one Astropath in the service of the Inquisition is known\nto have survived for six months within his saviour-chamber,\nwhile hideous Drugh slithered around the fortress and rasped\nineffectually at the chamber’s armoured hatch. By the time the\nfortress was retaken, the poor soul was quite insane, and put\nout of his misery soon after.\nThe number of Kill-teams stationed in any given Watch\nFortress varies enormously. Some are home to only a handful\nof Battle-Brothers, while others host several dozen Kill-teams.\nDespite the small number of warriors stationed on even the\nlargest Watch Fortress, it would be suicide for an enemy\nto attempt an attack on one, even if its location could be\ndetermined. Each bristles with weaponry, much of it controlled\nby hard-wired Servitors or fired remotely by the Watch\nCommander’s staff. Some are even said to be protected by\ngreat cannons and banks of missiles controlled by autonomous\nmachine spirits.\nAt the heart of each fortress is to be found a sealed vault,\ncontaining the most sensitive and valuable of assets. It is said\nthat some of these vaults are encased within stasis fields;\nthat time stands still within and even the most ancient and\ncrumbling parchments can be preserved. Other vaults are said\nto be encased within quantum-displacement fields, so that they\nare not actually located in the Watch Fortress at all, but exist out\nof phase with it so that even should the fortress be destroyed\nthe contents at its heart will survive. Exactly what is kept\nwithin these vaults depends upon the mission of the fortress\nand the threats it guards against. Some contain vast libraries\nof forbidden texts, knowledge so terrible they may only be\nconsulted when the very fate of Humanity itself hangs in the\nbalance. Alien artefacts of unknown or devastating potency\nmight also be sealed within the vault, affording the savants of\nthe Ordo Xenos the opportunity to study them whilst they are\nkept out of the hands of those who would use them for the\ndetriment of Mankind. Some Watch Fortresses even maintain\na stock of the most exotic of weapons, which are kept safe in\nthe vault and only brought forth in the most dire of situations.\nHere are found the warheads of the cyclonic torpedoes used to\nenact Exterminatus upon a world. Some weapons are unique\nand so potentially devastating they may never be disturbed, the\nsingular relics of the Dark Age of Technology. This includes\nsuch artefacts as the anti-baryon detonator held in a Watch\nFortress at the heart of the Ghoul Stars, and the super-massive\n‘starbane’ vortex cascade generator secreted within the eonAside from these sealed stocks of weaponry, each fortress\ncontains vast stores of more conventional arms and ammunition.\nSufficient stores to last for centuries without re-supply are held\nin the Watch Fortresses, as well as all of the heavy equipment\nnormally utilised by the Space Marines such as artillery and\nvehicles. Many of the weapons are venerated relics, crafted by\nlong-dead master-artisans whose names have become legendary\namongst the Space Marines.\nThe larger of the Watch Fortresses are home to all manner\nof training facilities. In vast domes, unique environments can be\nrecreated in which the Battle-Brothers can perfect their battle\ndrill and rehearse their missions. Some of these domes have\nbeen stocked with life forms, such as Death world flora and\nfauna, in order to create the most realistic training conditions\npossible. It has even been known for captured aliens to be set\nloose in the training domes, to be hunted down by the KillAlthough no resource is spared the Kill-teams, it is usual\nthat each Battle-Brother lives an austere existence in the Watch\nFortress. It is common for each to maintain a personal shrine,\nat which he undertakes the devotions and rites particular to his\nown Chapter. A Battle-Brother seconded from the Ultramarines\nChapter, for example, might maintain a simple chapel dedicated\nto the Primarch Roboute Guilliman, while one drawn from the\nMortifactors Chapter might keep vigil before the flensed skulls\nof a hundred slain enemies. When not engaged upon a mission\nor a training exercise, and not meditating at his own chapel, the\nSpace Marine may rest in a cell which is seldom more than a\nbare, stone-walled chamber. Space Marines require little sleep\nhowever, and most of the their time is spent either in battle, or\npreparing for it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2204, + "rule_id": "pdf_skill_1801_watch_stations", + "title": "waTch sTaTiOns", + "content": "While Watch Fortresses are relatively scarce, there are far more\nof the smaller facilities known as Watch Stations. These are\noften no larger than a small escort ship, and some are little\nmore than a rockrete bunker situated upon a lonely mountain\ntop. Watch Stations are located so as to provide watch against a\nspecific threat, or to guard a particular location. They may have\nbeen placed centuries ago, perhaps on the word of a mystic’s\nprophecy or an especially auspicious reading of the Emperor’s\nTarot, or it may be that a great enemy was defeated at that\nlocation and its possible return is being guarded against.\nAs with the Watch Fortresses, Watch Stations can take\nmany forms. A great many are silent sentinels in orbit around\na world, while others are lonely towers standing guard over a\nlong dead battlefield. Watch Stations provide facilities for little\nmore than a single Kill-team and the Battle-Brothers are rarely\nstationed on one for any great length of time; the resources\nof the Deathwatch too scarce for every such station to be\npermanently staffed. Instead, Watch Stations may be used as\na staging point should a threat become apparent, and to this\nend they are always stocked with vast reserves of ammunition,\narms and equipment.\nWhile they are not always manned by Battle-Brothers, many\nWatch Stations are home to a skeleton crew of sensor-techs\nand watch-serfs. These live out their entire lives performing\ntheir duty, ever watchful for the threat of the alien and ready\nto call upon their masters should such an event occur. Many of\nthese serfs have lived and died and never met a Battle-Brother,\nyet all are indoctrinated and conditioned into their duty, and\ntheir watch never tires.\nA great many Watch Stations are not crewed by men at\nall, but are controlled by machine spirits. It is only by the\nblessings of the very highest acolytes of the Machine God that\nthis is possible, for such devices that can be entrusted are rare\nindeed. Orbiting many a Dead world might be found, by one\nwho knows to look, a silent mechanical picket, its glass eyes\nscrutinising the surface far below, its transmitters trained upon\ndistant relay stations.\nThe primary task of any Watch Station is to gather\ninformation and to pass this back to the Watch Fortress.\nThe nature of the information may be detailed activity logs\ncompiled by watch-serfs, or at the other extreme, it may be the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2205, + "rule_id": "pdf_skill_1802_quarantined_worlds", + "title": "Quarantined Worlds", + "content": "There are some worlds in the galaxy that are known to harbour life forms\nso dangerous or vile that the Imperium has imposed a quarantine upon them,\nthat none may set foot upon the surface. Many of these are classified as\nDeath Worlds, planets that teem with life forms so predatory that even\nthe most seasoned and well-equipped explorer is likely to be slain within\nminutes of disembarking his lander. Other quarantined worlds might\nharbour the remains of long extinct alien civilisations, and be host to\nthousands of sealed tombs within which lay relics too dangerous to be\nallowed to fall into the wrong hands. Some worlds harbour microscopic\nlife so deadly that to simply breathe the air would cause one to die\nhorribly within minutes.\nMany of these worlds are guarded by lonely Watch Stations, but there\nare simply too many of them across the galaxy for all of them to be\nwatched over in this way. Around these are placed beacons, warning\nany approaching spacecraft that to trespass further is to invite the\nretribution of the Inquisition. Those foolish enough to ignore these\nwarnings rarely survive whatever it is the beacons are warning against,\nbut their identities are logged nonetheless, so that the Inquisition might\nhunt down any survivors and punish them for their crime. Many are the\nbands of outcasts, rebels and pirates that have somehow survived the\nperils of a Death World, only to be hunted down and slain by a Deathwatch\nKill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2206, + "rule_id": "pdf_skill_1803_recruitment", + "title": "recruiTmenT", + "content": "Those Chapters which undertook the great oath that created\nthe Deathwatch provide their most experienced xenos-fighters\nto serve in the Kill-teams, as do many other Chapters whose\nmasters were not present to take the original oath, but who\nhave since undertaken it. There are some particular Chapters\n(the Crimson Fists and Mantis Warriors amongst them) who\nmake it a point of pride to send many of their Space Marines\nto serve with the Deathwatch. Most Battle-Brothers are\nveterans of a hundred alien wars before being inducted into the\nDeathwatch, but selection is not made upon length of service\nalone. In theory, even a Scout that shows exceptional skill at\narms against the xenos may be selected to serve, although\nsuch an event is extremely rare. In the main, it is those Battlenot only survived, but prevailed, learning and passing on new\nmethods of defeating such foes. These warriors have faced\nhordes of Tyranid creatures so vast they spill over the horizon,\nand never once given an inch of ground. They have stood facewalked away the victor. They are masters at hunting down such\ndread beasts as the Ambull and the Clawed Fiend, and know\nevery deceitful ploy the Eldar are likely to utilise.\nAside from the obvious skill the warrior has displayed,\nperhaps more important is his purity of heart and his soundness\nof mind. To face the xenos is to bear witness to the most vile,\ndepraved horrors that creation can produce, as if the universe\nhad mutated and life itself turned against Mankind. Space\nMarines, above all others, are created to defend the Imperium\nfrom against the most severe of threats, and recognise the\ndangers aliens pose to Humanity. There are some intelligent\nraces that are so utterly different in form and nature that just\nto consider them is challenging, and to look upon them is\nmind shattering. In fact, some are so utterly alien that only an\nexperienced xenos fighter would recognise them at all, for they\nmay appear as pools of slime, a cloud of darting motes or a\nnoxious mist creeping along the ground.\nMany aliens make war upon Humanity in ways quite\nunimaginable to the common man. In fact, many are not making\nwar at all, from their own perspective at least, but are instead\nhunting prey, harvesting sustenance or subjugating recalcitrant\nslaves. A Space Marine inducted into the Deathwatch must be\nable to face all of these truths, and stand firm, his sanity intact.\nAnother theatre of war that the Space Marines are uniquely\nequipped to fight in is that of the microscopic. Every alien\nrace is the product of a unique biological inheritance, having\nevolved, in most cases, in an eco-system of limitless variety.\nEven non-violent contact with an alien might result in\nmicrobial contamination that would cause a normal man to\nsicken and die within hours. Space Marines are sealed within\nnigh-impenetrable armour and blessed with the very toughest\nof bio-engineered immune systems, and most importantly, well\nversed in the proper first contact doctrine (point one of which\nis to shoot first).\nThe process by which a Battle-Brother is selected for\nservice in the Deathwatch varies, but the most common is\nby recommendation of the Chapter’s Captains, Apothecaries", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2207, + "rule_id": "pdf_skill_1804_training", + "title": "Training", + "content": "Any Battle-Brother serving in the Deathwatch is by definition\namongst the most experienced of xenos-fighters in the entire\ngalaxy, yet he cannot possibly be as well-schooled in the\nmatter as a veteran Watch Captain or commander. The Brother\nmight have experienced combat against a hundred different\nalien races, but there are many thousands more he may never\nhave encountered or even heard of. The Deathwatch takes it\nupon itself to pass on every shred of knowledge possible to\nits warriors, through a myriad of different means.\nThe newly recruited Brother is initially subjected to a\ngruelling regime of hypno-indoctrination, in which his\nsubconscious mind is filled to overflowing with the details of\nevery known intelligent race, and many classed as mindless,\nyet highly dangerous animals. This process merely lays the\ngroundwork for further schooling and study, which unlocks\nthe full potential of the Space Marine’s superior mental\ncapacity. A warrior faced with a foe he has never before\nencountered may thus find that he recalls the exact weak spot\nthat must be targeted in order to it strike down.\nHypno-indoctrination is but the lesser part of a Deathwatch\nSpace Marine’s preparation, however, and he undertakes\nconstant training in the methods required to combat specific\nenemies. While much of this training is theoretical, some is\nvery real indeed. The Brother may be required to enter a\nsealed beast-chamber in which a captured alien combatant\nis entrapped. He is not allowed to exit until he has killed it,\noften armed with only his combat knife, with his bare hands\nand teeth or without his armour. Only when the Brother’s\nWatch Captain is satisfied that he is ready, and the Watch\nCommander concurs, is he authorised to take his place in a\nKill-team and undertake his first mission.\nheralDry Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2208, + "rule_id": "pdf_skill_1805_deathwatch", + "title": "DeaThwaTch", + "content": "Upon joining the ranks of the Deathwatch, the Battle-Brother\nenacts a ritual in which his armour is repainted black. Not all\nof the armour is repainted however, for the right shoulder\nplate is left in its original colour so that the Brother’s parent\nChapter may be known. To obscure one’s Chapter icon is\nregarded as an act that would anger the armour’s war-spirit\ngreatly and invite its ire at a crucial moment in battle. Thus,\nthe origins of any Deathwatch warrior are clearly visible by\nthe heraldry displayed upon his right shoulder.\nOn the warrior’s left shoulder he bears with great pride\nthe ornate heraldry of the Deathwatch. The shoulder plate\nand the entire left arm is electroplated silver, and polished\nto a high shine. At the centre of the plate is the icon of\nthe Deathwatch — the Inquisitorial ‘I’, mounted with a\ndeath’s head and crossed bones. Around the icon passages\nfrom various devotional texts are engraved, including the\nCatechism of the Xenos and the Third Abjuration of Terra.\nSuch passages remind the Brother of his duty at all times, and\nit is not uncommon for him to recant the lines of such prayers\nin battle, steeling his heart and those of his comrades against\nthe evil of the xenos.\nAside from these details, the armour of a Deathwatch\nwarrior is often decorated with a combination of purity seals\nand holy icons and symbols unique to his parent Chapter.\nSpace Wolves, for example, commonly adorn their armour\nwith all manner of runes and talismans derived from the culture\nof their home world of Fenris, and these can often be seen\non the armour of Space Wolves serving in the Deathwatch.\nBlood Angels Space Marines are known to bear many small\nteardrop icons, while the Battle-Brothers of the Dark Angels\nChapter often carry small winged sword pendants.\nThe longer he serves in the Deathwatch, the more adorned\nwith purity seals and devotional scripts a warrior’s armour\nbecomes. Having faced the vilest horrors of the galaxy, the\nBattle-Brother knows that ultimately, it is faith that defeats\nthe xenos. While he carries the very finest arms and armour\navailable, purity is the most deadly weapon the Deathwatch\ncan bring to bear against their foe.\nwargear Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2209, + "rule_id": "pdf_skill_1806_deathwatch", + "title": "DeaThwaTch", + "content": "The Inquisition and the Deathwatch have access to a huge\nrange of weapons and artefacts that even the Space Marines\ndo not have. Quite apart from the highly specialised or unique\nitems, every single Deathwatch Space Marine is equipped with\nthe best wargear possible. Every boltgun is an artificer-crafted\nwork of art, created and maintained by the finest weapondown through generations of warriors, and is imbued with\nthe spirit of each. Every Space Marine that takes up a weapon\ngives unto it something of himself, and in return is blessed\nwith the protection of his forebears.\nMany of the weapons and suits of power armour in the\narmoury of the Deathwatch are revered as holy icons. Many\nhave individual names, taken from a former bearer or a great\ndeed performed. There are boltguns with names such as ‘Brother\nKalk’s Reaper’ and ‘Bane of Piscea’. There are suits of power\narmour called ‘Lord Odeck’s Deliverance’ and ‘Iron Spirit’.\nIn addition to the masterful craftsmanship with which each\nitem of wargear is maintained, much of the equipment of the\nDeathwatch utilises improvements and modifications known\nonly to the most senior of tech-adepts. It is a testament to the\nChapter’s status that it has access to the very highest echelons\nof the Cult Mechanicus, and to technological marvels beyond\neven the reach of the Space Marines. Perhaps the most obvious\nexpression of this access is to be seen in the many types of\nhighly specialised ammunition the Chapter uses. Through\ncountless engagements, the Chapter has developed specialised\npoisons keyed to the biology of specific aliens, and these can be\ndelivered by way of specialised bolt rounds. The Deathwatch\nmakes use of tracking devices that utilise otherwise lost\nbranches of technology, including electro-magnetic scanners,\nmotion detectors and co-efficient prognostication units. Each\nBattle-Brother commonly bears equipment only carried by\nspecialists in his own Chapter, ranging from melta-bombs to\nthe highly prized vortex grenade.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2210, + "rule_id": "pdf_skill_1807_hands_or_claws_tentacles_or", + "title": "hands (or claws, tentacles or pseudopods) of the enemy. A", + "content": "vortex detonator is dangerous enough in the hands of a fully\ntrained Space Marine, but in the possession of a time-phasing\nalien infiltrator it could be devastating. In the rare event\nof such an item being lost on the field of battle, it is not\nuncommon for the Deathwatch to mount further missions,\nto recover or, if that is not possible, to destroy the item. The\nmost precious and dangerous assets are occasionally fitted\nwith denial-charges, in order to render them useless in the\nevent of their loss. Nevertheless, such items have occasionally\nfallen into the possession of the enemy, as was the case when\nthe third moon of Liberty became unstable in its orbit and\ncrashed to the planet’s surface, ultimately wiping out all life\non that world. This catastrophic event was caused by the\nloss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the\nDark Age of Technology that fell into the hands of the alien\nAntipath. Whether or not the Antipaths intended to detonate\nthe catalyst when they did, or whether its was a terrible\naccident, will never be known, but serves to demonstrate the\npotency of some of the weapons of the Deathwatch, and the\nconsequences of their loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2211, + "rule_id": "pdf_skill_1808_the_xenos_threat", + "title": "The XenOs ThreaT", + "content": "“Do not ask, ‘Why kill the alien?’ rather ask, ‘Why not?’”\n–Battle-Brother Artemis\nThe threat posed by the many alien species of the galaxy\nmanifests itself in many different forms. Some species are\novertly hostile, while others are more pernicious. Some regard\nMankind as nothing more than a food source, while others\nseek to twist and manipulate it to their own advantage. There\nare those alien empires that would dominate Humanity, and\nothers that would simply eradicate every last trace of it.\nAside from the obvious threat of outright war and invasion,\nand the loss of worlds, lives and resources that accompanies\nit, the dangers posed by the xenos can be far more insidious\nand subtle. Some races seek to infiltrate individual societies\nand corrupt them from within, weakening them against the\neventual invasion, or precipitating outright revolution in\nwhich the aliens themselves are installed as masters. There\nare those foolish or dispossessed of some communities that\nwillingly turn to the xenos for salvation when their own\nlot appears so desperate that even faith in the Emperor is\ninsufficient. Alien emissaries and demagogues move amongst\nthe outcasts and the desperate, establishing themselves\nas saviours or visionaries, and slowly replacing the GodSometimes this is accompanied by simple guile, but all too\noften domination is achieved by way of psychic or genetic\nmanipulation, enslaving entire planetary populations to the\nwill of the xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2212, + "rule_id": "pdf_skill_1809_the_deathwatch_and_the_codex_a", + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\nKill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced.\nIt is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience\na period in which they must adjust to this foreign mode of organisation. This is especially the case when it\ncomes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors.\nIn practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that\ndo are often the most highly effective of warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2213, + "rule_id": "pdf_skill_1810_the_tyranid_hive_fleets", + "title": "The TyraniD hive fleeTs", + "content": "“We must scour them from the stars before they do the same to us.”\n–Chaplain Cassius of the Ultramarines\nThe Tyranids are the most alien of the races to curse the galaxy\nwith their existence. An elemental force, they mass in voidstop. The Tyranids are believed to have migrated from beyond\nthe known galaxy in search of new systems to consume;\nravening swarms descending upon planets and stripping them\nof all life. Every living thing is consumed, brought back to\nthe hive ships and dissolved into a rich biological gruel from\nwhich new Tyranid organisms are grown. When the Tyranids\nmove on in search of fresh prey, they leave planets as nothing\nbut balls of scoured rock in their wake.\nUnlike many other alien threats facing Mankind, the\nTyranids are an entirely new enemy. The arrival of this galactic\nthreat first came to light when Inquisitor Kryptman of the\nOrdo Xenos recovered a data-slate from the barren husk\nthat had once been the Imperial world of Tyran. The alien\nfleets were composed of an innumerable tide of living craft,\nfrom biological attack vessels to gargantuan, tentacled hive\nships — all cells in a single alien organism that threatened to\ndevour the Imperium. Codified as ‘Behemoth’, the Tyranid\ninvasion devoured entire sectors, and culminated in one of\nthe largest space battles in the Imperium’s history, around\nthe rings of Circe. Both the Ultramarines and Battlefleet\nTempestus suffered terrible casualties before the invasion was\nfinally broken.\nDespite the great victory won at Circe, it was soon\ndiscovered that defeating the Tyranids was not such a simple\nmatter. Although the vast bulk of the Tyranids’ vessels were\ndestroyed, the smaller ones scattered, and soon small ‘splinter\nfleets’ were appearing across the Eastern Fringe. But a fraction\nof the size of Behemoth, even the smallest of the splinter fleets\nis capable of laying waste to an entire world, and the largest\nthat have been faced, in particular those currently active in\nthe Jericho Reach region, consist of vast swarms capable of\noverrunning entire star systems.\nDuring the bitter fighting against Behemoth, the\nDeathwatch undertook a number of vital missions, including\nnigh-suicidal boarding actions against the largest of vessels,\nwhich were theorised to have some sort of control function\nover the hive fleet. During these missions, much vital\nexperience was earned, and this was soon expanded as Space\nMarines of the Ultramarines Chapter, which had borne the\nbrunt of the fighting, took service in the Deathwatch.\nMany in the higher echelons of the Imperium’s command\nstructure believe the dire threat represented by Behemoth\nto have been averted. While efforts to defeat the remaining\nsplinter fleets are ongoing, the leaders give thanks that the hive\nfleet was destroyed, even if the cost was almost unbearably\nhigh. There are many in the Ordo Xenos who are not so\nsure however, and counsel vigilance against the return of the\nTyranids. Many are the Watch Stations of the Deathwatch\nthat have turned their unblinking eyes upon the darkness of\ninterstellar space, ever watchful for the stars being snuffed out\nby the innumerable vessels of another Tyranid hive fleet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2214, + "rule_id": "pdf_skill_1811_eldar_warhosts", + "title": "elDar warhOsTs", + "content": "“Compared to them we are but children. Sadly, it is the way of things\nthat children never learn from the errors of previous generations, and\nare ever doomed to repeat them.”\n–Inquisitor Czevak\nAs a race, the Eldar are largely gone from the galaxy, their power\nhaving waned long ago due to their own folly. Now, this once\nhighly advanced race of graceful aesthetes clings to existence\naboard lonely world-vessels slowly plying the void. Yet millennia\nago, these enigmatic and otherworldly aliens ruled the entire\ngalaxy; they seeded whole worlds, and wielded the power of the\nvery gods. Still, it is said that the Eldar refuse to fade into the\nblackness of the void, and that the race is a powerful force yet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2215, + "rule_id": "pdf_skill_1812_tau_expansions", + "title": "Tau eXpansiOns", + "content": "“Their time shall come, fear not. Let them believe themselves\nour betters, let them think they can turn our worlds to their sick\nphilosophy. They think in decades; we think in centuries. When the\ntime is come, we’ll crush this so-called ‘Empire’ completely, and grind\nit to dust beneath our heels.”\n–Lord-Consul Lastant at the Treaty of Gharak\nThe Tau are a young race, only recently come into contact with\nHumanity. They seek to bring the enlightenment and unity\nof the ‘Greater Good’ to those who will join them. While the\nImperium is beset on all sides, the Tau Empire grows stronger\nand stronger. In the Eastern Fringe, far from the power of\nTerra, world after world has fallen to their dynamic expansion.\nWhere a world refuses to join the Tau Empire, all resistance is\nswept aside, whether it is philosophical or military, for the Tau\nbelieve that the Greater Good can overcome any obstacle.\nThe relatively small size of the Tau Empire belies the\nreal danger it poses to the Imperium. While the race is not\novertly hostile, and is perfectly willing to trade and treat\nwith the Imperium, the philosophy of the Greater Good is\nconsidered pernicious and insidious. While the peoples of\nthe Imperium are ruled according to the brutal realities of\nsurvival in a hostile galaxy, the Tau preach that all should\nbe equal, and only then can the entire empire go forward, as\none. They are guided by a caste of rulers and spiritual leaders\ncalled Ethereals, who appear to be able to inspire in the Tau a\ncurious combination of duty and contentment. The Imperium\nhas no concern if its citizens are content, so long as they do\ntheir duty; to the Tau the two concepts are one and the same.\nThere are those amongst the Imperium’s highest echelons of\ncommand that worry that the Tau’s doctrine of collectivism\nmight spread through the populations of human worlds they\ncome into conflict with. Were that to happen, it is feared,\nsurely chaos and anarchy would follow.\nWhile the Imperium has fought one major, and many\nsmaller wars against the Tau Empire, there has been a fair\ndegree of contact, and at times, cooperation. The Tau, it\nappears, appreciate that they will not conquer the Imperium\nby military force, and instead await the time when Humanity\nwill see the wisdom of the Greater Good and join the Tau. The\nconfrontations that have occurred are, in the main, confined\nto small regions, although the recent conflict in the Jericho\nReach has caused many to suspect the Tau of escalating their\nattacks for greater gains.\nThe Ordo Xenos seeks to study the Tau, for some amongst\nits number covet the selfless willingness with which they\nfollow and obey the Ethereals. It is not currently known\nwhether the Ethereals exert some form of low level psychic\nmind control over their subjects, the effect is pheromonevery nature. Needless to say, there are those who would relish\nthe chance for further study.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2216, + "rule_id": "pdf_skill_1813_enslaver_plagues", + "title": "enslaver plagues", + "content": "“Call them what you will—Krell, Psyrens or Enslavers. Just one\nwitch, unsanctioned, caused the destruction of Hive Skorpios when\none of those things used her brain as a gateway to this world. Within\nthree days the entire hive’s population was reduced to drooling mindbecause the governor thought his family should be exempt from the\npsyker cull and refused to give his daughter to the Black Ships.”\n–Inquisitor Mallen, Ordo Xenos\nThe Enslavers represent a form of life entirely anathema to\nany other in the galaxy. Though biological, these beings\nappear to exist primarily in the warp, yet no details of their\nnature are known. What makes the race dangerous to the\nImperium, and indeed to all life in the galaxy, is the fact\nthat the Enslavers make incursions into the material universe\nwhich, if not checked, soon escalate into planet-wide plagues.\nIn such a case, Exterminatus is a merciful end to the planet’s\nenslaved population.\nWhat is known of the Enslavers is that, from the warp, they\nare able to detect the presence of powerful, yet unprotected\npsykers in the material realm, and use their minds to create\na portal between the two dimensions. This process is a gross\nblasphemy in itself, for the unfortunate victim’s body is\ntransformed into a distended, writhing archway, the pulsating\ndarkness of the abyss at its core. Through this gateway, the\nEnslavers pour in ever-greater numbers. Having established\nthemselves in the material universe, these vile creatures\nenslave any and all intelligent life forms within range, taking\ncomplete control of their bodies, and using them as an army\nof mind-slaved drones.\nTo be enslaved is said to be amongst the worst possible fates\nthat can befall a man. While his mind remains fully aware of\nhis plight, his body is no longer his to control. He is nothing\nbut a puppet of the Enslavers, to be used as they wish. The\naliens have no knowledge or concern for the physical well\nbeing of their drones, and use them until they fail, whether\nthrough starvation, neglect or wounding. The drones stumble\nforward under the crude control of their masters, forced\nagainst their will to bear arms against their own. As the\nEnslaver Plague, as these catastrophes are known, progresses,\never greater numbers of meat-puppets are enslaved, until vast,\nuncountable hordes of drones overwhelm the planet. What\nhappens once the Enslavers’ victory is achieved is unknown,\nand frankly too horrible to consider.\nAlthough not as prevalent a threat as other alien races,\nthe Enslavers are nonetheless guarded against with utmost\nvigilance. Punitive Deathwatch actions are launched at\nthe slightest suspicion of imminent plague, for the span of\ntime between the appearance of the first gateway and total,\noverwhelming infestation can be shockingly rapid. Predicting\nwhere such plagues might occur is nigh impossible, except\nperhaps with frequent and skilled recourse to the Emperor’s\nTarot. Ultimately, the only way to be sure that no plagues\ntake place is by way of stringent psyker culls and the eternal\nmission of the Black Ships.\nrise Of The ancienTs\n“There are shrivelled things laying in cold tombs far below the\nsurface of dead worlds that once bestrode the galaxy. And there are\nthose who by their deeds would awaken such creatures. Not on my\nwatch...”\n–Brother Fenrik Red-Eye of the Deathwatch\nThe galaxy is truly ancient, and evidence of extinct stellar\nempires abounds. Countless human cities have been built\nover the crumbling remains of far older civilisations, with\nno concern of what might slumber in dusty tombs far below\nthe ground. There exist entire hive cities hollowed into the\ninnards of miles-high alien structures. Even on the most long\nsettled and heavily populated worlds, out in the wilderness\nzones might stand wind-wracked obelisks built by unknown\nmasons. In many cases, the world’s original colonists would\nhave fought a war of extermination against whatever intelligent\nlife dwelled there first; on others, the aliens had died off or\ndeparted millennia before Mankind even set foot there.\nThere are those whose mission it is to ensure that the myriad\nlost empires of the galaxy stay that way. Inquisitors of the\nOrdo Xenos and their Deathwatch allies hunt down any trace\nof these extinct galactic empires, and seek out signs of their\ncontinued existence. This is because despite the fact that the\nlost empires are no longer a power, there are those who would\nsee them returned to their former status. These might be the\nfallen alien descendents of the once-mighty ancients, lurking\nin the wilderness and working unseen to renew their ancestors’\npower. In some cases, deluded humans work to resurrect lost\nalien civilisations, perhaps having acquired a fragment of lost\nand forbidden knowledge, or having fallen under the power\nof some artefact recovered from a sacred site.\nSome Inquisitors within the Ordo Xenos discern patterns\nof alien activity wherever they look. While those at the\nfrontlines may only perceive that which they face in the heat\nof battle, the oldest and wisest of Inquisitors and savants take\nnote of locations of tomb-worlds across entire sectors, regions,\nsegmentae and indeed, the galaxy. While many take their dire\nwarnings as the ravings of blasted old men, others see truth\nin their words, and fear what might become of Mankind were\nthese patterns to align, were the ancients themselves to awaken\naccording to some aeons-old configuration. The Jericho Reach\nis a region where such dark patterns have emerged, though\ntheir meaning defies human intelligence and sanity.\nSome amongst the Ordo Xenos believe that Mankind’s\ndoom will not come at the hand of any of the races extant\ntoday, but due to the deeds of the ancients themselves. They\nclaim that the Emperor’s Tarot is revealing ever more dire\nportents, warning of an age when the soulless minions of\nlong dead gods will rise from their tombs and harvest every\nlife form in the galaxy. They speak of alien savages lurking in\nthe jungles of distant fringe worlds casting off the mantle of\nignorance and reclaiming that which was once theirs. They\nspeak of the very gods themselves returning to do battle\nagainst one another; a war in which Mankind may be the\nfirst casualty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2217, + "rule_id": "pdf_skill_1814_deathwatch_missions", + "title": "DeaThwaTch missiOns", + "content": "“He who allows the alien to live, shares its crime of existence.”\n–Inquisitor Apollyon\nThe ancient oaths under which the Deathwatch was formed bind\nit to the combating of the xenos menace, wherever it may be\nfound and whatever form it might take. The missions undertaken\nby the Deathwatch are many and varied, and range from standing\nsentinel against a general threat to accompanying an alienknown space. Despite the variety of mission profiles in which\nthe Deathwatch excels, there are a number that form the basis of\nmost operations.\nOne of the simplest, yet arguably the most taxing, duties of\nthe Deathwatch is to stand eternal vigil against the actions of the\nxenos. This is the basis of the system of Watch Fortresses and\nWatch Stations. Each is located in an area where there exists a\nknown threat, or in a strategically significant region through which\nsuch a threat might approach Imperial worlds. An example of the\nformer would be a Watch Station placed on the outer reaches of\na system known to harbour the remains of an ancient xenos race,\nwith its mission being to guard against the enemy’s return. An\nexample of the latter would be a Watch Fortress positioned at the\nconfluence of known warp routes, along which alien invasions are\nknown or are likely to travel.\nInvestigation of potential threats is a vital task of the Deathwatch.\nIndividual Kill-teams are often called upon to perform sweeps of\nareas in which dangerous aliens are suspected of operating. Newly\ndiscovered worlds, visited by Explorators or Rogue Traders may\nbe judged as dangerous, and require a Deathwatch investigation,\nsometimes accompanied by an Inquisitor or other specialists. Such\nmissions can be perilous and the Kill-teams must be well prepared\nto face any threat. They are frequently undertaken far from any\npossibility of reinforcement or rescue should things go awry, so\nthe Battle-Brothers must look to each other for support, and\ncarry with them as much ammunition as possible. Investigation\nmissions can take the Kill-team to a staggering variety of worlds\nand environments, all of which its members must be prepared for.\nThe Battle-Brothers might be expected to cross a burning desert\nof jagged sulphur crystals, or acid swamps infested with alien\npredators. In all likelihood, intelligence as to the nature of any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2218, + "rule_id": "pdf_skill_1815_joint_operations", + "title": "JOinT OperaTiOns", + "content": "While the vast majority of the missions the Deathwatch\nperforms are undertaken alone, far from witnesses, they\nsometimes form part of a larger, strategic picture. It might be,\nfor example, that a massive push by the Imperial Guard is only\nmade possible because a Deathwatch Kill-team disabled the\nenemy’s high command structure, sending the entire xenos\narmy into disarray. In all likelihood, the Kill-team’s actions go\nunheralded, for as the Chamber Militant of the Ordo Xenos,\nthe Deathwatch must remain in the shadows lest the myriad\nalien foes of Mankind learn of its activities.\nNonetheless, there are times when an Imperial Guard trooper\nfinds himself fighting alongside a black-clad Space Marine,\nif only for a brief period before the tides of battle separate\nthem once more. To witness such a mighty warrior in action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2219, + "rule_id": "pdf_skill_1816_catechism_of_the_xenos", + "title": "CATECHISM OF THE XENOS", + "content": "To be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho•\nThe DoMains of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2220, + "rule_id": "pdf_skill_1817_reach", + "title": "Reach", + "content": "“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\n–Words spoken during a reading of the Emperor’s Tarot at\nthe outset of the Achilus Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2221, + "rule_id": "pdf_skill_1818_using_the_jericho_reach", + "title": "usinG The Jericho reach", + "content": "This chapter presents a view of the Jericho Reach,\nimportant locations within it, and some details of the\nmomentous events that are unfolding within it. This\ninformation is intended to provide Game Masters\nwith a ready-made setting for their Deathwatch games\nand campaigns and to act as the context for future\nsupplements and adventures. The Jericho Reach is\nintended to show the many faces of the Imperium at\nwar: its dynamism, hubris, heroism, and blindness.\nIt also provides an example of the enemies that the\nImperium faces and how they can interact to produce\na deadly situation in which victory for one side or the\nother is not assured. It also shows one example of how\nthe Deathwatch can operate and how their traditions\nand duty set them apart from the other forces of the\nImperium that also fight in the Jericho Reach.\nIt is important to note that a Game Master should\nfeel encouraged to use and modify the Jericho Reach as\nit is presented here: make it the setting you want, take\nwhat you like, discard what you do not, and modify it\nas you need. This is your game, and the universe it is set\nin is for you to realise as you see fit. Keep your bolt gun\nloaded, your eyes vigilant for dark patterns, and enjoy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2222, + "rule_id": "pdf_skill_1819_the_well_of_night", + "title": "THE WELL OF NIGHT", + "content": "“The greatest gift Mankind is blessed with is an inability to conceive\nof its true place in the universe—that of a pitiable shred of matter\nlost in an endless sea of crushing darkness—a gift without which the\nentire species would have slit its collective throat at birth.”\n–The Arch-Heretic Elak Sarda\nhe Well of Night is the name the first Imperial probe ships\nthat passed through the Maw-side aperture of the Warp Gate\ngave to the stellar dead zone that awaited them on the other\nside. An immense swathe of chill nothingness devoid of stars or\nworlds, its empty wastes are broken only by drifting invisible\ndust clouds of particulates that can shred hull armour as surely\nas a missile salvo and deadly null-energy reefs that can leave\na ship floundering and powerless before the merciless cold\nvoid. At the heart of this killing darkness, seemingly static\nand unmoving, stands the Jericho Gate aperture.\nSince the Warp Gate’s discovery, repeated attempts have\nbeen made to fashion a permanent base in proximity to the\nJericho aperture. This has met with repeated failure, both due\nto the transitory perils of the Well of Night itself and the\ninfrequent but deadly gravitic distortions and energy waves\nput off by the gate. As a compromise, the Adeptus Mechanicus\nmaintains a warship, usually of no less than cruiser class, on\nrotating station near the gate aperture to monitor it and serve\nas a relay point for ships transiting through. Although the\nnominal tenure for these ships is ten months, it is rumoured\nin Imperial Navy circles that no single vessel during the last\ndecade has lasted more than seven months before having to\nsend for relief and quit its post thanks to hull degradation and\nmounting damage. In fact, an orbital dock above the Forge\nworld of Lathe-Het in the Calixis Sector is now set aside\npermanently to attend to this ongoing need for repair.\nSuffice to say, once passing through the Warp Gate, ships\nseldom tarry long in the Well of Night before travelling on\nunder normal warp drive to their selected destination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2223, + "rule_id": "pdf_skill_1820_deathwatch", + "title": "Deathwatch", + "content": "“Vigilance shall be our fortress and the future its protectorate.”\n–attributed to Roboute Guilliman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2224, + "rule_id": "pdf_skill_1821_information_or_in_the_last_r", + "title": "information, or (in the last resort) hold the line against the", + "content": "many enemies of Mankind that infest the Jericho Reach. The\nDeathwatch move between these secret domains using rapid\nstrike vessels and reconnaissance craft, often unseen by both\nenemies and allies.\nThe Jericho reach, calixis secTor, anD Koronus expanse\nThe Jericho Reach is bound by the ancient alien Warp Gate to two regions of space that lie on the other side of the Galaxy.\nhe Calixis Sector is a province of the Imperium that borders the Halo Stars in Segmentum Obscurus. Conquered by a\nCrusade in the last few millennia, it is a young sector that is untouched by conflict on the scale that wracks the Jericho Reach.\nThe peace of Calixis Sector, however, is a false skin, beneath which boils conspiracies and heresies of the most terrible potential.\nHaunted by an unnatural phenomena known as the Tyrant Star, and bound to a fate written in bloody prophecies, the Calixis\nSector moves blindly into the future.\nSeparated from the Calixis Sector by a boundary formed by the great warpstorm region known as the Maw lies the Koronus\nExpanse. An unexplored region of the Halo Stars, the Koronus Expanse is the haunt of lost planets, alien secrets, and the Rogue\nTraders who would tame them for the God-Emperor of Mankind. Hidden in the passage between the Calixis Sector and the\nKoronus Expanse is the terminus of the Warp Gate that connects both to the Jericho Reach. These three regions of the galaxy\nare bound together so tightly that the fate of one is the fate of all.\nMore information on the Calixis Sector may be found in the Dark Heresy Rulebook and supplements, while the rogue\nTraDer Rulebook and supplements contain further details of the Koronus Expanse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2225, + "rule_id": "pdf_skill_1822_the_long_watch", + "title": "The lonG waTch", + "content": "The presence of the Deathwatch in the Jericho Reach is the\nconsequence of an ancient resolution and sacrosanct order.\nMade under conditions of utmost secrecy, this resolution’s\ncause and purpose remain obscure even to those Adeptus\nAstartes that carry out its terms. The order’s effect, however,\nwas to place the Jericho Reach directly under the eyes of the\nDeathwatch in perpetuity, through safety and peril, in a cause\nthat over-rode all other concerns in the area. To fulfil this\ncompact, the Deathwatch built their hidden Watch Fortress in\nthe dead system of Erioch on the ruins of an artefact ancient\nbefore man first walked the soil of Holy Terra. At the fortress’s\nheart, they constructed the Omega Vault and sealed within it\nthe terrible truths of a future yet to be born.\nFor millennia, the Deathwatch have ensured that some of\ntheir number have remained in this dark place, there to stand\nwatch. Their determination has never wavered. Come what may,\nwhether disaster, invasion, or civil war, they have held their\nwatch. The Battle-Brothers of the Deathwatch have fought\nand died, have known both victory and defeat, and continue\nto fight against the myriad enemies that swarm in the Jericho\nReach like vermin in a midden. They do so to honour their\nlong watch and to guard against the greater darkness to come.\nhe true nature of this secret threat remains hidden from\nthe Deathwatch that bide in the Jericho Reach, hidden until\nits fated hour approaches. Something of the truth is known by\nthe Watch Commander and the Inquisitors of the Ordo Xenos\nadmitted into the Chamber of Vigilance. This information\nis passed down one to another over the centuries, and that\nknowledge guides the missions assigned to the Deathwatch of\nWatch Fortress Erioch. In recent times, portions of the Omega\nVault’s intricate mechanisms have unlocked themselves, as if\nin response to changing events in the Jericho Reach and the\nmission logs entered by the Deathwatch into its antediluvian\nengines. In some cases, an ancient weapon, device, or task has\nbeen revealed to the Deathwatch as a result. In other cases, the\nOmega Vault has yielded data that has drawn Kill-teams to\ndistant parts of the Jericho Reach, sent into certain death, never\nto return. Watch Fortress Erioch stirs now as never before, and\nonly a few locks remain before the Omega Vault opens fully—a\ndire portent, indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2226, + "rule_id": "pdf_skill_1823_watch_fortress_erioch", + "title": "WATCH FORTRESS ERIOCH", + "content": "“A warrior’s heart should be as iron: Unforgiving, unyielding, and\nuncaring of all except duty. With such a heart, a warrior can stand\nagainst the terrors of the universe unbowed and unbroken.”\n–Attributed to Ferrus Manus\nWatch Fortress Erioch is a vast space bastion that lies in the\nouter reaches of the Erioch system in the untamed void between\nthe Canis and Acheros salients. It is situated in a stellar dead\nzone populated by only a handful of failing, ancient stars—of\nwhich Erioch itself is one. A brutal mass of armoured basilica,\ndomes, and spires, the Fortress bristles with enough armament\nto rival a sizable battlegroup of warships, largely concealing the\nfact that underneath the Imperial ceramite and firepower, it is\nbuilt on a ruined artefact that was old when Terra’s star was\nfirst forming. Within it is a vast maze of echoing, dust-carpeted\ncorridors that wander past silent chapels and armoured vaults\nsealed with adamantine doors. Beneath war-tattered banners of\nglories past, the Battle-Brothers of the Deathwatch in residence\nmove between cells, practice ranges, armouries and briefing\ntheatres like spectres in a dead city, their numbers swallowed by\nthe vast and labyrinthine nature of the fortress.\nWithin the Watch Fortress, the Deathwatch gathers to rearm,\ntrain, and report. From here, Kill-teams are dispatched on\nmissions to every corner of the Jericho Reach, and sometimes\nbeyond. The Fortress contains vast command cathedrals where\nWatch Captains come to discuss strategy, developments within\ntheir assigned vigils, and consult with the Inquisitor of the\nChamber and Master of Vigilance. Alongside the towering\nAdeptus Astartes scurry the far more numerous servitors and\nhooded, mind-wiped serfs that keep the Fortress alive and\nfunctioning. These lobotomised or oath-bonded servants crew\nthe Watch Fortress’s weaponry, and serve under the eyes of the\nForge Master in the maintenance of its machine spirits, their\npasts shorn from them by mental conditioning. They remember\nnothing of their history, and know no life beyond the fortress\nand the demands of their duty.\nhe Watch Fortress could hold an entire Chapter of Adeptus\nAstartes with ease, but its records show that there are rarely\nmore than a few score Deathwatch garrisoning it at any time.\nEven during the grim events of the Council of the Ascension", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2227, + "rule_id": "pdf_skill_1824_living_quarters", + "title": "livinG QuarTers", + "content": "The Adeptus Astartes aboard Watch Fortress Erioch are\nhoused in sparse single cells. By the traditions of the Watch\nFortress, each is bare and unadorned. The walls in each cell are\nformed of unrendered stone or unpolished metal, containing\nno more than a stone plinth to lie on, and housings for the\nstorage of a Battle-Brother’s personal weaponry, devotional\nitems, and other equipment. These simple quarters are the\nsame regardless of whether the Space Marine is a standard\nBattle-Brother or an honoured Watch Captain (however, some\nparticularly individual Space Marines flout this tradition by\ndisplaying trophies, keepsakes, or other reminders of their\nhome Chapter). By the same traditions, Battle-Brothers\narriving at the Watch Fortress are grouped together in cells\nnext to Battle-Brothers already in residence with no division\nby rank or fighting formation. Likewise, the taking of food and\ndrink is traditionally done together in one of the refectories,\nwith the Battle-Brothers sitting on stone benches beside iron\ntopped tables beneath the light of devotional candles.\nhough the Watch Fortress is the domain of the Adeptus\nAstartes of the Deathwatch, other men and women live and\nserve within it. Serfs and other important functionaries, such\nas the fortress’s Astropathic choir, are housed in enclaves\nwell-removed from the Battle-Brothers of the Deathwatch\nand sealed away from ready access to the deep places of the\nfortress and its many vaults. The Inquisitor of the Chamber of\nVigilance traditionally keeps residence in the Tower of Brass,\nwhich juts into the vacuum from the upper hull of the fortress\nlike a blade tip projecting from the back of a skewered foe.\nThis tower, while part of the fortress, is left alone by the\nDeathwatch out of courtesy, unless duty or suspicion call\nthem there. Within this vast edifice, the Inquisitor of the\nChamber houses his personal staff and entourage. It is, in\neffect, his personal domain to maintain as he wishes. Other\nInquisitors who come to the Watch Fortress are often made\npersonal guests by the Inquisitor of the Chamber and housed\nwithin the Tower of Brass. Some, however, are either not\ngiven the honour of such an invitation, or prefer to keep their\nown company, and are housed in one of the fortresses many\nsets of state rooms which lay empty until needed.\nreliQuaries of The Tools of war\nThe armouries of the Fortress are located deep beneath its\narmoured hull, secured behind the thickest blast doors and\ninternal layers of void shielding of the kind more commonly\nused to protect Battle Titans. This is the realm of metal and\nactinic light, of the beat of hammers and the fire of forges\nthat arm and armour the Emperor’s angels of death. Made\nup of workshops, magazines and armouries, these are the\ndomains of the Techmarines that serve in the Deathwatch,\nand all fall under the ultimate authority of the Forge Master\nof the Watch Fortress. Chainswords, power axes, bolters, drop\npods, tanks, thunderfire cannons, and all of the tools of the\nAdeptus Astartes are held here; their war-like machine spirits\nsoothed by the machine buzz of servitors and the touch\nof sacred oils until they are needed. There also are billions\nof rounds, charges, and cylinders of ammunition from the\nsimplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nIn the deepest reaches of the armouries, curled in waiting\nsleep, are the ancients of the Deathwatch. Those who have\nbeen grievously injured in serving with the Deathwatch may,\nwith the blessing of his Chapter, be granted the honour\nof being installed in the cyborganic web of an armoured\nsarcophagus so that in times of great need, they may once\nagain serve alongside their Battle-Brothers as a Dreadnought.\nThere are believed to be three such rare and mighty ancient\nDreadnoughts currently dormant within the armouries of\nWatch Fortress Erioch, though they have not been awakened\nto war in over a century. Only the Forge Master knows the\ntruth of their number and state.\nMany of the most exotic and potent weapons of the\nfortress, however, are held within sealed vaults deep within\nthe Watch Fortress, accessible only to those who bear the\nsecret of their opening. Some vaults only open to members\nof a particular Chapter or those who bear the gene-seed of a\nparticular Primarch, being gifted or left in trust by one of that\nChapter’s number. Others only open to particular members\nof the Inquisition or Adeptus Mechanicus. Most secret of\nall are the terrible devices kept in the outer catacombs of\nthe Omega Vault, the great sealed chamber at the heart of\nWatch Fortress Erioch. Such weapons include vortex torrent\nimploder charges, dread canisters of the life-eater virus, and\nthe imprisoned nightmare childe. These weapons are only\nyielded one at a time and by the will of the systems that lie\nat the centre of the Vault’s many chambers, watching and\nwaiting for the future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2228, + "rule_id": "pdf_skill_1825_defences_and_void_docks", + "title": "Defences anD voiD DocKs", + "content": "The exterior of Watch Fortress Erioch bristles with weaponry.\nIts sides are studded with the maws of macro canons, missile\nclusters, Thunderhawk launch bays, and plasma mortars, while\nthe spires that rise from its surface are serrated with hundreds\nof defence laser cupolas. The Watch Fortress has firepower\nenough to vaporise a battleship in a single volley or to shatter\na small moon should the need arise from any quarter.\nBeyond these fearsome weapons, separate defence\nplatforms spin in thruster-corrected orbits, each armed with\ndeadly lance batteries and torpedo launchers. Additionally,\npatrols of defence monitors roam in the cold void, cutting\nsecret paths through deadly minefields; heavily armed and\narmoured space craft that together are capable of matching\nthe firepower of a capital ship.\nWatch Fortress Erioch also has extensive void docks in\nwhich a dozen capital ships or battle barges could be docked\nand resupplied at the same time. However, most vessels that\ncome to the Watch Fortress are smaller ships such as the\nDeathwatch’s rapid strike vessels or the occasional vessel\nbearing a visiting dignitary.\nBoth defences and docks are crewed by legions of servitors\nand ratings that are supervised by human serfs that are oathoverall command of the Watch Fortress and its defences is\ntaken by the Master of the Vigil as its presiding castellan.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2229, + "rule_id": "pdf_skill_1826_watch_stations", + "title": "WATCH STATIONS", + "content": "“A warrior’s eye should seem to see everything: The movement of the\nenemy’s blade, the intent in their eyes, the doubt in their heart. But to\nachieve this, you must know where to place your gaze, and most of\nall, when to do so.”\n–Attributed to Rogal Dorn\nhe Watch Stations are fortified outposts used by the\nDeathwatch in the Jericho Reach. There are many Watch\nStations scattered across the worlds, moons, and cold void\nof the Reach, and no two Watch Stations are quite the same.\nSome take the form of single-blocked armoured bastions from\nwhich eagle-headed gargoyles glare out at the silent expanses\nof Dead worlds. Others are complexes of forbidding towers\nstrung through the peaks of lunar mountain ranges, while yet\nothers are small, jagged stations that watch from the blackness\nof space, bristling with auspex arrays and seer-webs.\nNo matter their location, all Watch Stations exist to serve\nthe Deathwatch as bases of operation, and as an ever-vigilant\ngaze on the Jericho Reach. Each station is fitted with highly\nadvanced sensors that constantly gather information about\nthe area around them. These sensors gaze far into space, scour\nthe air for communications of all types, and even skim the\nwarp with powerful witch-sight augurs. All the information\ngathered by a Watch Station is stored in data reservoirs in the\nheart of the station.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2230, + "rule_id": "pdf_skill_1827_watch_station_arkhas", + "title": "waTch sTaTion arKhas", + "content": "Watch Station Arkhas is an armoured space station resembling\na spiked iron pinwheel floating on the outer reaches of the\nArkhas system. The Watch Station is small, with space to\naccommodate no more than a dozen Battle-Brothers. Most of\nthe station is given over to the systems of its massive sensor\narrays designed to both monitor the Arkhas system and gaze\nbeyond it. Unusually, Watch Station Arkhas is home as a matter\nof course to an assigned Astropath dedicated to its service.\nThe current Astropath is a deeply experienced practitioner\nof his craft called Varrus. However, it has been many months\nsince he has been able to personally send or receive messages\nthrough the Warp with any reliability or clarity, thanks to the\ngrowing shadowy presence that moves in Warp blocking out\nboth Astropathic signals and filling the Watch Station’s augurs\nwith static that buzzes like a swarm of locusts.\nhe Arkhas system itself has a number of planetary bodies,\nincluding two that are capable of supporting life. However,\nboth are desert worlds, possessed of little or no water from\nwhich jagged spines of black rock emerge like the bones of\ngreat fossilised beasts. There are a few sand-eroded remains\nwhich indicate that these worlds played host to intelligent\nlife in the distant past; possibly even human colonies, though\nnothing of them now remains.\nhe system has long merited the Deathwatch’s vigil. It\nhas been both battleground of man and alien and the site of\nseveral strange energy phenomena which remain unexplained.\nThe airless third moon of Arkhas II still bears the charred\nremains of an Ork Terror Ship brought down by a Deathwatch\nboarding action centuries ago.\nIn the last few months, the system and its inhabited worlds\nhave formed the centre of an attempt by the Crusade forces,\nunder the command of General Casterlix, to regroup and digrising from the rimward depths. Casterlix and his forces are, so\nfar, entirely ignorant of the Watch Station’s presence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2231, + "rule_id": "pdf_skill_1828_watch_station_midael", + "title": "waTch sTaTion MiDael", + "content": "Watch Station Midael sits on a Dead world shrouded in\nmetallic grey dust that lies close to the spinward extent of the\nChaos-held Charon Worlds. The Watch Station takes the form\nof a single armoured tower that rises from a spur of rock above\none of the world’s dust plateaus. Watch Fortress Erioch has not\nreceived word from this station in over three decades.\nIn truth, it is a dead and lifeless place, inhabited by a lone\nDeathwatch Battle-Brother, cut off from the outside by the\nspreading baleful influence of the Charon Stars. For more than\nthirty years, he has waited for others of the Deathwatch to\ncome and relieve him, standing guard over the thing that is\nheld in the deepest chamber of the tower.\nSlowly, the Watch Station’s servitors have failed and died,\nand the tower’s systems have become corrupted and atrophied.\nEvery few years, enemy forces come again to claim it. So\nfar, however, they have failed to defeat the lone brother of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2232, + "rule_id": "pdf_skill_1829_watch_station_oertha", + "title": "waTch sTaTion oerTha", + "content": "Watch Station Oertha is a bastion under siege, situated on a\nsemi-arid world within one of the primary warzones of the\nCanis Salient. The forces of the Tau Expansion believe the\nplanet of Oertha possesses vast resources of fuel and primary\nmaterial. It has been set in the Tau agenda for some time\nas a prime candidate for exploitation and colonization. The\nworld’s largely uninhabited status has led the Tau to lay claim\nto the planet; a claim that is disputed by the Watch Station\nand the forces within it. Watch Station Oertha is a sprawling\nand heavily fortified compound that stands concealed in the\nmaze-like ravines of the equatorial Berrick Mountains. In a\nrare instance of overt and ongoing cooperation between the\nCrusade forces and the Deathwatch, Watch Station Oertha has\nnow become the keystone of the efforts to deny the planet\nto the Tau. Twenty Deathwatch Battle-Brothers, under Watch\nCodicier Kurita, and fifty allied Space Marines of the Storm\nWardens Chapter have garrisoned the Watch Station, using\nit as a base from which to launch a campaign of devastating\nraids against the Tau. So far, these raids have made it all but\nimpossible for Tau expansion on the planet. As matters stand\nnow, both sides are awaiting reinforcements, and only time\nwill ultimately determine the fate of Oertha.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2233, + "rule_id": "pdf_skill_1830_warships", + "title": "WARSHIPS", + "content": "“Do not value strength and power too much, for they alone are no\nguarantee of victory. Value speed and accuracy first: If you do this,\nthen power and strength will do naught but snap at your heels.”\n–Attributed to Jaghatai Khan\nhe Deathwatch in the Jericho Reach maintains a number\nof warships, light craft, and other diverse vessels for their\nown uses. Most of these ships operate alone, transporting\nDeathwatch Battle-Brothers to where they are needed,\ncombating space-borne threats, and providing orbital support\nto Deathwatch operations. The majority of these craft take the\nform of destroyers, frigates, and other classes of rapid strike\nvessel, along with modified Hunter-class destroyers known\nas Dark Hunters. Larger warships and also several captured\nraider vessels and merchantmen are held in reserve should a\nparticular mission warrant their use.\nhe lighter classes of vessels suit the needs of the\nDeathwatch admirably, as their missions most commonly\nneed to deploy and extract very small numbers of Deathwatch\nBattle-Brothers with great speed, precision, and when called\nfor, subterfuge. Like other Space Marine vessels, the warships\nof the Deathwatch are primarily crewed by servitors and\noath-bonded serfs, with a handful of Battle-Brothers serving\nas command crew. These ships are often highly sophisticated\nin design, outfitting, and armament, even over those used by\nother Chapters of the Adeptus Astartes.\nThunDer’s worD\nThe Thunder’s Word is a modified Gladius-class Frigate that\nhas served the Deathwatch in the Jericho Reach for over two\nmillennia. It is whispered that it was built in the holy orbital\ndocks above Mars itself under the direct supervision of the Archanything that might be expected of its class, this warship can\nonly deploy a relative handful of Battle-Brothers into action\nowing to the internal space given over to its massed batteries\nand powerful engines.\nCommanded by the venerable Battle-Brother Pellas, the\nThunder’s Word has been used in some of the most dangerous\noperations undertaken by the Deathwatch in the Jericho Reach.\nIts list of battle honours has become legendary: over three\nscore of raider and xenos ship-kills to its name. Its most lauded\nmission remains the daring raid in which it slipped past the\nChaos fleets above Samech to recover the records from the lost\nWatch Station known as the Slaughterhouse. It was also the\nThunder’s Word that first glimpsed the bio-ships off the moons of\nFreya and warned of the Great Devourer’s advance through the\nrimward systems. The Thunder’s Word remains one of the Master\nof Vigil’s favoured instruments should a Deathwatch Kill-team\nneed to be deployed deep inside enemy-held territory.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2234, + "rule_id": "pdf_skill_1831_keepers_of_the_watch", + "title": "KEEPERS OF THE WATCH", + "content": "“Look to your brothers. Know their hearts as you know your own.\nFor if you do not, then all will be broken and lost to darkness.”\n–Attributed to Lion El’Johnson\nhe established Deathwatch presence in the Jericho Reach\nmeans that, at any given time, there are a number of senior\nmembers of the Deathwatch within its borders. These senior\nBattle-Brothers consist of the Watch Captains, Epistolary\nLibrarians, Forge Masters, and others of distinguished service\nor mark.\nIn addition to the Deathwatch themselves, members of\nthe Inquisition have a close concern with the Deathwatch’s\nundertaking in the Reach, and their members, throne agents,\nand acolytes are those most likely to have close contact with\nthe Deathwatch.\nwaTch coMManDer MorDiGael:\nMasTer of The viGil\nWatch Commander Mordigael is a quick and decisive\ncommander of men with a natural charisma bound to a\nterrifying skill in battle. A Blood Angel by origin, Mordigael\nis a paragon of the qualities and traditions of his Chapter.\nHis features are sharp and handsome, as if cut from a pale\nstone statue of an Imperial saint, while his eyes burn with\nalmost feverish intensity. He delights in the perfection of all\nhis undertakings, from practice in the martial disciplines to\nthe contemplation on the future implications of all things of\nnote that bears on his sacred duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2235, + "rule_id": "pdf_skill_1832_epistolary_axineton", + "title": "episTolary axineTon", + "content": "Epistolary Axineton is a Librarian of the White Consuls\nChapter who has only recently come to serve in the Jericho\nReach. Lean-featured, dark-haired, and possessing a grimly\nsuperior demeanour, Axineton is caustic and blunt to his\npeers. Never does he allow a flaw that he perceives rest\nunmentioned, nor a failing unpunished, and his manner has\ncreated a reputation for sneering arrogance and pedantry\namong some. Despite this, he is a warrior of unquestionable\nability and a psyker of great power; a power that he can wield\nwith the subtlety of a torturer’s razor or the brute force of\nan executioner’s axe. As a past veteran of war against the\nTyranid menace, he has already provided valuable insight for\nhis peers.\nAxineton has been fascinated by the secret nature of the\nDeathwatch’s mission in the Jericho Reach since learning\nof it, and his hungry mind has devoured all he can of the\nlore and history of the Omega Vault. He is a constant, but\noften silent, presence during gatherings of the Chamber of\nVigilance, sometimes speaking only to condemn.\ninQuisiTor carMillus:\ninQuisiTor of The chaMBer\nInquisitor Hezika Carmillus of the Ordo Xenos has served\nthe Holy Ordos for over three centuries. In that time, she\nhas led pogroms that have scoured xenos infestations from a\ndozen worlds, condemned and executed Lord Commanders\nand Admirals, broken influential and traitorous Rogue\nTraders, and denounced radicalism amongst her own kind.\nTall and blade-thin, she wears exoskeletal enhanced armour\nat all times and keeps a court of diverse and deadly warriors,\ncollected from dozens of worlds, at her beck and call. Her\nvoice is silken honey at one moment and unyielding steel the\nnext as she desires. She will not, under any circumstances,\nallow herself to be perceived as anything other than what\nshe is: a warrior savant in the service of the God-Emperor of\nMankind. She is undaunted by the super-human killers whose\ncompany her duty now bids her keep, and she will brook no\nchallenges to her authority, in particular by other Inquisitors,\nalthough she is ever-conscious of its limitations.\nInquisitor Carmillus has been the Inquisitor of the\nChamber and mistress of the Tower of Brass for sixteen years\nand has executed her sworn tasks with precise dedication and\nutter ruthlessness. While possessing a warlike temperament,\nshe is also highly intelligent and subtle. These traits make her\nan ideal emissary to the domain of the Deathwatch and well\nequipped to deal with its Adeptus Astartes masters. She\nhas voiced the opinion in the Chamber that, although\nshe is in favour of the Achilus Crusade, a contingency\nplan should be drawn up to destroy the Warp Gate\nshould the Crusade suffer catastrophic failure. She\nbelieves that the Warp Gate possesses a vast threat if\nit is no longer under the Imperium’s direct control.\nMuch of her other motivations, however, remain a\ntightly-held secret.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2236, + "rule_id": "pdf_skill_1833_crusade", + "title": "Crusade", + "content": "“I will see the God-Emperor’s domain extended to the furthest\nreaches. To the places where the light of stars and moons shines on\nruin and casts only shadows, and the unclean walk unpunished. I\nwill see those that have turned away at the tip of the sword, and the\ndefilers beneath the hammer. I will see my own blood run out before I\nturn from this path.”\n–From the oath of Tiber Achilus, taken at the\ncommencement of the Crusade into the Jericho Reach", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2237, + "rule_id": "pdf_skill_1834_the_gate_opens", + "title": "The GaTe opens", + "content": "The catalyst for the launching of the Achilus Crusade was the\nunexpected discovery of an active Warp Gate in the turbulent\nHalo Margins close to the Calixis Sector, in Segmentum\nObscurus. This ancient and vastly cyclopean alien device\nof unknown age proved to be both active and stable, with\na corresponding gate-aperture into Realspace far on the\nother side of the Galactic Core at the edge of the Jericho\nReach. Though the Jericho Reach had at one time been\nunder Imperial control, the existence of this gate within its\nboundaries had never been discovered; a further mystery that\nhas never been solved. The Warp Gate and the possibilities it\noffered only came to light in 755.M41, when the Navigator\nof the Imperial Flag-Frigate Spear of Tarsus sensed something\ncausing a localised area of calm in the great warp storm border\nthrough which she was steering passage. Dropping out of the\nWarp close to the source of this tranquil sea, the frigate found\nitself in the presence of a vast Warp Gate of xenos design,\nplaced in the cold blackness of interstellar space far from the\norbit of any star; a gate that, though undoubtedly ancient,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2238, + "rule_id": "pdf_skill_1835_had_been_activated_or_re_acti", + "title": "had been activated (or re-activated at any rate) in the recent", + "content": "past. With this discovery, a chain of events were set in motion\nthat would cause the Achilus Crusade to be launched across\nthe stars.\nOnce the Spear of Tarsus had returned to Imperial space\nbearing news of its discovery, it was not long until a secret\nexpedition was launched to discover the nature of the gate\nand where it led. Ships serving the Adeptus Mechanicus\nExplorators and the Ordo Xenos sent scouting ships through,\ncrewed with their most able agents and experienced Navigators.\nTheir swift return not only told of another gate, also hanging\nin the empty void far from any star, but also of the certain\ntruth that this other gate lay in the Segmentum Obscurus,\nnear the Jericho Reach on the other side of the galaxy. With\nthat realisation, a plan was born within the minds of the great\nlords of the Imperium: The possibility of using the gate to\nlaunch a Crusade into the Jericho Reach and reclaim it for the\nImperium as a stepping stone to other conquests. The idea\nfound favour with the High Lords, who gave it their blessing,\nand so the idea of a most singular Crusade grew in possibility\nin the minds of the great until Lord Militant Achilus was given\nmandate to make it a reality. The High Lords were mindful,\nhowever, that the existence of the gate and what it portended\noffered dire peril as well as possibility, and decreed that the\nCrusade was to be launched from a staging point far from the\nterritory it intended to conquer under a shroud of the deepest\nsecrecy. But, like so many other great campaigns launched in\nthe millennia that the Imperium has stood, it was intended to\nbring swift victory and to use the light of the God-Emperor\nto drive back the darkness.\nOn the eve of the Feast of the Emperor’s Ascension in\n777.M41, countless millions of Imperial Guard, thousands\nof Adepta Sororitas, and as many as a dozen Space Marine\nChapters advanced to conquer the worlds of the Jericho Reach\nin the shadow of Battle Titans and to the thunder of the guns\nof the Imperial Navy. It was a bold and fiery beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2239, + "rule_id": "pdf_skill_1836_the_death_and_ascension", + "title": "The DeaTh anD ascension", + "content": "Lord Militant Achilus was a war-forged veteran of many\ncampaigns before the Aquila, primarily against the Orks\nand other alien threats such as the Khrave and the Ylarian\nCollective in the Formorian Sector wars where he had earned\nhis fame. He was also stubborn, blunt, and somewhat cautious\nin nature, favouring a tried and tested strategy of ‘attack, pacify,\nand fortify’ over great sweeping advances. Acting on the best\nintelligence he possessed, he had also badly underestimated just\nhow entrenched or dangerous ‘native’ resistance to the Crusade\nwould be within the Jericho Reach.\nHis core belief was that the Crusade had been launched\nprimarily to open a new front against the alien Tau, and laid\nhis plans to this long term goal, perhaps to the detriment of\nthe Crusade as a whole. Whether or not he was correct in\nhis assumptions, he would not live long enough to know, as\nAchilus did not survive to see the end of the first decade of\nhis Crusade.\nWhile travelling to review the progress of the primary\nforward battlegroups aboard the grand cruiser Proclamation of\nWrath in 786.M41, the ship suffered a catastrophic Gellar Field\nfailure and was lost with all hands. The Lord Militant and his\ncommand staff were among those drowned in the raw energies\nof the Warp.\nUntil his death, Achilus had pursued a strategy that focused on\nsecuring a stable, fortified base of operations near the Warp Gate;\na careful campaign to bring the Reach under his heel, followed by\na drive by the Crusade directly against those parts of the Jericho\nReach threatened by Tau expansion and perhaps beyond. His\nhope was to swiftly secure the coreward swathe of the Reach and\ncontinue to press mercilessly on, but aside from an initial string", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2240, + "rule_id": "pdf_skill_1837_of_successes_the_crusade_forc", + "title": "of successes, the Crusade forces (often parcelled out piecemeal)", + "content": "met with repeated delays and, in some theatres, outright defeat\nat the hands of the vile and heretic inhabitants of the Reach’s\ncore worlds. Meanwhile, the Tau appeared to press the matter by\ntheir incursions into the region. The Crusade had begun to stall\ndangerously, its forces slowly declining from hundreds of minor\nengagements, while Achilus’s intransigence caused discontent\nwith his Space Marine and Mechanicus allies who pressed for\nmore decisive action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2241, + "rule_id": "pdf_skill_1838_segmentum_reserve", + "title": "Segmentum Reserve", + "content": "Cadian Shock Troops: 2 Regiments\nTekarn Armoured: 1 Regiment\nIaxian Tithe Guard: 2 Regiments\nTerrax Guard: 3 Regiments\nHarakoni Warhawks: 1 Regiment\nMordian Iron Guard: 1 Regiment\n29th Descaal Lancers: 1 Regiment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2242, + "rule_id": "pdf_skill_1839_calixis_sector_levy", + "title": "Calixis Sector Levy", + "content": "Scintillan Heavy Infantry: 2 Regiments\nScintillan Guard: 3 Regiments\nMaccabian 5th “Drusus’s Own” Guard\nMaccabian 16th Janissaries\nMortressan 14th Highlanders: 1 Regiment\nGunmetalican 13th Armoured\nVolg 3rd “Mercy Bringers”\nLandrian 202nd Light Infantry\nMonrass 25th Scythewind Recon\nMerov Penitentiary Indenture: 4 Penal Legions\nGathalamor Heavy Grenadiers: 8 battalions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2243, + "rule_id": "pdf_skill_1840_known_adeptus_astartes_conting", + "title": "Known Adeptus Astartes Contingents", + "content": "Angels Vermillion: 1 Company\nSpace Wolves: 1 Battle Company\nWhite Consuls: 2 Companies\nDark Sons: 3 Companies\nGrey Knights [RESTRICTED]\nBlood Swords: 2 Companies\nRelictors: 1 Special Detachment\nStorm Wardens: 7 Companies\nAlso elements of the Death Spectres,\nSubjugators, Disciples of Caliban, and Iron\nSnakes represented in a sanctioned Crusader\nCompany as guardians of the Holy Crusade\nBanner.\necorded Contingents of the Adepta", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2244, + "rule_id": "pdf_skill_1841_sororitas", + "title": "Sororitas", + "content": "Order of the Valorous Heart: 1 Commandery\nOrder of the Bloody Rose: 4 Commanderies\nOrder of the Argent Shroud: 1 Preceptory\nOrder of the Fiery Tear: 1 Mission\nOrder of the Crimson Oath: 2 Missions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2245, + "rule_id": "pdf_skill_1842_assassinorum", + "title": "Assassinorum", + "content": "Assassins [RESTRICTED]\necorded Contingents of the Adeptus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2246, + "rule_id": "pdf_skill_1843_mechanicus", + "title": "Mechanicus", + "content": "Adeptus Titanicus—Legio Venator: 3 Battle\nManiples, 2 Scout Maniples\nCenturio Ordinatus: 1 Ordinatus\nSkitarii Tech Guard: 4 Regiments\nOrdo Reductor: 2 Siege Formations\nKorvath Knight Household: 2 Formations\nLegio Cybernetica: 1 Division\necorded Contingents of the Imperial", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2247, + "rule_id": "pdf_skill_1844_fleet", + "title": "Fleet", + "content": "+Vessels of Note\nBelial – Emperor Class Battleship\nExecution – Eternal Oberon Class Battleship\nProclamation of Wrath – Vengeance Class Grand\nCruiser [lost with all hands 786.M41]\nEternal Requiem – Exorcist Class Grand Cruiser\nCaelestis Dictatio – Mars Class Battlecruiser", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2248, + "rule_id": "pdf_skill_1845_munitorum", + "title": "Munitorum", + "content": "Reclamation & Provender Army Inc.:\n3 Pioneer Regiments\n2 Field Enforcement Regiments\n4 Labour Battalions\n1 Administratum Assay Corps.\necorded Contingents Holy Ordos of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2249, + "rule_id": "pdf_skill_1846_forces", + "title": "Forces", + "content": "The Vassals of Rogue Trader Kazandus Lan [5\nships of the line, equiv/3 Regiments Militant]\nForces of the God-Emperor of Mankind\nDisposition at the Outset of the Achilus Crusade circa 7252.777.M41\nCompiler’s Note: Cross-Ref: Secret Order Lamas-V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2250, + "rule_id": "pdf_skill_1847_salient", + "title": "Salient", + "content": "“In ancient times it is said that men prayed to keep the monsters\nof the seas from rising from the black depths. Now I look out at\nthe darkness between these stars and I feel the same prayers coming\nunbidden to my lips.”\n–Captain Ahabron to his first officer on the Deep Range\nCruiser Admiral Ishmael, missing in Action 814.M41\nhe Orpheus Salient is the rimward-most advance of the Achilus\nCrusade’s penetration into the Jericho Reach. Intended by Lord\nMilitant Tetrarchus to advance swiftly through what were largely\nuncontested and barren systems, the Orpheus Salient was once\nthe most successful of the Achilus Crusade, gaining ground\nrapidly ahead of the others and bringing more than sixty systems\nunder the Crusade’s control. These successes are no more, and its\nforces are now shattered and scattered, while the majority of its\ncommanders are lost and likely dead.\nhe doom that came upon the Orpheus Salient very recently\nhas come out of the distant void like a surging tide sweeping\naway all past gains in a welter of confusion and death. In four\nyears, the all-devouring xenos-horror known as the Tyranids has\ncome to besiege and consume all before it. Unprepared for its\nfury, the Salient’s Crusade forces have crumbled into a bloody\nshambles. Only a few worlds are known to be holding out for\ncertain against the onslaught of the Great Devourer, and dozens\nare believed to have perished. Others yet may be desperately\nfighting the enemy, their plight unknown, or huddling ignorant\nand fearful in the silent dark, not knowing that the jaws of a\nmonstrous enemy are fastening around them.\nhe possibility of complete disaster now looms, as\nonly one thing is certain: what has happened so far is only\nthe beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2251, + "rule_id": "pdf_skill_1848_victory_and_disaster", + "title": "VICTORY AND DISASTER", + "content": "The Orpheus Salient was launched a year after Solomon\nTetrarchus ascended to the position of Lord Militant\ncommanding the Crusade into the Jericho Reach. At that\ntime, intelligence possessed by the Crusade’s High Command\nstrongly suggested that the systems running to the rimward\nof the Reach were made up of sparsely populated frontier\nworlds and a few formally Imperial worlds. These planets,\nwhile much regressed, had kept faith with the Imperial Creed\nand carried on in much the same way as they had before the\nloss of the Jericho Reach to its millennia old Age of Shadow.\nSome had even maintained very haphazard contact with the\nImperium and provided the Crusade’s scouting forces with\naid and intelligence. It was felt that if these and other nearby\nworlds could be quickly brought back into Imperial control,\nthey could both provide valuable resources to the Crusade\nand act as the staging point to open a second front against the\nforces of the Archenemy that were already exacting a heavy\ntoll on the forces of Acheros Salient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2252, + "rule_id": "pdf_skill_1849_hive_fleet_dagon", + "title": "Hive Fleet Dagon", + "content": "The Tyranid attack into the Jericho Reach has left the forces of the Imperium confused and disordered.\nIn part, this is because the Tyranids spread a shadow in front of their advance which disrupts the\nAstropathic communication on which the Imperium relies. Additionally, the Achilus Crusade has no\nmeans of knowing how many Tyranids swarm in the void towards the rim. This confusion has meant\nthat no accurate verified estimation of the strength of the Tyranid forces has been made by the High\nCommand, and both the Space Marines (and more importantly, the Deathwatch) have not shared their\nfindings openly with the Crusade forces.\nIn an atmosphere of rising panic and little information, some have claimed that the Tyranids must have\nvast numbers, while others judge that there is no evidence that supports anything other than an attack\nby a small splinter fleet, numbering perhaps a score of bioships. Most examining the unfolding situation,\nhowever, agree that they are facing a splinter of Hive Fleet Behemoth which became detached before or\nduring the breaking of the great hive fleet in 745.M41.\nAlthough some amongst the Magos Biologos, Ordos Xenos and Administratum disputed the correctness\nof attaching a new designation to the Tyranid forces facing the Jericho Reach, such a designation was\ngiven on 989814.M41 by Lord Militant Tetrarchus. Once, it may have begun as a splinter of a greater\nfleet, but it was now a threat in and of itself—a threat of the present, not the victorious past. As such,\nit was given a name from ancient times that spoke of dooms and monsters dreamed of in an archaic age.\nThat name is Hive Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2253, + "rule_id": "pdf_skill_1850_castobel", + "title": "casToBel", + "content": "“And the stars will be blotted out, and men shall despair saying that\nthey are without light. And in that moment of heresy they doom\nthemselves most surely”\n–From the sermons of Sebastian Thor\nCastobel is a battered Hive world, ruled by a noble-born elite,\nthat remained loyal to the Imperium’s ways through the Jericho\nReach’s long Age of Shadow. It is also a world that is now all\nbut alone, facing any enemy that wants nothing more than to\nconsume it utterly. While other worlds fell to anarchy and the\nlure of false gods, Castobel remained true to the Imperial Creed\nand faithful to the belief that, in time, the Imperium would\nreturn to restore it to its glory. Through the application of\nbrutal authority, a council of nobles called the Aquilan Pluracy\nkept the population in order, the cathedrals un-profaned, and\nthe forges and manufactorums fed by resources harvested from\nthe lesser planets in its system. The Pluracy helped Castobel’s\nhard-pressed defences weather the storms of intermittent\nraiders and xenos predators from beyond. When the Crusade\nforces reached Castobel, they were welcomed. The Crusade\nfound a world willing and able to give support and eager\nto rejoin the Imperium. Since then, Castobel has revelled in\nits importance to the prosecution of the Crusade; its rulers\napply greater and greater brutality to its somewhat threadbare\npopulation in order to yield up weaponry, provisions, and\nregiments of troops to aid the Crusade.\nHive Fleet Dagon arrived without warning, and Castobel\nwas once again severed from all contact with the Imperium.\nThanks to their brutal iron-fisted control, the Pluracy averted\nmass panic turning into riot, but soon, stories began to circulate\nof unholy things stalking the lightless depths of the hives and\nrumours spread of the dark fates that befell the Crusade in the\ncold void beyond. Work and production levels have fallen,\nand the reports of seditious whispers from the Pluracy’s vast\nnetwork of informers have risen almost exponentially across\nthe entire system. Desperate attempts have been made to reand beleaguered Crusade ships managed to make it to port\nto re-arm and re-fit. The crews of these ships spread tales of\nmonsters stalking the stars and terrible battles lost. Afterwards,\na great dark mass appeared in the night sky above Castobel,\nblotting out the light of the stars. Troops were mustered and\ndesperate and largely unheard pleas to the Crusade forces were\nscreamed by the planet’s remaining Astropaths. On the eve\nof 817.M41, dark spores began to fall on Castobel, despite\nthe many more gunned into oblivion by the world’s ancient\ndefence networks. Deserted and doomed, many of the planet’s\nruling elite became lost to despair and flung themselves from\nthe highest spires of Hive Cressos, while others determined to\nsell the world dearly to the inhuman enemy. Castobel is now\na world at war against the most terrible enemy imaginable,\nits hive cities besieged and its hardy population fighting for\ntheir very survival. Its fate, however, is yet to be sealed, as the\nTyranid forces that have descended upon it were but a part of\nthe greater whole, and were not so numerous as to overwhelm\nCastobel quickly or completely. The world’s barren surface\nof lifeless wind-scoured deserts and volcanic plains have also\nproved an advantage in resistance, as they take their toll on the\ninvader and offer little biomass to fuel the enemy’s onslaught.\nWhile two of Castobel’s six major hive complexes have fallen,\none turned itself into an atomic funeral pyre while dying,\nwhich robbed the enemy of its flesh. The others are holding\nout, however precariously, for the moment. The Deathwatch\nhas also become aware of Castobel’s plight, and is now\nconsidering its own plans for possible intervention.\nhe fate of Castobel remains in the balance, although\none thing is certain—its future is even now being written\nin blood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2254, + "rule_id": "pdf_skill_1851_eleusis", + "title": "eleusis", + "content": "“Blasphemy is an older pursuit of Humanity than piety. It is rooted\ndeeper in the soul, and from there, it is likely to hatch when the mind\nproves too weak for the horrors of this universe.”\n–Witchfinder Paulos, in the First Principles of Persecution\nEleusis is a world of shrines and piety whose light flickers in the\nenveloping maw of Hive Fleet Dagon and where fear threatens\nto overturn holiness in favour of the promises of false gods. In\nthe time before the Age of Shadow fell across the Jericho Sector,\nEleusis was a Shrine world. Most of the surface of Eleusis was\ncovered with great seas, and on its few land masses, ten thousand\ntemples and glass-blazoned shrines to the God-Emperor were\nbuilt, forming the great Shrine cities. These wonders basked\nin serene holiness for five thousand years, becoming a place\nof pilgrimage for aspirants from as far afield as Macragge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2255, + "rule_id": "pdf_skill_1852_freya", + "title": "freya", + "content": "“Just as the dead were once as we are now, so the dead places of this\ngalaxy may once have equalled our most mighty or glittering worlds.\nAs the cold wastes are now, then so too may our worlds be in times\nyet unborn.”\n–Admonishment from the Seven Books of Vigilance\nBefore the Jericho Reach fell into its Age of Shadow, Freya\nwas a mining world across which millions of indentured\nworkers toiled in vast open-cast mines to feed the now lost\nForge worlds of the Reach. During the long millennia of the\nAge of Shadow, the world fell into disorder and anarchy; its\nmine-scarred surface the battleground for countless gangs\nof techno-barbarians, dark-souled cultists, and flesh-eating\nmutants. The last fragment of Imperial dominion remained in\nspace; a sensor array circling one of Freya’s many moons. This\nspecial Astropathic relay was one of many scattered throughout\nthe reach that served the Deathwatch in their secret vigil. In a\nwarning of what was soon to befall the entire Orpheus salient,\nthe Freya relay (which had endured through thousands of years\nof darkness and cold) fell suddenly silent. On 001814.M41, the\nDeathwatch warship Thunder’s Word entered the Freya system to\ninvestigate the troubling silence. It found no trace of the relay\nand no trace of any life in the Freya system. Preparing to leave\nthe system, Thunder’s Word encountered two Tyranid drone\nships that had been lurking in the orbits of Freya’s moons—a\nrear guard left in the wake of larger predators—and did battle.\nIts hull scored and pitted with acid and its magazines nearly\nexhausted, Thunder’s Word arrived at Watch Fortress Erioch\nlike a messenger riding before a storm: the Tyranids had come\nto Jericho Reach. Subsequently, no attempt has been made to\nreturn to Freya.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2256, + "rule_id": "pdf_skill_1853_hethgard", + "title": "heThGarD", + "content": "“May the gates hold against the beast without.\nMay the stones of the wall be firm beneath my feet.\nMay my blade drink deep of the foe and never be satisfied.\nMay I not feel the touch of fear at the death that is my service.\nMay I stand a warrior, and if I fall, may I fall with my blade in my\nhand.”\n–Spoken by Ivar Ravensclaw, Wolf Guard of the Space\nWolves Chapter, on the morning of the first spores falling\non Hethgard\nHethgard is an Imperial Fortress world and the location\nthat has most recently come under attack from the Tyranid\nthreat. Hethgard was a once mining world whose mountains\nand chains of dormant volcanoes were long ago stripped of\nthe great wealth of rare metallic ores they contained. What\nremained afterwards were plains of shattered stone that\nglimmered with a metallic sheen, broken mountains riddled\nwith echoing passages, and numberless unmapped shafts.\nAlthough sucked dry of resources, the fortress engineers of\nthe Achilus Crusade found Hethgard was perfectly suited for\nLord Militant Achilus’s strategic needs. Many of Hethgard’s\nmountainsides were sheathed in armoured skins, and generators,\nstorehouses and barracks were sunk deep into the abandoned\nmine-workings. The defences were ringed with thousands\nof miles of walls, razorwire, and mines, while chambers\ndeep within the mountain fortresses were converted to vast\nmagazines to feed the thousands of weapon emplacements that\ncrowned the armoured mountain summits. Thus, Hethgard was\nconverted into a mighty fortress to protect the Crusade’s flank\nand an armoury for its forces second only to Karlack itself. In\nthe three decades it has stood, no enemy has taken Hethgard.\nHowever, its defences have been seriously tested twice: once\nby the marauding Ork freebooters of the Brass Eye, and once\nby an unknown, powerful, non-humanoid xenos-form who\nattacked in black orb-like war machines. These raiders were\ndriven off thanks, in part, to the timely intervention of the\nDeathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2257, + "rule_id": "pdf_skill_1854_vanir", + "title": "vanir", + "content": "“If Humanity will not unite, it will be destroyed. If the price of\nunity is a billion lives, or ten billion, or a number as like to the\ngrains of sand on the shore, then we must pay it. If we do not,\nif we are not united, then we stand weak and divided against the\nremorseless enemies of an apocalyptic age.”\n–Cardinal Salazar Scrone, Sermon on Mount Amalath\nVanir is a system of inhabited worlds that is the site of a\nfrantic battle between the forces of the Achilus Crusade and\nrebels loyal to the self-proclaimed Monarchs of the Kingdom\nof Vanir. The desperate forces of Battlegroup Icarus, having\nwithdrawn after taking massive casualties from the advancing\nTyranids, are now locked in a race to overcome the rebel\nforces that have taken possession of the Vanir system. The\nImperials know that time is short and that the only chance\nof surviving the oncoming tide of Tyranids is to renew the\nsystem’s defences before the Tyranids come to destroy Vanir\nand lay waste to loyalist and rebel alike.\nDuring the Age of Shadow, Vanir was the seat of the false\n‘Kingdom of Vanir,’ a petty empire held together by the\nmilitary power of the Monarchs. A small fleet of warp-capable\nships kept the closely-situated worlds of the Kingdom together\nthrough fear of orbital bombardment and the deployment of\nthe Monarchs’ dreaded gene-enhanced Crown Guard. When\nthe Crusade forces reached the worlds of the Kingdom, a yearattack on Vanir itself by Space Marines of the Storm Wardens\nChapter and the bloody defeat of the Crown Guard. Many of\nthe Monarchs fled before the wrath of the Imperium as Vanir\nwas forced brutally into compliance; some were hunted down\nand executed by being crowned with molten gold, but a few\nescaped into hiding. Later, communications were broken by\nthe shadow in the warp cast before Hive Fleet Dagon. This\nthrew the Imperials into disarray and the surviving monarchs,\nlong plotting the violent overthrow of Imperial rule again,\nseized the opportunity to spark off a revolt. This rebellion\nlifted the yoke of Imperial rule once more, bringing down the\noverlord government in a bloodbath of civil war, and gaining\ncontrol of Vanir.\nRagged elements of Battlegroup Icarus attempted to regroup\nat Vanir after fighting the invading Tyranids along the Salient.\nHowever, they were attacked as they entered the system and\nfound themselves fighting a war against the resurgent forces\nof the Monarchs. In desperate need of the resources of the\nVanir system, the Battlegroup had no choice but to fight at a\ncrippling disadvantage—their fleet-based firepower muzzled\nby the fact that they could not risk destroying the infrastructure\nor defences that they would need when the Tyranids arrived.\nWith the sands of time running short, Vanir remains a\nworld divided and facing annihilation.\nThe faTe of BaTTleGroup arGo\nBattlegroup Argo was the Crusade Command Battlegroup of the Orpheus Salient from which General Curas directed the\nrapid advance of the Crusade forces under his command. The General always wished to oversee the leading edge of his\nadvance in person, and so Battlegroup Argo was almost invariably at the forefront of the Crusade advance, carrying with\nit the personal regiments of his chosen command. In its most famous action, the Battlegroup had the honour of cleansing\nEleusis of the Charnel Oracles and seeing the long-desecrated shrines torn down and rebuilt in the worship of the GodVanir. As was typical of Curas, when the then unknown threat of Hive Fleet Dagon darkened communications within\nthe salient, he ordered Battlegroup Argo to plunge into the heart of the shadow. Details of what occurred next have been\nfound only in the nightmarish memories of a handful of broken men who escaped from Argo’s death throes. Its last known\nposition was on the edge of the Phonos system when a massive attack of monstrous creatures descended on it from the cold\nvoid. What few survivors escaped did so on trailing escort vessels that fled as writhing darkness fell on the fleet. All were\nlater executed by the Imperial Navy for cowardice.\nNo word has ever been heard from Battlegroup Argo since that day. Many believe the Battlegroup is irrevocably lost,\nand General Curas with it. Others, however, suspect that the fate of Battlegroup Argo may have been far worse than mere\ndestruction at the hands of a ravenous enemy. Wrecked and scarred hulls of former Imperial Warships filled with harbinger\norganisms have been observed arriving in advance of the main Hive Fleet, scattered like deadly seeds upon the wind. These\nships are of familiar line and measure and some are still broadcasting Crusade-encrypted distress calls like the automated\nscreams of the unquiet dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2258, + "rule_id": "pdf_skill_1855_salient", + "title": "Salient", + "content": "“In war, nothing is certain save that the price for victory is always\npaid in blood, both yours and your enemies.”\n–The Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2259, + "rule_id": "pdf_skill_1856_karlack", + "title": "KARLACK", + "content": "“I’ve always liked a good fortress: given one to sit in, most enemies are\nhappy to stay where you might find them easily, and sleep soundly in\ntheir beds as you slip in to eat out their hearts.”\n–Lady Miram Saynay, Epicure & Corsair Captain\nKarlack is a Fortress world, the principle seat of the Achilus\nCrusade, and the single most powerful concentration of the\nImperium’s military might in the Jericho Reach. In the lost days\nof the old Jericho Sector, Karlack was little more than an outlying,\nlargely unremarkable, colony world. Its population never rose\nhigh enough to make it a power in sector politics, nor did it\npossess resources of sufficient calibre to make it of particular\ninterest to the Adeptus Terra. When the Age of Shadow came,\nKarlack’s relatively marginalised status protected it somewhat\nand cushioned its slide into isolation, sparing it much of the war\nand disaster that stalked worlds closer to the sector’s core. Over\nthe centuries, it descended slowly into pre-industrial feudalism.\nAfter the discovery of the Jericho-Maw Warp Gate, Karlack’s\nfate was decided by a simple expediency of stellar geography:\nit was the closest life-sustaining system of any strategic worth\nin the Jericho Reach in proximity to the Warp Gate. Thus, it\nwas the first system on which Lord Militant Achilus set his eye.\nThe mass forces of the Crusade were welcomed with open arms\nby Karlack’s natives whose local culture had long kept alive\nthe hand-me-down traditions of the Imperial Creed and the\nMastery of the Emperor. The Crusade’s Ministorum contingent\nquickly set about bolstering that faith and rooting out heresy and\ncorruption in the population. Swiftly, mountains were levelled to\nprovide raw materials, rolling steppe land planed into mustering\ngrounds for tens of thousands of troops, and vast fortifications\nraised both on the ground and in orbit. Not to be outdone,\nthe Adeptus Mechanicus hollowed out orbiting asteroids into\ngun-stations and crafted orbital docks to serve as the Crusade’s\nprimary anchorage.\nSince this time, Karlack has remained the primary seat of the\nCrusade’s power and the principal rallying point and supply hub\nfor the Imperial forces in the Jericho Reach. Its orbital stations\nhouse key command and control elements for the Crusade fleets,\na Naval repair and provender base, and the Crusade’s primary\nAstropathic Choir. Karlack is also the keystone in a wide arc of\nlistening posts and defence stations known as the Iron Collar,\nspread out across the portion of the Jericho reach bordering the\nWell of Night, from which the Crusade salients are supported.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2260, + "rule_id": "pdf_skill_1857_warzone", + "title": "Warzone", + "content": "“These stars and planets have been the sights of battles such as I had\nnever dreamed of in my darkest nightmares. Yet I fear for all the\nnightmares that have passed, there is worse to come.”\n–from the private Journals of Colonel Havius Blan,\nLandrian 202nd Light Infantry, Officer Commanding,\nCellebos Warzone, 443817.M41", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2261, + "rule_id": "pdf_skill_1858_khazant", + "title": "KhazanT", + "content": "“Why weep comrade? Is it the blood we wade in? The thunder of\nthe guns perhaps? Or this sodden corpse-hole of a trench? Friend,\nbe of good cheer, our saviour the Emperor has brought us to this fine\nworld with its open skies and wide vistas, and as plentiful scavenging\nas I’ve ever seen, and all he asks is that we kill a few of those\ngodless bastards yonder. Why, it is a fine thing, to be an Imperial\nGuardsman.”\n–Trooper Morlok Drax, 3rd Volg Regiment\nKhazant is a War world: a planet-wide battlefield over which\nblood has been shed almost continuously since the coming of\nthe Achilus Crusade to the Jericho Reach. Renowned for many\nyears as a corsair stronghold, this former Imperial planet and its\noppressed population have long been enslaved to one warlord\nor another, with Khazant’s naval dockyards and plentiful\nresources its principal prize. From the Achilus Crusade’s outset,\nKhazant was always considered a primary target, and its initial\nconquest, and the driving of heretic forces from the Khazant\nsystem in a year long campaign, was the last great victory of the\nCrusade under Lord Militant Achilus’s leadership. The former\noverlords of Khazant were allowed to escape; a development\nthat, in hindsight, would later have the darkest consequences\nfor the Crusade effort. Shortly afterwards, the newly-acclaimed\nLord Militant Tetrarchus divided the Crusade to form the three\nsalients. Raids by heretic forces into Imperial-held territories\nin the Cellebos region began to increase dramatically, and\nthe Acheros Salient, under Tetrarchus’s direct command,\nfound its main assault meeting massive, organised resistance\nhead-on. During this period, Khazant was temporarily cut off\nand overwhelmed, its garrisoning forces suffering near total\ncasualties before an Imperial counter-attack could once again\ncontest the system.\nSince then, control of Khazant has swung back and forth\nnumerous times, and its now wrecked surface has become the\nprincipal battleground of the war in the salient. Its star system\nis now littered with the wrecks of craft destroyed in action,\nand it has become the hunting ground of raiders from both\nsides. These raids are punctuated by attempts from heretic and\nImperial alike to run the gauntlet of enemy blockades to land\nreinforcements on the surface. On Khazant itself, Crusade\nregiments are still doing battle daily against the forces of the\nStigmatus and their unholy allies on a dozen fronts across a nobunkers, trench works and reeking mud. It is a war of endless\nartillery barrages, poison gas, grinding armour, and brutal\nhand-to-hand fighting that shows no sign of relenting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2262, + "rule_id": "pdf_skill_1859_vanity", + "title": "vaniTy", + "content": "“It would be better for a man to die screaming in the jaws of the\nTyranid and know release into the Emperor’s grace, than to die easy\nin his bed on this cold world: for here, the souls of the dead hunger\nfor company.”\n–Malin Grey, Psyker Primaris, Special Inquisitorial Taskforce\nA barren, radioactive, and haunted wasteland of shattered\nhive cities and fallen grandeur, ‘Vanity’—as it has long been\nknown—was once the Hive world of Corulsiem. A prominent\nworld, Corulsiem was once capitol of the Cellebos sub-sector\nand second only to Varrus itself in its economic and military\nmight. During the Age of Shadows, the prideful and fractious\nrulers of Corulsiem were among the first to fall to internal\ndivision and strife. Its hive cities erupted into a savage civil\nwar, which quickly escalated to the use of forbidden atomic\nweapons, rendering the planet into a lifeless cinder-shrouded\ncarcass of a world.\nFor many centuries afterwards, Corulsiem was little more\nthan a target for the most desperate or foolhardy of scavengers\nwilling to brave its deadly fallout-strewn wastes in search\nof spoils. It became known more commonly by the name\n‘Vanity’ by those in the Reach, in reference to the hubris and\nfolly of its former masters. With the coming of the Hadex\nAnomaly, Vanity’s reputation grew even darker: engulfed\nfor a time within the burgeoning warp storm, legend has it\nthat the tortured souls of Corulsiem’s billions of dead rose\nup screaming. Since then, Vanity has become legendary as a\ndeadly, haunted place. These legends were proved to be lethal\ntruth as this world became a second line in the war between\nthe advancing Imperial Crusade and the Chaos forces of the\nStigmartus; both have suffered at the hands of this world’s\nspectral phenomena.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2263, + "rule_id": "pdf_skill_1860_the_blood_trinity", + "title": "The BlooD TriniTy", + "content": "“I shall crush my enemies, drive them before me, and hear the\nlamination of their slaves. All this I do in thy name, oh Great Gods\nof Blood and Night”\n–Maratan Oath\nOnce known as the Mataras Sisters during the day of the\nlost Jericho Sector, this system was regarded as a jewel of the\nImperium. The system supported four verdant and paradisethe sector core. The Age of Shadows heralded a slow descent\ninto blasphemy for this system as, over time, the severed and\nabandoned human populations embraced barbarity and the\nfalse promises of the Dark Gods to save them from the brutal\npredations of off-world slavers and the obscene hungers of the\nalien. In 920.M37, Mataras IV was subject to the final sanction of\nExterminatus. This sanction was carried out by the Deathwatch\nin order to prevent a parasite-colony of the horrific Hadrus\nSkin-Weaver xenoform from spreading to neighbouring worlds.\nAs the populations of the Mataras Sisters slowly succumbed to\nthe worship of Chaos, they strove to excel over each other in\nsavagery and slaughter. The three surviving worlds of Mataras\nbecame known as the Blood Trinity, thriving on violence and\nfighting unceasingly amongst themselves for the favour for their\ngods, united only against anything foolish enough to attempt\ntheir conquest from without. The Deathwatch has long suspected\nthat the warlike natives of the Blood Trinity were chosen as a\nharvesting ground for fresh recruits for certain warbands of the\nTraitor Legions, with the most vicious among their warriors\nselected for their ranks.\nWhen the Crusade forces first probed into the Cellebos war\nzone and stirred the servants of Chaos into response, the godbase of manpower for the rising powers of damnation. Some\nof the most vicious shock-troops of the Stigmatus have been\ndrawn from the worlds of the Blood Trinity.\nhe heretic forces are well aware of the importance of the\nBlood Trinity to their cause. The system is now heavily patrolled\nby renegade warships which have, so far, defeated any attempt\nby Crusade forces to forge a beachhead into the system or\nThe Face of the Enemy\nThe heretic and Chaos forces contesting the Crusade in the Acheros Salient are highly diverse, but wellthe edge of the Charon Stars, to Warp-spawned daemons conjured forth by hellish rituals; from savage feral\nwarriors recruited from the warring tribes of the Blood Trinity, to void-born pirate clans who have spent\nmillennia beyond the reach of Imperial law.\nThe two most powerful groups the Crusade must contend with, however, are the binding forces which\nmaintain the Chaos war effort: a heretic army known as the Stigmartus, and several elite warbands of the\nTraitor Legions that have come to the Reach to make war on the Imperium.\nThe Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they\nare brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cultGuard itself. The commanding echelons of the Stigmartus are believed to be the remainder of the previous\nrulers of Kharzant, who fled when displaced by Lord Militant Achilus’ campaign. Now, they are bound to\nthe charismatic leadership of a cult-general called Elak Sarda, said to be sworn by dark pact to some nameless\ndaemonic entity within the Charon Stars.\nOne of the most terrifying and powerful contingents within the Chaos forces are the warbands and armies\nof the Chaos Space Marines. These super-human killers and arch-servants of the Dark Gods have already\naccounted for massive casualties on the Crusade forces. Factions of the infamous Alpha Legion, Word\nBearers, Berserkers of Skatherax, and The Pyre have all been confirmed present in the Cellebos warzone.\nThere have been unconfirmed reports of daemon hordes, traitor Titan Legions, and even an entire Chaos space\nfleet located on a Daemon world near the heart of the anomaly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2264, + "rule_id": "pdf_skill_1861_and_the_charon_stars", + "title": "AND THE CHARON STARS", + "content": "“Come signs, come figures, all hell dance before me in bloody light,\nCome woe, come pleasure, drown me in infernal night.”\n–From the proscribed play ‘The Banquet of Malfi’\nIn the Cellebos warzone, there exists twin aspects of one malefic\nphenomena: the Hadex Anomaly. Although unclassified, it is\nsimilar to a Class III Warp disturbance, an overlapping vortex of\nturbulence in the Æther that spills over into Realspace, distorting\nand twisting its fabric and making navigation and observation\nalmost impossible within its baleful influence. While considerably\nsmaller than the great and legendary reality-lesions such as the\ndreaded Eye of Terror or the Maelstrom, it is no less dangerous. The\nCharon Stars, in turn, is the name of those stellar bodies trapped\nwithin the warp-breach’s grasp, stars that now cast a murderous\nand unclean radiance wherever their light falls. Resembling a “red\nhole” in space, the Hadex Anomaly rarely stays in the same place\nfor long, having been reported in different regions of space on\nnumerous occasions. The Anomaly’s mobility suggests that it may\nhave some malign sentience. One theory amongst the Adeptus\nMechanicus forces in the Achilus Crusade is that the Anomaly\nspews time from other dimensions into our own, distorting all\nattempts to monitor it more closely. The outer rim of the Anomaly\ncontains a debris-strewn ring of ghost ships, starfaring vessels that\nhave become trapped in some kind of stasis from which there is\nno release.\nhe Hadex Anomaly came into being during an-ill portended\nplanetary alignment in 656.M40. The Deathwatch’s records state\nthat the vortex was the result of some great and bloody design of\nthe mortal worshipers of Chaos come to fruition on one of the\nlost worlds it now has swallowed: a ritual unleashing the abyss of\nthe Warp into reality. Thanks to the sector’s fall into anarchy, no\nAgents of the Throne were there to stop it.\nIn the fury of its birth, the Anomaly briefly swelled to more\nthan twice its current diameter before swiftly receding again. The\nAnomaly has since grown steadily by fractions, year-by-year, until\nit reached its present size. Drowned in its hellish radiance were a\ndozen inhabited worlds that once made up the core of the Jericho\nSector of old. This includes its once-vaunted capitol, the hive\nworld of Varrus, long since fallen into bloody civil war and the\nworship of the Ruinous Powers. Some say that Varrus has since\nbeen transformed into a daemon world, where the servants of the\nChaos Gods plan the destruction of the Reach.\nWhatever dark powers are in control of the heretics that\ncontest the Cellebos warzone, it is those same powers that called\non the might of the Traitor Legions to their battle standards. The\nCharon Stars are their domain, and it is under these stars’ blood\nred light that their corrupt priests and commanders make their\nsacrificial offerings. Many rumours claim that these minions of\nthe Ruinous Powers seek to appease the Anomaly itself, as if it\nwere some ancient and powerful beast that had carried them here\nupon strange tides of the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2265, + "rule_id": "pdf_skill_1862_samech", + "title": "saMech", + "content": "“What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n–Ancient Terran Proverb\nAlso known as ‘the iron pit’ by the debased human renegades\nthat travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nwithin the Jericho Sector, famed for the skill of its tech-adepts\nand the quality of the cogitator systems produced there. During\nthe slow fall of the Jericho Sector into barbarity and isolation,\nSamech maintained its power and independence far longer\nthan any of the other worlds of the sector core. Watch Fortress\nErioch maintained communications with Samech for more than\ntwo hundred years after Varrus fell. As the centuries wore on,\nhowever, the Magos of Samech grew increasingly insular and\nparanoid. Ever beset by xenos raiders, warring former allies,\nand human renegades, Samech began firing on any vessel that\nentered their system. Samech’s true infamy came to light in 325.\nM40, when a Mechanicus Explorator flotilla managed to battle\nits way through the warp storms shrouding the Jericho Reach to\nre-contact Samech and was lured into close orbit and blasted to\natoms. This act of treachery would lead the Cult Mechanicus to\ndeclare the Forge world Apostate under a penalty of death—a\npenalty that has yet to be carried out.\nMatters no doubt worsened when the Hadex Anomaly first\nerupted and swallowed Samech. Scattered intelligence gathered\nby the Deathwatch painted the Magi of Samech as increasingly\ncorrupt, embracing forbidden technological blasphemies and\ntrading weapons, and even warp drives, to debased renegades\nand consorting with the vilest forms of xenos without favour or\ndistinction. Some reports claimed that the Magi were raising up\naltars to the Dark Gods to consecrate their nightmarish works.\nOver the centuries since then, the emissaries and works of\nSamech have been a repeated and bitter foe for the Deathwatch.\nThey are not only allies to hostile alien forces, they are also\nsometimes rival claimants for xenos artefacts and lore the\nImperium can ill-afford to have fall into the hands of the enemy.\nSamech’s rust-coloured spider-like vessels have been reported as\nfar afield as the ruins on Jove’s Fall and hunting at the edges of\nTau colonies for ‘specimens.’\nAs matters stand, Samech is an abiding factor in the failure of\nthe Acheros Salient, as it is the principal supplier of baleful war\nengines and arms to the Chaos forces of the Cellebos warzone\nand the raider ships that harry the fringes of the Crusade. The\ntwisted masters of Samech deal freely with any creature, human\nor otherwise, that can meet their price in slaves and secret lore.\nSamech possesses the firepower and terrifying servants of its own\nto destroy any that would think to take what it offers by force.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2266, + "rule_id": "pdf_skill_1863_drift", + "title": "DRIFT", + "content": "A Desert world, now the domain of a few debased mutants\nand scattered clans of warring Orks, Shedu once marked the\nouter boundary of the old Jericho Sector’s civilised worlds and\nthe start of its spinward frontier. Despite being a largely arid\nwasteland, it remains a crossroads and way-station for outlaw\ntraffic and xenos slavers. Shedu’s importance reflects its status\nas the only life sustaining world found on the edge of a long\nand drawn out star cluster known as the Slinnar Drift. The\nDrift is a stellar formation whose planetary systems, although\nhostile, are rich with mineral resources and exotic chemical\nelements produced by its active proto-stars. The Slinnar Drift\nis also remarkable for the curious stability of local Warp-space\nconditions in the region.\nJOVE’S DESCENT\nJove’s Descent is a strange and impenetrably mysterious world,\nwhose promise and legend has drawn both human renegades\nand Rogue Traders to its vine-tangled deeps and curious\ncreeper-shrouded obelisks. The planet’s surface features\nnumerous dense jungles and strange, inhuman ruins overrun\nand overgrown by ages. It is thought it may have once been\nthe centre of a xenos empire believed destroyed during the\nGreat Crusade, referred to in some records as the Ghanathaar.\nOf the dead Ghanathaar themselves, even the Deathwatch\ncan say little for certain, save that they were ancient, nonthose Ghanathaar that were destroyed by the Great Crusade\nwere but a shadow of a race long since laid low by some great\nenemy in the unknowable past.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2267, + "rule_id": "pdf_skill_1864_polyphemnos", + "title": "POLYPHEMNOS", + "content": "An infamous Death world, forbidden to human contact even\nduring the rule of the Jericho Sector, Polyphemnos is a huge,\nheavy-gravity primordial planet. Its surface is forested with\nnoisome fungus plants tens of metres across and stalked by\na multitude of predatory species, many without analogue\nelsewhere in known space. Of the plethora of monsters that\nwalk its fetid forest floors, the so-called ‘Eaters’ are among\nthe worst. It is believed that the Eaters were once abhuman\nOgryns left behind long ago by beast-slavers. These twisted,\nstarveling, and gangrel-like things have been mutated by\nhundreds of generations of exposure to the vile poisonous\nspores that infest the air. Eaters are infamous for their\nunending hunger and congenital madness, coupled with the\nstrength to rip a power-armoured Space Marine in half with\ntheir bony claws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2268, + "rule_id": "pdf_skill_1865_salient", + "title": "Salient", + "content": "‘Don’t tell me we don’t have the manpower! Don’t tell me it can’t be\ndone! Tell me how many heads are spiked on our battlements! Tell\nme how deep the mass graves must now be dug!’\n–Lord Commander Sebiascor Ebongrave", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2269, + "rule_id": "pdf_skill_1866_fortress_spite", + "title": "FORTRESS SPITE", + "content": "Spite is the Fortress world from which Lord Commander\nEbongrave marshals the Imperial Crusade against the Tau. It is\na world recovering from a terrible attack by human malcontents,\nwidely assumed to have been supported by the Tau, which killed\nmillions and left Spite a ruined and shaken planet. Captured\nrelatively intact from Tau infiltrators early in the Crusade, Spite\nis a heavily settled and industrialised world, which turned its\nwhole production over to the war effort. Less than three years\nago, it was subject to an unexpected and devastating attack\nknown as the Blasphemy.\nFanatics calling themselves the Vengeance Sept hijacked a\nfactory ship loaded with fuel and crashed it into a major fault\nline on Spite’s largest continent. The resulting earthquakes and\nvolcanoes devastated several cities and rendered vast swathes of\nthe continent uninhabitable. Fortress Spite has barely been able\nto function as a military headquarters since the Blasphemy, and\nrefugees choke the remaining cities in the millions.\nA great many cities still stand on Spite—the largest is home\nto tens of millions. These cities are patrolled by Moral Hygiene\nMilitias, raised under Ebongrave’s orders to watch for sedition\nand xenos sympathisers, and suffer frequent visits by the Field\nPurgation Platoons of Imperial Guard sent to hunt down the\nworst offenders. Each city is now so paranoid it is effectively its\nown isolated state, with citizens refused entrance or exit without\nauthorisation from Ebongrave’s command. The millions of\nrefugees created by the Blasphemy cower outside the city gates,\nbegging to be let in before Spite’s merciless winter descends.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2270, + "rule_id": "pdf_skill_1867_the_black_zone", + "title": "The BlacK zone", + "content": "‘First, you say, “Where are your papers?” If it goes further than that,\nit’s too late to be saying anything at all.’\n–Sergeant Okkus, 14th Mortressan Highlanders.\nhe Black Zone is the military headquarters of Lord\nCommander Ebongrave, standing apart from the cities of\nSpite. The Zone is out of bounds to civilians, and anyone\nwithout proper identification approaching the walls is shot.\nIn its centre is the Achilian Bastion, ringed by massive\nfortifications which were severely damaged in the earthquakes\nfollowing the Blasphemy. The Bastion itself is a squat tower\nof black rockcrete, its plain walls decorated with thousands of\ngibbets. In each gibbet swings the body of a citizen or soldier\nwho fell afoul of Ebongrave’s purges. The fortifications of the\nBlack Zone enclose countless execution grounds, with every\nother wall riddled with firing squad bullets and every flagpole\nand beam pressed into service as a gallows. All the usual bustle\nof military life can be found in the Black Zone, under a pall\nof fatalism and fear that finds its expression in the execution\nsites and the morbid humour of the Guardsmen.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2271, + "rule_id": "pdf_skill_1868_the_sorrow", + "title": "The sorrow", + "content": "The Sorrow is the massive tectonic scar left by the Vengeance\nSept’s attack. It is a ruination of crevasses, lava flows and\nnewborn volcanoes, scarring the planet’s surface for over\nthree thousand miles. The Sorrow runs through a dozen major\ncities, the populations of which are now dead or displaced.\nThe lowest of the low on Spite scavenge among the ruins.\nAlways in danger of a sudden lava burst or earthquake,\nthey hunt for the riches supposedly left behind by wealthy\nrefugees, or buried under the ash beside the dead. The Silent\nPilgrim, the container ship used by the Vengeance Sept, also\nlies as a pile of melted slag somewhere in the Sorrow. It has\nyet to be located by Ebongrave’s agents, and he is certain\nit must contain crucial intelligence on the network of xenos\nspies and saboteurs he sees around every corner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2272, + "rule_id": "pdf_skill_1869_sepulchre_sigma", + "title": "sepulchre siGMa", + "content": "‘I’m telling you, I don’t know anyth... [illegible] damn you, where\nare your souls? How can you... no, no... [illegible]... all right.\nAll right, filth take your hide. It was me! I was the man in the augur\nrelay, guiding them in! Is that what you want to hear?’\n–Prisoner HX331-43-omicron\nhe codename given to Ebongrave’s interrogation facility is\nSepulchre Sigma. It is a place from which very few people—\nincluding the soldiers who guard it—ever return. Anyone\ntoo valuable to be executed on the spot is brought here for\ninterrogation by officers whose uniforms display no rank\nor regiment. They report what they know to Ebongrave\nin person. Ebongrave does not care how they get their\ninformation, only that it keeps coming. Sepulchre Sigma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2273, + "rule_id": "pdf_skill_1870_quarantined_worlds", + "title": "QUARANTINED WORLDS", + "content": "Ebongrave is aggressive, some say fanatical, in rooting out Tau\ninfluence on the Imperial worlds of the Canis Salient. Three\nsuch worlds—Argoth, Kaggeran and Rheelas—were deemed\nby Ebongrave so riddled with Tau emissaries and sympathisers\nthat they were beyond hope. He ordered them quarantined,\nmeaning that no craft were allowed in or out. Fragmented\ntransmissions from these planets, which are clustered close to\nSpite, paint a picture of mass starvation, riots and apocalyptic\ncult activity. Ebongrave has not permitted any cargo to reach\nthe planets, fearing that moral threats will escape on returning\ntransports, and has said on many occasions that he would call\ndown the fleet to bomb their cities into oblivion if he could.\nTo many, the horrible fates of the quarantined worlds are the\nstarkest evidence of Ebongrave’s madness.\nVELK’HAN SEPT\nThe Velk’Han Sept is the empire ruled by the Tau and the\nprimary objective of the Imperial Crusade in the Canis Salient.\nIt consists of several dozen populated worlds. While several\nworlds are properly colonized Tau worlds, many others are\nmostly human-populated and are ruled by proxy through\nsympathetic human leaders. The Sept capital world, Tsua’Malor,\nacts as the central seat of Tau governance and rule.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2274, + "rule_id": "pdf_skill_1871_he_sept_s_humans_referred_to", + "title": "he Sept’s humans (referred to by the Tau as ‘Gue’la’)", + "content": "adhere not to the Imperial Creed, but to the Tau ideal of\nthe Greater Good. The Tau teach that the perfect society,\none modelled after the Tau themselves, has a place for every\ncreature; with every creature in that place, fulfilling their\nassigned roles without question, for the good of the Sept as\na whole. Imperial religion is prohibited and the Tau Water", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2275, + "rule_id": "pdf_skill_1872_caste_run_education_and_re_ed", + "title": "Caste run education (and re-education) programs that instil", + "content": "an understanding and love of the Greater Good into the\nsometimes reluctant gue’la minds. Populations are regularly\nsterilised to prevent population growth outstretching Tau\nmethods of control. Human transgressors against the Greater\nGood are not publicly executed, as is the Imperial way, for the\nTau see no need to publicise the fates of those who oppose\nthem. Instead, such gue’la simply disappear, and it is the\nway of the Greater Good to convince oneself that they never\nexisted at all.\nhe Mal’caor Shi, the Tau taskforce that rules and defends\nthe Sept, has at its disposal several contingents of Tau military\nunits and spacecraft. The Tau force contains many veteran\nforces of Fire Warriors and Air Caste pilots, and its leaders are\nhighly motivated to add the Reach to the expansion of the Tau\nEmpire. It also commands many auxiliary forces drawn from\nspecies that have joined the Tau in the pursuit of the Greater\nGood. The most numerous xenos auxiliaries are the Kroot,\nwith substantial numbers of insectoid Vespid and smaller\nunits of other, more specialised xenos warriors. The Tau also\nmake use of human troops, but they never arm or direct them\nin person. Instead, the wishes of the Tau are passed on to\nthe leaders of human worlds who then equip and command\ntheir own planetary forces. The Imperial Guard fighting on\nthe fringes of the Sept in the Greyhell Front find themselves\nfighting these human forces as much as xenos foes.\nhe Tau face constant challenges in their fight to keep the\nVelk’Han Sept viable. The Tyranids and the Imperial Crusade\nforce them to commit huge numbers of auxiliaries. Even\nbefore the Crusade hit the Canis Salient, however, the Sept\nhad its problems. Chief among these was the baleful influence\nof the ruins found in the Black Reef and on many humanlong dead, are without exception inimical to life, and seem\nto defend themselves by infecting human and Tau alike with\nmadness. Imperial aggression forced the Tau to abandon their\nefforts to understand these ruins, and their secrets remain\nhidden under the soil of Sept’s worlds.\nTSUA’MALOR\n‘What need you understand but the Greater Good? What more than\nthe Greater Good can hold any concern for you? Ask not where your\nhusband went. Rather, rejoice that his absence benefits us all!’\n–Maskin Quiore, Gue’la Water Caste Liaison\nsua’Malor is the capital world of the Velk’Han Sept and\nthe headquarters of the Mal’caor Shi. Once a populous\nand advanced human world, it was transformed by Earth\nCaste architects into a shining example of civilisation and\nenlightenment. Few sights in the Jericho Reach are as\nmagnificent as the skyline of Tsua’Malor’s vast Equatorial\nCity. Stretching around the Desert world’s circumference,\nit houses millions of Tau settlers and the great edifices of\nlearning and government. The Mal’caor Shi’s ruling council,\na small number of Ethereals and ambassadors, gather in the\nkilometre-high edifice known in the gue’la tongue as the\nTranscendence. Each caste has its own district in Equatorial\nCity, from the floating tethered platforms of the Air Caste\nto the bronze-walled fortresses of the Earth Caste. Several\nbillion humans also live on this world, in the planet’s other\ncities cut from the rocky desert by Imperial pilgrim-settlers\nthousands of years before. Every city has a Tau quarter of\nglittering spires and grand pavilions, where the human leaders\ngather to listen to the wisdom of Tau ambassadors. One such\ncity, Beldar, is home to the Gue’Retha, a research institute and\nuniversity to which the Tau transport all the brightest and\nmost talented humans to educate them in Tau philosophy and\ntechnology. Attached to the Gue’Retha is a place which the\nTau decline to name, but which human malcontents call the\nLacuna. This underground research facility, it is rumoured, is\nwhere the Tau conduct psychological experiments on gue’la\nprisoners. The results supposedly help the Tau refine their\nmethods of social manipulation, but no one can be sure since\nany heard to utter such thoughts vanish, quite possibly into\nthe Lacuna itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2276, + "rule_id": "pdf_skill_1873_iphigenia", + "title": "IphIgenIa", + "content": "The world of Iphigenia is, in many ways, typical of the\nVelk’Han Sept. It is a human world with a population of\naround seven billion, living mostly in the polar cities spared\nthe fierce heat of the planet’s nearby red sun. Its people are\nall born into one of several dozen tribes, each tribe having its\nown king in turn united under the High King. All laws are\ndecided according to the tribe; transgressions in one tribe are\noften accepted in another, even though the populations of the\nvarious tribes live side by side in every city. Since Iphigenia\nwas absorbed into the Sept, however, another power structure\nhas come to exist alongside the tribal kings: the Grey Kings,\nthe name given to the Tau emissaries who have entered into\nan agreement with the High King. In return for allowing the\ntribes to rule themselves, the Grey Kings require Iphigenia’s\narmed forces to fight for the Tau. In addition, the tribal kings\nare to hand over the most technically skilled of their people\nto the orbital stations on which the Grey Kings live.\nEach station is a huge re-education facility. Many of the\ngue’la sent here are trained in Tau technology and sent to\nwork elsewhere in the Sept under Earth Caste work teams\nor Air Caste starship crews. Others are sent back down\nto Iphigenia, radiant with their new purpose and eager to\nspread their understanding of the Greater Good among their\ntribemates.\nIphigenia’s people are far from universally convinced about\nthe Greater Good. The ‘enlightened ones’ who return from\norbit, however, are quick to address such concerns with anyone\nwho wishes to accompany them to the strange structures the\nGrey Kings are building in the southern wastes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2277, + "rule_id": "pdf_skill_1874_lord_commander_ebongrave", + "title": "Lord Commander Ebongrave", + "content": "Sebiascor Ebongrave was a capable, even heroic officer who\ndistinguished himself among the cavalry of the Dhkasin Hussars\nand became a trusted advisor to Warmaster Tetrarchus before\nbeing given command of the Canis Salient. Ebongrave has not\nborne his role well. This once-dashing cavalryman is a bitter,\ngreying man who rarely leaves his fortified situation rooms in the\nAchilian Bastion. He has become increasingly paranoid and has\nordered purges of regimental commanders, naval officer classes\nand Imperial governors, sometimes at the vaguest suggestion of\nTau sympathies or ideological weakness. No matter how impossible\nthe fight against the Tyranids becomes, he refuses to countenance\ndiverting troops and ships from fighting the Tau. Some believe he\nis losing his grip on reality, while others think he sees reality all\ntoo well and is the only man who appreciates just how devious his\nxenos foes really are.\nThe 14th Mortressan Highlanders\nWhen Ebongrave needs people he can trust to execute their fellow\nImperial citizens or soldiers, he calls upon the 14th Mortressan.\nRecruited from the Calixian Death world of Mortressa, these\nveterans believe that life is meaningless and that only the manner\nof a man’s death matters. They have no compunction or guilt\nabout what they do, a psychological foible that Ebongrave values\ngreatly. Mortressans serve in the Field Purgation Platoons who\nroot out ideological failings among Guard regiments, and in the\nexecution details in the Black Zone. The guardsman standing\nwatch over an interrogation cell in Sepulchre Sigma is likely to\nhail from Mortressa.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2278, + "rule_id": "pdf_skill_1875_watch_station_skapula", + "title": "WATCH STATION SKAPULA", + "content": "‘By your will, Fio’Ui. The relief seems to depict iconography relating\nto the gue’la religion. I shall remove the panel for further study.\nWork-brother, pass me the fusion cutter... there, that should...\n[sound of rapid laser fire, then static.]’\n–Intercepted Earth Caste communication\nWatch Station Skapula is a Deathwatch space station,\nabandoned long ago, that orbits a barren world in Tau space.\nWhile deactivated, the station is protected by automated\ndefences that are still operational in spite of the time the\nWatch Station has spent empty.\nhe Tau are interested in the Watch Station, believing\nit to have a religious purpose that could be significant to\nunderstanding the gue’la mindset. Human pioneers led by\nEarth Caste archaeologists have tried to examine and enter\nthe Watch Station, but the defences have held them off in\nspite of spirited attempts to understand and deactivate them.\nWatch Station Skapula could prove a hugely valuable asset\nfor the Imperium. It is highly advanced and is even capable of\nshort warp jumps, making it extremely useful as a jumpingSept. A mission to capture Watch Station Skapula from the\nTau and reactivate it is surely on the Deathwatch’s agenda for\noperations in the Jericho Reach.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2279, + "rule_id": "pdf_skill_1876_the_black_reef", + "title": "THE BLACK REEF", + "content": "Much of Tsua’Malor’s suitability as the Sept capital comes from\nthe Black Reef, a stellar phenomenon that protects it from\nmost angles of approach. The Reef is a series of gravitational\nanomalies that few but the bravest human pilots and the\nfastest ships could hope to navigate. Hundreds of planets and\nmillions of asteroids are caught in the Black Reef, endlessly\ndancing through contorted orbits as the fluctuating gravities\npull them apart. Some of these planets were once inhabited,\nlong before the age of Imperium, and the tormented ruins\nof ancient cities can just be glimpsed on slabs of planetary\ncrust as they float through the Reef ’s currents. The Reef ’s\nreflection in the warp is an impassable mass of positive and\nnegative energies constantly colliding and annihilating one\nanother, in a dance of destruction that no Navigator would\nconscience sailing towards.\nhe presence of the Black Reef makes it much easier for\nthe Tau fleets to watch over the approaches to Tsua’Malor.\nThis does not satisfy the Mal’caor Shi, however, and several\ncadres of auxiliary species well suited to space exploration\nhave been despatched to explore the Black Reef and chart any\npossible routes through it. These xenos suffer a high attrition\nrate, even though they can survive conditions that would kill\na Tau or a human. The information they are bringing back\nis worth their sacrifice, however, for along with charts of the\nReef they are bringing back glimpses of a catastrophe that\ncreated the Reef and the beings that once inhabited it before\nthe cataclysm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2280, + "rule_id": "pdf_skill_1877_baraban", + "title": "BARABAN", + "content": "Baraban’s endless temperate forests are home not only to\nhuge Vespid and Kroot armies, but to spectral presences that\nprey on the sanity of the Guardsmen fighting there. The\nwar on Baraban is a conventional one, with battle lines of\ntrenches and fortifications, attacks and counter-attacks, as\neach side tries to push the other back. Time and again the\nImperial Guard launch armoured spearheads that shatter the\nxenos lines and it seems that surely a crushing victory will\nat last be won. Then the ghosts of Baraban make themselves\nknown, and the Guard forces fall apart in terror and madness.\nA whole army can suddenly be assailed by bizarre visions\nand sensations, and must fight to save themselves from crazed\ncomrades as well as the xenos.\nhe source of Baraban’s ghosts is unknown, but everyone\nwho has been there and survived has his own explanation.\nThey appear to each Guardsman differently: some as voices\nin the mind, others as visions of loved ones long dead or on\ndistant worlds. Even the Deathwatch who have participated\nin the Battle for Baraban report witnessing their Primarch\nwading into battle, or feeling the agony of the Emperor as\nHorus dealt him his mortal wound. Many Guard commanders\nbelieve the Tau have a hand in Baraban’s ghosts, but others\nbelieve the Kroot and the Vespid have their own difficulties on\nthe planet. The Kroot, in particular, develop into strange and\napparently useless strains very easily, with dead-end strains\nlike mindless cattle or uncontrollable predators resulting from\nthe planet’s cruel influence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2281, + "rule_id": "pdf_skill_1878_bekrin", + "title": "BEKRIN", + "content": "‘Auto vox-beacon 1145EG-BK.Quarantined world, turn back. ‘Auto\nvox-beacon 1145JH-BK. Quarantined world, turn back. Auto vox–Wide-channel voxcast, Bekrin\nBekrin is a Cardinal world, religious capital of the diocese\ncovering much of what is now the Canis Salient. Its clergy\nevacuated the world to escape the approaching Tyranids,\nand though the Tyranids were turned aside before they\ncould reach Bekrin, the world has never been resettled.\nThe Adeptus Ministorum often petitions Lord Commander\nEbongrave to reclaim Bekrin and install a new Cardinal to\nserve as the spiritual leader of the Canis Salient. Ebongrave,\nfor reasons unknown, has bluntly refused at every turn, and\nhas even proclaimed Bekrin a Quarantined world. No one\nknows why, though there is no shortage of speculation about\nwhat horrible sights might be found among Bekrin’s fabled\nnatural beauty and gilded temple-cities. To some, Bekrin is\nan example of Ebongrave’s paranoia, but others insist that\nthere must be something terribly wrong with the planet. In\nany case, no official word on Bekrin has been forthcoming in\nmore than forty years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2282, + "rule_id": "pdf_skill_1879_priority_targets", + "title": "Priority Targets", + "content": "The members of the Mal’caor Shi high command (collectively ‘the Transcendence’) are named herein, by the order of\nthe 31st Intelligence Cohort (Black Zone Liaison Section). Quality of said intelligence, while representing the sum\ntotal of relevant knowledge at Imperial disposal, is provisional at best. In addition to the following, intelligence\nprojections suggest two to four lower-ranked Ethereal Caste members, thus far unobserved.\nAun’El Basel’kyth\nSuspected head researcher/philosopher, Ethereal Caste. Elimination projected to affect enemy morale only. Priority\ntarget. Projected location: Beldar Academy, Tsua’Malor.\nAun’O Tsualal\nConfirmed presence Velen battlezone, Greyhell front. Significant Tau strategist, Ethereal Caste. Translated commCaste bodyguard, shield/gun drone swarm present at all contacts.\nShas’O M’yen\nSenior tactical advisor, fire caste. Referred to by sympathisers as ‘Commander Scornfoe’. Projected Location:\nUnknown. Priority Omega target. Crisis battlesuit/support weapon suit, multiple gun drones, fire caste command\nsection.\nAun’Ui Kol’denh\nSocial engineering advisor, Ethereal Caste. Multiple contacts, Warzone Epsilon. Armoured anti-grav unit, life\nsupport system (possible deteriorating health). Projected location: Orbital installation, Iphigenia. Defensive/\noffensive capabilities unknown.\nKor’O Volescur\nSenior ambassador, Water Caste. Projected location: Orbital dockyards, Tsua’Malor. Personal craft known among\nsympathisers as the Liberation. Significant evasive/offensive capabilities, Fire Caste marine/boarding detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2283, + "rule_id": "pdf_skill_1880_ravacene", + "title": "Ravacene", + "content": "‘You wanna know who’s in charge, sir? You see that? Yeah, the little\nguy with all the legs crawling over your shoe. He’s in charge. He’s the\nonly one knows what the hell he’s doing, anyway.’\n–Specialist Vynes, 11th Ornsworld Regiment\nFew assignments are less welcomed than a posting to Ravacene.\nThe ash-choked forests are said to have given the Greyhell\nFront its name, and the Imperial Guard battling to wipe out\nthe Kroot on this world fight a bleak, horrific battle against the\nplanet and their alien foes alike. Ravacene’s ecology is based\non the volcanoes covering its single planet-wide continent. The\ntoxic ash spewed by these volcanoes feeds the dense black-grey\njungles covering its plains and valleys. The jungles are resistant\nto the most enthusiastic attempts to burn or defoliate them, and\nprovide the perfect environment for the Kroot to fight a fluid\nwar based on ambush and misdirection.\nRavacene chews through Imperial Guard regiments at an\nappalling rate. Only Death world veteran regiments can expect\nto last more than a few weeks before being withdrawn. Worst\nof all is the psychological effect of fighting through its dense\njungles, expecting Kroot ambushers behind every tree or\nfending off the illnesses that result from the ash-choked toxic\natmosphere. Even with respirators and chem-suits, every soldier\neventually suffers from the corrosive and poisonous air.\nImperial Guard objectives on Ravacene are simple. Ravacene\nis ideally placed to act as a staging post for a push into Tau\nspace, and its several moonlets would make ideal orbital\ndockyards. Before the planet can be used in this way, the Kroot\nmust be exterminated. The dense jungles mean this task must\nbe carried out on the ground, one Kroot at a time, no matter\nhow many Guardsmen it takes. For their part, the Kroot have\nevolved to match the ash jungles of Ravacene.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2284, + "rule_id": "pdf_skill_1881_veren", + "title": "veRen", + "content": "For reasons the Imperial forces cannot ascertain, the Tau are\nvery interested in keeping the Imperium from conquering\nVeren. The planet, a world of glassy black mountains and\nshallow oceans teeming with corals and algal blooms, is of\nlittle obvious strategic value. Stable warp routes from the\nvicinity of Veren end at the Black Reef, so it would be no\nuse for staging an attack on Tsua’Malor. Nevertheless, the\nexpeditionary force sent to scout the world was immediately\nopposed by Tau Hunter cadres attacking in force.\nEbongrave is convinced that something lies on Veren the\nTau want to defend, and that sending so many Tau to defend\nit indicates its importance. Ebongrave has ordered for Veren\nto be captured and held, but the Tau seem to know the planet\nvery well and use the air-filled coral tunnels beneath the\nshallow seas to move around Veren with impunity. The battles\nthrough Veren’s tunnels and in its mountain passes are vicious\nand at close-quarters, and the Tau suffer greater losses here\nthan anywhere else in the Canis Salient. Some in Ebongrave’s\ncommand believe that Veren is a huge feint, intended to draw\nImperial Guard regiments away from worlds that are truly\nimportant, and that the Tau will either leave and force the\nImperial Guard to tie up men garrisoning the world, or draw\nin more and more Guard until they can wipe them out in\nsome huge Tau-engineered cataclysm. Such views are near-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2285, + "rule_id": "pdf_skill_1882_prophecies_and_patterns", + "title": "Prophecies and Patterns", + "content": "Some amongst the Ordo Xenos believe that the\nJericho Reach is the centre of a bizarre foretelling\nlaid down in 744.M33 by the blind prophet\nSatarrion.\n“To the east of the Emperor’s realm lie damned\nworlds, a reach of cold stars and domains of\ndeath. The fires of war shall light these benighted\nplanets, some ignited with faith, others devoured\nby darkness. Foes strike from within and without,\nall ignorant of the Dark Patterns waiting to arise\nand destroy until nothing remains but oblivion.\nOnly those who stand watch in the depths of night\nmay tip the balance.”\nTiers of enemies\n•", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2286, + "rule_id": "pdf_skill_1883_adversaries", + "title": "Adversaries", + "content": "“The Imperium is a fortress built against the enemies of mankind. I\nhave seen those enemies; I have stood on the walls of the fortress, and\nI have looked into their soulless eyes. I have watched them swarm\nand multiply in the darkness, and I know that we are all that stands\nbetween them and the end of days.”\n–Ignatius Sable, Captain of the Exorcists 4th Company,\naddress at the outset of the Angevin Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2287, + "rule_id": "pdf_skill_1884_hordes", + "title": "Hordes", + "content": "“Their numbers darkened the land, and blotted out the sun. As many\nas there are stars in the sky, or grains of sand on the seashore they\ncame to slay us and take what we would deny them.”\n–Varrus, Captain of the Storm Wardens’ 3rd Company,\nspoken of the second defence of Karlack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2288, + "rule_id": "pdf_skill_1885_magnitude", + "title": "magniTude", + "content": "A Horde is a vast number of one type of enemy or creature\nattacking in large numbers. The abstract number of enemies\nmaking up such a Horde are reflected in the Horde’s\nMagnitude. This represents the Horde’s determination and\nnumbers as an abstract value: one point of Magnitude does\nnot equal one individual enemy or creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2289, + "rule_id": "pdf_skill_1886_a_creature_entry_may_have_a_tr", + "title": "A creature entry may have a Trait listed that has (Horde)", + "content": "written next to it. These Traits represent the way particular\ncreatures fight in large numbers, and only apply when that\ncreature is used as the basis of a Horde.\naTTacking a horde\nA character can damage a Horde by shooting it with ranged\nweapons or attacking it in melee. These attacks are treated\nas if they are against a single creature even though they may\nrepresent mowing down ranks of enemies or scything through\nmany foes.\nCharacters must still roll to hit a Horde, but the appropriate\nsize bonus should apply to these tests based on the Horde’s\nMagnitude.\nWeapons that can fire on full, or semi-auto will cause additional\nhits. These hits must be allocated against the Horde and not any\nindividual Lieutenants or Masters that may also be present.\ndamaging a Horde\n• Each hit that causes any amount of damage reduces a\nHorde’s Magnitude by one. Therefore, an attack that,\nafter accounting for armour and Toughness Bonus, causes\n15 points of damage reduces the Horde’s Magnitude by\n1. The deliberate consequence of this is that sustained\nfire and blast weapons are much more effective against\nHordes than weapons which fire only one shot; a\nlascannon is a weapon for destroying tanks not mowing\ndown large numbers of infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2290, + "rule_id": "pdf_skill_1887_weapons_that_inflict_explosi", + "title": "• Weapons that inflict Explosive Damage (X) gain a", + "content": "bonus against Hordes, and count as having inflicted one\nadditional Hit.\n• Locations are not used when fighting a Horde.\n• A Horde has a single armour value at is applied to all\ndamage rather than different armour values for different\nlocations.\n• Hordes may be Pinned as normal (with the entire Horde\nmaking a single Willpower Test). However, Hordes gain\na bonus to their Willpower Tests to resist pinning equal\nto its Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2291, + "rule_id": "pdf_skill_1888_melee", + "title": "melee", + "content": "When fighting against a Horde in Melee, a Space Marine\ninflicts one hit for every two Degrees of Success on his\nWeapon Skill Test. Melee weapons with the Power Field\nQuality inflict one additional hit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2292, + "rule_id": "pdf_skill_1889_to_its_blast_value_so_a_grena", + "title": "to its Blast value. So a grenade with Blast (4) will automatically", + "content": "hit four times if successfully lobbed into the Horde.\nTable 13–1: Example Horde Magnitudes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2293, + "rule_id": "pdf_skill_1890_equal_to_one_quarter_of_the_we", + "title": "equal to one quarter of the weapon’s range (rounding up),", + "content": "plus 1d5. So a flame weapon with a range of 10 will hit a\nHorde 1d5+3 times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2294, + "rule_id": "pdf_skill_1891_psychic_powers", + "title": "Psychic Powers", + "content": "Psychic Powers used against a Horde will hit it a number of\ntimes equal to the Psy Rating used in the power, no matter\nwhat the power may be. If the psychic power affects an area,\nit adds an additional 1d10 hits. At the GM’s discretion, if\na particular psychic power does not inflict damage (such\nas Compel), it still inflicts “hits,” meaning that portions of\nthe Horde have been convinced not to attack, and so forth.\nFurthermore, the GM should take care to adjudicate the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2295, + "rule_id": "pdf_skill_1892_effects_of_certain_psychic_pow", + "title": "effects of certain psychic powers (such as Vortex of Doom)", + "content": "in specific situations against Hordes (such as a Horde tightly\npacked into a small space).\nBreaking a Horde\n• When a Horde’s Magnitude is reduced by 25% in a turn,\nit must make a Willpower Test when it is its turn to act\nagain. If it passes, it may continue to act. If it fails, it\nbreaks and flees at its highest move value.\n• If the Horde’s Magnitude is less than 50% of its starting\nvalue, it suffers a –10 to the Willpower Test. If the\nHorde’s Magnitude is less than 25% of its starting value,\nit will automatically break.\n• Hordes composed of enemies with the Fearless talent do\nnot have to test to see if they break as their Magnitude is\neroded: they have to be wiped out to the last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2296, + "rule_id": "pdf_skill_1893_hordes_attacking", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks\nagainst every eligible target. Although a Horde represents a\nlarge number of attackers, a Horde does not gain the benefits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2297, + "rule_id": "pdf_skill_1894_of_ganging_up_see_page_248", + "title": "of Ganging Up (see page 248). Instead, the Horde’s sheer", + "content": "weight of numbers is represented by the fact that its target\nmay not Dodge or Parry. Melee Attacks made by Hordes\ncannot be Parried or Dodged unless otherwise noted.\nRanged: A Horde may make ranged attacks equal to the\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can\nmake two ranged attacks. Any additional hits from sustained\nfire can be applied to any eligible target. Therefore, if the\nheretics hit Brother Silas well enough that they cause an extra\nhit with their stub autos, the additional hit will be applied to\nBrother Silas.\nModifiers or range and sustained fire apply as normal, but\na Horde can never aim.\nAmmo expenditure and Jamming are never applied to\nHordes—they always have enough bullets to keep firing.\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nincreased by a number of d10s equal to the Horde’s Magnitude\ndivided by ten, with a maximum bonus of +2d10. This is\nin addition to the normal damage dealt by the weapon that\nthe Horde is armed with. It will also include the Strength\nBonus added to damage caused by melee weapons. The\ndamage is reduced by the target’s Toughness bonus and\narmour as normal. Thus, a Magnitude 25 Horde of heretics\narmed with axes will add 2d10 to the normal damage that a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2298, + "rule_id": "pdf_skill_1895_heretic_would_do_with_its_axe", + "title": "heretic would do with its axe (1d10+5), and therefore causes", + "content": "3d10+5 damage if they hit in combat. Likewise, the same\nmob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\nlike rain on a single target.\ncreaTing a horde\nTo create a Horde is simply a matter of taking a minion\nentry from this chapter and replacing its wounds with the\nMagnitude value of your choosing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2299, + "rule_id": "pdf_skill_1896_example_horde", + "title": "examPle Horde", + "content": "This Horde is a large mob of Chaos Heretics. The Games\nMaster has set the Magnitude of the Horde at 34 and the\nChaos Heretics used as the basis of the Horde gain the Size\n(Massive Trait) to represent the size of the Horde. The Horde\nwill also use its Horde armour value of 5 against damage and\nthe Blood Soaked Tide Trait is activated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2300, + "rule_id": "pdf_skill_1897_chaos_heretic_horde_profile", + "title": "chaos heretic horde Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18; Magnitude: 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2301, + "rule_id": "pdf_skill_1898_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear:\nRespirator, 3 reloads for autopistol.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2302, + "rule_id": "pdf_skill_1899_chaos", + "title": "Chaos", + "content": "“Every moment of anger, hate, deceit, pain, suffering, pleasure, and\ndesire is mirrored in the power of Chaos. When its legions march,\nthey march to return upon us a ruin that is of our own making.”\n–Arenal, Farseer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2303, + "rule_id": "pdf_skill_1900_the_light_although_this_occur", + "title": "the light (although this occurrence is extraordinarily rare) or as", + "content": "individuals who have forsworn their past allegiances or fallen\ninto corruption. For their treachery and betrayal, for the very\nfact of their existence, the Chaos Space Marines are hated and\nhunted by the loyalist Space Marines of the Adeptus Astartes.\nFor those Space Marines of the Deathwatch, this antipathy\nremains undimmed, although on occasion their own unique\nrole will mean another target or the needs of the Deathwatch\nmust take priority over ancient oaths of vengeance, at least for a\ntime. However, such oaths are never forgotten, and for a Space\nMarine, facing such a dark mirror of themselves can be the\ngreatest danger they ever encounter, both in body and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2304, + "rule_id": "pdf_skill_1901_daemon_prince", + "title": "daemon Prince", + "content": "(masTer)\n“The power of Humanity is nothing compared to the gifts of the\nWarp: any who deny this are blind to the torment and death that\nawaits them as a price of their blindness.”\n–from the Proclamation of Khazant delivered by Dark", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2305, + "rule_id": "pdf_skill_1902_apostle_bellephrades", + "title": "Apostle Bellephrades", + "content": "Daemon Princes are incredibly powerful entities of the warp,\nvast and nightmarish beings whose essence is the immortal helltwo are truly alike, although many maintain a roughly humanoid\nshape when incarnate in the material realm, their exact forms\nfashioned from congealed horror and marked with the signs\nand stigmata of whichever great power they themselves serve.\nPerhaps the most terrible thing about these walking blasphemies\nis, if the malefic texts of forbidden Daemonology are to be\nbelieved, that once they were mortals. Daemon Princes arose\nfrom mortal beings (humans, Traitorous Space Marines, and\nsometimes even alien creatures) who gave themselves over to\nthe worship of Chaos in life and became its dread champions.\nThese champions of Chaos prospered, slaughtered, and found\nfavour with the fickle Chaos Gods who then transfigured them,\nrefashioning their tainted souls into daemonhood. The prize\ngranted for their service and innumerable black deeds—an\neternity of darkness in the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2306, + "rule_id": "pdf_skill_1903_20_speak_language_low_gothi", + "title": "+20, Speak Language (Low Gothic, Unholy Tongue) (Int).", + "content": "Talents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2307, + "rule_id": "pdf_skill_1904_hatred_loyalist_space_marines", + "title": "Hatred (Loyalist Space Marines), Heightened Senses (All),", + "content": "Killing Strike, Preternatural Speed, Swift Attack, Thunder", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2308, + "rule_id": "pdf_skill_1905_armour_armour_of_chaos_all_1", + "title": "Armour: Armour of Chaos (All 12).", + "content": "Weapons: Chaos-forged sword (2d10+25 choose R or E or\nI; Pen 6; Felling, Unwieldy).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2309, + "rule_id": "pdf_skill_1906_special_rules", + "title": "Special Rules", + "content": "Aura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2310, + "rule_id": "pdf_skill_1907_he_must_take_a_challenging_0", + "title": "he must take a Challenging (+0) Willpower Test, taking", + "content": "the –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2311, + "rule_id": "pdf_skill_1908_chaos_space_marine", + "title": "chaos sPace marine", + "content": "(eliTe)\n“Death to the false Emperor! Death to the weakling Imperium of\nMankind!”\n–Oath of the Traitor Legions\nChaos Space Marines are twisted reflections of their Loyalist\nImperial counterparts, steeped in centuries of blood and malice,\ntheir souls are stained irretrievably by countless foul deeds. In\nmany cases, their bodies are tainted by the mutating touch of\nthe Warp. They are superhuman killers, ruthless and supremely\nskilled in battle, armed and equipped with powerful weapons\nand technology taken with them into exile and looted from\na score of conquests. Savage and cruel, many are formed into\ncorsair warbands, travelling between the dark stars from\nwarzone to warzone. Endlessly at battle with each other and\nanyone they cross paths with, Chaos Space Marines most of all\nseek to hurt and destroy the Imperium they have turned their\nbacks on and which they bitterly despise. They are capable of\nexecuting atrocities that would make even the most hardened\nhuman renegade baulk in their scope and horror. Most are given\nover body and soul to the worship of the Dark Gods, and further\ngain their fickle gifts and favour in return for service and human\nsacrifice. If Chaos Space Marines have a weakness, it is the selfish\nbitterness and spite in their dark hearts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2312, + "rule_id": "pdf_skill_1909_swim_s", + "title": "Swim (S).", + "content": "Talents: Astartes Weapon Training, Bolter Drill, Die Hard,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2313, + "rule_id": "pdf_skill_1910_fearless_hatred_loyalist_spa", + "title": "Fearless, Hatred (Loyalist Space Marines), Heightened Senses", + "content": "(Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw,\nRapid Reload, Swift Attack, True Grit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2314, + "rule_id": "pdf_skill_1911_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2).", + "content": "Armour: Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m;\nS/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2315, + "rule_id": "pdf_skill_1912_combat_blade_1d10_14_r_pen_2", + "title": "Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword", + "content": "(1d10+14 R; Pen 4; Balanced, Tearing).\nGear: 2 bolt pistol magazines, 4 bolter magazines.\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\nTalent, they gain the Lightning Attack Talent.\nmark of TzeenTCH\nTzeentch is the Great Sorcerer, the God of magic,\nconspiracy, and fate. Those Marked by Tzeentch are\nsubtle manipulators and powerful sorcerers.\nEffects: Bearers of the Mark of Tzeentch gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2316, + "rule_id": "pdf_skill_1913_unnatural_willpower_x2_trait", + "title": "Unnatural Willpower (x2) Trait, and the effects of", + "content": "the Daemonic Trait. Many are also granted sorcerous\npowers represented by a Psy Rating and a selection\nof Psychic Powers. Appropriate powers to consider are\npowers such as Augury, Possibility Shield, Lifting the\nVeil, Compel, and Dominate.\nmark of nurgle\nNurgle is the Lord of Decay who presides over physical\ncorruption, decay and dissolution. Those marked by\nNurgle are swollen by corruption, their bodies dead to\npain as they rot and gestate the scared plagues of the\nLord of Decay.\nEffects: Bearers of the Mark of Nurgle increase\ntheir wounds by 25% and Gain the Stuff of Nightmares", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2317, + "rule_id": "pdf_skill_1914_and_unnatural_toughness_x2_t", + "title": "and Unnatural Toughness (x2) Traits. If the creature", + "content": "already possesses Unnatural Toughness, increase the\nmultiplier by 1 instead.\nmark of slaanesH\nSlaanesh is the Prince of Pleasure, a God of unholy\nbeauty whose domain is every secret pleasure and\ndelight. Those marked by Slaanesh take perverse\npleasure in all experience, have a deeply seductive aura,\nand move with an unnatural fluidity and grace.\nEffects: Bearers of the Mark of Slaanesh gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2318, + "rule_id": "pdf_skill_1915_renegade_militia", + "title": "renegade miliTia", + "content": "(TrooPs)\n“The rewards of tolerance are treachery and betrayal.”\n–Imperial maxim\nThe servants of Chaos have an unending need for soldiers and\ntrained fighters for their ceaseless war against the universe. Such\nsoldiers may be former Imperial Guardsmen or members of the\nplanetary defence forces of once-loyal worlds turned Traitor\nor led astray. Others may be regiments raised and drilled on\noutcast worlds by renegade warlords. Although their origins,\nornamentation, and wargear may vary widely, they all serve the\ncause of the Ruinous Powers. The resources that their Masters\ncan bring to bear and the foibles and preoccupations of the\nfickle Dark Gods they serve range from famine to plenty, but\nall have in common discipline and ruthlessness. These factors\nare enforced with the lash and the threat of torments the likes\nof which make the ministrations of the Imperial Commissariat\nseem tender by comparison. All mercy and Humanity is\nsmashed out of them, and replaced with sadistic malice and\nunflinching obedience to their Masters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2319, + "rule_id": "pdf_skill_1916_renegade_militia_profile", + "title": "renegade militia Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 35 35 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2320, + "rule_id": "pdf_skill_1917_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Autogun", + "content": "(90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or\nLasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload\nFull; Reliable).\nGear: Respirator, 3 reloads for either autogun or lasgun,\nunpleasant trinkets, ritual fetishes.\nHorde: Renegade Militia can be used as a Horde (see Hordes\non page 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2321, + "rule_id": "pdf_skill_1918_chaos_heretic_troops", + "title": "chaos hereTic (TrooPs)", + "content": "“Beyond the circle of light, there are countless slaves to darkness who\nknow nothing but hate and madness. They look on the Imperium and\nsee only the possibility of fire and death—and they find that good.”\n–Inquisitor Glavius Wroth\nFew prosper or survive in the service and worship of the\nDark Gods thanks to their cruelty, capriciousness and thirst\nfor human life. Those that do are fanatics, dark souls who\nhave given themselves over utterly to the worship of Chaos,\nsteeped in sin and depravity and far from sane. Although\noften undisciplined and unskilled in the arts of warfare, they\nare nevertheless extraordinarily dangerous, particularly in\nlarge numbers, because they are without fear and willing to\ndie for their foul gods. They stop at nothing, no matter how\nhorrific the deed, in the name of Chaos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2322, + "rule_id": "pdf_skill_1919_chaos_heretic_profile", + "title": "chaos heretic Profile", + "content": "Ws Bs s T ag int Per WP fel\n28 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2323, + "rule_id": "pdf_skill_1920_traits_blood_soaked_tide_hor", + "title": "Traits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)", + "content": "Armour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2324, + "rule_id": "pdf_skill_1921_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\nGear: Respirator, 3 reloads for autopistol.\nHorde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2325, + "rule_id": "pdf_skill_1922_the_tau", + "title": "The Tau", + "content": "“This is a message to the peoples of the Imperium, and to the\nhonourable Emperor of that realm. We offer you peace should you\njoin us, and war should you prefer it. We await your response, for we\nrecognise in your race beings of honour and courage.”\n–Last known transmission of Por’el Tau’n Ukos,\nWater Caste Negotiator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2326, + "rule_id": "pdf_skill_1923_warriors_serve_for", + "title": "Warriors serve for", + "content": "many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\ngreater part in Tau politics.\nTau technology is the product of the Earth Caste, and it\nis thanks to their innovations that the Tau have expanded\ntheir empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nweaponry and rail guns. The rail gun is particularly potent and\nits technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nthe Eldar is widely employed by the Tau in their Hammerhead\ntanks and Devilfish armoured transports. These technology\nbases are carried over into non-military applications.\nCertain items of Tau technology are in the possession of\nthe Imperium, mainly confiscated agricultural and construction\nequipment seized on frontier worlds from settlers who\nhave traded with Tau merchants. Such technology has been\ntransported back to Mars for further study, where the Adepts\nof the Machine God hope to penetrate its secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2327, + "rule_id": "pdf_skill_1924_tau_commander", + "title": "TaU commander", + "content": "(masTer)\nTau Commanders are the heroes of the Tau Empire—they\nhave dedicated their lives utterly to the pursuit of the soinspirational figure to his troops. Tau Commanders maintain\ntheir heroic presence by wearing, or rather piloting, a suit\nof the most sophisticated battle armour. Unlike the generals\nof many other races, Tau leaders do not observe the battle\nfrom miles behind the lines. Instead, Tau doctrine states that\nthe Commander must be wherever he is needed, so that if\nnecessary, he can lead from the very front. Under\nnormal circumstances, a general would be in great\ndanger so near the front line, but his battle suit\nprovides unprecedented levels of armour protection,\nprodigious firepower, and an array of secondary\nsystems that aid him in the command and control of\nthose units under his command. A Tau Commander is a\nfearsome opponent and one the Deathwatch have learned to\nrespect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2328, + "rule_id": "pdf_skill_1925_language_tau_kroot_low_goth", + "title": "Language (Tau, Kroot, Low Gothic) (Int).", + "content": "Talents: Air of Authority, Ambidextrous, Dual Shot,\nIndependent Targeting, Meditation, Rapid\nReaction, Sprint.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2329, + "rule_id": "pdf_skill_1926_armour_xv8_crisis_suit_all_9", + "title": "Armour: XV8 Crisis Suit (All 9).", + "content": "Weapons: Plasma rifle, missile pod.\nGear: Crisis Battlesuit, incorporating Failsafe Detonator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2330, + "rule_id": "pdf_skill_1927_or_ejection_system_choose_one", + "title": "or Ejection System (choose one), micro-bead, xenos-crafted", + "content": "auspex.\nFailsafe Detonator: So dedicated to the Greater Good are some\nof the Tau Empire’s heroes that they will equip themselves to make\nthe ultimate sacrifice should defeat be inevitable, and in so doing\nthey might allow their compatriots to escape and fight another\nday. Should the Commander’s Wounds reach 0, do not roll on\nthe Critical Hits tables. Instead, one of two things happens. The\nCommander may, in the instant before he looses consciousness,\noverride the Failsafe Detonator, shutting the battlesuit down, and\nthus he will play no further part in the encounter. Or, if he judges\nit will further the Greater Good, he may allow the explosive\ncharge embedded in the Battlesuit to detonate, in the hope\nof slaying his enemies and saving his friends, even as he dies.\nThe Failsafe Detonator explodes the instant the Commander’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2331, + "rule_id": "pdf_skill_1928_wounds_reach_0_unless_overrid", + "title": "Wounds reach 0 (unless overridden), inflicting 4d10 Explosive", + "content": "Damage over a blast radius of 10 metres.\nEjection System: Some Tau Commanders are considered\ntoo valuable to the Empire to be allowed to die, yet they will\nnot serve anywhere other than the front lines. As a compromise,\nsome allow their Battlesuit to be fitted with an ejector system,\nwhich throws their body clear of the Battlesuit should it\nsustain overwhelming damage. The instant the Commander\nis reduced to 0 Wounds, the Ejector System comes online and\nthrows him 2d6 metres in a random direction.\nA Commander that has ejected has a Strength of 32,\nToughness 37, and 10 Wounds. His Movement becomes\n3/6/9/18 and he loses all the Traits listed on his profile (those\nare provided by the Battlesuit). The Commander is equipped\nwith a micro-bead and a pulse pistol, the better to aid him in\nhis subsequent bid for escape.\nThe Patient Hunter: Tau Commanders are Masters of\nthe ancient doctrines of the Fire Caste, which are founded\nin martial philosophy and wisdom. They weigh the strengths\nand weaknesses of their own troops, and of their enemies,\nstriking at the most opportune moment with overwhelming\nforce. Should the Kill-team be reduced to 0 Cohesion, the Tau\nCommander may spend a full action in order to invoke the\nPatient Hunter. All units under his command equipped with a\nmicro-bead may re-roll any missed ranged attacks against the\nKill-team while it remains at 0 Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2332, + "rule_id": "pdf_skill_1929_tau_battlesuit_weapon_systems", + "title": "Tau BaTTlesuiT WeaPon sysTems", + "content": "The Tau manufacture a staggering range of weaponry, from\nthe compact and efficient pulse pistol, to the devastatingly\npowerful rail cannon. Many utilise technologies entirely\nunknown by the Tech-Priests of the Adeptus Mechanicus,\nand to the order’s horror, the Tau are continuously refining\ntheir advancements in an effort to make them lighter, smaller,\nand more deadly. Tau military doctrine emphasises an ‘allone another, compensating for any capabilities lacking in one\nunit. Fire Warrior teams, for example, do not carry their own\nheavy weapons. Instead, they work very closely with other\nunits, such as Crisis Battlesuit teams and vehicles, and call in\nfire support with flawless efficiency.\nThe larger weapons are mounted on Battlesuits and vehicles,\nwhich are able to supply sufficient power and ammunition to\nlast an entire engagement without the need for replenishment,\nmaking such units supremely effective on the battlefield.\nIntegrated Systems: Tau Battlesuit weapons systems\nare fully integrated and supplied by continuous, high yield\npower relays and ammunition hoppers. These weapons have\nno Clip or weight characteristic, as the Battlesuit is assumed to\nhave sufficient ammunition and power to last at least a single\nencounter. The GM need only keep track of such issues if\nthe Battlesuit is unable to return to a base station in between\nencounters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2333, + "rule_id": "pdf_skill_1930_pulse_weapons", + "title": "Pulse WeaPons", + "content": "These weapons are commonly referred to as Pulse Weapons,\nas they fire micro-pulses of accelerated plasma at high\npower and great distance. The specialized Pulse Carbine\nvariant sacrifices range for portability and contains a built-in\nunderslung photon grenade launcher (treat this as an auxiliary\ngrenade launcher with a clip of 1).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2334, + "rule_id": "pdf_skill_1931_tau_stealth_suit_elite", + "title": "TaU sTealTh sUiT (eliTe)", + "content": "Stealth suits are a highly specialised form of Tau Battlesuit,\ndesigned for reconnaissance, infiltration and ambushing\nmissions. They are significantly smaller than the ‘Crisis’\nbattlesuits, and carry less weaponry. What the Stealth Suits\nlack in firepower, however, they make up for in the ability to\nmove almost unseen by the enemy until the very last instant.\nStealth Suits operate in two modes. The default, passive mode\nutilises a range of technologies to dampen the suit’s electroTable 13–2: Tau Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2335, + "rule_id": "pdf_skill_1932_nameclassrangerofdampencliprld", + "title": "NameClassRangeROFDamPenClipRldSpecial", + "content": "Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted\nMissile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted\nBurst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted\nPulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised\nPulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised\nPulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2336, + "rule_id": "pdf_skill_1933_shadowing_20_ag", + "title": "Shadowing +20 (Ag).", + "content": "Talents: Hard Target, Rapid Reaction, Sprint.\nTraits: Auto-stabilised, Dark-sight, Flier 12, Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2337, + "rule_id": "pdf_skill_1934_strength_x2", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nStealth Field Generator: The Stealth Suit’s Stealth Field\nGenerator is always in one of two modes—Active or Passive.\nThe mode may be changed as Free Action from one turn to\nthe next.\nIn Passive Mode, all Tests of any sort to detect the Stealth\nSuit and any Ballistic Skill Tests to hit the Stealth Suit suffer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2338, + "rule_id": "pdf_skill_1935_a_10_penalty_senses_other_th", + "title": "a –10 penalty (senses other than sight are unaffected). In", + "content": "Active Mode, any sort of Test to detect the Stealth Suit and all\nWeapon Skill or Ballistic Skill Tests suffer a –30 penalty (this\npenalty applies to all senses, including those augmented by\nauto-senses, scopes, and similar devices). Anyone attempting\nto locate a Stealth Suit may attempt an Awareness Test (keeping\nin mind the above penalties). Passing this test by one or more\ndegrees of success will alert the character that his sensors are\nbeing interfered with by the Stealth Suit’s systems.\nIf the test is passed by one or more Degrees of Success, the\nsearcher will be aware of the Stealth Suit’s interference with\nhis sensors, but otherwise he will not detect its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2339, + "rule_id": "pdf_skill_1936_gun_drones_troops", + "title": "gUn drones (TrooPs)", + "content": "The Tau make use of a staggering range of artificial intelligences,\na fact that damns the entire race in the eyes of the Adeptus\nMechanicus and much of the Imperial hierarchy. Such machine\nintelligences that have been imbued into a mobile device\nare referred to as Drones, and these can take many different\nforms. Some Drones are able to interact with their Masters,\nobeying simple instructions and even anticipating what duties\nare required of them. The Tau appear to value these Drone\nintelligences, and while they are not regarded as having an\nequal status to a Tau, they are treated with a degree of respect,\nperhaps akin to a favoured animal companion. Gun Drones are\ndisk-shaped machines that move around by way of a small antiWhile some Gun Drones serve individual Masters, they are\nmost deadly when operating in a larger, independent squadron.\nWhen operating in such a capacity, the Gun Drones are able to\nnetwork their processing, targeting and sensor systems together,\nmaking the whole far more deadly than the sum of the parts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2340, + "rule_id": "pdf_skill_1937_gun_drone_profile", + "title": "gun drone Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 25 20 40 40 15 25 20 10\nMovement: — Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2341, + "rule_id": "pdf_skill_1938_traits_fire_drill_flier_12", + "title": "Traits: Fire Drill, Flier 12, Machine (5).", + "content": "Weapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2342, + "rule_id": "pdf_skill_1939_gear_built_in_micro_bead_for", + "title": "Gear: Built-in micro-bead (for receiving instructions only).", + "content": "Networked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2343, + "rule_id": "pdf_skill_1940_tau_fire_warriors", + "title": "TaU fire Warriors", + "content": "(TrooPs)\nTau Fire Warriors are the line infantry of the Tau army. All\nare drawn from the Fire Castes, and are therefore bred for\nwar and utterly dedicated to the Greater Good. Fire Warrior\nteams are extremely well equipped, utilising the pulse rifle or\npulse carbine, as well as highly effective armour. Each wears\na helmet into which is built a range of communication and\nsensor devices, ensuring each is constantly in contact with\nthe commander and ready to respond at a moment’s notice\nto his orders. Fire Warrior tactics emphasise fluid manoeuvre\nwarfare over the stubborn, hidebound approach favoured by\nmany human armies. They will give ground and re-deploy\nwhen the situation warrants it, always seeking to bring the\nenemy to battle on the most favourable terms possible. This\napproach aims to bring the team’s considerable firepower to\nbear with devastating precision, and the Fire Warriors are\nadept at singling out the most dangerous foe, destroying him\nutterly, before moving to a new position from which to target\nthe next enemy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2344, + "rule_id": "pdf_skill_1941_fire_warrior_profile", + "title": "fire Warrior Profile", + "content": "Ws Bs s T ag int Per WP fel\n25 35 30 30 25 30 20 30 30\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2345, + "rule_id": "pdf_skill_1942_talents_exotic_weapon_trainin", + "title": "Talents: Exotic Weapon Training (Tau Pulse Weapons).", + "content": "Traits: Fighting Withdrawal, Fire Drill.\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body\n6, Legs 6).\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor.\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating countervariants of each. Many go on to establish training academies having retired from active service, where new generations\nof commanders study under the august tutelage of a true Master in the arts of war.\n“To follow any path other than the Tau’va is to\ndoom us all. Only together and with courage\nand discipline will we stand victorious. Fight\nwith fire and courage, and nothing can stand\nagainst us.”\n–Commander Shadowsun", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2346, + "rule_id": "pdf_skill_1943_tyranids", + "title": "Tyranids", + "content": "“There is a cancer eating at the Imperium. With each decade, it\nadvances deeper, leaving drained, dead worlds in its wake. This\nhorror, this abomination, has thought and purpose which functions on\nan unimaginable, galactic scale, and all we can do is try to stop the\nswarms of bio-engineered monsters it unleashes upon us by instinct. We\nhave given the horror a name to salve our fears; we call it the Tyranid\nrace, but if it is aware of us at all it must know us only as Prey.”\n–Inquisitor Czevak at the Conclave of Har", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2347, + "rule_id": "pdf_skill_1944_hive_tyrant_master", + "title": "hive TyranT (masTer)", + "content": "“And I looked upon the great hive beast, and knew that hope was lost.”\n–attributed to Hector Prime, commander of the Tower of\nAdamant, Hethgard, executed for cowardice\nThe Master of the battle-swarm, the Hive Tyrant is a massively\nbuilt and powerful creature which serves in some part as a\n‘leader’ of the Tyranid attack on the ground. Akin in power to\na living tank, able to rip through armour plate like wet paper\nand wreak indiscriminate slaughter, they are also incredibly\nfast and lithe. Some may even possess wings and extreme\nbiomorphic mutations, often taking the place of unwholesome\nweapons which may burn or strangle their victims at range.\nEach is also a powerful psychic node for the greater Tyranid\nHive Mind, not merely providing the swarm with a strategic\nfocus and overriding purpose, but also harnessing the Hive\nMind’s raw power offensively to drive fragile human minds\ninsane with fear and burn out the brains of enemy psykers\nwho would match their paltry powers against it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2348, + "rule_id": "pdf_skill_1945_given_the_toxic_1d10_trait", + "title": "given the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Hive Tyrant’s Natural Weapon and Ranged attacks. They\nmay be given Bone Swords and Lash Whips in addition to\ntheir scything talons from the Tyranid Weapons on page 372\nin this chapter. They may also remove the Lightning Attack\ntalent and take a ranged weapon from the Tyranid Weapons\nlisted in the Tyranid Weapons on page 372 in this chapter.\nMonstrous Tyranid Psyker: The Hive Tyrant is a psyker\nbut their powers drawn upon the power of the Hive Mind\nrather than direct manipulation of the Warp. Because of this\nand the monstrous power of the Hive Mind they do not need\nto test to use their psychic powers and never suffer Psychic\nPhenomena or Perils of the Warp. A Hive Tyrant may only\nuse a single psychic power during its turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2349, + "rule_id": "pdf_skill_1946_catalyst_psychic_power_as_a", + "title": "Catalyst (Psychic Power): As a Half Action, the Hive Tyrant", + "content": "may send out a signal from the Hive Mind that infuses lesser\nTyranid creatures with an unnatural vitality. This power may\nbe used on a single Tyranid Horde within 75 metres: until\nthe beginning of the Hive Tyrant’s next turn, the Horde gains\n10+1d10 Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2350, + "rule_id": "pdf_skill_1947_psychic_scream_psychic_power", + "title": "Psychic Scream (Psychic Power): As a Half Action, the", + "content": "Hive Tyrant may let forth a terrible silent scream that echoes\nin the mind as a crippling shriek. All those sentient, living", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2351, + "rule_id": "pdf_skill_1948_creatures_not_soulless_machin", + "title": "creatures (not soulless machines or daemons) within 20", + "content": "metres suffer a hit that deals 1d10+8 Impact Damage to their\nhead with the Shocking quality (see page Weapon Special\nQualities on page 142 in Chapter V: Armoury). The victims\nsuffers a –30 penalty to his Toughness Test to resist Stunning.\nIf the Toughness Test is failed, the victim is stunned for 1d5\nrounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2352, + "rule_id": "pdf_skill_1949_the_horror_psychic_power_as", + "title": "The Horror (Psychic Power): As a Half Action, the Hive", + "content": "Tyrant may unleash a wave of horror that gnaws at the resolve of\nits enemies. This power may be used to target a Kill-team within\n75 metres. Each member of the Kill-team within the range of this\npower must take a Willpower test with a –30 modifier. The Kill-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2353, + "rule_id": "pdf_skill_1950_this_test_all_other_non_tyran", + "title": "this test. All other non-Tyranid (and non-Space Marine) NPC’s", + "content": "within range of the Hive Tyrant must pass a fear-based Willpower\nTest with a –30 modifier or flee in panic.\nDeath Shock: When a Hive Tyrant is slain, its death sends a\nshockwave through the Hive Mind. When a Hive Tyrant is slain,\nall Tyranid Creatures within synapse range (Willpower Bonus\nx 10 metres) that do not have the Fearless Talent or Synapse\nCreature Trait will automatically break and flee as quickly as they\ncan (this effect overrides the effects of Instinctive Behaviour in\nthis instance). Any Tyranid Creature with the Fearless or Synapse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2354, + "rule_id": "pdf_skill_1951_tyranid_warrior_elite", + "title": "Tyranid Warrior (eliTe)", + "content": "“Every one of the myriad of Tyranid warrior-creatures is a killing\nmachine, perfectly adapted to slaughter its victims. They are the\nultimate predators, and we are their prey.”\n–from the reflections of an unknown Adept\nThe Tyranid Warrior is death incarnate; a biological engine\ndesigned for murder, in every aspect of strength, size, and\nresilience it is literally superhuman. They are also incredible\nfighters, each more than equal to a Space Marine in combat\npower, be it with their great scythe-like talons of augmented\nbone (sharp enough to bisect an armoured Man in a single\nstroke) or the nightmarish living weapons they carry that\nspit flesh-boring parasites for ammunition and consign their\nvictims to a death too vile to contemplate. Tyranid Warriors\nalso act as vital psychic resonators for the Tyranid swarm,\nreceiving, amplifying, and transmitting the Hive Mind’s\ncontrolling will and purpose to the lesser creatures around\nthem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2355, + "rule_id": "pdf_skill_1952_claws_1d10_12_pen_5_razor_sh", + "title": "Claws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—", + "content": "/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition,\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen\n4; Clip —; Reload —; Living Ammunition, Tearing).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2356, + "rule_id": "pdf_skill_1953_possess_the_toxic_1d10_trait", + "title": "possess the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Tyranid Warrior’s Natural Weapon and Ranged attacks.\nThey may also remove their ranged weapon and gain the\nLightning Attack talent.\nShrikes: At the GM’s discretion, A Tyranid Warrior may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2357, + "rule_id": "pdf_skill_1954_hormagaunt_troops", + "title": "hormagaUnT (TrooPs)", + "content": "“We cannot live through this. Mankind cannot live through this. In a\nsingle day they have covered this planet with a flood of living blades\nand needle-fanged mouths. Kill one, and ten take its place. If they\nare truly without number, then our race is doomed to a violent death\nbefore every shred of our civilisation is scoured away by a force more\nvoracious than the fires of hell themselves. Death! By the Machine\nGod, Death is here!”\n–Magos Varnak, last words\nA seemingly stable bio-mutation of the Gaunt genus of\nTyranid war-beast, the Hormagaunt is a biological machine,\na living weapon designed and bred with but a single purpose\nin mind: to close with a living enemy as rapidly as possible\nand eviscerate it with its long-bladed talons and do so again,\nand again, and again without remorse or relent until nothing\nliving opposes it. Unleashed in huge, restless swarms made\nup of close packed ranks of rippling claws and hard-edged\nchitinous plates, Hormagaunts move across the ground like\nlighting quick shoals of deadly fish. Drawn to the scent of\nblood, they close in for the kill, leaping, screaming, and\nscuttling. They leave nothing alive in their wake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2358, + "rule_id": "pdf_skill_1955_hormagaunt_profile", + "title": "hormagaunt Profile", + "content": "Ws Bs s T ag int Per WP fel\n45 20 35 30 55 10 40 30 ––\nMovement: 10/20/30/60 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2359, + "rule_id": "pdf_skill_1956_behaviour_feed_tyranid_ove", + "title": "Behaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural", + "content": "Speed.\nArmour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2360, + "rule_id": "pdf_skill_1957_special_rules", + "title": "Special Rules", + "content": "Horde: Hormagaunts can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Hormagaunts may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2361, + "rule_id": "pdf_skill_1958_termagant_troops", + "title": "TermaganT (TrooPs)", + "content": "“As I looked into its dead black eyes, I saw the terrible sentience it\nhad in place of a soul. And looking back from the deepest recesses of\nthe alien’s mind, I perceived what I can describe only as an immortal\nhunger.”\n–Ultramarines Chief Librarian Tigurius\nThe Termagant is one of the basic warrior units of the\nTyranid Swarm, and one of the most commonly encountered\ncreatures on the battlefield. They are bred and unleashed in\ntheir thousands by the hive fleets in great waves to blunt the\nfire of their enemies and overwhelm them in an unstoppable\ntide of flesh and fang. Man-sized, but low and hunched\nin appearance, they are agile, fast, and extremely deadly.\nTermagants are usually armed with a variety of symbiotic\nweapon-creatures of various forms, as well as needle-teeth\nand ripping claws with which to rend and devour their prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2362, + "rule_id": "pdf_skill_1959_termagant_profile", + "title": "Termagant Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 33 32 30 40 10 40 30 ––\nMovement: 4/8/12/24 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2363, + "rule_id": "pdf_skill_1960_behaviour_lurk_tyranid", + "title": "Behaviour (Lurk), Tyranid.", + "content": "Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).\nWeapons: Fleshborer (20m; S/–/– , 1d10+5 R; Pen 3, Clip\nN/A, Reload —; Living Ammunition, Tearing) Teeth and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2364, + "rule_id": "pdf_skill_1961_special_rules", + "title": "Special Rules", + "content": "Horde: Termagants can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Termagants may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2365, + "rule_id": "pdf_skill_1962_also_be_given_the_toxic_1d10", + "title": "also be given the Toxic (1d10) Trait. This Trait will also", + "content": "apply to the Termagant’s Natural Weapon attacks and their\nFleshborer attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2366, + "rule_id": "pdf_skill_1963_tyranid_weapons", + "title": "Tyranid WeaPons", + "content": "Tyranid weapons are living things. In many cases the weapons\nwielded by the various species of Tyranid are symbiotic creatures\nthat grow and live together with the host creature that wields them.\nPresented here are a selection of Tyranid weapons; there are many\nmore which may appear in future Deathwatch supplements.\nWeapon Training: Only creatures with the Tyranid Trait\nmay use Tyranid weapons. No weapon training Talent is required\nfor a Tyranid to use a Tyranid weapon.\n(Weapon Quality) Deadly Snare: The weapon envelops the\ntarget in snares which not only constrict but seek to strangle and\nflay their victim. This weapon quality functions in the same way\nas the Snare weapon quality (see Weapon Special Qualities on\npage 142 in Chapter V: Armoury), except that any character\nentangled by the weapon suffers the weapons damage again in\ntheir turn every round if they do not break free.\n(Weapon Quality) Living Ammunition: The ranged\nweapons of the Tyranids use ammunition that is grown, gestated,\nor excreted by the creature or weapon. As such, ranged Tyranid", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2367, + "rule_id": "pdf_skill_1964_ranged_weapons", + "title": "ranged WeaPons", + "content": "Barbed strangler and stranglethorn cannon\nThe Barbed Strangler shoots a seed pod the size of a man’s\nfist using muscle contraction along the fleshy barrel of the\nweapon. Upon impact, the strangler seed-pod grows to\nmaturity in seconds, sending out hooked tendrils to bind and\ntear at its prey. The Stranglethorn Cannon is a more potent\nspecies of Barbed Strangler that shoots seed pods that spawn\ndeadlier and more aggressive tendrils.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2368, + "rule_id": "pdf_skill_1965_deathspitter", + "title": "deathspitter", + "content": "A Deathspitter is a complex weapon symbiote that shoots\nmaggot-like organisms at targets with a spasm of agonised\nmuscle. Upon striking the target, the squirming projectile\ndisintegrates in a spray of corrosive slime.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2369, + "rule_id": "pdf_skill_1966_devourer", + "title": "devourer", + "content": "A Devourer is a conical lump of flesh that showers its target\nwith a mass of worm-like parasites that burrow through flesh\nand armour, thus eating the target alive.\nBrain Leech Worms: A Devourer may be host to these\nmore voracious and deadly variety of creatures. A Devourer\nwith Brain Leech Worms does 2d10+6 R damage, and if it\ninflicts any damage on a squad of Battle-Brothers, the squad\nsuffers one additional point of Cohesion damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2370, + "rule_id": "pdf_skill_1967_fleshborer", + "title": "fleshborer", + "content": "A Fleshborer is a nest for razor-fanged borer beetles which it\nejects towards enemies.\nvenom cannon and heavy venom cannon\nThe Venom Cannon uses an electrostatic charge to shoot\nhighly corrosive crystals coated with a metallic, venomous\nresidue. On impact, the crystals shatter, creating a deadly\ncloud of fragments. Some larger species of Tyranid also use an\neven larger and more potent species of the Venom Cannon,\nreferred to by Imperial Forces as a Heavy Venom Cannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2371, + "rule_id": "pdf_skill_1968_bonesword", + "title": "Bonesword", + "content": "Boneswords are living blades of chitin that possess a\nrudimentary sentience slaved to the will of the wielder that\ninfuses the blade with crackling psychic energy and drains\nthe life-force of its victims.\nDrain Life: When a victim takes any damage from\na Bonesword, the wielder and victim make an Opposed\nWillpower Test. For every degree of success, the Bonesword’s\nwielder deals an additional 1d10 points of Damage, ignoring\nthe victim’s Armour and Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2372, + "rule_id": "pdf_skill_1969_lash_whip", + "title": "lash Whip", + "content": "A Lash Whip is a living scourge of muscle and sinew. Its\ntendrils snake around an opponent’s defences to strangle and\nensnare those that are not sliced apart by the bony hooks at\nthe tip of each tentacle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2373, + "rule_id": "pdf_skill_1970_scything_talons", + "title": "scything Talons", + "content": "Scything Talons are razor-edged claws of fused chitin and\nserrated bone used to stab and slash.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2374, + "rule_id": "pdf_skill_1971_rending_claws", + "title": "rending claws", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nTable 13-3: Tyranid Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2375, + "rule_id": "pdf_skill_1972_ranged_weapons", + "title": "Ranged Weapons", + "content": "Name Class Range ROF Dam Pen Clip Rld Special\nBarbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2376, + "rule_id": "pdf_skill_1973_living_ammunition", + "title": "Living Ammunition", + "content": "Deathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2377, + "rule_id": "pdf_skill_1974_name_dam_pen_special", + "title": "Name Dam Pen Special", + "content": "Bonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\nRending Claws Melee 1d10 R 5 Razor Sharp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2378, + "rule_id": "pdf_skill_1975_modifying_enemies", + "title": "modifying enemies", + "content": "The enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2379, + "rule_id": "pdf_skill_1976_enemy_profile_presentation", + "title": "enemy Profile PresenTaTion", + "content": "In all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2380, + "rule_id": "pdf_skill_1977_characters", + "title": "Characters", + "content": "“Nothing crushes the spirit of man! The Imperium overcomes—and\nWE ARE THE IMPERIUM!”\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the\nBattle of Blood Ridge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2381, + "rule_id": "pdf_skill_1978_space_marine_chapters_and_the", + "title": "Space Marine Chapters (and the Deathwatch is no exception)", + "content": "are served by an ancillary staff comprised of hundreds of\nhuman chapter serfs. These serfs are trusted retainers, trained\nand educated to a high standard that perform all the menial\nand support roles needed for a Chapter to operate efficiently—\nand in a crisis, even take up arms. Many see their duty and\nservice as a holy calling, while for others, it is the only life they\nhave ever known.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2382, + "rule_id": "pdf_skill_1979_chapter_serf_profile", + "title": "chapter serf Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 30 30 30 35\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2383, + "rule_id": "pdf_skill_1980_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: None.\nWeapons: None.\nGear: Robes of office, seal of serfdom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2384, + "rule_id": "pdf_skill_1981_civilian", + "title": "Civilian", + "content": "Humanity is spread across the stars in countless billions.\nThe majority go about their lives as they can and their\ncircumstances dictate, from hive workers to hardscrabble\ncolonists to individuals born on far-flung worlds that have\nnever known the Imperial Creed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2385, + "rule_id": "pdf_skill_1982_civilian_profile", + "title": "civilian Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 20 30 30 30 25 20 20 25\nMovement: 3/6/9/18 Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2386, + "rule_id": "pdf_skill_1983_language_low_gothic_or_local", + "title": "Language (Low Gothic or local tongue) (Int).", + "content": "Talents: Literacy if from an advanced world, Survival if from a\nprimitive world, one other skill relevant to daily occupation.\nTraits: None.\nArmour: None.\nWeapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2387, + "rule_id": "pdf_skill_1984_imperial_agent", + "title": "imPerial agenT", + "content": "The Imperium is governed by the Adeptus Terra, a vast,\ngalaxy-spanning organisation with many branches that\nadminister and run every facet of its monumental bureaucracy,\ninfrastructure and political apparatus. Examples of such\ninclude the numberless scribes of the Administratum, the\nholy Ministorum, the feared Inquisition, and the various\nlocal governments of the Imperial Commanders. Many of\nthese organisations, as well as their drone-like functionaries\nand more unique members, employ talented and skilled field\nagents and emissaries to enact their will and to be their eyes\nand ears in the wider Imperium. The profile shown here\nrepresents such an agent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2388, + "rule_id": "pdf_skill_1985_imperial_agent_profile", + "title": "imperial agent Profile", + "content": "Ws Bs s T ag int Per WP fel\n38 38 30 35 30 40 35 40 35\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2389, + "rule_id": "pdf_skill_1986_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: Hardened body glove under heavy robes (Arms 3,\nBody 3, Legs 3).\nWeapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\nShots 15; Reload Full; Reliable), Mono Sword (1d10+3 R;\nPen 2, Balanced).\nGear: Robes of office, respirator, personal encrypted comm-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2390, + "rule_id": "pdf_skill_1987_imperial_guard_senior_officer", + "title": "imPerial guard senior offiCer", + "content": "The Imperial Guard is commanded at the senior level by\nmen and women hardened to the consequences of conflict\nand long trained in the arts of war, both by inclination and\npersonal experience. It is they who oversee the deployments\nof regiments and battalions, who order the grinding down of\nthe enemy by the ruthless application of armour, munitions,\nand the sacrifice of the Guardsmen under their command so\nthat the Imperium may endure and prevail.\nimperial guard senior officer Profile\nWs Bs s T ag int Per WP fel\n35 35 30 35 35 45 45 40 40\nMovement: 3/6/9/18 Wounds: 18", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2391, + "rule_id": "pdf_skill_1988_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (3).", + "content": "Armour: Mesh Woven Dress Uniform (Arms 3, Body 3,\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n15; Reload Full; Reliable).\nGear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2392, + "rule_id": "pdf_skill_1989_imperial_guard_field_officer", + "title": "imPerial guard field offiCer", + "content": "Field command of the Imperial Guard is given over to their\nfield officers, individuals of proven skill and above all bravery\nin the face of enemies often more inhuman and nightmarish\nthan most could imagine from within the relative safety of\nmost Imperial worlds. Given the violence and unrelenting\nbrutality of the wars which the Imperial Guard fight, it is held\nas a grimly humorous axiom among the Imperial officer class\nthat those that perish first in command are “The cowardly, the\nincompetent, and the unlucky, in that order”—either to the\nenemy’s wrath or the judgment of a Commissar.\nimperial guard field officer Profile\nWs Bs s T ag int Per WP fel\n40 45 35 40 40 35 38 45 45\nMovement: 4/8/12/24 Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2393, + "rule_id": "pdf_skill_1990_int_swim_s_survival_int", + "title": "(Int), Swim (S), Survival (Int).", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2394, + "rule_id": "pdf_skill_1991_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (2).", + "content": "Armour: Flak Armour with Carapace Breast Plate (Head 4,\nArms 4, Body 6, Legs 4) .\nWeapons: Boltgun (90m; S/2/—; 1d10+5 X; Pen 4; Clip 24;\nReload Full, Tearing), Bolt Pistol (30m; S/2/—; 1d10+5 X;\nPen 4; Clip 8; Reload Full, Tearing), Power Sword (1d10+8\nE, Pen 6, Balanced, Power Field) or Chainsword (1d10+5 R;\nPen 2; Balanced, Tearing).\nGear: Personal comm-link, respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2395, + "rule_id": "pdf_skill_1992_imperial_guardsman", + "title": "imPerial guardsman", + "content": "The Imperium is protected and expanded chiefly by the lives\nand disciplined action of the Imperial Guard, a trained mass\nof soldiery whose vast numbers are themselves their chief\nweapon against the enemies of mankind. Uniform in function\nif not appearance and organisation, most Imperial Guardsmen\nare simply equipped and motivated by faith in the Imperium\nitself and the rigours of an unflinching regime of order and\nobedience. Behind their serried ranks are ranged armour and\nartillery enough in most regiments to grind a world into\nsubmission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2396, + "rule_id": "pdf_skill_1993_imperial_guardsman_profile", + "title": "imperial guardsman Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2397, + "rule_id": "pdf_skill_1994_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Lasgun,", + "content": "(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s\nUplifting Primer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2398, + "rule_id": "pdf_skill_1995_battle_servitor_erioch_patter", + "title": "BaTTle serviTor (erioCH-PaTTern)", + "content": "Many Techmarines upgrade their servitors to assist in battle\nas well as mechanical rites. Such models are easy to recognise,\nnot just by their bonded weaponry, but also by the muscle\ngrafts and hardened tissues used to make them capable of\ndealing and withstanding the sort of punishment faced in\nthe duties of the Adeptus Astartes. Servitors that frequently\naccompany their Masters into combat are often a patchwork\nof replaced flesh, metal plating, and scars.\nIf a Techmarine requisitions a battle servitor for a Mission,\nhe may also requisition weaponry to install in place of one\nor both of its servo-fists. This process requires no Tests if\nperformed at a Watch Station with the proper facilities, and\ntakes one hour per weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2399, + "rule_id": "pdf_skill_1996_skills_awareness_per_trade", + "title": "Skills: Awareness (Per), Trade (any one) +10, Trade", + "content": "(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any\nWeapon Training appropriate to its armament.\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2400, + "rule_id": "pdf_skill_1997_monotask_servitor_erioch_patt", + "title": "monoTask serviTor (erioCH-PaTTern)", + "content": "Attempting to count all the servitors of this type that carry\nout the Imperium’s most tedious labours would be impossible,\nnor would most think to attempt it any more than they would\ncare to count the links in a Land Raider’s treads. Techmarines\noften replace at least one of such a servitor’s hands with a\nless powerful version of their own servo-arm manipulators.\nMonotask servitors will not hold up long in the gruelling\nbattles Space Marines face, but they can be useful on missions\nfor simple repairs, menial labour, and sentry duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2401, + "rule_id": "pdf_skill_1998_weapons_servo_fist_1d10_8_p", + "title": "Weapons: Servo-fist (1d10+8, Pen 6).", + "content": "Gear: Internal vox.\nservo-skull\nA servo-skull is a human skull—often that of a favoured serf\nor particularly honourable Imperial citizen—that has been\nfitted with a rudimentary machine-spirit, support systems,\nand a suspensor device to allow it to float through the air.\nThese limited constructs are devoted to a particular task and\nhave the basic equipment to carry out their purpose. Their\nsmall size and manoeuvrability allows them to enter otherwise\ninaccessible spaces and act as eyes and ears for their Masters.\nservo-skull Profile\nWs Bs s T ag int Per WP fel\n15 15 10 20 30 15 35 20 ––\nMovement: — Wounds: 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2402, + "rule_id": "pdf_skill_1999_armour_machine_all_2", + "title": "Armour (Machine): All 2.", + "content": "Gear: Integrated vox and cogitator, plus one of the following:\nAuspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2403, + "rule_id": "pdf_skill_2000_pen_0_clip_3_reload_full_b", + "title": "Pen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot", + "content": "laser sight, or quill, ink, and expanded memory storage.\nGM’s BriefinG\n•\nMission to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2404, + "rule_id": "pdf_skill_2001_extraction", + "title": "Extraction", + "content": "“What is courage then? Is it the response of fight over flight when\ndanger looms sudden and unexpected? No, such mere animal instinct!\nCourage rather is the willful scorn of death, and the deliberate\nacceptance of suffering, for honour, for duty, or for the Emperor.\nBeyond this, the true glory—this is the will to face horror, to turn\ndeath upon itself, to strangle nightmare with bare hands, and to do it\nunsung and unknown for the salvation of Mankind.”\n–Inquisitor Silas Marr, Reflections in a Glass Darkly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2405, + "rule_id": "pdf_skill_2002_marines_are_built_for_as_well", + "title": "Marines are built for, as well as to give you (the GM) a useful", + "content": "framework to expand upon what is presented here as much or\nas little as you like.\nThe adventure itself has a clear and easily defined goal —the\nrecovery and extraction of Magos Vyakai and the datacore\nthat he is carrying. The adventure also has a well-defined\narea of remit—the geographic area of Pyroclast-Gamma-9.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2406, + "rule_id": "pdf_skill_2003_marking_time", + "title": "Marking Time", + "content": "You should secretly prepare a tally chart for the time the player\ncharacters spend on the surface of Tantalus. You can do this\nsimply by allotting ten units of abstract time to each hour the\nplayer characters have, and marking them off as they proceed.\nYou should make your own judgements about how long the\nplayer characters’ activities take in the game, and this is not\nmeant to be an exact science. Here are a few suggestions:\n• Covering Ground: Using the grid map of the area,\ncovering five squares might take approximately 1D5+2\ntime units if the Kill-team is moving cautiously, 1d5 units", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2407, + "rule_id": "pdf_skill_2004_if_moving_at_a_good_speed_and", + "title": "if moving at a good speed, and 1D5–2 (minimum of 1)", + "content": "units if moving flat out.\n• Searching buildings: A cursory search of a building\nmight take a single time unit, while a detailed search\ntakes 1d5 units. It will take more time units to search a\nlarge structure.\n• Combat: A short fight might take a single time unit,\nwhereas a longer protracted battle takes considerably\nmore, as the in-game events dictate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2408, + "rule_id": "pdf_skill_2005_communicating_the_countdown", + "title": "Communicating the Countdown", + "content": "The player characters are free at any point to ask you how\nthey are doing for time. Although you should not show them\nthe tally chart itself, you should give them information such\nas “you are well into your first hour” or “about half the time\nis gone”, and so on. It is also importantly to volunteer this\ninformation at important intervals in order to ratchet up\nthe tension.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2409, + "rule_id": "pdf_skill_2006_nakes_and_ladders", + "title": "nakes and Ladders", + "content": "You also have the option of interfering with the countdown\none way or another, either to give the players more time or\nto rob them of it as they see fit (in a way that will make the\nadventure more enjoyable all round). This can be done simply\nby having the Deathwatch Kill-team receive a data burst\nupdate that makes it through the interference informing them\non the movement of the swarm, which may either be further\naway than first estimated or much, much closer...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2410, + "rule_id": "pdf_skill_2007_using_the_map", + "title": "usinG the Map", + "content": "This adventure uses the maps of Pyroclast-Gamma-9 provided\n(see pages 386 and 388) as a framework for the action and\nevents that take place. Each named location on the GM’s map\nis a distinct area in which it is possible that Magos Vyakai\nhas gone to ground. Each one of these numbered locations\nis described briefly in the adventure’s second part, but no\nattempt has been made to detail them exhaustively (as this\nwould not only take up a lot of space, but would largely be\nextraneous). As GM, you can build these locations up further\nas you wish, possibly making your own sketch maps ahead\nof time, and peopling the map with additions and encounters\nof your own.. Alternatively, you can simply exploit your\nfreedom to reduce what’s not important to a few lines of\nverbal description for the players in order to set the scene and\nmove on to more important and exciting events.\nIt’s important that the players have the freedom to go\nwhere they will on the map; it’s their mission and they are\nin charge of how they carry out their task. It is up to you,\nas GM, to determine what they encounter as they carry out\ntheir decisions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2411, + "rule_id": "pdf_skill_2008_local_conditions", + "title": "local conDitions", + "content": "The area around Pyroclast-Gamma-9 is sub-arctic tundra,\nand the terrain is riven with spars of granite, broken ground,\nsteep crags, scree hills, and muddy sinkholes worsened by\nindustrial traffic and chemical pollution. The air is cold and\nthick, heavy with the stench of burning chemicals and drifts\nof black smoke. The light levels are low—noon on Tantalus\ncorresponds to a bright twilight on most other habitable\nworlds, and while the skies to the polar north are a harsh icy\ngrey, the southern horizon has already been swallowed by a\nrolling purple-black maelstrom, shot through with unnatural\nveins of cankerous yellow—the atmosphere of the moon itself\nis being changed and devoured by the Tyranid spores.\nDotted around this bleak natural landscape are the obvious\nsigns of the Imperium’s hand in exploiting the moon’s\nresources in the shape of metal grillwork pathways, strings\nof battered lumen globes, machine workings, and the brutal\nscars of past excavations. The tracks of heavy vehicles have\nchurned up the ground. The architecture in evidence is\nbrutally functional and prefabricated in origin, constructed\nof harsh square-sided ferrocrete bunkers stamped with codeto obey and remain productive. Looming iron-black engines\nand rusted pipe-work crisscross the landscape. Here and\nthere are signs of recent violence and destruction, machinery", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2412, + "rule_id": "pdf_skill_2009_overturned_areas_blackened_by", + "title": "overturned, areas blackened by fire (some still smoking) and", + "content": "the grey bodies of dead convict-workers. Many have been\nstripped of their flesh by the claws and fangs of Tyranid\nvanguard organisms, but others bear evidence of gunshot or\nstab wounds caused by other humans.\nTantalus has almost succumbed to the Tyranids’ shadow.\nVox communication and auspex tracing on its surface have\nbecome almost impossible. Teleport access is also impossible,\nand any craft that approach the moon’s near orbit and upper\natmosphere are subject to swift attack and destruction by the\nTyranids. A single drop pod fired in from high orbit has the\nbest chance of evading detection, and that’s where the player\ncharacters’ Kill-team comes in.\nthe pliGht of MaGos Vyakai\nHaving crashed in his shuttle in one of the few open areas\nof ground within the facility’s precincts, Magos Vyakai,\nguarding his precious datacore, managed to get one final\ncommunication out establishing his survival and intention\nto seek shelter before static interference cut him off. After\nthis, Vyakai and his small band of comrades that survived\nthe crash were ambushed by Hormagaunts, and all save the\nMagos were killed. However, Vyakai sustained serious head\ninjuries during the battle, wounds that would have felled\nanyone but an individual so blessed by the Omnissiah as he.\nThe Magos’s machine-augmented body is still carrying out its\nlast given instructions; self-defence and the search for shelter,\nwhile the Magos himself fades in and out of consciousness\nas his auto-repair systems attempt to stave off the death of\nhis organic components. To Vyakai, life has become a hazy,\nillogical nightmare, where his grasp on reality is shifting and\ntenuous, a fever dream from which he cannot awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2413, + "rule_id": "pdf_skill_2010_interacting_with_vyakai", + "title": "Interacting with Vyakai", + "content": "When the Deathwatch Kill-team finally catches up with\nVyakai, there are a number of ways they may wish to\nproceed given his somewhat unexpected state. Firstly, there’s\nsomething clearly wrong with him—one entire side of his\ncowled head and shoulders are thick with wet, crimson-black\nblood, and one of his back-mounted mechadendrites is broken\nin half and sparking occasional pulses of electrical discharge.\nHis movements are a curious mixture of drunken swaying\ncounteracted with sudden stops and precise corrections to his\ngait and posture. The Magos is also largely uncommunicative.\nHis damaged machine systems may misinterpret the player\ncharacters as a threat and react accordingly. Use the following\nas guidelines how to handle this encounter as it unfolds:\n• Simply shouting at Vyakai or attempting to order him\nabout has no effect other than to elicit a garbled chatter\nof machine cant and makes him move away.\n• Making threatening gestures with weapons or attempting\nto encircle him results in him swiftly readying his\nweapons and mechadendrites for immediate use.\n• Attempts to manhandle Vyakai or subdue him by force\nare met with a violent response proportional to that used\nagainst him. This might result in the Magos unleashing\nhis infernus pistol on the player characters.\n• Overcoming Vyakai without killing him first is possible,\nbut both problematic and dangerous. Any fight or\ngun battle puts the datacore he’s carrying in danger.\nThe amount of damage the datacore sustains in such\nan instance is left up to your judgement, but if the\nDeathwatch simply gun down Vyakai in a hail of bolter\nfire or use heavy weapons on him, it should be at the very\nleast damaged and quite possibly destroyed completely,\ndamaging or failing their mission.\n• It is possible to communicate directly with Vyakai and\nget him to come to his senses by logical and clear verbal\nmeans, or better yet using the proper machine cant.\nThis can be either role-played successfully by the player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2414, + "rule_id": "pdf_skill_2011_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) Test.", + "content": "a few extra notes for the GM\nThe Tantalus Extraction is an adventure based on an ongoing situation into which the player characters are thrust. It is important\nto remember that the characters that the Kill-team may find awaiting them at Pyroclast-Gamma-9 have their own motivations\nand fears, and have no idea that the Deathwatch has become involved in the situation (the exception is Magos they have come to\nrescue). This means that the NPCs may react in any number of ways, from sudden hope, to awe and outright terror. Remember\nthat Space Marines, while Mankind’s saviours on countless occasions, are often feared by normal men and women throughout\nthe Imperium. They are known as ‘The Angels of Death’ for a reason. Once inside Pyroclast-Gamma-9’s environs, the player\ncharacters have a free hand about how to proceed and what leads and plans to follow. It is up to you, as the GM, to respond to\ntheir actions, as you feel appropriate. When GMing an adventure like this one, where there is no set ‘right’ path for the player\ncharacters to follow, you should always feel free to embellish the details, come up with new encounters, and have events and\nindividuals react to the player characters’ actions. This will always make for a tighter story, give a sense of empowerment to your\nplayers and, accordingly, ensure a better game all round. Adventures like this one, even though they can be very combat oriented\nand have a relatively simple goal, demand a little more from the GM than a simple ‘dungeon bash’ style combat mission, simply\nbecause they are so freeform. As the GM, you will be required to think on your feet, keep an idea of what’s going on in your\nhead and respond to whatever plans and ideas your player’s might come up.\nThe key things are to be firm but fair; don’t be afraid to have NPCs act or react adversely and violently if the player characters’\nactions make this the logical outcome. Of course, reward quick thinking and good ideas on the players’ part with additional\ninformation, aid, and assistance as warranted.\nIt is important to be familiar with the details of the adventure itself, not simply so you know who is where and doing what,\nbut also so you can gauge how the significant NPCs will react to the unexpected. Thus you can add to things as you go along\nwithout risk of messing up the plot. Although it may sound obvious, a handy notebook to record names and the like as you go\nalong, not to mention details such as the countdown tally, is essential. This is all a bit of work, as you may have guessed, but\ncan also be hugely rewarding in its own right. If you’ve volunteered to be the GM, you’re probably something of a storyteller\nat heart, and will enjoy because the experience—you are master of your own epic story, packed with as much action and dark\nadventure as you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2415, + "rule_id": "pdf_skill_2012_planetfall", + "title": "PLaneTfaLL", + "content": "Read aloud or paraphrase the following:\n“You descend on wings of fire to the tormented earth of a dying\nworld.\nWithin the thunderous, claustrophobic hold of your drop pod,\nthe assault on your senses and the agonies the crushing G-force\nexert on your body would kill an ordinary man, while outside\nthe armoured ceramite burns like a falling star. But you are no\nordinary men who endure this fiery trial—you are Space Marines,\nthe Emperor’s chosen Angels of Death.\nWithin your mind, you recall the mission briefing, replaying\nit with perfect clarity. The world below is Tantalus, a resource\nmoon on the edge of the Castobel system, a system around which\nthe jaws of the Great Devourer are tightening shut. Your minds\nfocus on the goal of the mission, and you recall the last broadcast\nfrom the world’s surface—an icy, harsh voice barking from the\nvox-net through howling static:\n“Attention Deathwatch vessel Thunder’s Word. This is Magos\nBiologis Zardos Vyakai. My conveyance has been fatally damaged\nand forced to crash-land en-route to rendezvous zone. I survive,\nthe datacore survives. I require immediate extraction from this\nlocation. The swarm approaches, Crash site unsafe, I will seek\nshelter nearby until your arrival. The datacore must survive and\nbe retrieved. Location Encarta follows. I will set this message to\nrepeat as long as the anima endures. Message ends.”\nThe voice cut off and was followed by a rapid chatter of\nsacred binary code, before beginning again:\n“The swarm, five hours and counting, five hours until the\nwhole area is swept clear of life under an unholy tide of fang,\nvenom, and claw. Five hours. Five hours and counting.”\nThe retro-thrusters hammer into you like a blow from an\nenraged god. The drop pod doors blast open and you spring forth\nfrom your crash harnesses, power armour systems already engaged,\nauto senses tracking, weapons in hand. The daylight wanes, and\nthrough your suit’s filters you detect two pervading scents on the\nbitterly cold air: burning chemicals and human blood.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2416, + "rule_id": "pdf_skill_2013_the_mission_briefing", + "title": "The MISSIon BrIefInG", + "content": "After the opening narration, you can either fly straight into the\nthick of things, allowing the player characters to ask questions to\nfind out more details of what they are up to and why, or choose\nto pull back out of the game’s events and give the players a full\nbriefing at a more leisurely pace. If you wish, present them with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2417, + "rule_id": "pdf_skill_2014_the_area_map_see_page_386_sh", + "title": "the area map (see page 386) showing the crash site. Either pick a", + "content": "likely landing point for them, or ask them where they would have\nassigned their landing coordinates, (being a Deathwatch Kill-team\nmeans that they have their own tactical decisions to make).\nRegardless of which approach you choose, you should convey\nthe following key points of information to the players:\n• The player characters are on an emergency extraction\nmission to the area of the Pyroclast-Gamma-9 refinery\nin the northern sub-arctic zone of the industrial moon of\nTantalus, an Imperial world in its death throes and already\nconsidered lost.\n• They must retrieve the datacore belonging to the Magos\nBiologis Vyakai, and, if possible, extract the Magos himself.\nThe datacore contains vital data on the Tyranid organisms of\nHive Splinter-Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2418, + "rule_id": "pdf_skill_2015_tertiary_objectives_and_perso", + "title": "Tertiary Objectives (and personal goals): The mission", + "content": "has a number of encounters and elements that could inspire\ntertiary objectives and various personal mission goals, some\nof which will become apparent as the adventure unfolds.\nThese might include:\n• Pride of Arms: Slay a Tyranid creature in hand-to-hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2419, + "rule_id": "pdf_skill_2016_combat", + "title": "combat", + "content": "• Trophy Kill: Recover a significant and glorious trophy\n(such as a Hormagaunt skull) from a personal kill\n• Honour the Adeptus Mechanicus: Rescue the Magos\nin person (particularly appropriate if one of the Kill-team\nis a Techmarine)\n• Honour the Emperor’s Loyal Servants: Intervene on\nthe side of Commissar Sander and perhaps even rescue", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2420, + "rule_id": "pdf_skill_2017_him_when_extraction_occurs", + "title": "him when extraction occurs", + "content": "• Purge the Xenos: Kill as many of the Tyranids\nas possible\n• Deny the Enemy What is the Emperor’s Just Due:\nDestroy the refinery facility on departure\nSeek, Locate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2421, + "rule_id": "pdf_skill_2018_tyranid_encounters", + "title": "TyranId enCounTerS", + "content": "The main body of the Tyranid swarm has yet to arrive at\nPyroclast-gamma-9, and swallow the area in a tide of claw and\nvenom. However, their vanguard creatures are moving ahead\nof the swarm and erupting from dark and hidden corners of\nthe terrain. They have already made their presence known,\nand sown havoc and death across the facility. The first and\namong the most dangerous to show themselves have been\nisolated broods of Termagants and Hormagaunts, regurgitated\nfrom stray spore pods that have crashed away from the main\nassault. These foul creatures crept in from the darkness of the\ntundra in small groups, drawn by the lights and life of the\nfacility. They have already succeeded in gaining entrance to\nseveral of the bunkers and blockhouses, and worked bloody\nruin inside, contributing to the collapse of the facility’s\ncommand and control. As a consequence, the authorities have\nfreed the convicts in order to fight the menace, an action that\nhas only resulted in further disorder and bloodshed—several\nparts of the facility are already aflame from rioting. In recent\nhours, flocks of Shrikes have appeared in the sky in steadily\nincreasing numbers. Precursors of the great swarm as it\napproaches, these winged terrors hunt down isolated victims\nand scout ahead for the swarm.\nAs the Deathwatch arrive, Pyroclast-gamma-9 is already\nout of control, and many of its inhabitants have died either to\npanic, fire, vengeful convict workers or in the jaws of the alien\npredators stalking amongst them. Matters are only going to\nget rapidly worse.\nWhen presenting combat with the Tyranids, it is important\nto convey their savagery and utterly alien horror. They are\nno mere beasts; they are willful, implacable things without\nfear or concern for their own safety when they fight, and\noften display not only suicidal bloodlust but also a malevolent\ncunning that belies their nightmarish appearance. This is\nparticularly the case with Shrikes, massive, terrifying killers\nthat are powerful, vicious, and lightning fast, yet stealthy and\npatient when they need to be. Each is more than a match for\neven a Space Marine on its own terms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2422, + "rule_id": "pdf_skill_2019_keyed_to_certain_locations_on", + "title": "keyed to certain locations on the map (see page 386), the Kill-", + "content": "while they search the Pyroclast complex. Just how frequent these\nencounters are remains up to you, but once an hour or so of inthumb, the more circumspect and cautious the player characters\nare, (i.e., they avoid discharging their weapons unnecessarily,\nand try to proceed fairly stealthily, etc,) the less frequent these\nencounters will be. However, the more the Kill-team draws\nattention to itself, the more likely it is to be attacked. Matters will\nworsen as the countdown approaches the final hour, with ever\nmore numerous and more deadly Tyranids reaching the area. As\na guideline to these roving attacks and ambushes, refer to Table\n14–1 Tyranid Encounters, to determine what may occur. To use\nthe table, roll a d100 in secret and apply the following criteria to\nthe result, totalling any applicable bonuses:\n• For each hour that has elapsed on the countdown: +10\n(cumulative)\n• The Kill-team is proceeding at speed, is travelling by\nvehicle or otherwise calling attention to itself: +10 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2423, + "rule_id": "pdf_skill_2020_20_gm_decides", + "title": "+20 (GM decides)", + "content": "• The Kill-team has recently engaged in a firefight or other\nbattle: +10\n• The Kill-team is in an area abundant in corpses or other\ncarrion: +10\n• The Kill-team is with a group of living humans, ten or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2424, + "rule_id": "pdf_skill_2021_system_reference_principle_sa", + "title": "System reference: Principle satellite moon of Castobel (aka Halsadt),", + "content": "designated ‘Tantalus’, Atlas Stellarum Jericho, M.35 reference.\nPopulation: Approximately 79 million.\nTithe Grade: Exactus—[Crusade Specis]: (The moon is host to\nconsiderable natural resources in sub-strata promethium [grade\nVulcan-989] and other geologically attendant chemicals, exploitation\nof which is fully established and tithed to the consumption of the\nAchilus Crusade via Departmento Munitorum Edict.)\nGeography/Demography: Tantalus is a world approximately two\nthirds the mass of Holy Terra in stable orbit around a type III gas\ngiant, whose length of day, gravity, and climatic conditions point to\ndeliberate alteration during the High Dark Age (see extant examples\nthroughout the Segmentum, i.e. Typha-IV, Magna Borallia, Jaegers\nFolly et al), and was an agri-world serving the primary Castobel hive\nworld (see Castobel I) during the period of established Imperial rule of the Jericho Sector. Over the last millennia while\nout of Imperial control, Tantalus has undergone a transition towards a climatic cooling associated with the slow onset of\na rotational ice age and prevalent conditions on the moon are now predominately stormy, and topography succumbing\nto sub-arctic/tundra with polar ice caps advancing to cover 32% of the moon’s surface.\nHuman life had dwindled considerably during the local ‘Age of Shadow’ to fewer than ten million living as pre-industrial\nhunter-gatherers. However, with the coming of the Achilus crusade and the resurgence of the hive world of Castobel,\nextensive promethium refinery infrastructure, the starport/city of Tantalus Landing and other settlements have been\nconstructed and the population has trebled through forced immigration of tithed workers and crusade forces.\nGovernmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy.\nLunar Governor: Quastor-Intendant Charlotta Grimes.\nAdept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus\nMechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy.\nMilitary: Crusade military forces garrison station: Tantalus used as ‘second line’ rotation post for the Orpheus Salient\nwar zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.)\nAdditional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining\norder and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.)\n+++Deathwatch Addendum: Code Omega-Black+++\nTantalus overran by Tyranid xeno-forms. Imperial resistance has been crushed. The primary starports and habitation\nzones have been lost, mainline Imperial Guard garrison effectively destroyed, lunar governance destroyed, estimated\npopulation causalities 89% and rising. Catalytic organisms now entering environmental prevalence in the Tantalus\nEquatorial zone—estimate twenty to seventy hours until biospheric conversion begins. Fragmented resistance holding\nout in the Polar Regions for the moment. However, armament and size of remaining forces totally inadequate to prevent\nthe Tyranid swarm systematically advancing to scour the world of all life.\n+++Tantalus is lost: May the God-Emperor cherish the souls of its defenders+++", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2425, + "rule_id": "pdf_skill_2022_map_locations", + "title": "Map Locations", + "content": "1: crasheD shuttle\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The jagged scar the crash has left in the scorched-black\nearth is visible long before you come to the broken body of the\nshuttlecraft itself. Once a mighty machine, the spearhead-shaped\nKestral-class interplanetary lighter lies shattered against a rutted\nbank of earth ramped up by its crash-landing, its back broken\nand its hull plating torn apart like paper. Despite the ruin of the\nwreckage, it is apparent that this ship’s reactor and fuel lines did\nnot rupture on impact, for otherwise there would be nothing left\nhere but a glowing crater. The doors in the rear armoured prow\ncompartment hang open where their emergency explosive bolts\nhave been loosed for the occupants to escape, but there is no sign\nof them or any other life.”\nThe wreck of the shuttlecraft leaves little evidence save\nfor the violence of its crash landing. Searching within reveals\nthat four crewman, including the pilot, died on impact, their\nbodies left where they died. Several servitors were also either\npulverised or shredded in the central hold as the shuttle\nstarted to come apart. In the control compartment, various\npost-crash modifications have been made to the shuttle’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2426, + "rule_id": "pdf_skill_2023_a_hard_20_intelligence_test", + "title": "a Hard (–20) Intelligence Test made after studying the rig", + "content": "will determine that it has been expertly repurposed to boost\nits signal strength, and properly anointed with the rites of\nextreme unction of the Cult Mechanicus. It is doubtlessly\nthe source of Magos Vyakai’s last transmission, an act that\nappears to have irretrievably burned it out in the process.\nPower on board the wreck was properly shut down before it\nwas abandoned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2427, + "rule_id": "pdf_skill_2024_tracking_down_magos_vyakai", + "title": "Tracking down Magos Vyakai", + "content": "Any player character with the relevant Skills and Talents can\nattempt to physically track the progress of Vyakai and the\nother survivors from the crash site, although this is particularly\ndifficult and by no means a guaranteed endeavour. Tracking\nis made difficult by the ground conditions underfoot, which\nvary between chemical-thick mud, broken rocks, and steel\ngridwork panels sunk into the surface to provide footing in\nthe pathways between the various buildings. There is also a\nlack of visibility due to the poor light.\n• Tracking Vyakai’s party from the crash site and learning\nthe general direction of their travel requires a Difficult\n(–10) Tracking Test. Succeeding on this test by two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2428, + "rule_id": "pdf_skill_2025_degrees_or_more_or_by_blind_l", + "title": "degrees or more (or by blind luck if the GM wishes), the", + "content": "Kill-team will find the site where the Magos was ambushed\namong the rocks after some twenty minutes walk. There\nthey discover the still-sparking and juddering body of a\nbisected combat servitor, two dead naval crewmen, and\na shattered servo skull. There are also the bodies of two\ndead Hormagaunts, one turned partly to fused ash by a\nmelta-blast. There is no sign of the Magos. A few dripsoon stop.\n• Further Skill tests can be made to draw some conclusion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2429, + "rule_id": "pdf_skill_2026_from_this_scene_a_difficult", + "title": "from this scene. A Difficult (–10) Medicae Test", + "content": "determines that the blackish blood is indicative of someone\nusing elite Mechanicus methods of blood augmentation\nand self-healing, and the blood loss, while indicating a\nserious wound, does not look in itself fatal. Conversely,\nif the semi-active combat servitor is examined closely,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2430, + "rule_id": "pdf_skill_2027_0_forbidden_lore_adeptus_me", + "title": "(0) Forbidden Lore (Adeptus Mechanicus) Test", + "content": "can recover and download the last few images from\nthe servitor’s visual cortex into a data-slate or auspex\ndisplay. This shows a grainy green-tinted picture of a\nHormagaunt’s flashing claws, and a brief, desperate fight\nviewed from ground level, showing the savage deaths\nof the two naval armsmen despite a valiant attempt at\ndefence. Quickly coming into view, a looming figure\nin a quartered black and white cowled robe fights back\nin deadly combat with the lightning-quick monsters,\nflailing and striking with whirling mechanical limbs and\nunleashing searing blasts of energy at them. The figure\nTable 14–1 Tyranid Encounters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2431, + "rule_id": "pdf_skill_2028_total_score_encounter", + "title": "Total Score Encounter", + "content": "01–30 No encounter\n31–50 2d5 Termagants set up an ambush ahead of the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2432, + "rule_id": "pdf_skill_2029_51_70", + "title": "51-70", + "content": "1d5–2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows\n(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\n131+\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\ncontaining Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2433, + "rule_id": "pdf_skill_2030_hard_20_tracking_test_will", + "title": "Hard (–20) Tracking Test will provide a reasonable", + "content": "idea of the general direction in which he went.\n2: MaG-train siDinG\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Coming across an area of rough but open ground, the\nterrain levels off considerably. Two parallel hundred metre-long\nferrocrete loading platforms surmount rough sidings of piled\nearth and compacted rock either side of a raised industrial magstation-post at the far end of the opposite platform.”\nPart of the mag-train network, these platforms are now\ndeserted save for a lone and frightened notary adept named\nHalis. He has been left behind in the panic of the general\nevacuation from the area some days ago, and has been\nsince hiding in the storage basement of the station’s office,\nalthough now his meagre supplies of salvaged food and water\nare exhausted.\nHalis is terrified of the Kill-team, but will also seek to\ncling to them as his last desperate hope of a lifeline once he\nrecognises what they are. He has heard of Space Marines in\nparables and stories since his childhood, but has never seen\none himself before now. Low ranking, and none too bright,\nHalis has locked himself in a 4’ by 4’ room for the three\ndays, and consequently knows very little of worth about the\nimmediate environs or events. Talking to him, however, can\nglean the Kill-team the following information:\n• Pyroclast-Gamma-9 lost all contact with the southern\ncities nearly five days ago, and with its neighbours further\nsouth in the chain of refineries two days ago.\n• The Intendent of Works and the ranking adepts and\nguards left via the last mag-train car two days ago,\nsparking general disorder and panic among those that\nremained, and Pyroclast-Gamma-9’s hundred plus\nconvict labourers were left to fend for themselves.\n• Halis has heard the sounds of fighting and screams in the\ndistance since those in charge left, but hasn’t been brave\nenough to go out, not since he heard something ‘big and\nrasping’ come into the station last night and sniff around\nwhile he cowered behind a stack of promethium cans in\nthe storage room. Eventually, he heard it flapping off.\n• He’s seen no sign of any Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2434, + "rule_id": "pdf_skill_2031_convinced_otherwise_an_easy", + "title": "convinced otherwise (an Easy (+20) Intimidate or Charm", + "content": "Test will be sufficient for this), Halis will attempt to follow\nthe Kill-team as best he can, quite likely attracting the worst\npossible kind of attention to them.\nHalis’s profile can be found on page 391 in the NPCs and\nAntagonists section of this adventure. Note that he possesses an\nencoder device (a small metal amulet bearing the symbol of the\nMunitorum fitted with a single button), which enables him to\nsignal the facility’s servitors that he is not a hostile.\n3: MaG-train, Main line\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“As you round a gap in the crags you see an open area carved\nfrom the rough terrain, dominated by an elevated mag-train rail,\nrunning east-to-west. The rail is high and silent, the characteristic\nhum of its operation stilled and absent.”\nUsed to ferry men and material along the chain of Pyroclast’s\nextraction stations in the area, the mag-train is completely\ndeactivated and without power. The evened-out and ferrocretewith relatively easy access east-west along its route, and may hide\nthem from anything that might spot them visually. Ground can be\ncovered along the mag-train about twice as fast as normal.\n4: security Bunker\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Surrounded by a razor-wire fence, on which are hung\nseveral notices warning that trespassers face death, stands a\nsmall, armoured bunker. Littered about the ground before it are\nthe shredded remains of nightmarish bat-like creatures that you\nrecognise as Tyranid Shrikes. The automated heavy bolters which\ncrown the bunker’s roof, and which probably caused their demise,\nnow hang silent and deactivated. The bunker and its armoured\ndoor appear intact.”\nThe bunker’s door is deadlocked from within and requires\nconsiderable force to open (the door has an AP of 15, and 30\npoints of damage are required to cause a breach.) Within is a\nscene of carnage—the large, single room is strewn with the\ndismembered remains of provost enforcers. A giant hole yawns\nin the centre of the floor leading to a collapsed dirt tunnel.\nThere is little within the gore-splattered bunker of use to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2435, + "rule_id": "pdf_skill_2032_the_kill_team_a_few_shotguns", + "title": "the Kill-team (a few shotguns, enforcer gear, ration packs etc).", + "content": "However, if the Kill-team uses Deathwatch override codes on\nthe few still viable terminals, and make a successful Routine\n(+10) Tech-Use Test, they can get a security report for the\nPyroclast-Gamma-9 facility. Picture and vox relays, however,\nare completely dead. The report reveals the following\nusable information:\n• Main Refinery—Security Comprised: Defensive\nsystems inoperative, multiple bulkhead breaches, no\nfurther information available.\n• Workers’ Blockhouse: Full System Failure: Last file\nrecording available (the recording briefly shows a staticbackground, before abruptly cutting off ).\n• Comms Uplink: Security Nominal: Two servitor units\nreporting area secure.\nAdditionally, if the test to access the system is passed with\nthree or more degrees of success, the Kill-team also learns that\nthe same security information has been recently accessed from\nanother remote location. This should point to the direction of\nMagos Vyakai.\nFor every few minutes or so that the Kill-team spends inside\nthe bunker, there is a chance that the thing that slaughtered\nthe enforcers will return. Roll 1d10. On any odd number,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2436, + "rule_id": "pdf_skill_2033_a_tyranid_warrior_see_page_37", + "title": "a Tyranid Warrior (see page 370) erupts from the collapsed", + "content": "tunnel in the earth below them.\n5: coMMs uplink\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“At the very top of a rough, craggy mount that looms above\nthe area, a weather-beaten, steel-sided, conical tower reaches into\nthe frigid sky, topped by a skeletal uplink dish.”\nThe tower itself is a hollow structure that merely serves to\nkeep the foul sub-arctic weather off the automated machinery of\nthe comms uplink. Inside are two industrial servitors (see page\n392) obeying their emergency programming to defend the area.\nStacked neatly off to one side are the bodies of three convict\nlabourers and a Tyranid Shrike that came too close to the tower.\nThe comms uplink is the best place in the area for the Killfrom the main facility. Should the narrow path to the summit be\nused defensively to mount a stand, it grants fighters a +10 bonus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2437, + "rule_id": "pdf_skill_2034_in_combat_both_to_hand_to_han", + "title": "in combat (both to hand-to-hand attacks and shooting) against", + "content": "anyone or anything struggling up the slopes below them.\n6: oVerturneD lanD hauler\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2438, + "rule_id": "pdf_skill_2035_they_have_entered_it_thanks_t", + "title": "they have entered it (thanks to their genetically engineered gifts),", + "content": "finding their way swiftly and accurately through the often illogical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2439, + "rule_id": "pdf_skill_2036_tangle_of_darkened_passageways", + "title": "tangle of darkened passageways inside requires a Routine (+10)", + "content": "Awareness Test from whomever is taking the lead.\nGaining entry from the surface first requires the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2440, + "rule_id": "pdf_skill_2037_to_scale_the_cliff_walls_whic", + "title": "to scale the cliff walls, which requires a Routine (+10) Climb", + "content": "Test. Then they must either find an open entrance via a broken\naccess hatch, or must force entry through one. This may be done\nwith force (AP 10, 10 damage needed, internal bulkheads are the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2441, + "rule_id": "pdf_skill_2038_same_or_using_skill_requirin", + "title": "same) or using skill, requiring a Routine (+10) Security Test.", + "content": "Alternately the facility can be entered via the transport pool sheds\n(see below), which have a passageway through the rock to the\nrefinery workings.\nAt the rough centre of the refinery workings, three levels\nbelow the surface is the still sealed central control chamber for\nthe facility. Breaching this door may be done with violence (AP\n13, 20 damage needed) or by bypassing the door’s deadlock seal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2442, + "rule_id": "pdf_skill_2039_with_a_challenging_0_securi", + "title": "with a Challenging (+0) Security Test.", + "content": "8: Gatehouse/transport station\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The wide hanger doors of the refinery complex’s gatehouse hangs\nopen like a broken maw, leading to the darkness of the transportation\nsheds within. The place seems deserted and abandoned, with debris\nand old adept-scribed printouts thrashing around it in the chill wind,\nthe papers no doubt scattered in the panic of a fearful flight. Of the\ncargo haulers and other vehicles that were housed here, there is no sign\nsave for the track-rutted earth.”\nThe gatehouse and transport station is indeed deserted except\nfor a pair of Hormagaunts lurking high in the rafters ready to\npounce. In order to determine if they succeed in their ambush,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2443, + "rule_id": "pdf_skill_2040_make_an_opposed_skill_test_se", + "title": "make an Opposed Skill Test (see page 203) versus the player", + "content": "characters’ Awareness Skills and the Hormagaunts’ Concealment.\nAt the rear of the transport sheds is an open access passageway\nto the interior of the main refinery.\n9: central control\nRead aloud or paraphrase the following to the player\ncharacters when they breach the door to this location:\n“With the sealed door breached, a dim chamber can be seen,\nheavily cluttered with machinery, consoles, and hanging cables.\nDim green emergency lighting flickers on and off around the\nroom, when suddenly with a clatter of falling metal, the heavy\nbulk of an industrial servitor unfolds itself against the far wall.”\nThe servitor will attack anyone who enters the room without\npresenting the right access code, but will not leave the control\nchamber itself. The machinery and monitors in the chamber,\nwhich primarily serve to control and regulate the flow of the\nrefinery’s processes, are in full shutdown mode and it will take\nmore time to restart than the Kill-team has, even if they wished\nto do so. Within the control chamber, the Kill-team can find\ntwo medkits, three demo-charges with timed fuses, and security\nencoders that allow free access to any part of the facility.\nUnless you have chosen to place Magos Vyakai in this chamber,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2444, + "rule_id": "pdf_skill_2041_the_kill_team_may_make_a_succe", + "title": "the Kill-team may make a successful Challenging (+0) Tech-", + "content": "used) to partially activate the facility’s energy scanning auspex\nsystem from this control chamber. This can be used to roughly\npinpoint the Magos’s location anywhere in the area thanks to his\nunique energy signature.\n10: Main coMpression tanks\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2445, + "rule_id": "pdf_skill_2042_make_a_routine_10_demolitio", + "title": "make a Routine (+10) Demolitions or a Challenging (+0)", + "content": "Intelligence Test, and either a single well-placed melta-bomb or\na series of commonplace krak grenades or demo charges placed\nat strategic locations around the domes. A timed fuse is also\nnecessary of course. If this is done, the entire main refinery and\neverything in it will be destroyed, and everything else past this\npoint up to the edge of the mount on which the comms uplink\nsits will suffer 4d10 E damage, as the area is drowned in a sea of\nfire for a few seconds as the tanks’ fuel expends itself and debris\nrains down on the area.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2446, + "rule_id": "pdf_skill_2043_tantalus_dies", + "title": "TanTaLuS dIeS", + "content": "After what seems to be an agonisingly long wait at the\nextraction point, (in fact about twenty minutes) while the\ndark boiling clouds on the horizon sweep in with appalling\nspeed, a sudden data-burst proclaims the imminent arrival of\nthe Kill-team’s rescue.\nRead aloud or paraphrase the following, modified to fit\nthe circumstances of the adventure’s final moments:\n“You detect a sudden sound, unexpected and dreadful, like a\ndull continuous thunder growing quickly closer. With shock you\nrealise that the sound you can hear is the coming of the Tyranid\nswarm, made up of a thousand, thousand running clawed feet\nand the clashing of numberless fanged maws in expectation of\nthe feast. Death has come.\nIt is then, like deliverance sent from the Emperor himself, that\nthe Thunderhawk breaks the boiling purple-black clouds above\nyou, its dark hull pitted and scored with acid pockmarks, but\nits engines roaring white-hot in defiance of the storm. The pilot\ndares not land, but with consummate skill drops the main hatch\nat the hover, and you and your companions leap aboard to safety.\nYou glance back as the hatch draws shut to see a limitless tide of\nhorror begin to roll across the tortured earth below, and at last\ndoomed Tantalus dies beneath you.\nHowever, you have escaped the jaws of death, and will\ncontinue your watch another day.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2447, + "rule_id": "pdf_skill_2044_rewards", + "title": "rewardS", + "content": "In terms of XP reward, this should be based on how well the\nKill-team fulfilled its mission parameters, as set out in Part I.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2448, + "rule_id": "pdf_skill_2045_the_following_are_suggested_re", + "title": "The following are suggested rewards for starting level (1–3)", + "content": "characters:\n• Primary Objective Completed: 500 XP each\n• Secondary Objective Completed: 200 XP each\n• Tertiary/Personal Objectives Completed: 50 XP each\nIn addition, you should award extra bonuses in XP at your\niscretion for particularly good roleplaying, effective plans,\nand for players who have engaged both their characters and\nthe adventure well.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2449, + "rule_id": "pdf_skill_2046_further_adventures", + "title": "furTher adVenTureS", + "content": "You can spin whatever further developments you wish from the\nTantalus extraction, or let it fall simply as an isolated mission, and\nmove on to further battles and missions of your own devising.\nPossible plot hooks you may wish to develop include:\n• Escape from orbit: Getting free of Tantalus might not be\nover yet, and the Thunder’s Word might be attacked and\nboarded by Tyranid parasite creatures as it breaks free. It is\nup to the Kill-team to repel these monsters, battling in the\ncorridors and vaults of their own vessel to survive.\n• The Uninvited Guest: Perhaps Vyakai or one of the others", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2450, + "rule_id": "pdf_skill_2047_rescued_from_tantalus_if_any", + "title": "rescued from Tantalus (if any indeed were) was secretly", + "content": "carrying a Tyranid parasite. It might grow to consume him\nand threaten others, or worse, its psychic spore could act as a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2451, + "rule_id": "pdf_skill_2048_magos_vyakai", + "title": "MaGos Vyakai", + "content": "A Magos Biologis of great standing and repute among his\nfellows in the Adeptus Mechanicus, Vyakai was caught on\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\ndown over Pyroclast-Gamma-9 while attempting to escape, and\nhe has sought shelter and awaits retrieval by the Deathwatch.\nUnfortunately things have not gone according to plan and he\nhas been badly injured and suffered extensive cranial damage in\nbattle with a Hormagaunt not long after his last communication\nwith the Deathwatch. Now his half-machine body’s self-repair\nsystems are struggling to keep his wounded brain alive, and its\nMachine Spirit is methodically fulfilling its last ordered task, to\nseek refuge and defend itself.\nSee page 381 for details concerning how to communicate\nwith the Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2452, + "rule_id": "pdf_skill_2049_magos_vyakai_profile", + "title": "Magos Vyakai Profile", + "content": "wS BS S T ag Int Per wP fel\n30 20* 40 45 29 23* 23* 24* 09*\nMovement: 3/6/9/18 Wounds: 11*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2453, + "rule_id": "pdf_skill_2050_tongue_machine_cant_int_1", + "title": "Tongue (Machine Cant) (Int) +10, Tech-Use (Int) +20.", + "content": "Talents: Autosanguine, Binary Chatter, Concealed Cavity,\nElectrical Succour, Electro Graft Use, Energy Cache, Ferric\nLure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded,\nMaglev Grace, Mechadendrite Use (Gun, Manipulator,\nUtility), Meditation, Melee Weapon Training (Primitive,\nPower, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP,\nPlasma, Primitive, Melta), Rite of Pure Thought.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2454, + "rule_id": "pdf_skill_2051_auger_arrays_good_quality_m", + "title": "Auger Arrays (Good Quality), Manipulator Mechadendrite,", + "content": "Utility Mechadendrite, Cybernetic Senses (all Superior\nQuality, incorporating Dark Sight, Photo-Visor, Recording\nCapacity, Microscopic Vision, Sonar Sense and a full vox", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2455, + "rule_id": "pdf_skill_2052_armour_augmetic_implanted_arm", + "title": "Armour: Augmetic implanted armour (All 5).", + "content": "Weapons: Infernus Pistol (10m, S/—/—; 2d10+4 E; Pen:\n12, Clip 12 [belt flask]; Reload Full), Las-Scalpel (1D10 E,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2456, + "rule_id": "pdf_skill_2053_pen_5_mechanised_hands_1d5", + "title": "Pen 5), Mechanised hands (1d5+6† I Primitive).", + "content": "†Includes Strength and Augmetic Bonus.\nGear: Encrypted data-core box chained to belt, spare flask\nfor inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nprogrammed commands and automatic mechanisms. Were he restored\nto health all the characteristics marked with a * would be at double\nthe current scores.\naDept-Minoris roGe halis\nHalis is a gaunt, stricken man, prematurely middle-aged, with\nwatery blue eyes and skin almost as grey as his threadbare\nadept’s robes. He is on the edge of malnutrition and nervous\ncollapse when encountered by the Kill-team, cowering in the\nbasement storage room of a deserted mag-train platform, left\nbehind when the senior staff evacuated Pyroclast-Gamma-9.\nThe player characters might quickly come to regard Halis as a\n‘dead man walking’—and they would be right.\nadept-Minoris roge halis Profile\nwS BS S T ag Int Per wP fel\n16 20 25 30 30 27 29 21 28\nMovement: 3/6/9/18; Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2457, + "rule_id": "pdf_skill_2054_commissar_falco_sander", + "title": "coMMissar falco sanDer", + "content": "Sander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\neven on Tantalus. Sander’s unit was trying to make it to the\npolar regions when his convoy was ambushed and laid waste\nby vanguards of the Tyranid swarm. He managed to lead a\ngroup to the hoped-for refuge of Pyroclast-Gamma-9 when\ntheir luck finally ran out and their land hauler crashed at the\noutskirts of the facility under Shrike attack. Taking refuge in\nthe wreckage and nearby rocks, Sander has marshalled what\nremains of his men, most wounded and low on ammo, in a\nhopeless last stand to die for his Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2458, + "rule_id": "pdf_skill_2055_10_scrutiny_per_10_speak", + "title": "+10, Scrutiny (Per) +10, Speak Language (Low Gothic,", + "content": "High Gothic) (Int) +10, Scholastic Lore (Tactica Imperialis,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2459, + "rule_id": "pdf_skill_2056_imperial_creed_int_swim_s", + "title": "Imperial Creed) (Int), Swim (S), Survival (Int)", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2460, + "rule_id": "pdf_skill_2057_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (1).", + "content": "Armour: Flak armour with carapace breast plate (Head 4,\nArms 4, Body 6, Legs 4)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2461, + "rule_id": "pdf_skill_2058_weapons_chainsword_1d10_5_r", + "title": "Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, Tearing),", + "content": "plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10;\nReload Full; Recharge, Overheats), compact laspistol (15m,\nS/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable),\nEquipment: Personal commlink, respirator, copy of the\nDictates Imperialis, data-slate (contains personal notes,\ncommendations for the fallen, details of summery judgements\nand casualty reports).\nsanDer’s iMperial GuarDsMen\nSee page 376 for the game statistics for Imperial Guardsmen\nand their officers. Those found in the area of Pyroclastexhausted and desperate. Many are low on ammunition and\nsupplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nSander’s presence and leadership is keeping them going.\ninDustrial/MininG serVitor\nThere are a number of heavy industrial and mining servitors still\nin operation around the Pyroclast-Gamma-9 facility. These are\nhuge, hulking brutes, with a vaguely simian form, far more heavily\naugmented than most servitor drones, with armoured hydraulic\nexoskeletons fused into their once-human flesh and a plethora of\nimplanted machine-tools. Most are still operating on emergency\norders to defend their assigned posts, asking for the security signal\nin a strained guttural voice to any human that approaches and\nattacking remorselessly until the intruder is dead or driven away if\nthe watchword is not spoken within ten seconds. While slow and\nnot designed for combat, they are nerveless extremely strong and\nwell-protected, and more than able to obliterate a human being\ninto a bloody smear with a single blow.\nIndustrial/Mining Servitor Profile\nwS BS S T ag Int Per wP fel\n25 10 50 50 15 10 20 30 05\nMovement: 1/2/3/6; Wounds: 20", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2462, + "rule_id": "pdf_skill_2059_armour_reinforced_structure_a", + "title": "Armour: Reinforced structure and armour plate (All 7)", + "content": "Weapons: Implanted machine tools, i.e. saws, drills, grinders", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2463, + "rule_id": "pdf_skill_2060_and_servo_claws_1d10_12_r_or", + "title": "and servo claws (1D10+12 R or I, Pen 4),", + "content": "Equipment: Internal micro-bead (to relay data and receive\ninstructions only), in-built respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2464, + "rule_id": "pdf_skill_2061_tyranid_shrikes", + "title": "tyraniD shrikes", + "content": "Shrikes are a common variation of the Tyranid Warrior\ngenus—winged predators that often precede the main\nforce of a Tyranid swarm scouting out points of resistance\nand concentrations of prey, often attacking the vulnerable\nand exposed, shredding and devouring, ever restless, ever\nhungry.\nShrikes use the Tyranid Warrior profile as found on page", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2465, + "rule_id": "pdf_skill_2062_371_but_in_addition_have_the", + "title": "371, but in addition have the Flyer (10) trait. They are", + "content": "somewhat clumsy when forced onto the ground, and so halve\ntheir ground movement speeds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2466, + "rule_id": "pdf_skill_2063_call_to_vengeance_talent_114", + "title": "Call to Vengeance (Talent) 114", + "content": "Carrying, Lifting, and Pushing Objects 208\nCarrying Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2467, + "rule_id": "pdf_skill_2064_catfall_talent_114", + "title": "Catfall (Talent) 114", + "content": "Chain Weapons 153\nChaos Heretic 364\nChaos Space Marine 363\nChapter Advances 66\nChapter Squad Mode Abilities 217\nCharacter Advancements 57\nCharacteristic Advance 57\nCharacteristic Damage 251\nCharacteristics 25\nCharge 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2468, + "rule_id": "pdf_skill_2065_cleanse_and_purify_talent_11", + "title": "Cleanse and Purify (Talent) 115", + "content": "Climbing 206\nCodex Squad Mode Abilities 216\nCohesion 211\nCombat 234", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2469, + "rule_id": "pdf_skill_2066_death_from_above_talent_115", + "title": "Death From Above (Talent) 115", + "content": "Deathwatch Advances 64\nDeathwatch Apothecary 68\nDeathwatch Assault Marine 72\nDeathwatch Devastator Marine 76\nDeathwatch Hypno-conditioning 36\nDeathwatch Librarian 80\nDeathwatch Relics 168\nDeathwatch Tactical Marine 84\nDeathwatch Techmarine 88\nDeathwatch Training 36", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2470, + "rule_id": "pdf_skill_2067_deathwatch_training_talent_1", + "title": "Deathwatch Training (Talent) 115", + "content": "Deciding How to Advance Your Character 58\nDefensive Stance 238\nDefensive Stances 223", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2471, + "rule_id": "pdf_skill_2068_disturbing_voice_talent_116", + "title": "Disturbing Voice (Talent) 116", + "content": "Divination Discipline 189\nDivination Powers 192\nDodge 238\nDodging Auto-Fire and Area Effect Attacks 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2472, + "rule_id": "pdf_skill_2069_exotic_weapon_training_talent", + "title": "Exotic Weapon Training (Talent) 117", + "content": "Experience Points 269\nExtended Actions 236\nExtended Tests 203\nExtreme Range 247", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2473, + "rule_id": "pdf_skill_2070_flesh_render_talent_118", + "title": "Flesh Render (Talent) 118", + "content": "Flying 210\nFocus Power 239\nFocus Power Test 185\nFog, Mist or Shadow 248\nForbidden Lore 100\nForced Marching 206\nForce Fields 166\nForce Weapons 155", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2474, + "rule_id": "pdf_skill_2071_heightened_senses_talent_120", + "title": "Heightened Senses (Talent) 120", + "content": "Helpless Targets 248\nHeroic Sacrifice 262\nHeroic Sacrifice and Harvesting Gene-Seeds 271\nHigher Ground 248", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2475, + "rule_id": "pdf_skill_2072_infused_knowledge_talent_120", + "title": "Infused Knowledge (Talent) 120", + "content": "Initiative 234, 235\nInitiative Order 234\nInjury 250\nInsanity 278", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2476, + "rule_id": "pdf_skill_2073_inspire_wrath_talent_120", + "title": "Inspire Wrath (Talent) 120", + "content": "Intelligence 25\nInteraction 275\nInteraction Skills 94, 275", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2477, + "rule_id": "pdf_skill_2074_jaded_talent_121", + "title": "Jaded (Talent) 121", + "content": "Jams 249\nJoining Sustained Squad Mode Abilities 220\nJumping and Leaping 207\nJump or Leap 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2478, + "rule_id": "pdf_skill_2075_mimic_talent_123", + "title": "Mimic (Talent) 123", + "content": "Missing 248\nMission Complications 231\nMission Objectives 230\nMissions 226\nMissions and Detailed Experience 270\nMove 241\nMovement 27, 205\nMovement and Environment 206\nMovement Skills 94\nMultiple Attacks 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2479, + "rule_id": "pdf_skill_2076_orthoproxy_talent_123", + "title": "Orthoproxy (Talent) 123", + "content": "Other Warhammer 40,000 Roleplay Characters and\nDeathwatch 34\nOverwatch 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2480, + "rule_id": "pdf_skill_2077_preparation_missions_227", + "title": "Preparation (Missions) 227", + "content": "Prone 249\nPsychic Phenomena 187\nPsychic Powers 180, 184, 185, 189\nPsy Ratings 184\nPushing Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2481, + "rule_id": "pdf_skill_2078_rapid_reload_talent_125", + "title": "Rapid Reload (Talent) 125", + "content": "Reactions 236\nReady 242\nRelics 167\nReload 242\nRenown 139, 232\nRenown Rewards 270\nRequisition 138, 273\nRequisition & Warhammer 40,000 Roleplay 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2482, + "rule_id": "pdf_skill_2079_resistance_talent_125", + "title": "Resistance (Talent) 125", + "content": "Rewards 232\nRighteous Fury 245\nRoleplaying as a Space Marine 35\nRounds 234\nRun 243\nRunning and Narrative Time 206\nRunning Horizontal Leaps 207\nRunning Vertical Jumps 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2483, + "rule_id": "pdf_skill_2080_servo_harness_integration_tal", + "title": "Servo-harness Integration (Talent) 125", + "content": "Shooting into Melee Combat 247\nShort Range 249\nSimple Climbs 206\nSize 249\nSkill and Talent Advances 58\nSkill Descriptions 94\nSkill Groups 94\nSkill Mastery 92\nSkill Tests 202", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2484, + "rule_id": "pdf_skill_2081_slayer_of_daemons_talent_126", + "title": "Slayer of Daemons (Talent) 126", + "content": "Solid Projectile Weapons 149\nSolo Mode 213\nSolo Mode Abilities 215", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2485, + "rule_id": "pdf_skill_2082_sound_constitution_talent_12", + "title": "Sound Constitution (Talent) 126", + "content": "Space Marine Abilities 36\nSpace Marine Implants Game Rules 36\nSpecial Issue Ammunition 159\nSpecialities 26\nSpray and Pray 245\nSquad Actions 219\nSquad Leader 211\nSquad Mode 213\nSquad Mode Abilities 219", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2486, + "rule_id": "pdf_skill_2083_stalwart_defence_talent_126", + "title": "Stalwart Defence (Talent) 126", + "content": "Standard Attack 242\nStanding Horizontal Leaps 207\nStanding Vertical Jumps 207\nStand/Mount 243\nStarting Equipment 28\nStatus Conditions 243\nStrength 25\nStructured Time 234\nStun 243\nStunned Targets 249\nSupport Range 213\nSuppressing Fire 243\nSurprise 234, 235\nSustaining Psychic Powers 186\nSustaining Squad Mode Abilities 220\nSwimming 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2487, + "rule_id": "pdf_skill_2084_whirlwind_of_death_talent_12", + "title": "Whirlwind of Death (Talent) 129", + "content": "Willpower 25\nWounds 27, 250\nSpecial ThankS To our playTeSTerS\n“The Bolter & Chainsword Playtest Group” Matthew Hunt with Andrew Binsack, Ruben DeJong, Richard Galvez, Austin W.\nHoffman, Anders Lang, Scott Mallinson and Ryan Powell “Bring the Noise” James Savage with Davie Gallacher, Thomas S. Ryan,\nand Stewart Strong, “Curious Pastimes” Paul Tucker with Colin Brook, Ben Cawkwell, Sarah Cawkwell, Edd Duggan, Liam Eyers,\nAlexander Lampson and James Littlewood “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson,\nMark Smith, and Michael Thompson “Sons of a Rogue Trader” Robin Everett-McGuirl with Chris Brandmeier, Adam Hargraves, Peter\nLarotta, Bob Leuzarder, Matthew Robenhymer, and Nate Taylor “Veterans of a Psychic War” Benn Williams with Robert Adducci,\nDerick Adkins, Chris Doyscher, Chris Lancaster, John Ross, Aric Wieder, Rebecca Williams, and Eric Young, David Schumpert with\nDavid Hudock, Martin Linde, Adam Schumpert, and Pierre Wagenseil, Craig Williams with Chenoa Crabb, Stefan Elliot, Leonard\nGoulds, David Thatcher and Danica Zuks, “FFG Special Ops,” Kevin Childress, Tim Flanders, Tod Gelle, J. R. Godwin, James Hata,\nMack Martin, Thaadd Powell, and Sam Stewart, plus extra thanks to Bo Hasle Buur and Gav Thorpe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2488, + "rule_id": "pdf_skill_2085_xenos", + "title": "Xenos", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2489, + "rule_id": "pdf_skill_2086_pilot_ag", + "title": "Pilot (Ag)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2490, + "rule_id": "pdf_skill_2087_codex_astartes", + "title": "Codex Astartes", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2491, + "rule_id": "pdf_skill_2088_secret_tongue_int", + "title": "Secret Tongue (Int)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2492, + "rule_id": "pdf_skill_2089_characteristics", + "title": "CHARACTERISTICS", + "content": "†denotes Skill Group\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2493, + "rule_id": "pdf_skill_2090_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nSecondary Heart/Ossmodula/Biscopea/\nHaemastamen: You gain the Unnatural Strength and\nToughness Traits.\nLarraman’s Organ: You do not suffer from Blood Loss.\nCatalepsean Node: You suffer no penalties to PerceptionPreomnor: You gain +20 to Toughness Tests against\ningested poisons.\nmophagea: You may gain a Skill or Skill Group by\ndevouring a portion of an enemy.\nMulti-Lung: You may re-roll any failed Toughness Test\nfor drowning or asphyxiation. In addition, you gain a +30\nto Toughness Tests made to resist gases, and may re-roll\nfailed results.\ncculube and Lyman’s Ear: You gain the Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2494, + "rule_id": "pdf_skill_2091_senses_sight_and_hearing_tal", + "title": "Senses (Sight and Hearing) Talents, +10 to relevant", + "content": "Awareness Tests.\nSus-an Membrane: You may enter suspended animation.\nOolotic Kidney: You may re-roll any failed Toughness\nTest ro resist poisons and toxins, including attacks with the\nToxic Quality.\nNeuroglottis: You may detect any poison or toxin by\ntaste with a successful Awareness Test. You gain a +10 to\nTracking Tests against a target you have tasted.\nMucranoid: You may re-roll any failed Toughness Tests\ncaused by temperature extremes.\nBetcher’s Gland: You may spit acid as a ranged weapon\nwith the following profile:\nRange: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3\nor more degrees of success, you have blinded him for 1d5 Rounds.\nProgenoids: These may be retrieved with a successful\nMedicae Test.\nBlack Carapace: While wearing Power Armour, enemies\ndo not gain a bonus to hit you due to your size.\nWOUNDS:\n〔 〕\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2495, + "rule_id": "pdf_skill_2092_fatigue", + "title": "Fatigue", + "content": "CritiCal Damage ________________________\n______________________________________\nFATE POINTS:\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2496, + "rule_id": "pdf_skill_2093_current", + "title": "CurreNt", + "content": "INSANITY:\nBattle Fatigue _________________________\n______________________________________\nCORRUPTION:\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2497, + "rule_id": "pdf_skill_2094_current_points", + "title": "CurreNt PoiNts", + "content": "PrimarCh’s Curse _______________________\n______________________________________\n〔 SPACE MARINE ABILITIES 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2498, + "rule_id": "pdf_skill_2095_psychic_powers", + "title": "PSYCHIC POWERS", + "content": "Psy Rating: 〔 _____ 〕 ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2499, + "rule_id": "pdf_skill_2096_gear", + "title": "GEAR", + "content": "_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2500, + "rule_id": "pdf_skill_2097_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2)", + "content": "____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\nSPACE MARINE TALENTS & TRAITS", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2501, + "rule_id": "pdf_skill_2098_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nEXPERIENCE:\n〔 _________________________ 〕\n〔 _________________________ 〕\nXP to sPeND\ntotal XP sPeNt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2502, + "rule_id": "pdf_skill_2099_armour_additions", + "title": "ARMOUR ADDITIONS", + "content": "✔✓?\n〔 POWER ARMOUR ABILITIES 〕\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com\nServo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nCalled Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\n(total of +20 bonus with Heightened Senses)\nBuilt-in Vox Link\nBuilt-in Magboots\nNutrient Recycling: Can operate for two weeks without re-supply\nRecoil Suppression: May fire Basic weapons 1-handed without penalty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2503, + "rule_id": "pdf_skill_2100_size_hulking_black_carapace", + "title": "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "content": "Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nequipment designed for Space Marines\nOsmotic Gill Life Sustainer: With the helmet on, the armour is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2504, + "rule_id": "pdf_skill_2101_attack_patternsactioncostsusta", + "title": "Attack PatternsActionCostSustainedEffect", + "content": "Fire SupportHalf / Free1YesThe Kill-team concentrates suppressing fire.\nTactical AdvanceHalf / Free1YesThe Kill-team crosses dangerous ground in concert.\nTank BusterFree1NoA Space Marine distracts a target to create an opportunity.\nFire for EffectHalf1YesThe Kill-team fires at targets as they appear.\nBolter AssaultFree3NoThe Kill-team rushes forward firing their bolters.\nFurious ChargeFree3NoThe Kill-team charges an enemy in unison.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2505, + "rule_id": "pdf_skill_2102_defensive_stancesactioncostsus", + "title": "Defensive StancesActionCostSustained", + "content": "Tactical SpacingFull1YesThe Kill-team spaces itself to react to danger.\nGo to GroundReaction1NoA Space Marine calls for movement into cover.\nRegroupFull2NoA Space Marine calls to move the Kill-team together.\nSoak FireReaction2NoA Space Marine takes automatic fire with his Kill-team.\nDig InFull3YesThe Kill-team makes expert use of cover.\nStrongpointFull3YesA Space Marine coordinates fire to defend a position.\nCharacter Name: Rank: Player Name:\nChapter:\nChapter Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + { + "id": 2506, + "rule_id": "pdf_skill_2103_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + } +] \ No newline at end of file diff --git a/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-30-43-814Z.json b/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-30-43-814Z.json new file mode 100644 index 0000000..d54181f --- /dev/null +++ b/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-30-43-814Z.json @@ -0,0 +1,23135 @@ +[ + { + "id": 2507, + "rule_id": "pdf_skill_1_warriors", + "title": "warriors", + "content": "warriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions nodangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2508, + "rule_id": "pdf_skill_2_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2509, + "rule_id": "pdf_skill_3_ross_watson", + "title": "Ross Watson", + "content": "Written and Developed by\nOwen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2510, + "rule_id": "pdf_skill_4_additional_writing", + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2511, + "rule_id": "pdf_skill_5_interior_art", + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton,\nDave Gallagher, David Griffith, Des Hanley, Nikolaus\nIngeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev,\nKarl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese,\nWinona Nelson, Hector Ortíz, Michael Phillippi, Roberto\nRicci, Karl Richardson, Skysoul Studios, Adrian Smith,\nOliver Specht, and Theo Stylianides", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2512, + "rule_id": "pdf_skill_6_special_thanks", + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters (see page\n396 for a complete list), especially Les Hedges of “No Guts, No\nGlory,” who will be forever remembered as an inspiration and best\nfriend to all who met him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2513, + "rule_id": "pdf_skill_7_usa", + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2514, + "rule_id": "pdf_skill_8_contents", + "title": "Contents", + "content": "Foreword\b6\nYou Shall Know No Fear .......................................................8\nWhat is a Roleplaying Game? ...............................................8\nWhat’s in this book? ...............................................................9\nGame Dice ............................................................................ 10\nThe Space Marines ............................................................... 11\nThe Origins of The Space Marines ................................. 11\nThe Codex Astartes ........................................................... 12\nConditioning ...................................................................... 16\nThe Path of the Space Marine ......................................... 19\nMasters of the Chapter ..................................................... 20\nChapter\bI:\bCharacter\bCreation\b22\nCreating your Deathwatch Space Marine ......................... 22\nGenerating Characteristics ................................................ 25\nNature .................................................................................. 31\nDemeanours ........................................................................ 32\nUsing Demeanours .......................................................... 32\nName ................................................................................... 34\nRoleplaying as a Space Marine ........................................ 35\nSpace Marine Abilities ......................................................... 36\nThe Black Templars ........................................................... 38\nEternal Crusaders ............................................................ 39\nRighteous Zeal ...................................................... .......... 39\nCombat Doctrine ............................................................. 39\nThe Blood Angels .............................................................. 41\nThe World of Blood ........................................................ 41\nThe Sons of Sanguinius .................................................. 42\nCombat Doctrine ............................................................. 43\nThe Dark Angels ................................................................ 44\nCaliban ............................................................................. 44\nThe Inner Circle .............................................................. 44\nCombat Doctrine ............................................................. 45\nThe Space Wolves .............................................................. 47\nLand of Fire and Ice ........................................................ 47\nThe Trials ......................................................................... 47\nCombat Doctrine ............................................................. 48\nStorm Wardens ................................................................... 50\nThe World of Storms ...................................................... 50\nThe Way of Honour ........................................................ 51\nCombat Doctrine ............................................................. 51\nThe Ultramarines ............................................................... 53\nThe Realm of Ultramar ................................................... 53\nDuty and Honour ............................................................ 54\nCombat Doctrine ............................................................. 54\nChapter\bII:\bSpecialties\b56\nGetting Started ..................................................................... 56\nSpeciality Format .................................................................. 56\nCharacter Advancements ..................................................... 57\nRanks ..................................................................................... 57\nSkill and Talent Advances ................................................. 58\nGeneral Space Marine Advances ...................................... 60\nDeathwatch Advances ....................................................... 64\nChapter Advances .............................................................. 66\nDeathwatch Apothecary ...................................................... 68\nDeathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nDeathwatch Tactical Marine .............................................. 84\nDeathwatch Techmarine ..................................................... 88\nChapter\bIII:\bSkills\b92\nGaining Skills ....................................................................... 92\nSkill Mastery ...................................................................... 92\nBasic and Advanced Skills .................................................. 92\nSkill Descriptors ................................................................... 94\nSkill Groups .......................................................................... 94\nSpecial Uses .......................................................................... 94\nSkill Descriptions ................................................................. 94\nChapter\bIV:\bTalents\b&\bTraits\b108\nGaining Talents ..................................................................108\nTalent Groups .....................................................................108\nTalent Prerequisites ............................................................108\nTalent Descriptions ............................................................112\nTraits ....................................................................................130\nTrait Descriptions ...............................................................130\nChapter\bV:\bArmoury\b138\nRequisition ..........................................................................138\nRenown ...............................................................................139\nCraftsmanship .....................................................................140\nWeapons ..............................................................................140\nAstartes Weapons .............................................................142\nWeapon Special Qualities ..................................................142\nBolt Weapons ......................................................................146\nPlasma Weapons .................................................................147\nMelta Weapons ...................................................................148\nFlame Weapons ...................................................................148\nSolid Projectile Weapons ..................................................149\nLas Weapons .......................................................................149\nGrenades and Missiles .......................................................150\nLaunchers ............................................................................152\nExotic Weapons ..................................................................152\nMelee Weapons ..................................................................153\nChain Weapons ..................................................................153\nPower Weapons ..................................................................154\nForce Weapons....................................................................155\nTraditional Weapons ..........................................................156\nWeapon Upgrades ..............................................................156\nAmmunition ........................................................................158\nSpecial Issue Ammunition .................................................159\nArmour ................................................................................160\nAstartes Power Armour......................................................160\nOther Armour .....................................................................164\nForce Fields .........................................................................166\nRelics ...................................................................................167\nChapter Relics ....................................................................167\nDeathwatch Relics ..............................................................168\nChapter Trappings .............................................................169\nWargear ...............................................................................171\nDrugs and Consumables....................................................172\nTools ....................................................................................173\nCybernetics .........................................................................176", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2515, + "rule_id": "pdf_skill_9_chaos_heretic_troops", + "title": "Chaos Heretic (Troops) ...................................................364", + "content": "The Tau ...............................................................................365", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2516, + "rule_id": "pdf_skill_10_tau_fire_warriors_troops", + "title": "Tau Fire Warriors (Troops) .............................................368", + "content": "Tyranids ...............................................................................369", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2517, + "rule_id": "pdf_skill_11_termagant_troops", + "title": "Termagant (Troops) .........................................................371", + "content": "Tyranid Weapons ............................................................372\nNon-player Characters ......................................................374\nChapter\bXIV:\bExtraction\b378\nGM’s Briefing .....................................................................378\nPyroclast-Gamma-9 ...........................................................380\nMission to Tantalus ............................................................382\nPlanetfall .............................................................................382\nThe Mission Briefing .........................................................382\nSeek, Locate, Destroy ........................................................383\nTyranid Encounters ............................................................383\nMap Locations ....................................................................385\nExit Strategy .......................................................................390\nTantalus Dies ......................................................................390\nRewards ..............................................................................390\nFurther Adventures ............................................................390\nNPCs & Antagonists ..........................................................391", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2518, + "rule_id": "pdf_skill_12_tabletop_battlegame_has_been", + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2519, + "rule_id": "pdf_skill_13_dark_heresy_book_and", + "title": "Dark heresy book and", + "content": "the grim darkness of the far future could now be explored by\nlegions of roleplaying enthusiasts. The popularity of Dark\nheresy outstripped all expectations, and it was clear that the\nidea of roleplaying in the 41st Millennium was as strong, if\nnot stronger than it had ever been. The subsequent licensing\nof the property to Fantasy Flight Games first consolidated and\nthen built on this success, in somewhat spectacular fashion it\nhas to be said. FFG have already produced a string of high\nquality supplements for Dark heresy and in 2009 launched\nrogue traDer, the second core rulebook in the series,\nand associated supplements. With this amazing wealth of\nmaterial and the growing popularity of both strands, it is now\ndifficult to imagine a roleplaying scene without a Warhammer\n40,000 presence.\nThis volume, Deathwatch, completes the triptych of 40K\nRoleplay core rulebooks and introduces the Space Marines.\nThat this book is devoted to the Adeptus Astartes explains\nto some extent the structure of the whole 40K roleplay line.\nAs I said earlier, a few years ago a small group of people at\nGames Workshop began to think seriously about how we\nmight actually publish a 40K roleplaying game. There was, if\nI recall, much excitement and quite a few proposals as to how\nwe might approach such a venture. Broadly speaking these\nproposals fell into one of two camps. On the one side was the\nopinion that because Space Marines were so powerful in the\nsetting it made no sense to have them being featured alongside\nother characters at low levels of play and that therefore\nincluding them at all would simply unbalance the game. On\nthe other side was the opinion that a 40K game without\nSpace Marines was just unthinkable and that the game would\nhave little interest if they were left out. So did we publish a\n40K roleplaying game with or without Space Marines? The\nsolution we eventually settled upon was to do both!\nIn fact, we went one further and sketched out a plan that\nadded a third core rulebook to the set. This gave us, on paper\nat least, an interesting progression through the universe of\nthe 41st Millennium and through the power levels of the\nplayer characters. We also gave tentative themes and titles to\nthe three core rulebooks.\nDark heresy would introduce the\nuniverse to roleplayers and provide a very strong environment\nfor developing low level, inexperienced characters under the\naegis of the Inquisition (a format very much inspired by the\nearlier and perfectly successful tabletop game InquIsItor\nby Games Workshop). rogue traDer would expand the\ngame’s horizons and introduce higher level characters and\nadventures and maybe the first look at a playable Space\nMarine. Finally Deathwatch would present the Space Marines\nin all of their glory—the ultimate warriors facing the most\ndangerous challenges.\nAs it turned out, the GW team only got to do part one of\nthe set and that book along with the plan we had sketched\nout was offered to FFG when they acquired the license. To\nour delight, they liked both\nDark heresy and our plan and\nimmediately set about turning parts two and three into a reality.\nIn the course of doing this it has been inevitable that Ross\nand his teams have had to adapt those initial ideas somewhat.\nAs well as making some essential changes and developments\nthey have added an enormous amount of original material of\ntheir own devising to the final fleshed-out products. This has\nresulted in the most amazing series of roleplaying books, as\nyou can no doubt ascertain for yourself by examining the book\nin your hands right now. This realisation of those early ideas\nin such a high quality fashion and the dedication and ongoing\ncommitment of FFG to the property is immensely satisfying to\nthose of us at GW who were involved in those early planning\nmeetings. It is good to know that the ‘Holy Grail’ has not\nonly been grasped but that it is in such talented hands. The\n41st Millennium may be grim and dark but the future of 40K\nroleplaying looks very bright indeed.\nAlan Merrett,\nGames Workshop 2010", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2520, + "rule_id": "pdf_skill_14_roleplaying_opportunities", + "title": "roleplaying opportunities", + "content": "presented by the unique\ncomposition of the\nDeathwatch itself;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2521, + "rule_id": "pdf_skill_15_powerful_and_successful", + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2522, + "rule_id": "pdf_skill_16_in_a_roleplaying_game_rpg_y", + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2523, + "rule_id": "pdf_skill_17_much_more_exciting_when", + "title": "much more exciting when", + "content": "the slightest misstep (or\nbad dice roll!) may result\nin your character falling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2524, + "rule_id": "pdf_skill_18_like_deathwatch_may", + "title": "like Deathwatch may", + "content": "appear to have a lot of\nrules. However, you will\nsoon see that the rules are\nactually quite simple,\neasy to remember, and\noften very intuitive.\nTo adjudicate\nthese rules,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2525, + "rule_id": "pdf_skill_19_a_game_master_or_gm_the_gm", + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2526, + "rule_id": "pdf_skill_20_as_the_player_characters_pcs", + "title": "as the Player Characters (PCs). During the game, the players", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2527, + "rule_id": "pdf_skill_21_gm_who_then_decides_based_on", + "title": "GM, who then decides (based on the rules) whether those", + "content": "actions succeed or fail, and how the character’s words and\ndeeds affect the game’s story.\nWHAT’S IN THIS bOOK?\nDeathwatch is divided into fifteen chapters. They are:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2528, + "rule_id": "pdf_skill_22_introduction", + "title": "IntroductIon", + "content": "The section you are reading right now. It provides an overview\nof Deathwatch and roleplaying in general.\nchapter I: character creatIon\nThis chapter takes you step by step through the process of\ncreating your character for this game.\nchapter II: SpecIalItIeS\nSpecialities describe your character’s role within the\nDeathwatch and what you do for your Kill-team. This chapter\ndetails all the various Specialities and also explains how you\ncan improve and develop your character through game play.\nchapter III: SkIllS\nFrom Awareness to Tactics, every character has a variety of\nlearned skills that they can employ. This chapter describes\nthese skills in detail.\nchapter IV: talentS & traItS\nEvery character also has certain special abilities that make\nhim unique, such as Bolter Drill or Preternatural Speed. This\nchapter describes all of those Talents and Traits.\nchapter V: armoury\nThis chapter describes some of the tools, trappings, weapons,\nand armour your Space Marine may use or encounter.\nchapter VI: pSychIc powerS\nThe unnatural powers of the mind can be both rewarding and\ndangerous. The psychic abilities of a Space Marine Librarian are\nunlike those of any other psyker, and this chapter explains what\nthose powers are... and what happens when things go wrong.\nchapter VII: playIng the game\nThis chapter explains how to make Skill Tests, spend Fate\nPoints, and perform other rules-related actions.\nchapter VIII: combat\nIn Deathwatch, you will often have to face alien enemies\non the field of war. This chapter tells you how to create and\noversee such a battle in the game.\nchapter IX: the game maSter\nThe GM has a special role to play in any roleplaying game,\nand this chapter explains how best to fulfil that role. In\naddition to advice on how to run a Deathwatch game, this\nchapter also contains rules for insanity and experience.\nchapter X: the ImperIum\nThis chapter describes the Imperium of Man in the 41st\nMillennium in all its decaying, war-torn glory.\nchapter XI: the deathwatch\nThe Deathwatch is an elite organisation of Space Marines drawn\nfrom all over the galaxy. This chapter provides key background\ndetails about the Deathwatch itself, from its origins to the\nmysteries and secrets that surround this enigmatic group.\nchapter XII: the JerIcho reach\nThe Jericho Reach is the core setting for Deathwatch. This\nchapter provides an overview of the Reach and then provides\ndetailed information on certain significant areas, such as\nWatch Fortress Erioch, the Achilus Crusade, and the three\nSalients. This chapter should give the GM plenty of material\nto work with when running a Deathwatch campaign.\nchapter XIII: adVerSarIeS\nThe galaxy is fraught with all manner of deadly creatures, and\nthis chapter provides background and game rules for various\nadversaries that can be found in the Jericho Reach.\nchapter XIV: eXtractIon\nThis book includes an adventure that is optimal for starting\nDeathwatch characters. It involves a race against time to\nrecover precious knowledge in the face of great danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2529, + "rule_id": "pdf_skill_23_example", + "title": "eXample", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a\nfrag grenade which inflicts 2d10 explosive Damage. The GM rolls\ntwo ten-sided dice, resulting in a 9 on one die and a 7 on the other.\nThese results are added together for a total of 16 points of Damage.\nSometimes, the rules require\na roll of 1d5. To make this kind\nof dice roll, simply roll a tentwo, and round up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2530, + "rule_id": "pdf_skill_24_example", + "title": "eXample", + "content": "The exploding frag grenade was powerful enough to deal one point\nof Critical Damage to Atreus’s body. Consulting the appropriate\nCritical Damage table, the GM discovers that Atreus is going to\nbe knocked backward 1d5 metres. He rolls a ten-sided die and gets\na result of 5, which is treated as a result of three (5/2 = 2.5,\nrounded up to 3). Poor Atreus is knocked backwards three metres\nby the blast.\nTable A–1: Percentage Roll Examples\n“Tens” Die “Ones” Die Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2531, + "rule_id": "pdf_skill_25_play_deathwatch", + "title": "play Deathwatch", + "content": "When you’re ready to start playing Deathwatch, you’ll\nneed the following items:\n• This rulebook\n• Three or more people to play the game", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2532, + "rule_id": "pdf_skill_26_some_ten_sided_dice_two_or", + "title": "• Some ten-sided dice (two or more per player)", + "content": "• Paper\n• Pencils and an eraser\n• Snacks, drinks, etc.\nYou should be able to find ten-sided dice in the shop\nwhere you bought this book, or failing that, there are\nmany internet stores that sell these dice in a variety\nof different colours and finishes. If you have access\nto a photocopier, you may like to copy the character\nsheet at the back of this book for each member of your\ngroup to use, though this isn’t essential. (You can also\ndownload free printable character sheets from our\nwebsite at www.FantasyFlightGames.com.)\nTo help visualise the action, you may wish to use\nsuitable miniatures to represent your characters and\nenemies during combat. Games Workshop’s own\nCitadel range of Warhammer 40,000 miniatures are\nideal for this task. See www.games-workshop.com for\nmore details and nearest stockists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2533, + "rule_id": "pdf_skill_27_marines", + "title": "Marines", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin a firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of Man. So shall it be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2534, + "rule_id": "pdf_skill_28_space_marines", + "title": "SPAcE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought\nto be in existence, a blessed few can trace their beginnings back\nto a time more than ten thousand years ago, when the Emperor\nof Mankind still walked among men. In those days, the Emperor\ncreated the Primarchs, twenty immortal superbeings who were\nto be his generals and comrades during the Great Crusade to\nreunite the scattered and long-isolated Human worlds. The\nPrimarchs wielded powers the like of which are not known\nin the universe today. The first Space Marines of the nascent\nImperium were also the creation of that period, each made using\nthe genetic inheritance of one of the Primarchs, albeit diluted a\nhundred times for no human body could contain such power.\nEach Primarch led a Legion of Space Marines, each a formation\nconsiderably larger than the later Space Marine Chapters.\nThe names of many of the Primarchs echo down the\nmillennia, and the tales of their deeds are legendary. Names\nsuch as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to\nthat afforded the Emperor himself. Other names are cursed\nwherever men gather, for many Primarchs rebelled against the\nEmperor and followed Horus, mightiest of their number, when\nhe raised his standard against Mankind.\nAt the very height of the Emperor’s Great Crusade, Horus\nled his Traitor Legions against those who stood loyal at the\nEmperor’s side. Worlds burned in the name of the Dark Gods,\nand a terror unlike any seen before was unleashed. Much of the\ntruth of these times has been lost, obscured by the mists of time\nor embellished to the point where giants bestrode worlds with\nthunderous steps and the planets themselves cracked and split\nat their tread.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2535, + "rule_id": "pdf_skill_29_12", + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsewas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the genebeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2536, + "rule_id": "pdf_skill_30_the_codex_astartes", + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2537, + "rule_id": "pdf_skill_31_prelude_the_codex_astartes", + "title": "–Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the\nfoundations of the Imperium were laid down. The first High\nLords of Terra established the structure by which the Adeptus\nTerra operated, and described the feudal responsibilities and\nduties of the planetary lords. One of the most important\naccomplishments was the reorganisation of the Imperium’s\nfighting forces. This was undertaken almost single-handedly by\nthe Primarch of the Ultramarines Legion, Roboute Guilliman,\nwho with characteristic speed and efficiency codified the\nstructure of the Imperial Guard, the Imperial Navy, and\nthe Space Marines. Of all of his works, the most influential\nis the Codex Astartes, the great prescriptive tome that lays\ndown the basic organisational and tactical rules for the Space\nMarine Chapters.\nThe Codex Astartes decreed that Space Marines would\nbe created and trained over a controlled period of time.\nThe genetic banks used to cultivate the implants that turn a\nnormal man into a mighty Space Marine would be carefully\nmonitored, and cultivated organs would be subject to the most\nstringent tests of purity. Young initiates would undergo rigorous\ntrials of physical and psychological suitability before they\nwere accepted, and only those of the highest calibre would\nbe chosen.\nOn Earth, the Adeptus Terra created genetic repositories\nto produce and store Space Marine gene-seed. These banks\nwere used to provide all new gene-seed for Space Marines\nand, to prevent cross-contamination, the genetic material of\neach of the old Legions was isolated. Henceforth, the new\nSpace Marine Chapters would receive gene-seed only from\ntheir own genetic stock.\nThe gene-seed of the Traitor Legions was placed under a\ntime-locked stasis seal, although at the time, many believed\nthese dangerous stocks should be destroyed. By taking direct\ncontrol of the genetic stocks, the Adepts of Terra could\nultimately control the Space Marines. Now they alone had the\npower to destroy or create Space Marine chapters at will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2538, + "rule_id": "pdf_skill_32_13", + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2539, + "rule_id": "pdf_skill_33_the_codex_astartes_the_so_cal", + "title": "the Codex Astartes (the so-called Apocrypha of Skaros) gives", + "content": "the total as 23, but does not name them.\nAs a result of the Second Founding, the Ultramarines’ genefoundings. The new Chapters created from the Ultramarines\nare often referred to as the Primogenitors, or ‘first born.’ All\nof the Primogenitor Chapters venerate Roboute Guilliman as\ntheir founding father and patron.\nThe Codex Astartes further defines the tactical roles,\nequipment specifications, and uniform identification markings\nof the Space Marines. These guidelines have evolved over the\ncenturies, and the Codex Astartes of the 41st Millennium is a\nhighly developed treatise combining the wisdom of hundreds\nof military thinkers throughout history. Some of its contents\nseem petty and restrictive, hardly worthy of the great mind\nof a Primarch. Others describe actual battles together with\ncomments on the tactics employed and the decisions of the\ncommanders of the day. As such, the Codex Astartes is revered\nas a holy text, and many Chapters regard its recommendations\nas sanctified by the Emperor himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2540, + "rule_id": "pdf_skill_34_codex_chapters", + "title": "codeX chapterS", + "content": "The Chapters that rigidly follow the word of the Codex\nAstartes are sometimes referred to as Codex Chapters. These\nSpace Marines adhere to the codex as the model for their\norganisation, identification markings and tactical doctrine. Of\nall of the Codex Chapters, the most famous is the Ultramarines,\nthe Chapter of Roboute Guilliman himself. Most Chapters,\nhowever, do not adhere so rigidly to the Codex patterns laid\ndown for organisation, tactical roles, or other processes. Many\nChapters are organised largely according to the Codex, but\nare further shaped by their home world and the personality\nof their Primarch. The Blood Angels and Dark Angels are\nprime examples of this. A small number of Chapters are vastly\ndifferent from the Codex, and owe little or nothing to it at\nall. The most famous of these ‘wild’ Chapters are the Space\nWolves, whose strong-willed Primarch Leman Russ moulded\nhis Chapter very much in his own image irrespective of\nother influences.\nThe Adeptus Terra has never decreed it necessary to\nenforce the Codex absolutely. Indeed, it is doubtful whether\nit could. However, with subsequent foundings, they have\nalways favoured the Ultramarines’ gene-seed and created\nmany new Codex Chapters from their line. With the passage\nof time, some of these Chapters have subsequently strayed\nfrom the strict letter of the Codex, introducing new variations\nbut remaining broadly faithful to the principles laid down by\nRoboute Guilliman many thousands of years before.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2541, + "rule_id": "pdf_skill_35_subsequent_foundings", + "title": "SubSequent FoundIngS", + "content": "The history of the Imperium since the Horus Heresy is not\na continuous story. There have been periods of rebellion\nand anarchy, times when the balance of power has suddenly\nchanged and history has quite literally been rewritten. Many\nof the subsequent foundings of Space Marine Chapters\nbelong to these troubled times, making it almost impossible\nto ascertain when some Chapters have been created. It is\nbelieved that of the one thousand or more Chapters thought\nto be in existence today, more than half are descended from\nthe Ultramarines, either directly or through one of the\nPrimogenitor Chapters of the Second Founding.\nIt is not known how many new Chapters were created by\nthe Second Founding. Many records were lost during the Age\nof Apostasy, a troubled time that bestrides the history of the\nImperium like an impenetrable veil. In all likelihood, some of\nthe Chapters created during the Second Founding have since", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2542, + "rule_id": "pdf_skill_36_14", + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2543, + "rule_id": "pdf_skill_37_selection_and_initiation", + "title": "SelectIon and InItIatIon", + "content": "Each Chapter has its own methods of recruiting young warriors\nto fill its ranks. Many are based on a single homeworld and\nrecruit solely from that populace, setting trials and tests for\nprospective candidates to weed out all but the strongest and the\nmost faithful. These worlds are often technologically backward\nwith strong militaristic societies, where male children who show\npotential are pushed harder and harder, that they may one day\nhave a chance to join the ranks of the Space Marines, who are\noften known to such peoples as ‘star warriors’, ‘sky knights,’ or\nsimilar names. Because feral worlds are rough, primitive, and\nuntamed, their inhabitants invariably provide excellent recruits.\nFor true aggression and nigh-psychotic killer-instinct, however,\nfew recruits can best the murderous city-scum that roam the\ndarkest pits of the Hive worlds. Driven to extremes of violence\nby the pressures of hive world living, these merciless killers\nare usually ignored by the authorities. They make ideal Space\nMarine recruits, and whole gangs of city-scum are sometimes\nhunted down and made to undergo the trials. Some recruits are\ndrawn from the more civilised worlds of the Imperium, but not\nvery many.\nThose planets used by the Space Marines as recruiting\nworlds are observed closely by the Chapter’s Apothecaries and\nChaplains. The population’s genetic purity must be maintained,\nin order to conserve those qualities that serve the Space Marines’\npurposes best. Their spiritual health is also maintained, to ensure\nthat no trace of the influence of the Ruinous Powers becomes\nmanifest. Such observations are in general carried out from a\ndistance, and it is rare for the society to have any direct contact", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2544, + "rule_id": "pdf_skill_38_15", + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2545, + "rule_id": "pdf_skill_39_genetic_initiation", + "title": "genetIc InItIatIon", + "content": "The trials in which an aspirant must participate before being\naccepted as a Neophyte are harsh and arduous, yet the process\nby which he will become a Space Marine is many times more\ngruelling. Over the course of several years, the youth will be\nsurgically altered, a number of unique organs implanted into\nhis body, turning him slowly into a Space Marine. Although\nmuch diluted, each of these organs is drawn from the genetic\nstock of one of the first Primarchs, and through him, of the\nEmperor himself. Thus, the Space Marines are the descendants\nand inheritors of the Master of Mankind.\nThe various implants cause vital changes in the recipient’s\nphysique and mental state. Many of these changes are controlled\nby natural hormonal secretions and growth patterns. Implants\nmay not prove effective, or may not become fully-functional,\nif they are implanted once the recipient has reached certain\nstages of natural development. It is therefore inevitable that\nrecruits must be reasonably young. Tissue compatibility is also\nessential, otherwise organs may fail to develop properly.\nThe third consideration is mental suitability. Several of the\nimplants will only develop to a usable condition under the\nstimulus of hypnotic-suggestion. A recruit must therefore be\nsusceptible to this particular treatment.\nThese conditions mean that only a small proportion of\naspirants prove suitable to become Space Marines, even if\nthey survive the trials. They must be male, because zygotes\nare keyed to male hormones and tissue types, hence the need\nfor tissue compatibility tests and psychological screening. If\nthese prove successful, a candidate becomes a Neophyte. With\nthe completion of organ implantation and attendant chemical\nand hypnotic training, the subject is ready to take his place in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2546, + "rule_id": "pdf_skill_40_the_tenth_scout_company_a_s", + "title": "the Tenth (Scout) Company. A Space Marine normally joins", + "content": "the ranks between the ages of sixteen and eighteen, but such\nare the hormonal changes induced by the process of creating\na Space Marine that recruits are physically fully grown\nbefore then.\nAlthough the Chapters are careful to select only the\nmost suitable candidates, not all Neophytes survive the\nprocess to be initiated as full Space Marines. If an implant\nfails to develop properly, it is likely that a Space Marine’s\nmetabolism will become gravely unstable. He may fall into\na catatonic state or suffer bouts of hyperactivity. In either\nevent, he will probably die. Those unfortunates who do not\ndie almost invariably suffer mental damage, degenerating into\nhomicidal maniacs or gibbering idiots. When a Chapter is\nat full strength, these misfits may be put out of their misery.\nHowever, if the Chapter is short of Space Marines, they may\nbe allowed to live and may be placed within their own special\nunits. Those who display controllable psychotic tendencies\ncan be recruited into suicide assault squads.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2547, + "rule_id": "pdf_skill_41_16", + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2548, + "rule_id": "pdf_skill_42_conditioning", + "title": "cONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte\nundergoes chemical treatment, psychological conditioning,\nand subconscious hypnotherapy, all the while spending\nevery waking hour honing his combat skills with ceaseless\nbattle training.\nUntil his initiation as a Battle-Brother, a Neophyte must\nsubmit to constant tests and examinations. The newly implanted\norgans must be monitored very carefully, imbalances corrected,\nand any sign of corrupt development treated. This chemical\ntreatment is reduced after completion of the initiation process,\nbut it never ends. Space Marines undergo periodic treatment for\nthe rest of their lives in order to maintain a stable metabolism.\nTo this end, power armour contains extensive monitoring and\ndrug dispensation equipment.\nAs the super-enhanced body grows, the recipient must learn\nhow to use his new skills. Some of the implants, specifically\nthe Catalespean Node and Occulobe, can only function once\ncorrect hypnotherapy has been administered. Hypnotherapy\nis not always as effective as chemical treatment, but it can\nhave substantial results. If a Space Marine can be taught how\nto control his own metabolism, his dependence on drugs is\nlessened. The process is undertaken in a machine called a\nhypnomat. Space Marines are placed in a state of hypnosis and\nsubjected to visual and aural images in order to awaken their\nminds to their unconscious metabolic processes.\nA Space Marine is more than a human with extraordinary\npowers. Just as their bodies receive nineteen separate implants,\nso their minds are altered to release the latent powers within.\nThese mental powers are, if anything, more extraordinary\nthan even the physical powers endowed by the implants. For\nexample, a Space Marine can control his senses and nervous\nsystem to a remarkable degree, and can consequently endure\npain that would kill a normal man. A Space Marine can also\nthink and react at lightning speeds. Memory training is an\nimportant part of the indoctrination as well. Some Space\nMarines develop photographic memories. Space Marines vary\nin intelligence as do other men, and their individual mental\nabilities vary in degree.\nThe very first stage in the process is the implantation of\nthe Secondary\bHeart, normally between the age of ten\nand fourteen. This is capable of boosting the blood supply\nor sustaining full life functions even after the destruction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2549, + "rule_id": "pdf_skill_43_17", + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2550, + "rule_id": "pdf_skill_44_18", + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of genecorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2551, + "rule_id": "pdf_skill_45_marine", + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2552, + "rule_id": "pdf_skill_46_to_these_three_squad_types_th", + "title": "to these three squad types, the First (Veteran) Company can be", + "content": "formed into Terminator or Veteran squads, while the Scouts\nof the Tenth Company are always fielded as Scout squads. All\nSpace Marine squad types, with the exception of the Scouts,\nnominally consist of ten troopers, but they can be divided\ninto two separate combat squads in battle. This gives each\nunit a further degree of flexibility in action.\nA warrior accepted into the Chapter’s ranks will serve\nin many roles, starting out as a young Scout in the Tenth\nCompany and, if fate favours him, progressing through the\nranks serving as Devastator, Assault Marine, Tactical Marine\nand, if he is exceptionally bold, eventually earning the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2553, + "rule_id": "pdf_skill_47_honour_of_serving_in_the_first", + "title": "honour of serving in the First (Veteran) Company. A favoured", + "content": "few excel even this great honour and join the ranks of the\nChapter’s masters, leading their fellows into the blood and\nfury of battle.\nThe first step along the path to becoming a mighty hero\nof the Chapter is service in one of the Scout squads of the\nTenth Company. Scout squads consist of a Space Marine\nSergeant and four to nine Scouts. The role of the Sergeant\nis to train the Scouts and lead them in battle. Only Sergeants\nof considerable experience and status are designated for this\nrole. Scouts attend to every word their Sergeant utters, for it is\nsaid that he has forgotten more of war than many more senior\nofficers will ever learn.\nWhilst serving as a Scout, a Neophyte learns the most\nsubtle arts of war. In a range of infiltration and reconnaissance\nmissions, he learns how to approach and observe the enemy.\nInformation gathered in such missions is passed back to the\nmain battle force. The Scouts get their first taste of combat\nby way of carefully placed ambushes, the Scout Sergeant\ndrawing on centuries of experience to deploy his charges in\nsuch a manner as to teach them as valuable a lesson as the\nenemy. Unlike that enemy, the Scouts learn valuable skills in\nsuch combats—the enemy earns nothing more than a quick\ndeath, for even a Neophyte Space Marine is a puissant warrior\ncompared to a mortal man.\nA Space Marine serving in a Devastator squad may only\nrecently have completed his service in the Tenth Company\nand been initiated as a Space Marine. It will be his first\nexperience of fighting in power armour. When first assigned\nto such a squad, the Space Marine will bear a bolter and\ngrenades and fulfil a support role within the squad, providing\nclose support to those Battle-Brothers armed with heavy\nweapons, identifying targets and being close at hand to\nproffer ammunition and to take up the weapons of any who\nshould fall. Only when he has proven himself steady and\nreliable in battle will the Space Marine be entrusted with one\nof the Chapter’s mighty heavy weapons, which he will come\nto master over the course of several hundred battles.\nDevastator squads consist of a Sergeant and nine Space\nMarines. Up to four Space Marines may be armed with heavy\nweapons, whilst the remainder will carry bolters. This is\nthe most heavily armed type of Space Marine squad of all,\nand they are deployed wherever overwhelming firepower is\nneeded, especially when the Chapter faces enemy tanks or\nfortified positions.\nHaving proved himself steadfast and disciplined in the\nDevastator squads, a Space Marine will in time earn himself\na place in an Assault squad. Here the Space Marine comes\nto master the application of overwhelming force, taking the\nfight directly to the enemy’s strong points. He embraces the\ncontrolled savagery of close combat and looks his enemy in\nthe eye as he deals him death. Assault squads are specialists\nat fighting in hand-to-hand combat. Each squad consists\nof a Sergeant and nine Space Marines all equipped with\njump packs and armed with a close combat weapon in each\nhand. Common armament consists of a bolt pistol and a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2554, + "rule_id": "pdf_skill_48_20", + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven Battlecan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2555, + "rule_id": "pdf_skill_49_creation", + "title": "Creation", + "content": "“The enemies of the Emperor fear many things. They fear discovery,\ndefeat, despair, and death. Yet there is one thing they fear above all\nothers. They fear the wrath of the Space Marines!”\n–Imperial Maxim", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2556, + "rule_id": "pdf_skill_50_space_marine", + "title": "Space Marine", + "content": "“Space Marines are men in the same way a knife is a piece of metal.\nSpace Marines are forged, not born. They are the finest weapons of\nthe Emperor’s will.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2557, + "rule_id": "pdf_skill_51_provided_in_this_book_see_pag", + "title": "provided in this book (see page 397).", + "content": "• All Space Marines have many special implants that give\nthem special bonuses and abilities. These bonuses are\nincluded on the character sheet provided in this book,\nand are summarised on page 16. For detailed information\non these implants, see page 36.\n• All Space Marines seconded to the Deathwatch begin with\nSkills and Talents granted by special hypno-conditioning\nand training, represented by the Deathwatch Training", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2558, + "rule_id": "pdf_skill_52_talent_and_access_to_the_forbi", + "title": "Talent and access to the Forbidden Lore (Xenos) Skill.", + "content": "These have already been marked for you on the character\nsheet provided in this book.\nStage 2: SeleCt Chapter\nThe next step in creating your character is to determine your\nSpace Marine’s home Chapter. A Chapter is a self-contained\nSpace Marine force that has been your character’s home for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2559, + "rule_id": "pdf_skill_53_decades_if_not_centuries_t", + "title": "decades (if not centuries!). The Imperium is a vast civilisation,", + "content": "and by the time your character begins his adventures in the\nDeathwatch, he has been influenced by many factors, chief\namongst them the beliefs and traditions of his home Chapter.\nIn this book, the available Chapters include: Black Templars,\nBlood Angels, Dark Angels, Space Wolves, Storm Wardens,\nand Ultramarines. Many more Chapters exist in the Warhammer\n40,000 Universe, and future Deathwatch sourcebooks will\nexpand the available Chapters and provide other options to\nenhance this step of character creation.\n• When you choose your character’s Chapter, this decision\naffects his personality, his characteristics, and his combat\nabilities. The Chapters are listed on pages 38–54.\n• Each Chapter modifies your character’s Characteristics.\nAdd the bonuses from your Chapter to the appropriate\nCharacteristics on your character sheet.\n• The culture and gene-seed of a Space Marine’s Chapter\ngrants him a Solo Mode Ability. Write down the name\nof this ability on your character sheet. See page 215 for\nmore on Solo Mode Abilities.\n• All Space Marines of a particular Chapter possess a\nDemeanour that embodies the beliefs and traditions of\nthat Chapter. Write down the name of this Demeanour\non your character sheet. See page 32 for more\non Demeanours.\nStage 3: SeleCt SpeCialitY\nWhile your Chapter and Characteristics are important for\nunderstanding your character, it is your Speciality that defines\nyour character’s function within the game. Deathwatch has\nsix Specialities: Deathwatch Apothecary, Deathwatch Assault\nMarine, Deathwatch Devastator Marine, Deathwatch Librarian,\nDeathwatch Tactical Marine, and Deathwatch Techmarine. As\nyou play the game, your Rank within your Speciality will\nincrease. This opens doors to a host of new options, giving\nyou the means to customise your Space Marine.\n• Space Marine characters each have a Speciality that\nrepresents their role in the Kill-team. Choose one from\nthe options on pages 68-90.\n• Most Specialities include at least one Skill that the Space\nMarine gains during character creation. Note this down\non your character sheet.\n• Each Speciality has a selection of Special Abilities.\nChoose one and note it down on your character sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2560, + "rule_id": "pdf_skill_54_some_specialities_such_as_l", + "title": "• Some Specialities (such as Librarian and Techmarine)", + "content": "gain further options from their Special Abilities. Read the\nchosen Special Ability carefully to make sure you don’t\nmiss any important choices for your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2561, + "rule_id": "pdf_skill_55_and_custom_chapters", + "title": "anD CuStoM ChapterS", + "content": "There are a number of very famous and distinguished\nChapters of Space Marines in the Warhammer 40,000\nUniverse other than the six presented in this book.\nFuture books for the Deathwatch line will present some\nof thee classic Space Marine Chapters and provide\nmore details on the six Chapters for this book as well.\nIn addition, a future book in the Deathwatch line\nwill provide extensive rules on how to create your own\ncustom Space Marine Chapter!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2562, + "rule_id": "pdf_skill_56_and_experience_points", + "title": "anD experienCe pointS", + "content": "This step is where you can further customise your Space\nMarine. Each character begins play with an amount of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2563, + "rule_id": "pdf_skill_57_experience_points_xp_that_re", + "title": "Experience Points (xp) that reflects his life prior to joining", + "content": "the Deathwatch. You may spend your starting experience\nto purchase new Skills and Talents or to improve your\nCharacteristics. See Chapter II: Specialities for details. This\nstage is also the point where you determine how many Fate\nPoints and Wounds your character has.\n• Determine the Space Marine’s starting wounds by rolling\n1d5 and adding 18 to the result. For more details, see\npage 27.\n• Determine the Space Marine’s starting Fate Points by\nrolling 1d10 and consulting Table 1–2 on page 27.\n• Determine the Space Marine’s movement rates by\nconsulting table 1–3 on page 27. The Space Marine’s\npower armour will increase your Agility Bonus by 1 for\nthis purpose.\n• You may now further customise your Space Marine by\nspending 1,000 experience points on certain Advances.\nSee page 57 for more details. You may purchase Advances\nfrom any combination of the General Space Marine,\nChapter, or Speciality Advance tables, as appropriate for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2564, + "rule_id": "pdf_skill_58_your_rank_you_begin_as_rank_1", + "title": "your Rank (you begin as Rank 1).", + "content": "Stage 5: Starting equipMent\nSpace Marines begin the game with a set of equipment worthy\nof their exceptional talents, gear that makes other warriors\nweep with envy. See Chapter V: Armoury for details on\nyour character’s starting gear based on your Speciality.\n• Every Space Marine has a selection of equipment\nprovided to him. Note the starting equipment for a Space\nMarine and the gear for your chosen Speciality on your\ncharacter sheet.\nStage 6: giving CharaCterS life\nOnce all the numbers are finished with, it is time to flesh\nout your Space Marine. This stage helps you define your\ncharacter’s past, temperaments, beliefs, and more. This step\nis an important one, as it helps you portray the character\nduring game play and makes your Space Marine a unique\nbeing, helping to set him apart from others who may fill a\nsimilar niche. During this step, you also select your character’s\nDemeanours—strong elements of his personality that define\nhim as an individual.\n• Consider your character’s appearance. What colour is his\nhair? Does he have any distinguishing features?\n• Before joining the Deathwatch, your Space Marine\nperformed admirably in the service of his Chapter.\nThese events are what led to his selection to join the\nDeathwatch. Choose or randomly roll for a past history\nevent from the tables on pages 29.\n• Your Space Marine’s power armour has had many owners,\nand it may have some particular quirks. Randomly roll\nfor your power armour’s history and quirks on Table\n5–12 on page 162.\n• Answer the questions on page 31 to flesh out the\npersonality of your Space Marine.\n• Choose a personal Demeanour that best fits your\ncharacter. This can contrast or compliment your Chapter\nDemeanour. Your personal Demeanour may change over\ntime as your character develops during the game.\n• Give your Space Marine a name, either by thinking one\nup on your own or choosing one from Table 1–11 on\npage 34.\nStage 7: plaY DeathwatCh\nWith all of this complete, you are now ready to play\nDeathwatch!\nSpenDing experienCe pointS?\nSeveral of the options in later chapters allow a character\nto spend an amount of Experience Points, abbreviated\nas “xp.” Starting characters in Deathwatch begin with\n1,000 xp that they may spend to purchase an available\noption. See page 57 for more details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2565, + "rule_id": "pdf_skill_59_weapon_skill_ws", + "title": "weapon Skill (wS)", + "content": "Weapon Skill measures your character’s competence in hand-to-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2566, + "rule_id": "pdf_skill_60_ballistic_skill_bs", + "title": "balliStiC Skill (bS)", + "content": "Ballistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2567, + "rule_id": "pdf_skill_61_strength_s", + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2568, + "rule_id": "pdf_skill_62_toughness_t", + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2569, + "rule_id": "pdf_skill_63_agility_ag", + "title": "agilitY (ag)", + "content": "Agility measures your character’s quickness, reflexes,\nand poise.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2570, + "rule_id": "pdf_skill_64_intelligence_int", + "title": "intelligenCe (int)", + "content": "Intelligence is a measurement of your character’s acumen,\nreason, and knowledge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2571, + "rule_id": "pdf_skill_65_perception_per", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2572, + "rule_id": "pdf_skill_66_willpower_wp", + "title": "willpower (wp)", + "content": "Willpower demonstrates your character’s ability to withstand\nthe horrors of war and the dread opponents he is bound to\nencounter in his missions with the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2573, + "rule_id": "pdf_skill_67_fellowship_fel", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2574, + "rule_id": "pdf_skill_68_characteristic_bonuses", + "title": "CharaCteriStiC bonuSeS", + "content": "Each Characteristic has a corresponding bonus. A\nCharacteristic Bonus equals the tens digit of the Characteristic\nscore. For example, a character with a 41 Intelligence has a 4\nIntelligence Bonus. Generally, Characteristic Bonuses are used\nto determine the measure of success or failure in situations or\ntests that have variable results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2575, + "rule_id": "pdf_skill_69_characteristics", + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2576, + "rule_id": "pdf_skill_70_handedness", + "title": "hanDeDneSS", + "content": "Space Marines are naturally ambidextrous, so in\nDeathwatch, it is not important to note which hand is\ndominant. You may, of course, choose that your Space\nMarine prefers to use one hand or the other if you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2577, + "rule_id": "pdf_skill_71_example", + "title": "exaMple", + "content": "Sam is creating a new Deathwatch character, so he rolls 2d10 for\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\na final Weapon Skill of 41. He repeats this process for the rest of his\nCharacteristics, gaining the following results:\nCharacteristic 2d10 Roll Total Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2578, + "rule_id": "pdf_skill_72_fellowship_8_30_38_3", + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2579, + "rule_id": "pdf_skill_73_allocating_points", + "title": "alloCating pointS", + "content": "An alternate method for generating Characteristic\nscores is to give each player a number of Characteristic\npoints that he may assign as he wishes. In this case, the\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristics, adding no more than 20 to any one\nCharacteristic. This method generates characters with\nslightly lower than average scores.\nTable 1–1: Specialities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2580, + "rule_id": "pdf_skill_74_and_experience_points", + "title": "anD experienCe pointS", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin the firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of man. So it shall be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Codex Astartes\nOnce you have determined your Speciality, your next step\nis to note down your character’s Movement, Fate Points,\nand Wounds on your character sheet. Finally, you spend\nyour 1,000 starting Experience Points by referencing the\nappropriate Rank Advances in Chapter II: Specialities\nbefore moving on to the next Stage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2581, + "rule_id": "pdf_skill_75_wounds", + "title": "wounDS", + "content": "Wounds are a vital part of any character and represent how\nmuch punishment he can take before suffering serious injury.\nTo determine your character’s wounds, roll 1d5 and add 18\nto the result. The total number is how many wounds your\ncharacter begins play with.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2582, + "rule_id": "pdf_skill_76_example", + "title": "exaMple", + "content": "Steve’s character is Storn, a Space Wolf. To determine Storn’s starting\nWounds, Steve rolls 1d5 and gets a result of 3. Adding this number", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2583, + "rule_id": "pdf_skill_77_fate_points", + "title": "fate pointS", + "content": "Space Marines are unique individuals that are destined to do\nthe Emperor’s work. Fate represents this special destiny that\nsets this Space Marine apart from the other Battle-Brothers of\nhis Chapter. Roll 1d10 on table 1–2: Fate Points to determine\nyour character’s starting number of Fate Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2584, + "rule_id": "pdf_skill_78_movement", + "title": "MoveMent", + "content": "Characters may move at one of four speeds: Half Move, Full\nMove, Charge, and Run. The number of metres a character may\nmove in his turn is determined by his Agility Bonus. Traits and\nTalents can modify some or all Movement Speeds. For more\ninformation about these modes of Movement, see page 205.\nNote that the Space Marine’s Power Armour improves his\nnormal Agility Bonus for calculating movement rate by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2585, + "rule_id": "pdf_skill_79_starting_experience", + "title": "Starting experienCe", + "content": "All Deathwatch characters begin play with 12,000 xp. This\ninitial amount of xp is considered to have already been spent\nin preparing your character’s abilities to the point where he is\nnow. You do not actually spend these xp; that amount represents your\ncharacter’s pre-existing Characteristics, Skills, and other abilities. This\ninitial xp is primarily of concern when bringing Deathwatch\ncharacters into other Warhammer 40,000 Roleplay games,\nsuch as Dark heresy and rogue traDer, or vice versa.\nBeginning characters also have an additional 1,000 xp\nthat they may spend to increase Characteristics, acquire or\nimprove Skills, acquire new Talents, and so on. Chapter\nII: Specialities describes the cost of these improvements,\nreferred to as Advances, as well as what Advances are available\nbased on your Speciality—you may spend your 1,000 xp on\nany advances from your Chapter Advances, the first rank of\nthe General Space Marine Advances, and the first rank of your\nSpeciality. Because your character has just recently joined the\nDeathwatch, you may not spend your starting xp on Advances\nfrom the Deathwatch Advances. Be sure to note how much\nxp you spend, as spent xp determines your character’s Rank\nwithin his Speciality. When you have finished spending\nyour initial 1,000 xp, your character’s total xp should equal\n13,000, less any XP you have left over (if you purchased less\nthan 1,000 xp worth of Advances).\nTable 1–2: Fate Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2586, + "rule_id": "pdf_skill_80_dice_result_fate_points", + "title": "Dice Result Fate Points", + "content": "1-7 3 Fate Points\n8-9 4 Fate Points\n10 5 Fate Points\nTable 1–3: Movement in Metres Per", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2587, + "rule_id": "pdf_skill_81_hellish_tasks", + "title": "helliSh taSkS", + "content": "The initial 1,000 Experience Points represents the\nfact that your Space Marine has been sent to the\nDeathwatch as a seasoned Battle-Brother amongst his\nhome Chapter. Surviving the difficult missions of the\nDeathwatch is not easy, but rising to and overcoming\nthat challenge rewards the Space Marine with renown\nand glory. If your Game Master is running a campaign\nintended for more experienced characters, he may\ndecide to gift your character with additional starting\nExperience Points and gear. If this is the case, simply\nspend the xp as if you had earned them through play.\nChapter II: Specialities describes this process in detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2588, + "rule_id": "pdf_skill_82_ammunition_not_exceeding_25_r", + "title": "ammunition (not exceeding 25 Requisition per clip)", + "content": "per mission. Note that you must still meet the Renown\nrequirement for this ammunition.\n• Deathwatch Techmarine Standard Issue: Astartes bolter\nwith fire selector, Astartes servo-arm (as a part of his power\narmour), and one other Common craftsmanship cybernetic\n(chosen at character creation). See the Cybernetics section\nfor rules on installing further bionics.\nStage 6: giving CharaCterS life\n“Salute the great Primarch, salute the Emperor, onward to victory!”\n–Lord Macragge\nThe numbers and words you have written down so far are the\nnuts and bolts that define your character’s capabilities. They\nsay little about the character’s past, personality, and other\ndetails that help you and others visualise your Space Marine.\ngenDer & appearanCe\nDue to the special nature of the zygotes that make up a Space\nMarine’s geneseed, all Space Marines are male. Appearance\nencompasses all of your character’s physical traits. Note down\nany special features of your Space Marine’s appearance on\nyour character sheet. Many Space Marines have scars from\npast battles against the Imperium’s numerous foes. Some bear\nspecial service studs implanted into their forehead to mark a\ncentury of service with his Chapter. Space Marines may have\nshort hair, long hair, or can be completely bald; many have a\npiercing gaze or a deep, commanding voice. You should select\nsome of these details or create your own to personalise your\ncharacter’s appearance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2589, + "rule_id": "pdf_skill_83_past_events", + "title": "paSt eventS", + "content": "Your past has had a strong influence on your character (unless,\nof course, your Space Marine has been mind-cleansed!). You\nmay already have a great idea about what has happened to\nyour character before he joined the Deathwatch. If this is the\ncase, go ahead and write it all down. If you would like a little\ninspiration, use the tables below to figure out what happened\nbefore your Space Marine was chosen to attend Watch Fortress\nErioch. To use these tables, find the corresponding one to\nyour Space Marine’s chosen Chapter. Either select one of the\nchoices or roll 1d5 and find the entry that matches the result.\nNote that these entries can be used to help flesh out your\ncharacter’s background and personality. In addition, the GM\ncan use these entries to craft additional encounters involving\nyour character during the Deathwatch campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2590, + "rule_id": "pdf_skill_84_power_armour_history", + "title": "power arMour hiStorY", + "content": "Once you have determined an event in your past, you can move\non to the next step: determining any particular quirks of your\nSpace Marine’s power armour—a suit of ancient armour that\nenhances the Space Marine’s already impressive musculature\nand senses. To a Space Marine, his power armour is a sacred\npiece of gear with its own history and legend. Most power\narmour is quite old and has had numerous wearers before its\ncurrent owner, and the war spirit of such armour tends to\nacquire certain unique characteristics that set it aside from\nthe rest.\nTo determine your power armour’s history or quirks,\nroll on Table 5–12: Power Armour Histories and Quirks on\npage 162.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2591, + "rule_id": "pdf_skill_85_height_and_weight", + "title": "height anD weight", + "content": "Whilst wearing their power armour, an unarmed Space\nMarine typically stands slightly over 2.1 metres tall and\nweighs between 500–1,000 kg. When you visualise\nyour Space Marine character, you should decide if he is\ntaller or shorter, lighter or heavier. Generally speaking,\nSpace Marines rarely vary to a large degree in height or\nweight—your character, however, may have been one\nof those unusual few who is the exception to the rule!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2592, + "rule_id": "pdf_skill_86_nature", + "title": "nature", + "content": "The character creation process provides you with the skeleton\nof your Space Marine. However, these numbers and notes are\nnot the sum total of your character—a vital element remains\nto be added: You! The background details of your character’s\nlife are largely up to you—as is, of course, his personality.\nome people like to develop their characters during play,\nand that is a perfectly reasonable approach. When you start\nto play, it may be enough to know that your character is\na Space Wolf Assault Marine who has been chosen to join\nthe Deathwatch. Many players, however, prefer to work out\nbackground and personality notes before the game begins. If\nyou need some help fleshing out your character, try answering\nthe following six questions. These answers should help you\nfocus your thoughts on the emerging personality and history\nof your Space Marine character.\nwhat iS Your hoMeworlD like?\nYou should consider giving some thought to your character’s\nhomeworld, and the culture he grew up in as well. There are\nmany different types of worlds settled by humanity (see page\n292 for some examples), and each can have an impact on how\na character native to that world thinks and acts. What was\nyour home culture like? Were you born into a feral tribe or\nhive gang? Perhaps you were part of a knightly order, or had\nbeen born into your world’s aristocracy?\nHowever, for a Space Marine, the culture of his home\nworld is not as significant as the beliefs and traditions that\nsurround him after he is recruited into his Chapter. After all,\nlittle more than a decade of his life is spent as a human before\nhe begins to be shaped by the Space Marine Chapter that has\nrecruited him.\nwhat iS Your perSonalitY like?\nThe first thing you should consider is your character’s\ndisposition. What is he like? Fiery and passionate, or earthy\nand practical? Is he pessimistic and cynical or does he\nalways have faith that the best will happen? Answering these\nquestions will help to round out your Space Marine beyond\nthe extremes of his Demeanours. What is your instinctive\nresponse to threats, surprises, or pressure to perform?\nwhY were You SeleCteD for the\nDeathwatCh?\nFor many Chapters, the selection of a Space Marine to join the\nDeathwatch is an honour. Some Chapters consider it to be a\nvery high honour, whilst others believe that service with the\nDeathwatch is little more than a diversion of his true duties\namongst his Battle-Brothers. Your Space Marine was specially\nchosen, and you should give some thought as to what factors\nwere involved with that choice.\nPerhaps you accomplished some particularly difficult\ntask, or defeated an especially dangerous enemy. Perhaps\nyou survived a nigh-unstoppable assault, or were wounded\ndefending an important objective...perhaps even a luminary of\nthe Imperium, such as an Inquisitor or Imperial Commander. It\nis also possible that you have been sent to the Deathwatch as a\nform of exile, perhaps to teach you humility or atone for some\nfailure, real or perceived. Whatever the case, the circumstances\nof your selection to join the Deathwatch will likely colour\nyour opinions and beliefs for some time to come...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2593, + "rule_id": "pdf_skill_87_what_does_the_deathwatch", + "title": "what DoeS the DeathwatCh", + "content": "Mean to You?\nThe Deathwatch is an elite force gathered from Space Marine\nChapters across the galaxy. Its purpose is to hunt the alien\nforces that threaten the Imperium of man, operate in small Killlines, and venture into dark, secret places at the bequest of the\nInquisition. Were it not for the Deathwatch, the Imperium\nwould have long since crumbled into oblivion at the hands of\nheretics, Chaos renegades, and foul xenos.\nHowever, the performance of these duties is often done in\ncontravention of the Codex Astartes, and involves Chapters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2594, + "rule_id": "pdf_skill_88_who_may_be_rivals_or_even_ene", + "title": "who may be rivals (or even enemies) of one another. How does", + "content": "your Space Marine reconcile the differences between how the\nDeathwatch operates and the values of his home Chapter?\nDoes he believe in the purpose of the Deathwatch, or does he\nconsider his assignment a dangerous distraction from the efforts\nof his Chapter? Is his role in the Deathwatch a step down from\nthe authority and rank he enjoyed in his home Chapter, or is\nit a humble reminder of his place in the Emperor’s plan for the\nuniverse? Is service in the Deathwatch an opportunity to gain\ngreat glory, or is it a chance to atone for past sins?\nwhat Do You DeSire?\nSome Space Marines hunger for glory, others for honour.\nWhat are the things that warm your heart through the long\ndark night of the soul? Perhaps a person, or a place, or a\nworld that has been overrun by Tyranids or consigned to\ndestruction? Perhaps you love thrill of taking extreme risks,\nor perhaps you dream of facing a truly worthy opponent in\neither guile or strength. Maybe you prefer the quiet depths\nof your own faith in the God-Emperor, or maybe you enjoy\nnothing more than telling a grand tale of your own exploits.\nwhat Do You hate?\nHatred’s flame burns long and cold, even when all hope is\nextinguished. What will sustain you through violence, horror,\nand death? Do you seek to destroy as many Tyranids as you\ncan find? Do you wish to lay low the renegade Chaos Space\nMarines who slaughtered your closest friends—your Battlenormal humans, or perhaps you simply cannot endure heresy\nagainst the Emperor. Hate is a powerful weapon in the hands\nof the Adeptus Astartes, but it can spread like rot in the heart of\nthe greatest hero, a flaw that may one day act as his doom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2595, + "rule_id": "pdf_skill_89_demeanours", + "title": "Demeanours", + "content": "“Your honour is your life. Let none dispute it.”\n–Captain Navarre of the Black Templars", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2596, + "rule_id": "pdf_skill_90_using_demeanours", + "title": "usinG Demeanours", + "content": "Part of the fun of a roleplaying game involves selecting unique\nchoices personal to one’s own character, and then gaining\nthe benefits of that choice during the game. In this way, a\nDemeanour can be both a particular advantage for the Space\nMarine or portray a challenge he must overcome—and in\nenduring, grow stronger.\nThe Chapter Demeanour represents the beliefs and\ntraditions of your home Chapter. It may also represent\nparticular quirks or mutations of their gene-seed. Your Chapter\nDemeanour is part of the bedrock of your character, and as\nsuch, the Chapter Demeanour does not change. Your Personal\nDemeanour represents a strongly-held set of values or facet\nof your personality. It may be an ideal you strive to live up\nto or a code of honour. However you choose to describe it,\nyour Personal Demeanour is a powerful part of who you are\nand helps set you apart from the other Space Marines of your\nChapter. During the course of the campaign, part of the GM’s\nrole to challenge your personal Demeanour and test your\nvalues. Will you hold true to your beliefs in the face of utter\nevil or seductive temptation? It is natural that your character\nshould grow and change over time, and that should be reflected\nin your Personal Demeanour. You may choose to change your\nPersonal Demeanour at any time you feel it is appropriate...no\none knows your character better than you!\no, in short: Your Chapter Demeanour never changes. Your\nPersonal Demeanour changes with the character’s growth and\ndevelopment as a character during the campaign.\nDemeanours can be triggered by the player to gain a\nbonus in much the same manner as a Fate Point (see page\n204). Unlike spending a Fate Point, however, triggering a\nDemeanour provides a bonus that can then be boosted\nby roleplaying.\ntriggering a DeMeanour\nWhen a Space Marine focuses on the core elements of his\npersonality, calls upon the legacy of his geneseed, or honours\nthe important beliefs and traditions of his Chapter, he becomes\nmore than just another Battle-Brother. He has triggered his\nDemeanour, and thus he becomes a paragon of his own traits\nand those of his Chapter.\nIn order to trigger a Demeanour, the Space Marine player\nneed only announce that he is doing so and apply the\nbenefits. When a Space Marine’s Demeanour is triggered, the\nSpace Marine gains any applicable benefit he would normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2597, + "rule_id": "pdf_skill_91_get_from_spending_a_fate_point", + "title": "get from spending a Fate Point (see page 204). Triggering a", + "content": "Demeanour should be done in a manner that is relevant to\nthe Demeanour, although it is up to the player’s discretion\nas to how he chooses to interpret his Demeanour for\nthe situation.\nTable 1–10: Example Demeanours\nD10 Roll\n(Optional) Name Description\n1 Calculating\nThe Space Marine’s mind is\nhighly analytical, constantly\naware of the pros and cons of\nany decisions he faces.\n2 Gregarious\nThe Space Marine is a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2598, + "rule_id": "pdf_skill_92_charismatic_and_talkative", + "title": "charismatic and talkative", + "content": "sort, one who puts his Battlehumans at ease.\n3 Hot-Blooded\nThe Space Marine is quick to\ntemper and aggressive in all\nthings.\n4 Studious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2599, + "rule_id": "pdf_skill_93_the_space_marine_values", + "title": "The Space Marine values", + "content": "lore and learning, preferring\nto think his way through a\nproblem.\n5 Taciturn\nThe Space Marine is a\nbrooding individual, little\ngiven to conversation.\n6 Pious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2600, + "rule_id": "pdf_skill_94_the_space_marine_cherishes", + "title": "The Space Marine cherishes", + "content": "faith in his Primarch and the\nEmperor above all.\n7 Stoic\nNo test of endurance is too\nmuch for this Space Marine.\n8 Scornful\nPity has no place in this Space\nMarine’s heart.\n9 Ambitious\nThis Space Marine’s gaze is\never-lifted towards his goal.\n10 Proud", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2601, + "rule_id": "pdf_skill_95_example", + "title": "exaMple", + "content": "Ross is playing a Dark Angel Space Marine with the Gregarious\nDemeanour. Ross invokes his Gregarious Demeanour to give him a\n+20 bonus to a Charm Skill Test when discussing tactics with the\nLord Governor of Platea, and convinces the Lord Governor not to\ncommit his forces foolishly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2602, + "rule_id": "pdf_skill_96_improvements", + "title": "iMproveMentS", + "content": "In addition, the benefits of triggering or overcoming the\nDemeanour may be enhanced if the Space Marine player puts\neffort into roleplaying the Demeanour. The player can portray\nhis character either gaining strength from the ideals of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2603, + "rule_id": "pdf_skill_97_demeanour_or_alternately_con", + "title": "Demeanour or (alternately) considering the demeanour as a", + "content": "particular challenge to be overcome. If the Space Marine player\nroleplays his Demeanour well, he can gain an Improvement. An\nImprovement is a doubling of any applicable bonus (gaining a\n+20 bonus to a Test instead of +10, removing 2d5 Damage\ninstead of 1d5, and so forth). For removing Fatigue, an\nImprovement removes all current levels of Fatigue.\nA Space Marine Triggering his Demeanour can add an\nImprovement if the other Space Marine players agree that the\nDemeanour has been roleplayed well. This bonus is meant to\nreward additional effort on the Space Marine player’s part and\nthe appreciation of his efforts by the other Battle-Brothers in\nhis kill-team. A simple method to judge this is to simply ask for\nthe opinion of the other Space Marine players at the table after\nroleplaying the Demeanour. Alternatively, the other players may\noffer a thumbs-up or thumbs-down verdict—if the majority\nagree, the character gains the benefits of the Improvement.\nDeSigner’S note: triggering a DeMeanour\nThe intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic\nand highly memorable moment (a “divine moment of blessed fury”) once per game. The opportunity provided by the\nDemeanour is inextricably linked to the Space Marine’s Chapter and his own unique strength of personality—it is his\nchance to put the spotlight on just how his Chapter is different from those of his Kill-team Battle-Brothers, or (just as\nsignificant) how that particular Space Marine’s personality is expressed. It is recommended to the GM that triggering a\nDemeanour should always have something extremely impressive occur in-game, even if the Space Marine player’s dice\nutterly desert him. A Triggered Demeanour that results in an attack that hits and fails to do damage, for example, could\nstill knock down the enemy—or (should the enemy escape) leave him with a distinctive scar that he will bear forevermore.\nIt is left to the GM’s discretion for the exact effects of this, but it should be suitably epic and reward the Space Marine for\nroleplaying his Demeanour.\nin Your hanDS\nSome players may be used to having the Game Master keep track of a character’s particular strengths and weaknesses.\nHowever, Game Masters have lots to do during a game. The GM manages the story, the pacing, the NPC’s, the challenges,\nand describes the action. It is very easy for a GM to forget an additional detail for each character whilst handling all the\nother myriad aspects of his job. In addition, the player has his Demeanours listed prominently on his own character sheet\nand is far more aware of the effects that the events in the game are having on his character than anyone else. Therefore,\nif Demeanours are meant to come into play regularly during the game, it would be good to place them into the player’s\nhands. Lastly, Deathwatch is at its best when the players themselves shape the course of the experience, from Cohesion\nto the Mission structure to the choice of Kill-team Leader. The reasons listed above are why the decision was made to\nmake Triggering Demeanours a choice that is firmly under the player’s control.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2604, + "rule_id": "pdf_skill_98_name", + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2605, + "rule_id": "pdf_skill_99_the_codex_astartes_how_closel", + "title": "The Codex Astartes: How closely do you (or your Chapter)", + "content": "adhere to the Codex Astartes? Are you used to finding innovative\nsolutions or do you prefer everything to go “by the book?”\nPurity: How pure is your gene-seed? Some Chapters (the\nSpace Wolves and Blood Angels amongst them) have severe\ncomplications with their gene-seed. Some individual Space\nMarines have difficulties adjusting to the particular effects of\ntheir Chapter’s gene-seed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2606, + "rule_id": "pdf_skill_100_psykers_how_do_you_or_your_c", + "title": "Psykers: How do you (or your Chapter) view psykers? Most", + "content": "Chapters utilise Librarians and rely on psykers like most other\nfacets of the Imperium, whilst some are far more suspicious of\ntheir nature or eschew the benefits of Librarians altogether.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2607, + "rule_id": "pdf_skill_101_mankind_how_do_you_and_your", + "title": "Mankind: How do you (and your Chapter) view the citizens", + "content": "of the Imperium and humanity as a whole? How do you react\nupon meeting and interacting with a normal Imperial citizen?\nthree things to remember:\n• Space Marines generally do not use contractions or slang\nwhen they speak—they are angelic warrior knights, and\ntheir manner of speech often reflects this.\n• The Deathwatch’s partnership with the Ordo Xenos and\ntheir focus on hunting aliens does not mean that they\nignore other threats! Heretics, daemons, and Chaos Space\nMarines alike are all foes of the Imperium and are worthy\nof the Deathwatch’s attention.\n• The saying “And They Shall Know No Fear,” is famously\nattributed to Space Marines. It means that they are\nexceptionally brave and motivated warriors, but it is\nnot literally true: most Space Marines understand and\nexperience fear, but they control it and channel it to a much\ngreater degree than any normal man. This means that Space\nMarines are wise and tactical forces on the battlefield—if\nSpace Marines retreat, they do so for a reason; they do not\nflee pell-mell before an enemy advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2608, + "rule_id": "pdf_skill_102_abilities", + "title": "Abilities", + "content": "“As our bodies are armoured with adamantium, our souls are\nprotected with loyalty. As our bolters are charged with death for the\nEmperor’s enemies, our thoughts are charged with wisdom. As our\nranks advance, so does our devotion, for are we not Space Marines?\nAre we not the chosen of the Emperor, his loyal servants unto death?”\n–Chaplain Fergas Nils", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2609, + "rule_id": "pdf_skill_103_need_to_meet_the_prerequisites", + "title": "need to meet the prerequisites (if any) for these starting Skills", + "content": "and Talents. Starting Skills are considered Trained Skills\n(either Advanced or Basic depending on the Skill).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2610, + "rule_id": "pdf_skill_104_gothic_tactics_choose_one", + "title": "Gothic), Tactics (Choose one), Tracking.", + "content": "Starting Talents: Ambidextrous, Astartes Weapons\nTraining, Bulging Biceps, Heightened Senses (Hearing,\nSight), Killing Strike, Nerves of Steel, Quick Draw, Resistance\n(Psychic Powers), True Grit, Unarmed Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2611, + "rule_id": "pdf_skill_105_toughness_x2", + "title": "Toughness (x2).", + "content": "Deathwatch hypno-conditioning\nAll Space Marine characters in Deathwatch begin with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2612, + "rule_id": "pdf_skill_106_deathwatch_training", + "title": "Deathwatch training", + "content": "All Space Marine characters in Deathwatch have received\nextensive training to battle the alien enemies of Man.\nDeathwatch Space Marine characters gain the Deathwatch\nTraining Talent.\nSpaCe Marine iMplantS gaMe ruleS\nSpace Marines have a series of special organs and modifications\nimplanted into their bodies. Page 16 describes each implant\nand its function, but the following section describes the inTraits and Talents provided by these implants have already\nbeen taken into effect and are listed in the Space Marine’s\nstarting Talents and Traits above.\n• Secondary Heart: This organ has no in-game effect\nbesides contributing to the Space Marine’s Unnatural\nStrength and Toughness Traits.\n• Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n• Biscopea: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Strength\n(x2) Trait.\n• Haemastamen: This organ has no in-game effect besides\ncontributing to the Space Marine’s Unnatural Strength\nand Toughness Traits.\n• Larraman’s Organ: Space Marines do not normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2613, + "rule_id": "pdf_skill_107_attacks_with_the_warp_weapon_q", + "title": "attacks with the Warp Weapon Quality (see page 136)", + "content": "may still inflict Blood Loss as normal.\n• Catalepsean Node: A Space Marine suffers no penalties", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2614, + "rule_id": "pdf_skill_108_to_perception_based_tests_suc", + "title": "to Perception-based Tests (such as Awareness) when", + "content": "awake for long periods of time.\n• Preomnor: The Space Marine gains a +20 bonus to any\nToughness Test against ingested poisons.\n• Omophagea: By devouring a portion of an enemy, a\nSpace Marine can gain access to certain information\n(such as the whereabouts of a cult’s hidden lair, access\ncodes, and so forth). The information he can access is\nat the GM’s discretion, keeping in mind what may\nhave been known by the enemy in the first place. In\naddition, a Space Marine can temporarily gain access\nto a Skill or Skill Group (such as Pilot, Lore, Ciphers,\nand so forth) that he did not already possess. The Skills\nhe may gain are at the GM’s discretion, depending on\nthe Skills originally possessed by the enemy. The Space\nMarine may access this acquired Skill or Skill Group as\nan untrained Basic Skill for a number of hours equal to\nhis Intelligence Bonus. After this time, the information\nbegins to fade and the Skill is no longer useable by the\nSpace Marine (until he devours another portion of an\nenemy, of course).\n• Multi-lung: The Space Marine may re-roll any failed\nToughness Tests for drowning or asphyxiation (see page\n261). In addition, the Space Marine gains a +30 bonus\nto Toughness Tests made to resist the effects of gases,\nand may re-roll failed results. The Space Marine may also\nbreathe water through his multi-lung.\n• Occulobe: This implants grants the Space Marine the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2615, + "rule_id": "pdf_skill_109_heightened_senses_hearing_ta", + "title": "Heightened Senses (Hearing) Talent.", + "content": "• Sus-an Membrane: The Space Marine may voluntarily\nenter a form of suspended animation. To do so, the Space\nMarine must meditate for 1d5 Rounds. This organ also\nautomatically activates if the Space Marine is knocked\nunconscious by Critical Damage. While in suspended\nanimation, the Space Marine’s wounds will not deteriorate\nor heal. It requires chemical therapy, auto-suggestion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2616, + "rule_id": "pdf_skill_110_unnatural_toughness_x2_trait", + "title": "Unnatural Toughness (x2) Trait. At the GM’s discretion,", + "content": "the Space Marine may ignore or be resistant to exposure\nto radiation, depending on the severity.\n• Oolitic Kidney: This implant gives the Space Marine\nthe ability to re-roll any failed Toughness Test to\nresist poisons and toxins, including attacks with the\nToxic Quality.\n• Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2617, + "rule_id": "pdf_skill_111_trained_skill_and_may_at_the", + "title": "trained Skill, and may (at the GM’s discretion) gain a", + "content": "+10 bonus to any Tracking Tests against an opponent\nhe has tasted.\n• Mucranoid: The Space Marine may re-roll any failed\nToughness Tests caused by temperature extremes, such as\ndesert heat or the cold of outer space.\n• Betcher’s Gland: The Space Marine may spit acid at his\nfoes. This acts as a ranged weapon with the following\nprofile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the\nSpace Marine gains three or more Degrees of Success on\nhis Ballistic Skill Test, he may also blind the opponent\nfor 1d5 Rounds. At the GM’s discretion, the Space\nMarine may also slowly chew his way through nearly\nany nonliving substance. The rate at which he does so\nis at the GM’s discretion (one example includes chewing\nthrough iron bars—this would be roughly at a rate of 4 kg\nper minute).\n• Progenoids: See page 271 for more information on\nthe benefits of retrieving a Space Marine’s progenoids.\nRemoving a Space Marine’s progenoids requires a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2618, + "rule_id": "pdf_skill_112_arduous_40_if_performed_wit", + "title": "Arduous (–40) if performed without the narthecium", + "content": "(see page 173), and adds 2 Rounds to the time required.\nTaking out the progenoids takes 1 Round, adding 1\nRound for every Degree of Failure on the Medicae Test.\nSpace Marines go to great lengths to recover a fallen\nBattle-Brother’s gene-seed, and the GM may require a\nWillpower Test to leave the progenoids behind.\n• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2619, + "rule_id": "pdf_skill_113_space_marine_in_power_armour_h", + "title": "Space Marine in power armour has the Size (Hulking)", + "content": "Trait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\ntogether as a team. In Squad Mode, the Space Marines are not as focused on their individual Chapter abilities, instead\ngaining the benefits of teamwork and being able to act as a unit. When Space Marines are in Squad Mode, they are a\nnearly-unstoppable unit of deadly warriors.\nWhen a Kill-team is in Squad Mode, they have access to a resource known as Cohesion. Cohesion may be spent to\ntrigger certain effects and abilities that benefit the group and allow the Kill-team to perform incredible feats.\nYou can find more detailed game information about these terms on page 219 (for Squad Mode), page 215 (for Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2620, + "rule_id": "pdf_skill_114_mode_and_page_211_for_cohesi", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2621, + "rule_id": "pdf_skill_115_templars", + "title": "Templars", + "content": "“To the darkness, I bring fire. To the ignorant, I bring faith. Those\nwho welcome these gifts may live, but I will visit naught but death\nand eternal damnation on those who refuse them.”\n–Chaplain Grimaldus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2622, + "rule_id": "pdf_skill_116_initiations", + "title": "initiations", + "content": "Despite that Rogal Dorn eventually accepted the dictates\nof the Codex Astartes, the Black Templars are organised\nin a different manner to many Space Marine Chapters and\ndeviate from the strictures of Guilliman’s great tome in several\nnotable ways. One deviation is in the recruitment and training\nof its warriors. The Black Templars have no Scout company in\nwhich new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nBlack Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\nother equally lethal trials held for those who aspire to joining\nthe Chapter. Only the bravest warriors can hope to reach the\nfinal stages of selection and even then only a fraction will meet\nthe Chaplains’ high standards.\nAn aspirant is brought to the chapter keep, where the\nApothecaries administer tissue compatibility tests and root out\nany latent mutation to ensure that he is of sufficient purity and\nstrength to become a Neophyte. Not all survive these processes,\nas the Black Templars tolerate no weakness. Should the aspirant\nsurvive, he becomes a Neophyte and so begins the ritual\nsurgery that will turn him into a superhuman warrior. Here too,\nan aspirant may fail. Thanks to the degeneration of knowledge,\nimplant surgery is heavily ritualised. It is often accompanied by\nscarring, incantation, prayer, fasting, and arcane practices that\nunintentionally compromise medical efficiency.\nOnce a Neophyte begins his training, he severs all links\nwith the world of his birth and begins a life dedicated to the\nEmperor. Once he is deemed ready, he will be taken under\nthe wing of an Initiate and complete his training in the fires\nof battle, where he will either learn or die. When he finally\nbecomes an Initiate himself, he can no longer be considered\nhuman. Any chance for a normal life is gone forever,\nbut though a great and terrible sacrifice, it is\nmade willingly.\nOnce accepted within one of a Crusade’s\nFighting Companies, an Initiate fights and\nhones his craft of death, building his legend\nand forging his hero’s name before one day\ngoing on to train a Neophyte himself. In\nthis way, the experience and wisdom of\nthe Initiates is preserved and passed\non to new recruits.\nThe greatest warriors in a\nFighting Company will be\norganised into the Marshal’s\nhousehold, the equivalent of a\nCodex Chapter’s First Company.\nKnown as the Sword Brethren,\nthese Space Marines are mighty\nheroes whose deeds become part\nof the Chapter’s history. It is\nevery Black Templar’s ambition\nto become one of these elite. Clad\nin the finest suits of armour and\nbedecked with purity seals, the\nSword Brethren are the very image\nof a baroque warrior-knight. When\na Marshal dies, it is from the Sword\nBrethren that his replacement will be\ndrawn, and only the best and bravest\nare worthy of this great honour. Which\nBlack Templar will succeed the Marshal is\ndetermined by ritual combat, during which all", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2623, + "rule_id": "pdf_skill_117_eternal_crusaders", + "title": "eternal CrusaDers", + "content": "The Black Templars have no single home world. Instead, they\nlive in their Crusade fleets, upon many battle-barges, strike\ncruisers, training vessels, and gigantic forgeships. The Black\nTemplars establish chapter keeps on every world they conquer\nor reclaim for the Emperor. The main purpose of the chapter\nkeeps is to recruit new Space Marines from the population,\nand to act as staging posts for mustering the Crusades. These\nchapter keeps are sizeable, with chambers to accommodate two\nto three companies of Space Marines, but are far smaller than\nthe fortress-monasteries of other Chapters. However, there have\nbeen hundreds of chapter keeps established over the millennia,\nsome of which are still standing, others which have fallen into\nruin and disrepair and are no longer manned.\nThe High Marshal himself has his own battle-barge, the\nEternal Crusader, and he can travel from Crusade to Crusade\nlending his military genius and spiritual guidance to those\nunder his command. The Eternal Crusader is gigantic, even\nfor a battle-barge, having been expanded and refitted over ten\nthousand years with extra docking facilities for escort ships,\nadditional launch bays for shuttles and Thunderhawk gunships,\nas well as accommodation for twice as many Space Marines\nthan a normal battle-barge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2624, + "rule_id": "pdf_skill_118_righteous_zeal", + "title": "riGhteous Zeal", + "content": "All Space Marines are renowned for their fervent dedication,\nbut the extent of the Black Templars’ faith is often described as\nfanatical. They seek nothing less than to crush every last enemy\nof mankind. They have absolutely no tolerance of heretics,\nmutants, witches, aliens, or any other abomination against the\nEmperor. For ten thousand years they have crusaded to prove\ntheir loyalty, and this creed has become so embedded in their\ndoctrines that they are utterly ruthless towards anyone or\nanything perceived as a threat to the Emperor. They have been\nknown to mercilessly wipe out entire planetary populations to\nexpunge the sin of heresy, while the mere presence of a witch\non the battlefield drives them into a zealous fury against which\nfew enemies have any hope of standing. The Black Templars’\nprofessed loathing of the witch even extends to those psykers\nin the employ of the Imperium. Although the Chapter must\nutilise astropaths, Navigators, and others with such talents,\nthe Black Templars are loath to do so, and eschew the use of\nlibrarians in the ranks of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2625, + "rule_id": "pdf_skill_119_combat_doctrine", + "title": "Combat DoCtrine", + "content": "In battle, the Black Templars seek to continue to fight in the\nmanner of their founder, Sigismund, preferring close combat over\nranged warfare. Face-to-face with his enemy, a Black Templar\nseeks to earn glory and respect and be sure that his foe is truly\nvanquished, fighting with righteous fury and the noblest ideals\nof honour.\nThis is truly emphasised by the fanaticism of Black Templar\nBattle-Brothers, whose righteous anger makes them loathe to\nretreat before an enemy. They will instead drive towards the foe\nrelentlessly, their own casualties only serving to spur them on still\nfurther, hungry for vengeance on the slayers of their brethren.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2626, + "rule_id": "pdf_skill_120_black_templars_characters", + "title": "blaCk teMplarS CharaCterS", + "content": "Black Templars Space Marines perform an eternal\nCrusade across the galaxy, eliminating the enemies of\nman. This Chapter’s warriors possess both great skill\nat arms and mental fortitude.\nBlack Templars Space Marines gain the following\nbenefits: +5 Weapon Skill,, +5 Willpower, and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2627, + "rule_id": "pdf_skill_121_righteous_zeal_solo_mode_abili", + "title": "Righteous Zeal Solo Mode ability (see page 217).", + "content": "Restrictions: Black Templars Space Marines may\nnot select the Deathwatch Devastator Marine or\nDeathwatch Librarian Specialities.\nImplants: Although Black Templars Space Marines\npossess both the Betcher’s gland and sus-an membrane\nimplants, their zygotes are significantly deficient. Black\nTemplar characters do not gain the benefits of either of\nthese implants.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2628, + "rule_id": "pdf_skill_122_zealous_is_a_demeanour_see_pa", + "title": "Zealous is a Demeanour (see page 32) unique to Space", + "content": "Marines from the Black Templars Chapter. When not\nengaged in battle, the brethren of the Black Templars\nare invariably to be found preparing for it. They pass\ntheir time in prayer and meditation, or engaged in\nexacting training rituals. Those Initiates entrusted\nwith the training of a Neophyte spend long hours\npassing on their knowledge to their young pupil and\nsupervising endless drills, practice sessions, and trials.\nThe brethren frequently impose upon themselves many\nhardships, foregoing all but the bare necessities in\norder to purify themselves in the eyes of the Emperor\nand their primarch, and to emulate the example of their\nfounder Sigismund.\nWhen serving alongside the Battle-Brothers of\nother Space Marine Chapters, many Black Templars\nprepare themselves through long fasts and week-long\nvigils in order to tolerate the presence of Space Marine\nlibrarians. For those who serve in the Deathwatch,\nfighting alongside a brother Space Marine who wields\npsychic power is a particular hardship, a trial they\nmust undergo in order to serve the Emperor more fully\nand to strike down the hated alien. For this reason,\ngreat care is undertaken when selecting a Black\nTemplar for secondment to the Deathwatch, for only\na brother able to contain his deep-seated intolerance\nwill be able to fight to his full capacity. Despite this,\neven these individuals are likely to pass every hour\nnot spent fighting in deep contemplation and prayer,\noften cloistering themselves away from their fellow\nDeathwatch Space Marines in a personal shrine to the\nEmperor, Dorn, and Sigismund.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2629, + "rule_id": "pdf_skill_123_angels", + "title": "Angels", + "content": "“For he today who sheds his blood with me shall be my Battle-Brother\neternal.”\n–Last Line of the Invocation Initiate of the Flesh Tearers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2630, + "rule_id": "pdf_skill_124_radioactive_toxins_that_built", + "title": "radioactive toxins that built", + "content": "up in the survivors’ bodies\nforced them to devolve into\nmutants, shambling parodies\nof the men their forefathers had\nonce been. But there were some\nwho held onto their humanity and\npreserved some semblance of sanity, forming\ntribes for mutual protection. But these were\nthe embattled few, as a new and savage\nculture evolved amid the ruins of the old.\nThe only social unit remaining was the\ntribe. For humanity and cannibal alike,\nthe only folk they could rely on were\ntheir own kin.\nThe people of the Baal system\nbecame nomads, shifting from place to\nplace, picking the ruins clean, and warring", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2631, + "rule_id": "pdf_skill_125_initiations", + "title": "initiations", + "content": "To ascertain who is worthy to join the ranks of the Blood Angels,\nthe youths of the pure Baalite tribes must take part in violent\ngames and magnificent tournaments, battling against both the\nharsh landscape of their home world and, ultimately, each other.\nThe contests are held only once in each generation, at the very\nplace that Sanguinius first came to Baal—Angel’s Fall. Aspirants\nmust reach the so-called Place of Challenge by whatever means\nthey can, a process that weeds out many weaker individuals\nhoping to join the ranks of the Blood Angels. They must race\nacross uncharted miles of hostile, irradiated desert. They must\nleap from the highest cliffs, praying that the primitive assembly\nof wings each bears will save them from sudden death. They\nmust find their way through canyons infested with gigantic,\nmutated beasts. The desiccated husks of previous hopefuls bear\nwitness to those who undertook the trials rashly. Once they\nreach the Place of Challenge, gladiatorial contests, often to the\nvery death, ensure that only the most skilled and determined\nfighters survive.\nOnce fifty or so victors have been separated from the\nunsuccessful aspirants, they will be taken by Thunderhawk\ngunship to fulfil the next stage of their trials. Those who fail\nare nonetheless granted positions of honour when they return\nto their tribes, for the mere fact of their having survived the\ntrials, even if not selected, is a great feat in itself.\nThe successful aspirants are taken to the fortress-monastery\nof the Blood Angels, where they witness sights of such\nmagnificent glory that many are struck down with awe. They\nare taken before the full battle-brethren, and it is here that the\ncontrast between aspirant and Space Marine is truly evident.\nDespite their youth, very few of the aspirants will be untouched\nby the ravages of the blasted lands in which they have lived.\nTheir bodies are riddled with cankers and sores, their faces\nmarred by lesions. In contrast, the towering physiques of the\nSpace Marines around them are the very ideal of perfect beauty,\ntheir skin smooth, their features noble.\nHaving observed a gruelling vigil of three days and three\nnights, the aspirants are led away by the Chapter’s Sanguinary\nPriests, who fulfil not only the role of Apothecary, but of the\nbearers of their primarch’s most sacred blood. Each aspirant\nmust partake of this blood, which is born in a chalice proffered\nto them by a priest. Soon after sipping the precious liquid, the\naspirants fall into a profound sleep and are taken to the Hall\nof Sarcophagi. The walls of this vast, cathedral-like chamber\nare lined with mighty golden caskets, each twice the size of\na man. The sleeping aspirants are entombed within, dwarfed\nby the size of the huge sarcophagi, and attached to an array\nof life-sustaining nodes. There they remain for a full year,\nfed intravenously with nutrients and injected with the Blood\nof Sanguinius.\nAs the aspirants slumber, they are engulfed by vivid and\nstrange dreams depicting the memories of Sanguinius himself.\nThus the very essence of the primarch permeates the minds of\nhis new sons, and ever afterwards these potent emotions and\nmemories will be permanently imprinted upon their souls.\nWhen the aspirants are finally removed from their sarcophagi,\nthey have been changed so thoroughly that few could believe\nthey were once the twisted creatures rescued from the living\nhell of their prior lives. They have become tall, immensely\nstrong, and superhumanly powerful. Their restructured bodies\nhave taken on a haunting beauty reminiscent of their angelic\nforefather, their senses keener, and their muscles stronger\nthan tempered steel. Through this arcane process and lost\ntechnology, the scrofulous wastelander is transformed into a\nbeing of radiant purity and noble purpose.\nthe sons of sanGuinius\nThe Blood Angels are amongst the longest-lived of all of\nthe Space Marine Chapters, their gene-seed granting a vastly\nincreased lifespan on all who possess it. It is not uncommon,\ntherefore, for a Blood Angel to live for a millennium or more, if\ndeath in battle or the Red Thirst does not claim him first. These\nvastly extended life spans allow the Blood Angels to perfect\ntheir techniques in art as well as in war. They have centuries to\nperfect the disciplines to which they turn their minds, and this\naccounts for the fact that Blood Angels’ armour and banners\nare amongst the most ornate ever produced.\nFollowing the example of their primarch, the Blood Angels\nespouse a vision of the galaxy in which the enemies of the\nEmperor can be defeated and mankind can progress to the life\nhe was always fated to live. There is a deeply mystical streak in\nthe Blood Angels’ doctrines, and a strong belief that things can\nbe made better. After all, the Blood Angels are recruited from the\nscrofulous wastelanders of Baal, and if such can be transformed\ninto a tall, proud, and handsome warrior, then there is hope for\nmankind yet. This belief can be seen in everything the Blood\nAngels do. They strive for perfection in all of their endeavours.\nTheir works of art are things of beauty and symmetry. Their\nmartial disciplines are practised unceasingly. Their doctrines are\npermeated with a sense of mortality and the fallen greatness\nof Man.\nThe beatific countenance and noble bearing of the Blood\nAngels is in stark contrast to the curse they bear. While lesser\nwarriors might become morose or fatalistic, weighed down by\nthe inevitability of their fate, the Blood Angels remain stoic.\nThe Blood Angels’ cadre of Sanguinary Priests—the equivalent\nof Apothecaries in other Chapters—tirelessly pursue a cure\nto the Red Thirst. But each year, more and more brethren\nsuccumb to it. Perhaps in an effort to hold the curse at bay,\nmany Blood Angels sleep in the same casket where their bodies\nwere transformed from the ravaged Baalite wastelanders to the\nperfect forms they emerged as, the arcane machinery filtering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2632, + "rule_id": "pdf_skill_126_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Blood Angels adhere closely to the organisation\nlaid down in Roboute Guilliman’s Codex Astartes, and the\nChapter’s Battle-Brothers are equipped in a similar manner to\nmost other Space Marines. The Battle-Brothers often display a\nsavage desire to engage their foes in the fury of close combat,\ntheir rage growing all the stronger the closer to succumbing\nto the Red Thirst the Blood Angel steps. Most of the time, the\nBlood Angels are able to hold their curse in check, but those\nthey engage in assault soon discover the bloodthirsty savagery\nof the sons of Sanguinius.\nBlood Angels are unique amongst the Space Marines in\nthat their gene-seed contains the encoded experience of their\nPrimarch, and most deeply imprinted of all is the memory of\nSanguinius’ final battle with Horus. Sometimes, on the eve of\nbattle, an event or circumstance will trigger this embedded\nmemory and the Battle-Brother’s mind is suddenly wrenched\ninto the distant past. The Black Rage overcomes the Blood\nAngel as the memories and consciousness of Sanguinius intrude\nupon his mind, and dire events ten thousand years old flood\ninto the present.\nA warrior overcome with the Black Rage appears half mad\nwith fury; he is unable to distinguish past from present and does\nnot recognise his comrades. He may believe he is Sanguinius\nupon the eve of his destruction, and the bloody battles of the\nHorus Heresy are raging all around him. Such a Battle-Brother\nstands at the end of his travails, for his path leads only to the\nDeath Company, where he and the Chapter’s other damned\nsouls will fight one final battle in Sanguinius’ name under the\nguidance of a Chaplain. These individuals each fight their own\nbattle, perhaps believing themselves to be waging the wars of\nthe Horus Heresy at the side of their beloved primarch. Death\nfor the members of the Death Company is a blessed mercy,\nfor those not consumed in the cleansing fires of battle must\nbe restrained and imprisoned, for their safety and that of their\nbrethren, until the next battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2633, + "rule_id": "pdf_skill_127_blood_angels_characters", + "title": "blooD angelS CharaCterS", + "content": "The Blood Angels’ battle honours encompass millennia\nof victories, many purchased with ferocity in closedeveloped great manual dexterity and coordination\nin the pursuit of art, due to their exceptionally long\nlife spans.\nBlood Angels Space Marines gain the following\nbenefits: +5 Weapon Skill, +5 Agility, and the Blood", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2634, + "rule_id": "pdf_skill_128_the_red_thirst_is_a_demeanour", + "title": "The Red Thirst is a Demeanour (see page 32) unique", + "content": "to Space Marines from the Blood Angels Chapter.\nDeep within the psyche of every Blood Angel is a\ndestructive yearning, a battle fury and blood hunger\nthat must be held in abeyance in every waking moment.\nFew Battle-Brothers can hold the Red Thirst in check\nunceasingly—it is far from unknown for Blood\nAngels to temporarily succumb to its lure at the height\nof battle.\nThe Red Thirst is the Blood Angels’ darkest\nsecret and greatest curse, but it is also their greatest\nsalvation—for it brings with it a humility and\nunderstanding of their own failings which make them\ntruly the most noble of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2635, + "rule_id": "pdf_skill_129_sanguinius", + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2636, + "rule_id": "pdf_skill_130_angels", + "title": "Angels", + "content": "“Repent, for tomorrow you die!”\n–Battle cry of the Dark Angels Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2637, + "rule_id": "pdf_skill_131_the_chapter_has_been", + "title": "The Chapter has been", + "content": "shaped by its dark past and\nis secretive and monastic\nin nature, with much time\ngiven over to worship and\nprayer. There are many\ndifferent levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2638, + "rule_id": "pdf_skill_132_caliban", + "title": "Caliban", + "content": "Caliban, the home world of the Dark Angels, was once a\nverdant world of dense forests. Yet, those forests seethed\nwith mutation and corruption, the baleful influence of the\nnearby Eye of Terror cursing Caliban and making it one of\nthe deadliest worlds in the galaxy. The original inhabitants\nof Caliban are said to have been a proud, martial people,\nbrought up to live and die by the sword. The lush forests\nwere inhabited by all manner of terrifying beasts that had\nbeen warped by Chaos. The ferocity of these creatures forced\nthe inhabitants to build brooding stone fortresses in huge\nclearings hacked from the forests, in which the warrior-elite\ndwelled. It was from this ruling class, called the Order, that\nthe Dark Angels Legion was formed.\nDuring the titanic wars of the Horus Heresy, the entire\nplanet of Caliban was torn asunder, reduced in a cataclysmic\nbattle to scattered debris. All that remained was the rock upon\nwhich stood the ruins of the Order’s fortress monastery. In the\nmillennia since the destruction of Caliban, the Dark Angels\nhave drilled deep into the bedrock and rebuilt the fortress\nruins. The dead asteroid was transformed into the Dark\nAngels home, called the Rock, while the rebuilt monastery\nis referred to as the Tower of Angels. Countless tunnels, halls\nand chambers were constructed and, in time, even warp\nengines were fitted to allow the Rock to move from star\nto star. As a result, the Rock does not stay in any\none place for any length of time, and the Chapter\nrecruits from a variety of different worlds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2639, + "rule_id": "pdf_skill_133_holy_sigils_conceal", + "title": "holy sigils conceal", + "content": "vast repositories of\nancient archeotech.\nOnly the most senior of the Dark\nAngels, the Masters and the Inner\nCircle, are aware of the chambers\nand may unlock their dread secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2640, + "rule_id": "pdf_skill_134_the_inner_circle", + "title": "the inner CirCle", + "content": "After the fall of Caliban, the senior members\nof the Legion assembled in secret conclave. They\ndecreed that knowledge of the fall of their brothers must\nremain undisclosed for all time, that no outsider must ever\nlearn of the schism that had split the legion or that some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2641, + "rule_id": "pdf_skill_135_combat_doctrine", + "title": "Combat DoCtrine", + "content": "With the breakup of the Space Marine Legions after the Horus\nHeresy, the Dark Angels were split into Chapters according\nto Roboute Guilliman’s Codex Astartes. With the exception\nof the Deathwing and the Ravenwing, the Dark Angels\nfollow standard Space Marine combat doctrine, and their\ndogged resistance against overwhelming odds is legendary. In\nsituations where even other Space Marines might withdraw\nand redeploy, the Dark Angels will fight to the bitter end\nrather than give ground to their foes. This is also reflected in\ntheir stubborn refusal to move in the face of the enemy, even\nin situations where it would sometimes be tactically beneficial\nfor them to do so.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2642, + "rule_id": "pdf_skill_136_the_lion", + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beastknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2643, + "rule_id": "pdf_skill_137_dark_angels_characters", + "title": "Dark angelS CharaCterS", + "content": "The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2644, + "rule_id": "pdf_skill_138_solo_mode_ability_see_page_21", + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2645, + "rule_id": "pdf_skill_139_the_deathwing", + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2646, + "rule_id": "pdf_skill_140_the_ravenwing", + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2647, + "rule_id": "pdf_skill_141_wolves", + "title": "Wolves", + "content": "“We may be few, and our enemies many. Yet so long as there remains\none of us still fighting, one who still rages in the name of justice and\ntruth, then by the Allfather, the galaxy shall yet know hope.”\n–Ragnar Blackmane of Space Wolves", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2648, + "rule_id": "pdf_skill_142_chasms_rend_deep", + "title": "chasms rend deep", + "content": "gashes in the skin of the planet. Yet somehow,\namongst the shifting ice floes and fierce tides,\nthe men of Fenris thrive.\nAs the constant ravages of the cruel and\never-changing climate harden its people, so too\ndoes it harden the native species. The prey, such\nas the herds of giant Fenrisian elk with their\nmajestic and razor-sharp antlers and the hulking", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2649, + "rule_id": "pdf_skill_143_mammoths_that_can_crush", + "title": "mammoths that can crush", + "content": "a man’s body to a pulp,\nare dangerous indeed. The predators, however, are among\nthe most ferocious in the galaxy. Ancient drakes and wyrms\nsoar on the thermals above the shifting islands, thriving\nin caves heated by geothermal processes. Sea serpents and\nkraken haunt the deeps, terrifying leviathans that can grow\nthousands of metres in length. It has even been suggested\nthat these kraken, one of which is said to have been caught\nby Leman Russ himself, are the remnants of an unsuccessful\nTyranid invasion from the distant past.\nGreat white bears, raging beasts that weigh as much as an\nice shark and are almost invisible in a blizzard, can be found\nprowling the frozen tundra, fully capable of smashing apart\nthe strongest buildings to feed upon the unwary occupants.\nBut most dangerous of all, a predator so terrible that it is\nknown throughout the galaxy, is the Fenrisian wolf. These\niron-furred monsters range from the mass of a small horse to\nthat of an armoured personnel carrier, and are possessed of\na singular cunning. Perhaps the most terrifying thing about\nthese beasts is that they live in packs and, when they are\nhunting, their prey has little hope of escape.\nGiven that many Space Wolves wear the pelts of these\nvicious creatures, having killed the beasts with their bare\nhands, the warriors of Fenris can be reckoned mighty indeed.\nBorn into a world of such omnipresent danger, only the\ntoughest can thrive. Few worlds in the breadth of the galaxy\nhold any fear for the Space Wolves of Fenris.\nMany Space Wolves have served in the Deathwatch,\nand some of the most celebrated Battle-Brothers are drawn\nfrom the Chapter. Their propensity to engage the foe head\non has led to many great victories, even if none outside of\nthe Deathwatch ever hear of them. Though many Space\nWolves have been elevated to the rank of Watch-Captain in\nthe Deathwatch, comparatively few have\nserved as Watch Commanders. It\nis likely that this is due to the\nbrothers’ natural gregariousness,\nand their desire to return to the\ngreat feasting halls of Fenris once\ntheir duty is done.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2650, + "rule_id": "pdf_skill_144_the_trials", + "title": "the trials", + "content": "The Space Wolves claim to\nbe blessed with the most\npotent of all gene-seeds.\nThe heritage of Leman\nRuss is as unique as it\nis deadly, and the first\nstage of the aspirant’s\ntransformation is often the\nlast, for many are killed,\nor worse, transformed into\nslavering beasts. Before\nthe transformation can begin,\nthe aspirant must first imbibe the\nCanis Helix. Unfortunately for many,\nthe genetic coding of the helix contains\na number of substances that are not\nsynthesised by the human body, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2651, + "rule_id": "pdf_skill_145_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Space Wolves have a very different approach to martial\nstrategy from many of their brother Space Marines. There\nare several distinct types of squad, or pack, unique to the\nChapter. Due to the Canix Helix in the Space Wolf gene-seed,\nSpace Wolves experience their canines continuing to grow\nthroughout their life-span. As a Space\nWolf progresses through his life, he may rise through the\nranks until he is old and his fangs are long. If his bravery and\nmight are proven beyond question, he may be invited to join\nthe Wolf Guard, or even become a mighty Wolf Lord and lead\none of the Chapter’s Great Companies.\nMost Space Wolves begin their careers as Blood Claws, hotcharging in howling packs at the front lines of the enemy\nin their efforts to garner personal glory. The Blood Claws\nare the shock troops of the Space Wolves and spearhead the\nmajority of assaults. If they survive to become mature and\ncapable warriors, they will be elevated to the ranks of the\nGrey Hunters, tempered by battle but nonetheless ready\nto give their lives in the name of honour. When the Space\nWolves are fully mature, their hair grey and their canines\npronounced, they are likely to be inducted into the Long\nFangs, veteran warriors who are disciplined and steady even\nin the heat of battle, and hence entrusted with the company’s\nheavy weapons.\nThe bravest and strongest of the Space Wolves, after proving\nthemselves in a feat of exceptional valour or martial prowess,\nmay become Wolf Guards. It is not by age or maturity that\none attains such a coveted rank, but by deed, and so a newly\nraised Blood Claw has the same chance of joining the ranks\nof the Wolf Guard as does a veteran Long Fang. The Wolf\nGuard may lead less experienced packs into battle, or form\na retinue for the mightiest warrior of the Great Company—\nthe Wolf Lord himself. Few can stand before these heroic\nwarriors, equipped as they are with the best wargear in the\ncompany’s armoury, making them virtually unstoppable in\nclose combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2652, + "rule_id": "pdf_skill_146_space_wolves_characters", + "title": "SpaCe wolveS CharaCterS", + "content": "Space Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2653, + "rule_id": "pdf_skill_147_mode_ability_see_page_217", + "title": "Mode Ability (see page 217).", + "content": "Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\nthe SonS of ruSS\nThe Sons of Russ is a Demeanour (see page 32) unique to Space Marines from the Space Wolves Chapter.\nThe Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers,\nthey are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and\nare driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the\nheady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on\noccasion extended to their compatriots in other branches of the Imperium’s military.\nAlthough as devoted to the Emperor as any other Space Marine Chapter, the Space Wolves express their faith not in\nprayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before battle in\nsolemn meditation, the Space Wolves are more likely to mark the eve of battle in bawdy celebration, raising overflowing\njacks of Fenrisian ale to brothers they may be mourning once battle is done. A Space Wolf will drink and make merry,\nfor tomorrow, he may die.\nIn temperament, most Space Wolves are blunt and plain speaking, even to the point of giving offence to those not\nused to their ways. They abhor pretension and despise politicking. They are honest to a fault, and expect the same\nquality in those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from the\nheadstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays the role fate lays before\nhim, knowing that a life spent in service to the Emperor is a life well lived.\nIn the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war\non his lips.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2654, + "rule_id": "pdf_skill_148_the_lion_and_the_wolf", + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2655, + "rule_id": "pdf_skill_149_storm_wardens", + "title": "Storm Wardens", + "content": "“We are the storm! We are the fury!”\n–Lorgath Maclir at the Purging of Vigil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2656, + "rule_id": "pdf_skill_150_including_the_chapter", + "title": "including the Chapter", + "content": "Master and the entire veteran\nFirst Company. The Chapter’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2657, + "rule_id": "pdf_skill_151_dreadnoughts_are_the_guardians", + "title": "Dreadnoughts are the guardians", + "content": "of these hidden chambers, and\neach has taken a vow of silence,\nstanding as mute sentinels\nover these forbidden places.\nAfter the Nemesis Incident, the Chapter re-built its First\nCompany. These honoured Battle-Brothers know themselves\nas the “The Inheritors”, custodians of the Chapter’s honour\nuntil the day their ancestors rise from their timeless slumber.\nEver since this time, the Storm Wardens have redoubled\ntheir diligence, and their fortress-monastery mounts\nsophisticated scanning technology placed reluctantly by\nthe Adeptus Mechanicus as payment for an ancient pact.\nCurrently, the Chapter is led by Lorgath Maclir, a cunning\nstrategist who constantly challenges his captains with tactical\nexercises and obsessively studies the Tactica Imperialis. Some\nrumours claim that Lorgath has managed to memorise these\nprecepts of war, an impressive feat even for a Space Marine’s\nenhanced memory.\nthe WorlD of storms\nLocated in the Calixis Sector of the Segmentum Obscurus,\nthe planet known as Sacris is classified as Forbidden by the\nAdeptus Terra. Sacris is a remote, feudal world of highland\nmoors and dark, oppressive swampland. It is inhabited by\nprimitive human tribes of warriors who gather around\ncharismatic warlords and continually struggle for dominance\nin the murky swamps. The tribes of Sacris have a fierce code\nof honour and hold that a man’s word is his bond. The tribes\nworship the Emperor as a stern father-figure who judges all\nmen’s souls by the strength of their arms and the purity of\ntheir honour. The culture of Sacris has a strong impact on\nthe Storm Wardens, and it is not uncommon to\nsee Storm Warden’s Scouts with woad-painted\nfaces like those of the native tribes. Humans\nare not the only inhabitants of Sacris; a sizeable\ncolony of abhuman ogryns\nsurvive on the rocky\nsouthern continent,\npossibly the result of\nan ancient oath sworn\nby the Storm Wardens\nprior to the Nemesis\nIncident. Whatever the\ntruth may be, the Storm\nWardens have no particular\ndistaste for abhumans and have fought", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2658, + "rule_id": "pdf_skill_152_beside_imperial_guard_regiment", + "title": "beside Imperial Guard regiments", + "content": "including ogryns and ratlings in\nthe past. Currently, automated\nbeacons surround Sacris’ orbit,\ndeclaring the world forbidden and\nspreading rumours of virulent plague.\nThe reason for this deception is\nunknown, save for the fact that it was\nOwin Glendwyr’s final command as\nChapter Master. Chapter Masters\nhave since dutifully carried on\nwith this oath-bound quarantine,\nalthough they know not its\npurpose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2659, + "rule_id": "pdf_skill_153_initiations", + "title": "initiations", + "content": "The Storm Wardens descend from Sacris’ moon to the foggy\nmoors and teeming tribes below to hold a series of games and\nritual combats to select only the fiercest and most cunning\nwarriors to join their ranks as aspirants.\nOften, aspirants must struggle against the fen-trolls and\nother highly dangerous native fauna of Sacris during the\ntrials, battling their way up and down the shifting moors in a\ncombination skirmish and marathon race. The aspirants must\nnavigate past pockets of deadly swamp gas, through regions\ninfested with swarm leeches, across quicksand-laden plains,\nand find their way to the Storm Warden’s landing site. Those\nwho survive that far then compete in games that pit aspirants\nagainst each other in contests of strength and skill at arms.\nSimply to compete in these trials elevates a man in the eyes\nof the tribes of Sacris; succeed or fail, he has tested himself\nagainst the greatest warriors on the planet, and that is worthy\nof great respect. After passing the trials, many Aspirants\ntake with them the Sacris claymore, an heirloom weapon\ncherished by the tribesmen. It is also common that, when a\nStorm Warden dies, his claymore is ritually returned to his\nhomeworld, and many blades have earned great honour for\ntheir tribe in this manner.\nthe Way of honour\nThe Storm Wardens, like the feral tribesman they recruit from,\nvalue personal honour and strength at arms. It is said that\nmany Storm Wardens prefer to challenge enemy commanders\nto personal combat in order to test themselves against the\nbest that the foe has to offer. Many Storm Wardens have\na predilection for single combat with a foe they consider\nworthy of such a distinction, although more than a few\nveteran sergeants and captains have fallen in battle against\nparticularly dangerous opponents in this way.\nThe Storm Wardens are highly insular, and rarely visit\nother worlds. In fact, the Calixis Sector is largely unaware\nof their very presence, with the exception of several highChapter’s aloof nature has to do with the high value that the\nStorm Wardens place on personal honour, and some speculate\nthat these Space Marines prefer not to associate with many of\nthe disreputable worlds that surround them.\nDespite their generally remote and detached nature,\nStorm Wardens rarely cause friction with the Imperium’s\nvarious organisations, having assisted both the Inquisition\nand the Imperial Guard in numerous campaigns and actions\nthroughout their history. Many Imperial frontier worlds\nunder dire threat have witnessed the sight of Storm Warden’s\ndrop pods entering the atmosphere, each containing a squad\nof Space Marines intent on repelling any attack upon the\nImperium’s borders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2660, + "rule_id": "pdf_skill_154_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The traditions of the Chapter mirror those of the tribes\nof Sacris, with a strong emphasis on close combat, testing\nthemselves against the strongest of foes upon the field of\nbattle.\nLike most Codex Chapters, the Storm Wardens perform\nwell at all forms of combat, but there is one strategy they have\nrefined with devastating effect. Using heavy armour, their\nassaults feature numerous Predator tanks and Land Raiders.\nThe enemy is subjected to a savage but brief bombardment,\neither from a Strike Cruiser in close orbit or a Thunderhawk\ngunship strafe. This pins the enemy in place for an armoured\nassault by the Chapter’s Predators and Land Raiders, supported\nby Rhinos and Razorbacks carrying Tactical and Sternguard\nsquads into the thick of battle.\nIt is this armoured assault which has its roots in the\nChapter’s recruiting world of Sacris. Many Storm Wardens\nuse their armoured vehicles as a steed to carry them into the\nthick of the battle, where they may launch savage assaults\nagainst the enemy and fight by the tenets of the Way of\nHonour. Their preference for fighting in tandem with the\nheavy firepower and mobility of their armoured units has led\nto many stunning tactical feats, and also evens the balance\nso they may fight their enemy face-to-face on even and\nhonourable terms.\nIt is no surprise, therefore, that the Chapter currently\ncounts a high number of Techmarines amongst its number,\nand there has been some speculation that the Storm Wardens\nhave a closer relationship with the Adeptus Mechanicus than\nother Space Marine Chapters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2661, + "rule_id": "pdf_skill_155_storm_wardens_characters", + "title": "StorM warDenS CharaCterS", + "content": "Storm Wardens value strength at arms and have battled for centuries against some of the most dangerous denizens beyond\nthe Imperium’s borders.\nA Storm Wardens Space Marine gains the following benefits: +5 Strength, +2 Wounds, and the Thunder’s Call Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2662, + "rule_id": "pdf_skill_156_mode_ability_see_page_218", + "title": "Mode Ability (see page 218).", + "content": "Starting Gear: A Storm Wardens Space Marine may replace his combat knife with a Sacris claymore (see page 170).\naSpire to glorY\nAspire to Glory is a Demeanour (see page 32) that is part of the beliefs and traditions of the Storm Wardens Chapter.\nWhile fierce upon the field of battle, Storm Wardens are no less committed to the tenets of personal honour and\nobligation. Generally considered clannish and aloof even by other Space Marines, Storm Wardens prefer to remain distant\nfrom the Imperium at large. A Storm Warden is slow to make friends, but esteems and protects those who persevere to\nbecome companions.\nAmongst the Storm Wardens, one’s word is his bond, and honour is paramount. The night before battle is often spent\nin meticulous planning of tactics and strategy, sharing quiet camaraderie amongst their fellow warriors. Many of the most\nsenior Battle-Brothers engage in ritualised duals, the victors gaining a coveted place in the vanguard.\nMost Storm Wardens enjoy debate and crafting points to support their arguments, although some outsiders see these\ntendencies as quarrelsome or insubordinate. However, once a course of action has been agreed upon, a Storm Warden will\nset aside any dispute and carry it out. Perhaps because of their fondness for debate or their own turbulent history, Storm\nWardens have an interest in mysteries and engimas. This curiosity has led more than a few Battle-Brothers to volunteer for\nthe Deathwatch.\nWhen battle begins, Storm Wardens fight with keen fervour, often seeking out an enemy champion or commander to\ntest his skills against.\nKraazgrug’s Folly\nOne of the most famous of the Storm Wardens’ battles took place on the verdant plains of Keffik’s\nWorld in the Scarus Sector. An Ork warband led by Warboss Kraazgrug had been ravaging a number\nof settlements and threatened the food supply for an entire sub-sector. Just before the Orks overran\nthe last of the system’s defences, an astropathic distress signal was relayed to Sacris. In response,\nthe Storm Wardens deployed several companies of Space Marines, supported by many armoured\nvehicles. These forces were under the command of Captain Lorgath Maclir (prior to his ascension to\nthe rank of Chapter Master) and included a handful of Space Marines from the elite First Company.\nMaclir’s plan was to face the Warboss’ trukks and warbuggies on the open plains of the northern\ncontinent. However, the Ork vehicles manoeuvred through the depths of a massive dust storm, and\nMaclir was forced to revise his strategy. Dispatching Scout Bikers, Stormravens, and Land Speeder\nTyphoons, he used his swiftly-moving skirmishing force to lure the main body of the greenskin’s\narmy into a box canyon. The Orks and the warboss were eliminated with an unrelenting salvo of\nheavy weapons fire from the rim of the canyon, and no greenskin left that battlefield alive.\nThe Cleansing of Vigil\nA singularly savage conflict was fought entirely underground in the tunnels beneath the dead world\nof Vigil. In those lightless passages, the Storm Wardens battled metre by bloody metre in a series\nof close-range firefights against the foul Slaugth and their warrior constructs. The cleansing of Vigil\nproved to be a crucial test of the Chapter’s resolve, as the tight quarters of the tunnels precluded\nthe use of heavy armour and the alien forces seemed particularly adept at provoking the Storm\nWardens into abandoning a cautious, methodical approach. The planet was cleansed at last, but at\nthe cost of many veteran Battle-Brothers. The survivors, however, had learned to pay closer heed to\nthe wisdom of the Codex Astartes, and Chapter Master Maclir promoted many of these veterans to\nhis honour guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2663, + "rule_id": "pdf_skill_157_ultramarines", + "title": "Ultramarines", + "content": "“We follow in the footsteps of Guilliman. As it is written in the\nCodex, so shall it be.”\n–Marneus Calgar, Chapter Master of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2664, + "rule_id": "pdf_skill_158_the_ultramarines_chapter", + "title": "the Ultramarines Chapter", + "content": "that turned the tide, even at the cost\nof the entire First Company. At\nthe Chapter’s home world of\nMacragge, one of the largest\nbattles seen in centuries was\nfought, with the Ultramarines,\nled by their Master Marneus\nCalgar, at the very forefront. In\naddition to the great honour won\nby the Chapter in that titanic\nstruggle, the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2665, + "rule_id": "pdf_skill_159_gained_invaluable_experience", + "title": "gained invaluable experience", + "content": "in fighting these vile xenos,\nwhich they have passed on,\noften via service in the Deathwatch, to many other Chapters.\nWhen the Horus Heresy struck, Guilliman was leading his\nmighty Legion in a massive campaign in the galactic south. So\nsuccessful was the campaign that the Legion had been carried\nfar from the Imperium’s heart, so that by the time Guilliman\nreceived word of the Warmaster’s treachery, the siege of Terra\nwas underway. The Ultramarines fought their way towards\nTerra, and although they defeated a massive Traitor space\nfleet, were unable to intervene in the final battle.\nIt is Guilliman’s actions subsequent to the Horus Heresy\nthat made him the figure of adoration that he would become.\nWith the traitors scattered and the Emperor to all intents\nand purposes lost to Humanity, the Imperium stood at the\nprecipice. It was the genius and leadership of Roboute\nGuilliman that saw the Imperium through its first century, as\nhe kept invaders at bay and saved the scattered worlds from\ncollapsing into anarchy.\nRoboute Guilliman fell at the hands of his erstwhile\nbrother, Primarch Fulgrim of the Emperor’s Children Traitor\nLegion. Poisoned unto death, Guilliman’s barely living\nbody was placed in a stasis field, and later enthroned in the\nUltramarine’s fortress-monastery. There it remains to this day,\nand some say that within the timeless aura of the stasis field,\nhis body heals, and he may one day be returned to defend the\nImperium he strove so hard to build.\nthe realm of ultramar\nSituated deep in the galactic southeast in Ultima Segmentum,\nUltramar is unique amongst all of the Chapter headquarters\nof Space Marines, in that while most Chapters operate\nfrom asteroid bases, lonely fortress-monasteries, and\nisolated worlds, the Ultramarines\ncontrol no fewer than eight\nstar systems near their home\nworld of Macragge. Each of\nthese worlds has its own\ngovernment, armed forces,\nand individual cultures,\nbut all are utterly loyal to\nthe Ultramarines Chapter. The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2666, + "rule_id": "pdf_skill_160_worlds_surrounding_macragge", + "title": "worlds surrounding Macragge", + "content": "are largely industrialised,\nthough due to the organisational\nskills and far-sightedness of the Chapter’s primarch, they\nare not the polluted wastelands of similar worlds across the\nImperium. The worlds of Ultramar do not pay a tithe to\nthe Imperium or provide regiments to the Imperial Guard.\nInstead, their every effort is devoted to the service of the\nUltramarines, the ultimate reward for which is selection\nof a scion for service in the Chapter. Those families with\nan ancestor who joined the ranks of the Ultramarines\nare greatly honoured, and revere his name for all time.\nMacragge itself is mostly bleak and rocky, with\nmore than three-quarters of its land mass formed from\nmountainous terrain nearly entirely devoid of life..\nThe planet is encircled by vast, nigh impregnable\norbital defences, as well as mighty fortresses at\neither pole. The polar fortresses bore the brunt of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2667, + "rule_id": "pdf_skill_161_duty_and_honour", + "title": "Duty anD honour", + "content": "The Ultramarines are rightly held as exemplars of all that a\nSpace Marine can and should be. They are noble and virtuous,\nself-sacrificing and stoic, and truthful and just in thought and\ndeed. Unlike the Battle-Brothers of some other Chapters,\nthey are not arrogant in their dealings with the common man,\nand have served and died alongside warriors of every other\nmilitary force in the Imperium.\nThis attitude is instilled in the Ultramarines from a very\nyoung age, long before consideration is given to recruitment\ninto the Chapter. The people of Macragge in particular, and of\nUltramar as a whole, are raised in a culture of discipline and\nservice. On Macragge, it is common for a young man to leave\nhis family whilst still a child to learn the ways of the warrior\nin one of the many martial communities of the world. In these\nschools, the youngster learns of honour and duty, practising\nand studying so that his arm is strong and his mind keen.\nIt is from these communities that many of the Ultramarine\naspirants are drawn, for they are well versed in the arts of war\nand ideal candidates for recruitment into the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2668, + "rule_id": "pdf_skill_162_combat_doctrine", + "title": "Combat DoCtrine", + "content": "As befits the Chapter of Roboute Guilliman, the Ultramarines\nadhere rigidly to the tenets laid down in the Codex Astartes.\nFor ten thousand years they have fought in the manner\ndescribed in its holy pages. Other Chapters may freely\ninterpret the words of Guilliman, but to the Ultramarines\nsuch deviation is unthinkable. The Codex Astartes is a work\nof divine wisdom, sanctified by the Emperor himself, and\nthe Ultramarines see no reason to deviate from it. The lifein the people of Ultramar from birth give them the strength\nof character to hold true to teachings over ten thousand\nyears old.\nFor any given tactical situation, the Codex offers hundreds\nof pages devoted to how it may be met and overcome. Each\nwarrior of the Chapter is required to memorise whole sections\nof the Codex so that within a company there exists an entire\nrecord of the Codex’s tenets. The wisdom of thousands of\nthe Imperium’s warriors has contributed to the Codex, and\ndetails on everything from unit markings to launching a fullThis is not to say that the Ultramarines are hidebound or\nunimaginative in their thinking, for it must not be forgotten\nthat Primarch Roboute Guilliman is regarded as one of the\nmost imaginative and innovative military thinkers of all time.\nIt is rather a deep-seated belief that every problem can be\nsolved with recourse to the Codex Astartes, that there is no\nneed to reinvent solutions to dilemmas solved long ago. By\ntheir strict adherence to the Codex, the Ultramarines are in\nfact freed by it. The success of this doctrine is self-evident in\nthe countless thousands of battle honours the Chapter has\nearned over ten millennia of loyal service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2669, + "rule_id": "pdf_skill_163_ultramarines_characters", + "title": "ultraMarineS CharaCterS", + "content": "The Ultramarines often serve as the standard against\nwhich all Space Marines are measured, and these\nqualities encompass a variety of strengths, from tactical\nskill to strategic genius.\nUltramarines Space Marines gain the following\nbenefits: +5 to two Characteristics of the players’s\nchoice, and the Favoured Son Solo Mode ability (see\npage 218).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2670, + "rule_id": "pdf_skill_164_honour_the_codex", + "title": "honour the CoDex", + "content": "Honour the Codex is a Demeanour (see\npage 32) unique to Space Marines from the\nUltramarines Chapter.\nIn all of their duties, from battle to study, the\nUltramarines are thorough, analytical, and attentive to\nevery detail. They are slow to anger and rarely make\na rash decision. By constant recourse to the articles\nof faith enshrined within the Codex Astartes, the\nUltramarines are able to face any eventuality with wellIn their dealings with Battle-Brothers from\nother Chapters, Ultramarines often fulfil the role of\nfacilitator and peacemaker. While the Battle-Brothers\nof some Chapters display extremes of character,\nfrom hotheaded to taciturn, the Ultramarines are\nbalanced in their approach, and often able to broker\nagreements between wildly differing points of view.\nThis is evidenced in the fact that a high proportion of\nDeathwatch leaders are drawn from the Ultramarines\nand their successors, a fact that has more to do with\ntheir outlook and character than it does with their\nnumerical superiority.\nAn Ultramarine is likely to turn to the vast tracts\nof the Codex Astartes that he has memorised for the\nsolution to a problem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2671, + "rule_id": "pdf_skill_165_specialities", + "title": "Specialities", + "content": "“We are the Emperor’s wrath! Let the blood of the unclean act as an\noffering to the Lion’s shade!”\n–Battle credo of the Dark Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2672, + "rule_id": "pdf_skill_166_getting_started", + "title": "GettinG Started", + "content": "“You carry the Emperor’s will as your torch. With it, destroy\nthe shadows.”\n–Verses of Sigismund, Book CIV, Verse 1\nYour character’s Speciality is decided during the character\ncreation process. After you select your Space Marine’s home", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2673, + "rule_id": "pdf_skill_167_chapter_see_page_26_you_the", + "title": "Chapter (see page 26), you then choose a Speciality from the", + "content": "options presented in this section. However, it is important\nto note that some Space Marine Chapters (notably the Black\nTemplars and Space Wolves) are restricted in their selections\nand are not able to choose certain Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2674, + "rule_id": "pdf_skill_168_description", + "title": "desCription", + "content": "In each Speciality section, you can find a description and\nillustration to help give you some ideas about what your\ncharacter might be like. This section tells you about the\nbackground for the Speciality and how it fits into the Space\nMarine organisation and the Deathwatch as a whole.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2675, + "rule_id": "pdf_skill_169_rank_chart", + "title": "rank Chart", + "content": "Each Speciality is divided into a series of Ranks. This chart\ntells you the progression necessary to reach a certain Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2676, + "rule_id": "pdf_skill_170_characteristic_advance_scheme", + "title": "CharaCteristiC advanCe sCheme", + "content": "Each Speciality allows you to improve your character’s raw\nabilities, or Characteristics. Depending on the nature of the\nSpeciality, some Characteristics are more difficult to increase\nthan others. This chart lists the cost of each Characteristic\nAdvance you can take.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2677, + "rule_id": "pdf_skill_171_rank_advance_scheme", + "title": "rank advanCe sCheme", + "content": "For each Rank within your Speciality, you will find a table\nthat shows you what new abilities your character can learn,\nand what you must do in order to learn them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2678, + "rule_id": "pdf_skill_172_advancements", + "title": "advancementS", + "content": "“Where there is uncertainty, I shall bring light. Where there is doubt,\nI shall sow faith. Where there is shame, I shall point atonement.\nWhere there is rage, I shall show its course. My word in the soul\nshall be as my bolter in the field.”\n–Litany of Devotion\nAs you adventure through the 41st Millennium, your\ncharacter will have plenty of opportunities to improve. Your\nGame Master will reward you with Experience Points that\nyou can spend to further develop your character. Each career\nhas plenty of room for you to customise your character and\nmake him unique.\nThere are three types of improvements that you can select\nfor your character:\n• Characteristic Advance: Increases your raw abilities.\n• Rank Increase: Opens new training opportunities.\n• Skill or Talent Advance: Learn new Skills or Talents,\nor improve an existing Skill or Talent.\nIn addition to the advances listed for the Ranks in your\nSpeciality, sometimes your GM will allow you to purchase an\nElite Advance. See page 59 for more on this.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2679, + "rule_id": "pdf_skill_173_characteristic_advance", + "title": "CharaCteristiC advanCe", + "content": "A Characteristic Advance is an increase to your character’s\nraw abilities. When you buy a Characteristic Advance, you\nadd +5 to the Characteristic on your character sheet.\nCharacteristic Advances are divided into four progression\nlevels. These are as follows:\n• Simple: A small fulfilment of your potential.\n• Intermediate: A significant improvement to\nyour capabilities.\n• Trained: Active, focused effort upon improving\nyour prowess.\n• Expert: The limit of your natural capabilities.\nAs you set about increasing a Characteristic, you must\nprogress through each of the progression levels in turn, starting\nat Simple and ending at Expert.\nThe costs for these increases for each Speciality are listed in\nthe relevant Speciality section in a table, which looks like this:\ndeathwatch tactical marine advance Scheme\nCharacteristic Simple Intermediate Trained Expert\nWillpower 200 xp 500 xp 1,000 xp 1,500 xp\nAs you can see, the first +5 increase to a Deathwatch\nTactical Marine’s Willpower costs 200 xp; the next +5 (the\nIntermediate progression level) costs 500 xp; a further +5", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2680, + "rule_id": "pdf_skill_174_improvement_the_trained_progr", + "title": "improvement (the Trained progression level) costs 1,000 xp,", + "content": "while the final possible improvement (Expert progression\nlevel) costs 1,500 xp.\nThe costs for Characteristic Advances are cumulative. Thus,\nyou could not just pay 500 xp for a +10 increase. Instead,\nyou would pay 200 xp for the Simple Advance, then pay 500\nxp for the Intermediate Advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2681, + "rule_id": "pdf_skill_175_example", + "title": "example", + "content": "John wants to increase the Willpower of his Deathwatch Tactical\nMarine character. His starting Willpower is 44, and it will cost\nJohn 200 xp to buy the Simple Willpower Advance. He spends 200\nxp and increases his character’s Willpower to 49. John wants to raise\nhis character’s Willpower even higher, so he spends another 500 xp\n(the cost of the Intermediate Advance) to increase his Deathwatch\nTactical Marine’s Willpower by another +5. In the end, John’s\nSpace Marine has increased his Willpower to 54 (44 + 5 + 5 =", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2682, + "rule_id": "pdf_skill_176_ranks", + "title": "rankS", + "content": "Your Rank is a general measure of your experience and capabilities.\nIt represents the progression of your character’s abilities as he\ngrows in status and prowess. Your Rank is determined by the\ntotal amount of Experience Points your character has spent.\nThe Advancement Scheme for each Rank has a combination of\nSkills and Talents that you may purchase with xp.\nYou may buy Advances from any Rank Advancement\nScheme you currently hold or have previously held.\nAs your Rank rises, you have access to more and more\nAdvancement Schemes, and therefore, you have more options\non how to customise your character.\nAs with Characteristic Advances, it is easy to gain Ranks\nto start with, but it becomes progressively harder throughout\nthe life of your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2683, + "rule_id": "pdf_skill_177_gaining_ranks", + "title": "GaininG ranks", + "content": "Characters automatically gain Ranks by spending xp. Once\na character’s total spent xp reaches the necessary amount,\nthe character’s Rank increases. Note that Rank increases\nalways occur after an Advance has been taken. All Specialities\nin Deathwatch require the same amount of xp in order to\nincrease in Rank. The xp needed to advance in Rank is listed\non Table 2-2 on page 58.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2684, + "rule_id": "pdf_skill_178_deathwatch_advances", + "title": "deathwatCh advanCes", + "content": "There are a number of Skills and Talents that are appropriate\nonly for specific Space Marine Chapters or the Deathwatch\nitself. These special Advance lists are presented on pages\n60 to 67. Deathwatch-specific Advances can be selected by\nany Deathwatch Space Marine of the appropriate Rank,\nand Chapter-specific Advances can be selected by any\nSpace Marine from that Chapter of the appropriate Rank.\nThe best way to think of these Advances is to consider\nthem additional menus that your character may choose\nfrom as he grows in Rank in his particular Speciality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2685, + "rule_id": "pdf_skill_179_example", + "title": "example", + "content": "Ross’s Deathwatch Librarian has spent 20,800 xp in total on\nvarious Advances. In the course of the game, Ross earns an additional\n1,000 xp, and he decides to spend this amount on a Characteristic\nAdvance. Ross receives permission from his GM to take the Advance\nthen crosses off the 1,000 xp from his unspent xp amount on his\ncharacter sheet. He notes down the Advance on the character sheet\nand alters his Characteristic Profile to reflect the Advance he took.\nFinally, he adds the 1,000 xp to his current spent xp total. Ross", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2686, + "rule_id": "pdf_skill_180_has_now_spent_21_800_xp_20_80", + "title": "has now spent 21,800 xp (20,800 + 1,000 = 21,800). When he", + "content": "consults the Deathwatch Librarian Ranks, he sees that he has spent", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2687, + "rule_id": "pdf_skill_181_advances", + "title": "advanceS", + "content": "A Skill Advance teaches you a new Skill or improves an\nexisting Skill to make it more effective. A Talent Advance\ngives you a knack or aptitude for something.\nDepending on your Speciality, some Skills and Talents are\neasier to learn than others. A Scholarly Librarian, for example,\nwould have to spend far fewer Experience Points to learn a\nForbidden Lore Skill than a Deathwatch Devastator Marine\nwould. The wide range of Skills and Talents allows you to\ncustomise your character as you wish.\nNote that Deathwatch characters may select from four\ndifferent sources. A Deathwatch Space Marine may choose\nadvances for his appropriate Rank from his home Chapter\nAdvances, Deathwatch Advances, General Space Marine\nAdvances, and the advances for his Speciality. There is no\nRank requirement for selecting advances from the Chapter\nAdvances lists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2688, + "rule_id": "pdf_skill_182_prerequisites", + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2689, + "rule_id": "pdf_skill_183_their_name_x2_x3_etc_adv", + "title": "their name (x2, x3, etc.). Advances with a multiplier may", + "content": "be purchased multiple times at that Rank, up to a maximum\nnumber of times equal to the multiplier. However, this rule\ndoes not apply to Advances that are Traits. Instead, the\nmultiplier for a Trait that is also an Advance is usually an\nindication that the Trait is an Unnatural Characteristic (see\npage 136 for details).\ndeCidinG how to advanCe your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2690, + "rule_id": "pdf_skill_184_character", + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2691, + "rule_id": "pdf_skill_185_elite_advances", + "title": "elite advanCes", + "content": "Your character is broadly described by his Speciality. However,\nthe Advancements listed are not the sum total of all that your\ncharacter could learn. Sometimes, your character will be\nexposed to certain Skills or Talents during play. For example,\nyou might spend an adventure infiltrating the crystal caverns\nof Krrk’tikit or restoring the machine spirits of the longgood reason for learning a Skill or Talent that is not listed on\nyour Advancement Scheme, you can request an Elite Advance\nfrom your GM. The base cost for an Elite Advance is 750 xp.\nThe GM may adjust this base cost at his discretion. To make\na request, you will need the following:\n• Logical justification for the Elite Advance (e.g., “Spending\na month battling a mutant uprising on Vespasia means it\nwould make sense that I have learned the Lore: Forbidden\n(Mutants) Skill.”)\n• In-character explanation for how you gained the Advance\n(e.g., “Our Ordo Xenos guide taught me some secret\nknowledge as repayment for saving his life.”)\n• An offer of how many Experience Points you are willing\nto pay to gain the Advance (e.g., “I will happily pay 800", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2692, + "rule_id": "pdf_skill_186_xp_to_learn_the_lore_forbidde", + "title": "xp to learn the Lore: Forbidden (Mutants) Skill.”)", + "content": "Your GM may decide not to grant you the Elite Advance,\nor may demand a higher Experience Point cost than you have\nsuggested. In these cases, gracious acceptance of the GM’s\ndecree is the best course. Your GM may also rule that you\nneed to pass a series of tests in order to successfully learn\nthe requested Skill or Talent. This will usually tie into your\nexplanation for how you gained the Advance (e.g., “Make a\nCharm Test to convince the Ordo Xenos agent to teach you\nhis secret techniques.”). The quest for an Elite Advance can be\nan adventure in and of itself.\nSometimes, your GM will offer you an opportunity to\ntake an Elite Advance as part of the reward for completing\nan adventure. For example, you may have encountered an\ninfluential Inquisitor whilst on a mission. Having protected\nthe Inquisitor from various threats during the mission, your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2693, + "rule_id": "pdf_skill_187_gm_may_offer_you_the_chance_to", + "title": "GM may offer you the chance to purchase Peer (Inquisition).", + "content": "Sometimes, these Elite Advances will come with additional\nside effects, such as Corruption or Insanity Points. Think\ncarefully before accepting such an offer!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2694, + "rule_id": "pdf_skill_188_creating_your_own_specialities", + "title": "CreatinG your own speCialities", + "content": "Whilst the Specialities detailed here are purposely broad in\nscope, once you’ve had some experience adventuring within\nthe 41st Millennium, you might find it fun to develop\nsomething a little more specific. Perhaps you feel like making\nup your own Space Marine Chapter, or maybe you have a\nspecial kind of Space Marine you’d like to try out. If this is\nthe case, work closely with your GM to develop an Advance\nScheme that is balanced and sensible. Remember to make\nsure that your new Speciality fits in with the other members\nof your group—after all, if the Deathwatch Space Marines\ncannot work smoothly together, malignant forces in the\nuniverse will happily exploit their weaknesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2695, + "rule_id": "pdf_skill_189_completing_all_the_ranks", + "title": "CompletinG all the ranks", + "content": "Through a combination of skill, audacity, daring, and sheer\nluck, your character may survive the manifold horrors of the\n41st Millennium long enough to progress to the top Rank\nwithin his Speciality. In game terms, the character who has\nattained the top Rank of his Speciality is considered to\nhave completed his initial service in the Deathwatch. The\ncharacter has now passed beyond the scope of Deathwatch\nand has entered into the realms of other Warhammer 40,000\nroleplaying games.\nAt those rarefied heights, little can stand against such\npowerful characters. Some may lead massive crusades to\nconquer worlds for the Imperium or may direct the actions\nof hundreds of his Battle-Brothers. Others might become a\nlegend that is celebrated in his home Chapter for millennia.\nThere are many options, only limited by your imagination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2696, + "rule_id": "pdf_skill_190_duplicated_skills_and_talents", + "title": "dupliCated skills and talents", + "content": "It is important to note that many Space Marine starting\nSkills and Talents are duplicated on the Rank 1 of the\nGeneral Space Marine Advances. This is an intentional\nduplication, and represents the training that is available\nto all Deathwatch Space Marines regardless of their\norigins. Future expansions for the Deathwatch line\nmay feature Space Marines with different starting\nskills, and therefore, this duplication serves a purpose\nfor the overall Deathwatch line.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2697, + "rule_id": "pdf_skill_191_trade_any_600_skill", + "title": "Trade (any) 600 Skill —", + "content": "Astartes Weapon Specialisation 1,500 Talent Astartes Weapon Training\nSignature Wargear 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2698, + "rule_id": "pdf_skill_192_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Awareness +10 300 Skill Awareness\nCarouse +10 200 Skill Carouse\nCharm 800 Skill —\nClimb +10 400 Skill Climb\nCommand 300 Skill —\nDeceive 400 Skill —\nDemolition 400 Skill —\nGamble 200 Skill —\nInquiry 800 Skill —\nLiteracy +10 200 Skill Literacy\nLogic 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2699, + "rule_id": "pdf_skill_193_speak_language_any_10_200_s", + "title": "Speak Language (any) +10 200 Skill Speak Language (same Skill group)", + "content": "Survival +10 400 Skill Survival\nSwim +10 200 Skill Swim\nTracking 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2700, + "rule_id": "pdf_skill_194_trade_any_10_400_skill_trad", + "title": "Trade (any) +10 400 Skill Trade (same Skill group)", + "content": "Wrangling 200 Skill —\nAir of Authority 1,000 Talent Fel 30\nPolyglot 500 Talent Int 40, Fel 30", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2701, + "rule_id": "pdf_skill_195_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Awareness +20 800 Skill Awareness +10\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2702, + "rule_id": "pdf_skill_196_ciphers_chapter_runes_10_20", + "title": "Ciphers (Chapter Runes) +10 200 Skill Ciphers (Chapter Runes)", + "content": "Climb +20 400 Skill Climb +10\nConcealment +10 800 Skill Concealment\nContortionist 800 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2703, + "rule_id": "pdf_skill_197_drive_any_10_800_skill_driv", + "title": "Drive (any) +10 800 Skill Drive (same Skill group)", + "content": "Evaluate 400 Skill —\nInterrogation 400 Skill —\nIntimidate +10 400 Skill Intimidate\nLiteracy +20 200 Skill Literacy +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2704, + "rule_id": "pdf_skill_198_pilot_any_800_skill", + "title": "Pilot (any) 800 Skill —", + "content": "Search +10 400 Skill Search\nSecurity 800 Skill —\nSilent Move +10 800 Skill Silent Move", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2705, + "rule_id": "pdf_skill_199_trade_any_20_400_skill_trad", + "title": "Trade (any) +20 400 Skill Trade (same type) +10", + "content": "Orthoproxy 500 Talent —\nRapid Reaction 500 Talent Ag 40\nRapid Reload 300 Talent —\nRank 4 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2706, + "rule_id": "pdf_skill_200_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm +10 800 Skill Charm\nCommand +10 500 Skill Command\nDeceive +10 400 Skill Deceive\nDemolition +10 400 Skill Demolition\nGamble +10 200 Skill Gamble\nInquiry +10 800 Skill Inquiry\nLogic +10 400 Skill Logic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2707, + "rule_id": "pdf_skill_201_performer_any_10_400_skill", + "title": "Performer (any) +10 400 Skill Performer (same Skill group)", + "content": "Scrutiny +10 400 Skill Scrutiny\nShadowing 400 Skill —\nSurvival +20 800 Skill Survival +10\nIron Discipline 1,000 Talent WP 30, Command\nIron Jaw 500 Talent T 40\nSprint 600 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2708, + "rule_id": "pdf_skill_202_drive_any_20_800_skill_driv", + "title": "Drive (any) +20 800 Skill Drive (same Skill group) +10", + "content": "Evaluate +10 400 Skill Evaluate\nIntimidate +20 400 Skill Intimidate +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2709, + "rule_id": "pdf_skill_203_navigation_stellar_400_skill", + "title": "Navigation (Stellar) 400 Skill —", + "content": "Lore: Common (Adeptus Astartes) +20 400 Skill Lore: Common (Adeptus Astartes) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2710, + "rule_id": "pdf_skill_204_pilot_any_10_800_skill_pilo", + "title": "Pilot (any) +10 800 Skill Pilot (same Skill group)", + "content": "Search +20 400 Skill Search +10\nSecurity +10 800 Skill Security\nSilent Move +20 800 Skill Silent Move +10\nTracking +10 400 Skill Tracking\nWrangling +10 200 Skill Wrangling\nCall to Vengeance 1,000 Talent Fel 40\nDouble Team 500 Talent —\nHardy 1,000 Talent T 40\nMimic 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2711, + "rule_id": "pdf_skill_205_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm +20 800 Skill Charm +10\nCommand +20 800 Skill Command +10\nDeceive +20 400 Skill Deceive +10\nDemolition +20 400 Skill Demolition +10\nGamble +20 200 Skill Gamble +10\nInquiry +20 800 Skill Inquiry +10\nLogic +20 400 Skill Logic +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2712, + "rule_id": "pdf_skill_206_navigation_surface_10_400_s", + "title": "Navigation (Surface) +10 400 Skill Navigation (Surface)", + "content": "Scrutiny +20 400 Skill Scrutiny +10\nGood Reputation (Adeptus\nAstartes)\n500 Talent\nFel 50, Peer (same Talent\ngroup)\nHammer Blow 1,000 Talent —\nLast Man Standing 500 Talent Nerves of Steel\nParanoia 500 Talent —\nSound Constitution 1,000 Talent —\nUnbowed and Unbroken 1,500 Talent Fel 30\nWisdom of the Ancients 1,000 Talent Int 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2713, + "rule_id": "pdf_skill_207_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use 800 Skill —\nEvaluate +20 400 Skill Evaluate +10\nInterrogation +10 400 Skill Interrogation\nLore: Forbidden (Adeptus\nAstartes) +10\n400 Skill\nLore: Forbidden (Adeptus\nAstartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2714, + "rule_id": "pdf_skill_208_tactics_any_10_400_skill_ta", + "title": "Tactics (any) +10 400 Skill Tactics (same skill group)", + "content": "Tech-Use +10 800 Skill Tech-Use\nTracking +20 400 Skill Tracking +10\nWrangling +20 200 Skill Wrangling +10\nBlind Fighting 800 Talent Per 30\nBolter Drill 1,500 Talent Astartes Weapon Training\nFearless 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2715, + "rule_id": "pdf_skill_209_signature_wargear_hero_any", + "title": "Signature Wargear (Hero) (any) 1,500 Talent —", + "content": "Sound Constitution 1,000 Talent —\nRank 8 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2716, + "rule_id": "pdf_skill_210_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Dodge +20 600 Skill Dodge +10\nInterrogation +20 400 Skill Interrogation +10\nLore: Forbidden (Adeptus\nAstartes) +20\n400 Skill\nLore: Forbidden (Adeptus\nAstartes) +10\nMedicae 800 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2717, + "rule_id": "pdf_skill_211_tactics_any_20_800_skill_ta", + "title": "Tactics (any) +20 800 Skill Tactics (same skill group) +10", + "content": "Into the Jaws of Hell 1,500 Talent Iron Discipline\nMaster Orator 1,000 Talent Fel 30\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2718, + "rule_id": "pdf_skill_212_lore_forbidden_xenos_400_sk", + "title": "Lore: Forbidden (Xenos) 400 Skill —", + "content": "Interrogation 400 Skill —\nSleight of Hand 400 Skill —\nHunter of Aliens 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2719, + "rule_id": "pdf_skill_213_lore_common_jericho_reach", + "title": "Lore: Common (Jericho Reach) +10 400 Skill Lore: Common (Jericho Reach)", + "content": "Interrogation +10 400 Skill Interrogation\nSleight of Hand +10 400 Skill Sleight of Hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2720, + "rule_id": "pdf_skill_214_lore_common_jericho_reach", + "title": "Lore: Common (Jericho Reach) +20 400 Skill Lore: Common (Jericho Reach) +10", + "content": "Interrogation +20 400 Skill Interrogation +10\nSleight of Hand +20 400 Skill Sleight of Hand +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2721, + "rule_id": "pdf_skill_215_lore_forbidden_warp_400_ski", + "title": "Lore: Forbidden (Warp) 400 Skill —", + "content": "Scourge of Heretics 1,000 Talent —\nRank 5 Deathwatch Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2722, + "rule_id": "pdf_skill_216_lore_forbidden_inquisition", + "title": "Lore: Forbidden (Inquisition)", + "content": "+10\nLore: Forbidden (Traitor\nLegions) +10\n800 Skill\nLore: Forbidden (Traitor\nLegions)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2723, + "rule_id": "pdf_skill_217_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Traitor\nLegions) +20\n800 Skill\nLore: Forbidden (Traitor\nLegions) +10\nSound Constitution 1,000 Talent —\nStrong Minded 1,500 Talent\nWP 30, Resistance (Psychic\nPowers)\nRank 8 Deathwatch Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2724, + "rule_id": "pdf_skill_218_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10\nAbhor the Witch 800 Talent Adeptus Astartes\nFearless 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2725, + "rule_id": "pdf_skill_219_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics 200 Skill —\nAcrobatics +10 600 Skill Acrobatics\nAcrobatics +20 600 Skill Acrobatics +10\nAssassin Strike 500 Talent Ag 40, Acrobatics\nBattle Rage 400 Talent Frenzy\nBerserk Charge 600 Talent —\nFlesh Render 500 Talent —\nFurious Assault 600 Talent WS 35\nFrenzy 400 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2726, + "rule_id": "pdf_skill_220_hatred_orks_500_talent", + "title": "Hatred (Orks) 500 Talent —", + "content": "Mental Rage 800 Talent Frenzy\nSlayer of Daemons 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2727, + "rule_id": "pdf_skill_221_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2728, + "rule_id": "pdf_skill_222_lore_forbidden_adeptus_astar", + "title": "Lore: Forbidden (Adeptus Astartes) 200 Skill —", + "content": "Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2729, + "rule_id": "pdf_skill_223_lore_forbidden_traitor_legio", + "title": "Lore: Forbidden (Traitor Legions) 400 Skill —", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)\nLore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2730, + "rule_id": "pdf_skill_224_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Carouse 200 Skill —\nCarouse +10 200 Skill Carouse\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2731, + "rule_id": "pdf_skill_225_performer_any_20_200_skill", + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2732, + "rule_id": "pdf_skill_226_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Gamble 200 Skill —\nGamble +10 200 Skill Gamble\nGamble +20 200 Skill Gamble +10\nTracking 400 Skill —\nTracking +10 400 Skill Tracking\nTracking +20 400 Skill Tracking +10\nDuty Unto Death 800 Talent WP 45\nHammer Blow 500 Talent —\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2733, + "rule_id": "pdf_skill_227_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm 400 Skill —\nCharm +10 400 Skill Charm\nCharm +20 400 Skill Charm +10\nCommand 400 Skill —\nCommand +10 400 Skill Command\nCommand +20 400 Skill Command +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2734, + "rule_id": "pdf_skill_228_tactics_any_20_400_skill_ta", + "title": "Tactics (any) +20 400 Skill Tactics (same Skill group) +10", + "content": "Duty Unto Death 800 Talent WP 45\nExemplar of Honour 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2735, + "rule_id": "pdf_skill_229_apothecary", + "title": "Apothecary", + "content": "“Yours is to serve, unto the last drop of your blood, that your brothers\nmight live to fight on. Watch over them, heal them, offer up your\nvery life should it extend theirs but a moment, and by your sacrifice\nthe enemy be slain. And when the time comes that you must fulfil\nyour most solemn oath, speak clearly, speak proudly, speed the bolt\nthat brings his end and send him joyous to the Emperor’s side. Then\ndo your duty, take that which is due, and know your mission is done.”\n–Extract from the Apocrypha of Eons, Verse V, Chapter L\n(M40 Redaction)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2736, + "rule_id": "pdf_skill_230_master_the_genetic_inheritance", + "title": "master the genetic inheritance", + "content": "not only of their own helix,\nbut of a myriad of other Chapters\ntoo, so that they might monitor\nand maintain the implants of all\ntheir fellow Space Marines, each of\nwhich may be drawn from a different\nChapter. In this matter, Deathwatch\nApothecaries occupy a uniquely trusted\nposition. Space Marine Chapters\ndo not lightly share the details of\ntheir gene-seed, with its associated traits,\nvariations, and even mutations. Deathwatch\nApothecaries are sworn to maintain the secrets of\neach of the Chapters from which their fellows\nare drawn, an oath that carries the harshest of\npenalties should it ever be broken.\nAside from monitoring the state of the\nSpace Marines’ implants, the Apothecaries\nmust also be ever alert to the risk of alien\ncontamination. Whilst undertaking their\nmissions, the Deathwatch Kill-teams\nare likely to come into contact not only\nwith creatures of utterly alien biology,\nbut with all the bacterial life that\naccompanies them. While the Space Marines are blessed with\nthe very strongest of immune systems, it is known that the spores\nof some alien life forms can cause mutation or death even in the\nAdeptus Astartes. There are some xenos that actually reproduce\nin this vile manner, their seed infecting the victim and slowly\nmutating him into the original life form. Such blasphemy must\nbe guarded against, and the Apothecaries administer an entire\nbank of tests on every member of a Kill-team before and after\nevery mission.\nAnother area in which the Deathwatch Apothecaries are\nhighly involved is that of training. Deathwatch Kill-teams\npush their bodies to, and beyond, the limits even of their\nunique physiology, and the Apothecaries must monitor this\nprocess closely. But they are a part of the training too, for the\nApothecaries often aid the Watch Captains in formulating the\nmost arduous of training regimens. Using his unique knowledge\nof his charges, the Apothecary can induce various states in his\nBattle-Brothers, under which their skills and strengths will\nbe tested all the further. Interfacing remotely with a Battlelimit blood oxygen levels or simulate the effects of any number\nof poisons, all in the cause of maintaining combat readiness.\nIn battle, an Apothecary carries a number of specialised\nitems of equipment, integrating a variety of tools into a single,\nwrist-mounted unit. The Apothecary may\nhave crafted many of these himself\naccording to his own needs. He uses\na high-powered laser scalpel or an\nadamantine-toothed chainsaw to cut\naway ruined armour so that he can\ntreat a Battle-Brother’s wounds,\nand he administers the panacea of\ndrugs stored within the unit using\nlong syringes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2737, + "rule_id": "pdf_skill_231_apothecaries_invariably", + "title": "Apothecaries invariably", + "content": "carry a bolt pistol, intended\nnot only for self-defence. One\nof the most arduous duties\nthey must perform is to end\nthe life and the suffering of a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2738, + "rule_id": "pdf_skill_232_battle_brother_wounded_unto", + "title": "battle brother wounded unto", + "content": "death. Space Marines’ bodies are\nsuch a feat of genetic engineering that they\nare able to sustain horrific injuries and live\non. However, there are some wounds that\nnot even an Adeptus Astartes can survive,\neven though he may remain conscious\nfor some time. The Apothecary must\noffer the fallen Battle-Brother such\nwords as will ease his passage to\nthe afterlife, where it is believed\nhe will sit at the right hand of his\nPrimarch, or even the Emperor\nhimself. Once the Apothecary\nhas spoken such words that the\ndying Space Marine needs to\nhear, a single bolt pistol round\nis the final mercy that he can\nadminister.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2739, + "rule_id": "pdf_skill_233_and_other_chapters_some_of_wh", + "title": "and other Chapters (some of whom may be rivals), were it not", + "content": "for the certain knowledge that their gene-seed will be returned\nshould they fall. It has been known for a Chapter to temporarily\nwithhold its honour service to the Deathwatch if too many of\nits Space Marines serving with the Ordo have been killed and\ntheir precious gene-seed irretrievably lost. Thus, the survival\nof a Space Marine’s parent Chapter and the reputation of the\nDeathwatch itself relies on the action of the Apothecaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2740, + "rule_id": "pdf_skill_234_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Apothecary begins with Medicae as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2741, + "rule_id": "pdf_skill_235_special_ability", + "title": "speCial ability", + "content": "Choose one of the following:\nGuardian of purity\nThe Apothecary’s careful monitoring of his Battle-Brothers’\ngene-seed means that any Space Marine in a Kill-team that\nincludes the Apothecary reduces all Corruption Points he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2742, + "rule_id": "pdf_skill_236_suffers_by_2_to_a_minimum_of", + "title": "suffers by 2 (to a minimum of 1), as long as the Apothecary", + "content": "has access to his narthecium—a special tool that assists with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2743, + "rule_id": "pdf_skill_237_create_toxins", + "title": "create toxins", + "content": "Once per day, the Apothecary can create a virulent poison\nthat he can hand out to the members of his Kill-team to help\ndestroy a particular enemy. The Apothecary needs a tissue\nsample of a particular enemy, his narthecium, and one hour\nto create the toxins. Once the toxin is applied, the Kill-team’s\nattacks in the next combat all have the Toxic quality against", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2744, + "rule_id": "pdf_skill_238_the_enemy_type_tyranid_tau", + "title": "the enemy type (Tyranid, Tau, etc.) for a number of rounds", + "content": "equal to the Apothecary’s Intelligence Bonus. Creatures with\nthe Daemonic Trait are not affected by this ability. In order to\nbenefit from this ability, the Space Marines in the Kill-team\nmust be in Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2745, + "rule_id": "pdf_skill_239_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2746, + "rule_id": "pdf_skill_240_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use400Skill—\nInterrogation200Skill—\nMedicae400Skill—\nAutosanguine500Talent—\nHardy500TalentT 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2747, + "rule_id": "pdf_skill_241_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +10 400 Skill Chem-Use\nInterrogation +10 200 Skill Interrogation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2748, + "rule_id": "pdf_skill_242_lore_scholastic_chymistry_2", + "title": "Lore: Scholastic (Chymistry) 200 Skill —", + "content": "Medicae +10 400 Skill Medicae\nRank 3 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2749, + "rule_id": "pdf_skill_243_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +20 400 Skill Chem-Use +10\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2750, + "rule_id": "pdf_skill_244_lore_scholastic_chymistry", + "title": "Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry)", + "content": "Medicae +20 600 Skill Medicae +10\nTech-Use 500 Skill —\nRank 4 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2751, + "rule_id": "pdf_skill_245_lore_forbidden_mutants_400", + "title": "Lore: Forbidden (Mutants) 400 Skill —", + "content": "Sure Strike 600 Talent WS 30\nRank 5 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2752, + "rule_id": "pdf_skill_246_lore_forbidden_mutants_10", + "title": "Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants)", + "content": "Disarm 1,000 Talent Ag 40\nInfused Knowledge 1,000 Talent Int 40\nIron Jaw 300 Talent T 40\nRank 6 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2753, + "rule_id": "pdf_skill_247_lore_forbidden_mutants_20", + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2754, + "rule_id": "pdf_skill_248_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Master Chirurgeon 800 Talent Medicae +10\nLightning Attack 800 Talent Swift Attack\nSound Constitution 1,000 Talent —\nRank 8 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2755, + "rule_id": "pdf_skill_249_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Flesh Render 800 Talent —\nPrecise Blow 500 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2756, + "rule_id": "pdf_skill_250_gods_among_men", + "title": "Gods Among Men", + "content": "To the average man, Space Marines are the subject of myth and legend, the\ndescendants of mighty heroes who went to war beside the Emperor himself. Many\nare taught the names of the greatest heroes, and celebrate their greatest deeds, as\nproclaimed from countless millions of pulpits across the entire Imperium.\nYet, very few will ever see a Space Marine, for their numbers are so few compared\nto the great, seething mass of humanity. Only when war comes to his world, and\nwith it the hosts of the Imperium’s armies, will a common man have any chance\nof setting eyes upon a Space Marine, let alone conversing with him.\nMost common men who do have cause to interact with a Space Marine are likely\nto hold him such awe that he may lose the power of words. At the very least,\na Space Marine will be regarded and addressed with great deference, even the\nhighest-ranking officials bowing their head to the Battle-Brother. As well they\nshould, for the very fact that a Space Marine has come to their world is sure sign\nthat the enemies of the Emperor are abroad, and only his strength and bravery\nwill hold them at bay.\nThe manner in which Space Marines are wont to interact with common Humanity\nvaries enormously, but most are aloof, so dedicated to their own mission, their\nvery nature so apart from what they once were, that they have little in common\nwith ordinary people. Most Space Marines care only for the traditions of their\nChapter and the task of defeating the Emperor’s enemies, and know so little\nof the trivial cares of normal life that very little common ground exists. Even\nwhen interacting with a mighty warrior, perhaps a decorated veteran Imperial\nGuardsman, so total is the Space Marine’s dedication to his duty that few can live\nup to his standards. It is rare indeed for a normal man to be regarded by a Space\nMarine as an equal. Only the greatest of the Imperium’s heroes—men such as the\nLord Solar Macharius —have earned such an honour of counting amongst their\nfriends one or more Space Marines of the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2757, + "rule_id": "pdf_skill_251_assault_marine", + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin\nare there, offering their fire and their prayers. Look instead to your\nfoe as you scream from the skies upon jets of white fire. Take but one\ninstant to savour the fear in his eyes as he looks skywards, and there,\nin the keen edge of your blade, he sees his doom, delivered by your\nhand.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2758, + "rule_id": "pdf_skill_252_lightning", + "title": "lightning", + "content": "c l a w s ,\nand all manner of similarly\ndevastating arms, and the Assault\nMarine is adept in the use of them\nall. Some choose not to carry a\npistol and a blade, and instead forego one\nweapon in favour of a combat shield or\na storm shield. These are particularly\nuseful against foes that are able to\nunleash powerful attacks in close\ncombat, allowing the brother to\ndeflect a strike with his shield while\ndelivering a lethal counter-attack with\nhis other weapon. Some Assault Marines\narm themselves instead with a mighty,\ndouble handed weapon, allowing them to put all\nof their strength into a single blow, which is capable\nof decapitating even the mightiest of foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2759, + "rule_id": "pdf_skill_253_special_ability", + "title": "speCial ability", + "content": "angel of death\nThe Assault Marine gains the Swift Attack Talent.\nIn addition, choose one of the following:\nWings of angels\nThe Assault Marine may add 20 metres the movement rate", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2760, + "rule_id": "pdf_skill_254_of_his_jump_pack_with_a_succes", + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this\nability, the Space Marine adds an additional 1d5 Damage to\nany melee attacks. This ability only functions when in Solo\nMode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2761, + "rule_id": "pdf_skill_255_wrathful_descent", + "title": "Wrathful descent", + "content": "When making a Charge against a Horde, the Assault Marine\nmay inflict an additional 1d10 damage to the Horde’s\nMagnitude after a successful melee attack. This ability only\nfunctions when in Squad Mode.\nDeathwatch Assault Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2762, + "rule_id": "pdf_skill_256_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 200 500 1,000 1,500\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 750 1,500 2,000 5,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2763, + "rule_id": "pdf_skill_257_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Catfall 200 Talent Ag 30\nDouble Team 200 Talent —\nTakedown 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2764, + "rule_id": "pdf_skill_258_pilot_personal_10_500_skill", + "title": "Pilot (Personal) +10 500 Skill Pilot (Personal)", + "content": "Crushing Blow 600 Talent S 40\nLightning Reflexes 500 Talent —\nSure Strike 500 Talent WS 30\nLightning Attack 600 Talent Swift Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2765, + "rule_id": "pdf_skill_259_pilot_personal_20_500_skill", + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2766, + "rule_id": "pdf_skill_260_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Counter-Attack 600 Talent WS 40\nDual Strike 500 Talent\nAg 40, Two-weapon Wielder\n(Melee)\nHammer Blow 800 Talent —\nRank 5 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2767, + "rule_id": "pdf_skill_261_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +10 400 Skill Acrobatics\nAssassin Strike 500 Talent Ag 40, Acrobatics", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2768, + "rule_id": "pdf_skill_262_death_from_above_900_talent_fl", + "title": "Death From Above 900 Talent Fly (Jump Pack)", + "content": "Disarm 500 Talent Ag 30\nFurious Assault 500 Talent WS 35\nRank 6 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2769, + "rule_id": "pdf_skill_263_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Blademaster 800 Talent WS 30\nHard Target 600 Talent Ag 40\nStep Aside 800 Talent Ag 40, Dodge\nRank 7 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2770, + "rule_id": "pdf_skill_264_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +20 400 Skill Acrobatics +10\nCrippling Strike 400 Talent WS 50\nDual Shot 600 Talent\nAg 40, Two-weapon Wielder\n(Ballistic)\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2771, + "rule_id": "pdf_skill_265_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Master 500 Talent WS 30\nGunslinger 700 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nPreternatural Speed 1,000 Talent WS 40, Ag 50\nWhirlwind of Death 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2772, + "rule_id": "pdf_skill_266_marine", + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2773, + "rule_id": "pdf_skill_267_encounter_especially_large_and", + "title": "encounter especially large and", + "content": "tough alien beasts, such as a\nTyranid Carnifex, the Devastator\nMarine may take to the field carrying\na lascannon or a plasma cannon. Both\nare long-ranged weapons with an extremely\npowerful attack. The former is designed to destroy\nenemy tanks with the single shot, while the latter\nis capable of wiping out enemy wearing heavy armour that are\ncaught in its deadly blast effect.\nIf the Kill-team is likely to face enemies occupying highly\nfortified bunkers or similar structures, the Devastator Marine\nmay carry a multi-melta to battle. This weapon is an even more\npowerful version of the standard meltagun, and is capable of\nreducing an entire fortress wall to slag. A Devastator Marine\nwielding such a weapon must be a master in its use, for it is\nall too possible to bring down an entire structure on to the\nheads of the Kill-team instead of burning a tunnel through\nan obstacle.\nA commonly wielded heavy weapon is the missile launcher.\nThe strength of this weapon is its versatility, as it is able to fire\na wide range of missile types. Most common are frag and krak\nmissiles, which are essentially larger versions of the grenades\nof the same name. However, the Deathwatch maintains stocks\nof more unusual or specialised warheads, including those\ncapable of delivering devastating toxins, gas, or even defoliants\nfor destroying vegetation. The Devastator Marine must be\nadept in the use of all such weapons, and he trains endlessly to\nmaster their application.\nIn addition to his heavy weapon, a Devastator Marine is\nlikely to carry a range of specialised equipment. Many carry\nsuspensors, small devices attached to the heavy weapon that\nutilise a miniature anti-grav generator to provide sufficient lift\nto offset the weight of the weapon. Other", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2774, + "rule_id": "pdf_skill_268_devices_include_additional_tar", + "title": "devices include additional targeting", + "content": "gear built into the Devastator\narine’s helmet and integrating\nwith pick-ups on the weapon\nitself, allowing him to see his\ntarget from the point of view\nof his weapon’s barrel. Some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2775, + "rule_id": "pdf_skill_269_devastator_marines_utilise_rar", + "title": "Devastator Marines utilise rare", + "content": "or exotic systems, often supplied\non a mission-specific basis by a\nTechmarine. These include motion\npredictors, psych- ocular buffers and\nwide band electro-magnetic filters.\nThe number of Deathwatch Battlefor a given mission depends upon the nature\nof the objective and the enemy, as does the\nexact weapons each will carry. Deciding such\ndetails is the responsibility of the Watch Captain,\nand a mission’s success or failure might rest upon it.\nAssigning two brothers to deployment as Devastator\narines allows for more flexibility, perhaps\nwith one being equipped with a\nheavy bolter and the other with a\nlascannon, but doing so reduces\nthe overall flexibility of the team,\nfor fewer brethren will be serving\nas Tactical Marines. Sometimes,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2776, + "rule_id": "pdf_skill_270_two_devastator_marines_may", + "title": "two Devastator Marines may", + "content": "both carry the same weapon,\nso that one may cover the entire Kill-team as\nit advances, before he redeploys covered by his\nBattle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2777, + "rule_id": "pdf_skill_271_immovable_warrior", + "title": "immovable Warrior", + "content": "When the Devastator Marine is wielding a Heavy weapon and\nbehind cover, he gains the Sturdy Trait and a +10 bonus to all\nBallistic Skill Tests. This ability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2778, + "rule_id": "pdf_skill_272_unrelenting_devastation", + "title": "Unrelenting devastation", + "content": "When firing a Heavy weapon, the Devastator Marine inflicts\n1 extra point of damage to a Horde’s Magnitude for every hit.\nIf using a weapon with the Blast Quality, he instead inflicts\n1d5 extra points of damage to a Horde’s Magnitude (after all\nother hits have been applied). This ability only functions in\nSquad Mode.\n“Many find it utterly preposterous that a realm so vast as the\nImperium should rely so completely upon only a million or\nso Space Marines to defend it against the untold horrors of\nthe galaxy. These fools ask, ‘if the Imperium is made up of\nmore than a million worlds, how can but one Space Marine\ndefend each?’\nThey have no conception of the application of strategic\npower. They do not understand how but one battle can turn\nthe tide of war in the same manner as one sniper’s bullet can\nend a tyranny. The Space Marines do not fight protracted\ncampaigns or engage in wars of attrition; they launch\nlightning strikes where their presence will tip the balance.\nWhile the uncounted masses of the Imperial Guard engage\nin century-spanning wars in which millions lay down their\nlives to advance but a mile, the Space Marines carry the fight\nto the very heart of the enemy. By cutting out that heart, by\nbrandishing it before his eyes even as he dies, by crushing it\nto a pulp before his cowering followers, the Space Marines\nwin the battles that win the wars that win the crusades that\nltimately decide the balance of power in the entire galaxy.”\n–Discourses on the Seventy-Nine Truths\nof Statecraft\nDeathwatch Devastator Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2779, + "rule_id": "pdf_skill_273_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2780, + "rule_id": "pdf_skill_274_exotic_weapon_training_any_5", + "title": "Exotic Weapon Training (any) 500 Talent —", + "content": "Mighty Shot 500 Talent BS 40\nStalwart Defence 500 Talent —\nRank 2 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2781, + "rule_id": "pdf_skill_275_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Formation 600 Talent Int 40\nCrack Shot 500 Talent BS 40\nDeadeye Shot 500 Talent BS 30\nDie Hard 500 Talent WP 40\nIron Jaw 500 Talent T 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2782, + "rule_id": "pdf_skill_276_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 800 Talent —\nHip Shooting 500 Talent BS 40, Ag 40\nSound Constitution 1,000 Talent —\nTarget Selection 500 Talent BS 50\nRank 4 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2783, + "rule_id": "pdf_skill_277_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Marksman 500 Talent BS 35\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2784, + "rule_id": "pdf_skill_278_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Hardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2785, + "rule_id": "pdf_skill_279_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2786, + "rule_id": "pdf_skill_280_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2787, + "rule_id": "pdf_skill_281_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2788, + "rule_id": "pdf_skill_282_librarian", + "title": "Librarian", + "content": "“Your fate is to know that which may not be known, to look into\nthose places of darkness and desolation and know that horrors look\nback upon you. Speak not to your brothers of such things, but use the\ngifts you have been given, by the Emperor himself, to blast and sear\nand rend and banish all those who would deny us our destiny.”\n–Extract from the Apocrypha of Eons, Verse XXI, Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2789, + "rule_id": "pdf_skill_283_and_summoning_violent", + "title": "and summoning violent", + "content": "thunderstorms.\nLibrarians fulfil a number of roles within\nthe Deathwatch. Chief among them is\nthat of the combat psyker. By focusing\nhis prodigious psychic powers, the\nLibrarian is able to unleash withering\nblasts of searing energy at his foe,\nreducing them to ashes with but a\nthought. Often, the energies are\ndirected and multiplied through the\nblade of a specially crafted weapon\nuch as a force sword or halberd,\nwith which even the mightiest of\nfoes might be cut down as wheat before the scythe. Death\ncan be unleashed from afar as well, for the Librarian is able to\nproject his powers at distant enemies, launching deadly bolts\nfrom a staff, an outstretched hand, or through his very gaze.\nUnlike conventional weapons, a Librarian’s wrath cannot be\nparried and does not run out of ammunition. The only limit\non a Librarian’s powers is his own will, and this is as strong as\nany of the Imperium’s mightiest heroes.\nLibrarians are also the guardians of the secrets of the\nDeathwatch. Within each Watch Fortress is to be found the\nsealed Vault which stores weapons and relics too dangerous\nto be allowed to fall into the hands of Mankind’s enemies.\nAlso within the Vault is an archive of forbidden knowledge—\nmultiple stasis chambers contain ancient tomes, engraved\ntablets, data-crystals, and mnemonic banks. Not even the\nWatch Commander has access to these archives—only the\nLibrarians are entrusted with their access codes, and only they\nare judged strong enough to withstand the sanity shattering\nsecrets sealed within. It is only in the direst of circumstances\nthat a Librarian will enter the Vault archive, for each time he\ndoes so he is exposed to the whispering voices of long-dead\nalien beings, tempting him with the power to rule the whole\nof Humanity in the name of ancient and blasphemous gods.\nNevertheless, so terrible are many of the horrors faced by the\nDeathwatch that the Librarian may be required to consult\nthe archives in order to discover some previous record of an\nenemy’s weakness. Such knowledge can spell the difference\nbetween a mission’s success and failure.\nAnother role carried out by a Watch Fortress’s Librarians is\nthat of providing the Watch Commander with counsel. Given\ntheir access to forbidden knowledge and their innate\nunderstanding of arcane matters, the word of a\nLibrarian rarely goes unheeded in the Watch\nCommander’s plans. In addition to this,\nmany Librarians are gifted with some\ndegree of prognostication—whether\nby way of visions,\nm e d i t a t i o n ,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2790, + "rule_id": "pdf_skill_284_can_often_discern", + "title": "can often discern", + "content": "something of what will come to pass. Though\nsuch a premonition is rarely clear enough to\nprovide complete certainty, it often provides\nclues that enable an experienced Librarian\nto make a sound judgement concerning\npotential dangers that may be faced in\nan upcoming mission, and to advise the\nWatch Captains accordingly. Often,\nthe premonition focuses upon the\nactions of the Librarian himself,\ntelling him that his own\npresence will be required if a\nmission is to succeed. Many", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2791, + "rule_id": "pdf_skill_285_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Librarian begins with Psyniscience as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2792, + "rule_id": "pdf_skill_286_special_ability", + "title": "speCial ability", + "content": "Battle-psyker\nThe Librarian begins the game with a Psy Rating of 3 and access to\nthree Psychic Techniques. Choose three from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2793, + "rule_id": "pdf_skill_287_iron_arm", + "title": "Iron Arm", + "content": "Your arm is sheathed in a field of psychic\nenergy, and you may ward off enemy\nattacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2794, + "rule_id": "pdf_skill_288_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 200 500 1,000 1,500\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2795, + "rule_id": "pdf_skill_289_psychic_power_x2_varies_tal", + "title": "Psychic Power (x2) Varies* Talent Varies*", + "content": "Rite of Sanctioning 400 Talent Psy Rating\nWarp Sense 500 Talent Psy Rating, Psyniscience, Per 30\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2796, + "rule_id": "pdf_skill_290_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Invocation +10 400 Skill Invocation\nLore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2797, + "rule_id": "pdf_skill_291_lore_scholastic_any_10_400", + "title": "Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group)", + "content": "Psyniscience +10 400 Skill Psyniscience\nPsy Rating 4 500 Talent Psy Rating 3\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers\nRank 3 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2798, + "rule_id": "pdf_skill_292_lore_common_any_10_400_ski", + "title": "Lore: Common (any) +10 400 Skill Lore: Common (same skill group)", + "content": "Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2799, + "rule_id": "pdf_skill_293_lore_forbidden_psykers_20", + "title": "Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2800, + "rule_id": "pdf_skill_294_lore_scholastic_any_20_400", + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2801, + "rule_id": "pdf_skill_295_lore_forbidden_heresy_10_8", + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2802, + "rule_id": "pdf_skill_296_strong_minded_1_000_talent_wp", + "title": "Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers)", + "content": "*See Chapter 6: Psychic Powers\nRank 5 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2803, + "rule_id": "pdf_skill_297_specialist_space_marine_ranks", + "title": "Specialist Space Marine Ranks", + "content": "Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve\nas specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while\nothers, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force\nas required.\nChaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of\nthe brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell\nbeings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations\nof the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith.\nJust as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their\nbodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight,\nand they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred\nof duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might\nbe ensured and his memory lives on in the inheritance of future generations of Space Marines.\nFor the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body\nis crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus\nof a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the\nSpace Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend.\nThose Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where\nthey undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called\nTechmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the techengines of war.\nRank 6 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2804, + "rule_id": "pdf_skill_298_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40\nDisturbing Voice 500 Talent —\nPsy Rating 8 1,500 Talent Psy Rating 7\nPsychic Power Varies* Talent Varies*\nStep Aside 500 Talent Ag 40, Dodge\n*See Chapter 6: Psychic Powers\nRank 7 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2805, + "rule_id": "pdf_skill_299_ciphers_any_20_400_skill_ci", + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2806, + "rule_id": "pdf_skill_300_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Furious Assault 800 Talent WS 35\nPreternatural Speed 2,000 Talent WS 40, Ag 50\nPsy Rating 10 2500 Talent Psy Rating 9\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2807, + "rule_id": "pdf_skill_301_marine", + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2808, + "rule_id": "pdf_skill_302_and_assault", + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2809, + "rule_id": "pdf_skill_303_the_specialised", + "title": "the specialised", + "content": "ammunition of\nthe Deathwatch.\nInstead they excel in\none particular field,\nsuch as engaging\nmultiple foes in the case\nof the flamer, or attacking heavily armoured enemies\nor positions in the case of the meltagun.\nBecause he has already served as Scout, Devastator,\nand Assault Marine in his parent Chapter, a Tactical\nMarine is able to take over the duties of a fallen brother\nshould the mission demand. Even if he is not as well\npractised in a specialist weapon, such as a multi-melta,\na Tactical Marine can take over the operation of such a\nweapon should the Devastator carrying it fall in action.\nSuch flexibility and range of skills and experience makes\nthe Deathwatch Tactical Marine the core of the Kill-team, and\nthe equal of almost any foe he may encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2810, + "rule_id": "pdf_skill_304_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Tactical Marine begins with Command as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2811, + "rule_id": "pdf_skill_305_bolter_mastery", + "title": "Bolter mastery", + "content": "The Tactical Marine gains a +10 bonus to all Ballistic Skill\nTests and +2 to Damage when firing a Bolt weapon. This\nability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2812, + "rule_id": "pdf_skill_306_tactical_expertise", + "title": "tactical expertise", + "content": "When initiating a Squad Mode ability, the Tactical Marine\nmay share the benefits of his Chapter’s Squad Mode\nabilities with the members of his Kill-team as if they were", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2813, + "rule_id": "pdf_skill_307_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 500 1,000 1,500 2,000\nPerception 500 1,000 1,500 2,000\nWillpower 200 500 1,000 1,500\nFellowship 200 500 1,000 1,500\nRank 1 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2814, + "rule_id": "pdf_skill_308_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Air of Authority 500 Talent Fel 30\nAstartes Weapon Specialisation 1,000 Talent Astartes Weapon Training\nDouble Team 200 Talent —\nRapid Reload 200 Talent —\nRank 2 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2815, + "rule_id": "pdf_skill_309_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Sense 500 Talent Per 40\nHip Shooting 500 Talent BS 40, Ag 40\nMighty Shot 500 Talent BS 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2816, + "rule_id": "pdf_skill_310_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Cleanse and Purify 400 Talent —\nCombat Formation 600 Talent Int 40\nIron Discipline 600 Talent WP 30, Command\nMarksman 600 Talent BS 35\nRank 4 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2817, + "rule_id": "pdf_skill_311_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Call to Vengeance 1,000 Talent Fel 40\nDeadeye Shot 500 Talent BS 30\nStorm of Iron 800 Talent —\nTarget Selection 800 Talent BS 50\nRank 5 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2818, + "rule_id": "pdf_skill_312_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 1,000 Talent —\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2819, + "rule_id": "pdf_skill_313_two_weapon_wielder_ballistic", + "title": "Two-weapon Wielder (Ballistic) 800 Talent BS 35, Ag 35", + "content": "Unbowed and Unbroken 800 Talent Fel 40\nRank 6 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2820, + "rule_id": "pdf_skill_314_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Into the Jaws of Hell 600 Talent Iron Discipline\nMaster Orator 700 Talent Fel 30\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2821, + "rule_id": "pdf_skill_315_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Foresight 800 Talent Int 40\nHard Target 800 Talent Ag 40\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2822, + "rule_id": "pdf_skill_316_advance_cost_type_prerequisite", + "title": "Advance Cost Type Prerequisites", + "content": "Eye of Vengeance 1,000 Talent BS 50\nGunslinger 1,000 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2823, + "rule_id": "pdf_skill_317_techmarine", + "title": "Techmarine", + "content": "“Yours is to heed the machine as others heed their kin. Tend to the\nwar spirits all about, but do so in the knowledge that you do the\nEmperor’s duty. Without your ministrations, no bolt may be fired,\nand no enemy slain.”\n–Extract from the Apocrypha of Eons, Verse III, Chapter CIV", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2824, + "rule_id": "pdf_skill_318_the_techmarine_knows_that", + "title": "the Techmarine knows that", + "content": "to neglect such equipment\nis akin to dereliction of duty\nand blasphemy. After all, a\nbolter not cleaned, oiled, blessed,\nand beseeched can scarcely be\nexpected to be reliable in battle,\nand so a Space Marine’s life may\ndepend upon how well such weapons\nare maintained. Techmarines oversee this\nprocess, guiding the battle brothers in the\ncorrect and proper rituals by which the\nwar spirit of each and every weapon is\nappeased.\nOn the battlefield, a Techmarine’s primary role is to effect\nrepairs of damaged equipment, so that it may return to the fight.\nEach Techmarine carries a huge range of highly specialised\nand often arcane tools, sometimes mounted on a servo-arm or\nat the end of a prehensile mechadendrite. With these tools, the\nTechmarine can repair virtually any item of equipment, from\nan overheated plasma pistol to an immobilised Land Raider,\nprovided that some spark of the machine spirit’s essence remains.\nMany battles have been won thanks to a Techmarine recovering\na damaged weapon in this manner, and in their own way they are\noften vital to a mission’s success.\nAlthough many of the weapons carried by Space Marines are\nwonders of technology beyond the dreams of normal men, there\nare some machines that are so exceptional that only a Techmarine\nmay attend them. One of the most unusual of these is the conversion\nbeamer, a rare weapon that works by converting matter to energy\nin a beam that becomes stronger the further it extends and the\nmore matter is converted. It is only by the constant ministrations of\na Techmarine that such a weapon can be utilised—should anyone\nelse attempt to use the weapon, its war spirit might become greatly\nangered and turn its ire upon the wielder instead.\nThere are yet more weapons and items of equipment even\nmore exotic than the conversion beamer. Many are unique,\nand all are sealed within the Vault at the heart of\neach Watch Fortress. Just as the Librarian has\nexclusive access to the reams of forbidden\nknowledge in each of these archives,\nso the Deathwatch Techmarine keeps\nhis portion of the Vault sealed to all\nbut his fellow Techmarines. There are\nweapons kept within the Vault the likes\nof which are thought\nto be unique in the\ngalaxy, their secrets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2825, + "rule_id": "pdf_skill_319_have_only_incomplete", + "title": "have only incomplete", + "content": "knowledge of their\noperation, and no understanding of their\nmaintenance. Such weapons might be lost\nrelics from the Dark Age of Technology, or\nthe product of alien technologies long since\nvanished from the galaxy. Some are known\nto be capable of unleashing unprecedented\nlevels of destruction, perhaps laying waste to\nentire cities in a single blast. Others are so poorly\nunderstood that their use would only be risked in\nthe direst of circumstances, and it is\nthe responsibility of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2826, + "rule_id": "pdf_skill_320_deathwatch_techmarine", + "title": "Deathwatch Techmarine", + "content": "to do so when called upon\nby his Watch Commander.\nA final, and often critical\nrole performed by Deathwatch\nTechmarines is the evaluation and, if\ndeemed necessary, the retrieval of alien", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2827, + "rule_id": "pdf_skill_321_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Techmarine begins with Speak Language\n(Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2828, + "rule_id": "pdf_skill_322_improve_cover", + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal\nto his unmodified Intelligence Bonus to any cover (see page\n246). Improving cover requires one Full Action.\nBlessed by the omnissiah\nThe Techmarine begins the game with the Mechanicus Implants\nTrait and the Electro-Graft Use and Mechadendrite Use\n(Servo-Arm) Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2829, + "rule_id": "pdf_skill_323_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 200 500 1,000 1,500\nToughness 200 500 1,000 1,500\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 500 1,000 1,500 2,000\nWillpower 750 1,500 2,000 5,000\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2830, + "rule_id": "pdf_skill_324_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus\nMechanicus)\n400 Skill —\nSecurity 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2831, + "rule_id": "pdf_skill_325_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill —\nAutosanguine 500 Talent —\nElectro-Graft Use 600 Talent —\nFeedback Screech 500 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2832, + "rule_id": "pdf_skill_326_mechadendrite_use_any_500_ta", + "title": "Mechadendrite Use (any) 500 Talent Techmarine", + "content": "Technical Knock 500 Talent Int 30\nThe Flesh is Weak 1 800 Talent —\nRank 2 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2833, + "rule_id": "pdf_skill_327_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +10 400 Skill Lore: Forbidden (Adeptus Mechanicus)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2834, + "rule_id": "pdf_skill_328_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine\nLogis Implant 500 Talent —\nLuminen Charge 500 Talent Techmarine\nMimic 500 Talent —\nRite of Awe 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2835, + "rule_id": "pdf_skill_329_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +20 400 Skill Lore: Forbidden (Adeptus Mechanicus) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2836, + "rule_id": "pdf_skill_330_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use\nInfused Knowledge 1,000 Talent Int 40\nThe Flesh is Weak 2 800 Talent The Flesh is Weak 1\nWeapon-Tech 600 Talent Techmarine\nRank 4 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2837, + "rule_id": "pdf_skill_331_lore_forbidden_archeotech", + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent —\nDisturbing Voice 400 Talent —\nLuminen Shock 800 Talent Techmarine\nRite of Fear 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2838, + "rule_id": "pdf_skill_332_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Security +20 400 Skill Security +10\nTech-Use +20 400 Skill Tech-Use +10\nGun Blessing 800 Talent Techmarine\nMaster Enginseer 1,000 Talent Tech-Use +10\nProsanguine 1,000 Talent Autosanguine\nThe Flesh is Weak 3 1,000 Talent The Flesh is Weak 2\nRank 6 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2839, + "rule_id": "pdf_skill_333_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Armour-Monger 500 Talent Techmarine\nFerric Summons 1200 Talent Ferric Lure, Techmarine\nLuminen Blast 1,000 Talent Techmarine\nMachinator Array 1200 Talent Techmarine\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2840, + "rule_id": "pdf_skill_334_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Concealed Cavity 500 Talent —\nElectrical Succour 1,000 Talent Techmarine\nEnergy Cache 1,500 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 4 1,000 Talent The Flesh is Weak 3\nRank 8 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2841, + "rule_id": "pdf_skill_335_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Enhanced Bionic Frame 1,000 Talent Machinator Array\nRite of Pure Thought 1,000 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 5 1,000 Talent The Flesh is Weak 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2842, + "rule_id": "pdf_skill_336_skills", + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2843, + "rule_id": "pdf_skill_337_gaining_skills", + "title": "GaininG SkillS", + "content": "The player chooses his first set of Skills during character\ncreation, based upon his background and chosen Speciality.\nThese Skills were learned some time in the past, before\nthe character started his current exploits. As the campaign\nprogresses, the player spends experience to gain additional\nSkills, furthering his vision for his character and reflecting\nhis in-game experiences. The Skills available for the various\nSpecialities and their costs can be found in Chapter II:\nSpecialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2844, + "rule_id": "pdf_skill_338_skill_mastery", + "title": "Skill MaStery", + "content": "Many characters have the opportunity to acquire the same\nSkill several times as they advance in their Speciality. Skill\nMastery is represented on the Specialities Rank Advance\nSchemes as the base Skill with a +10 or +20 bonus. The\nbase Skill must be acquired first, then the +10 version and\nthen the +20 version. As it is possible to buy advances from\nprevious Ranks, if a character misses a base Skill which is\noffered at Skill Mastery level on a later rank, he can still\nacquire the base Skill from the lower rank’s advances in order\nto then take the Skill Mastery.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2845, + "rule_id": "pdf_skill_339_example", + "title": "example", + "content": "Helgath already possesses the Intimidate Skill, and his career\nprogression allows him to take Intimidate +10. He pays the\nrequired experience and checks the +10 box on his character sheet,\nrepresenting Intimidate +10. Were this Skill to become available\nas Intimidate +20, he could pay for it and check the +20 box on\nhis sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2846, + "rule_id": "pdf_skill_340_skills", + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2847, + "rule_id": "pdf_skill_341_basic_skills", + "title": "BaSic SkillS", + "content": "Characters have intrinsic abilities and Characteristics that\nallow for rudimentary attempts at tests with basic Skills.\nThus, even though a character may not possess basic Skills,\nhe may still make Skill Tests using them. Those who do\nnot possess a basic Skill may test that Skill at half of the\nassociated Characteristic, rounding down. The Characteristic\ngets halved before any situational modifiers get applied to\nthe test. For example, an Easy test against an untrained basic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2848, + "rule_id": "pdf_skill_342_skill_would_be_characteristic", + "title": "Skill would be (Characteristic/2)+30, and not (Characteristic", + "content": "+30)/2. Even though the character might be able to muddle\nthrough such attempts, he does not have the same abilities as\none who has received real training or instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2849, + "rule_id": "pdf_skill_343_interrogation_willpower_invest", + "title": "Interrogation Willpower Investigation", + "content": "Invocation Willpower —\nLip Reading Perception —\nLiteracy Intelligence —\nLore: Common\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2850, + "rule_id": "pdf_skill_344_agility_operator", + "title": "Agility Operator", + "content": "Psyniscience Perception —\nSecurity Agility —\nShadowing Agility —\nSleight of Hand Agility —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2851, + "rule_id": "pdf_skill_345_tactics", + "title": "Tactics", + "content": "†\nIntelligence —\nTech-Use\n†\nIntelligence —\nTracking Intelligence —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2852, + "rule_id": "pdf_skill_346_advanced_skills", + "title": "advanced SkillS", + "content": "Advanced Skills require very specific training or education, and\ncommon individuals may not attempt their use. Regardless of\na character’s intrinsic abilities and Characteristics, he would\nnever be able to understand the Eldar language without\nprevious instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2853, + "rule_id": "pdf_skill_347_skill_descriptors", + "title": "Skill deScriptorS", + "content": "Some Skills fall into broad categories that use common rules.\nThese descriptors allow both players and GMs to instantly\nidentify the appropriate rules section from Chapter VII: Playing\nthe Game for their resolution. These categories include: Crafting,\nInteraction, Investigation, Movement and Operator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2854, + "rule_id": "pdf_skill_348_crafting_skills", + "title": "craftinG SkillS", + "content": "Skills with the Crafting descriptor allow characters to create\nthings from parts or raw materials. These creations can vary\nfrom sculptures to custom gun cutters. In general, a character\nmust obtain components or materials equal to half the item’s\nvalue. The GM sets up an appropriate Extended Test for\nthe task, and its resolution follows the guidelines given on\npage 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2855, + "rule_id": "pdf_skill_349_interaction_skills", + "title": "interaction SkillS", + "content": "All Skills with the Interaction descriptor involve interplay\nwith others. The difficulty of these Skill Tests depends on\nthe individual’s disposition towards the character, as defined\nby the GM in accordance with the circumstances of the\nencounter. See page 275 of Chapter IX: The Game Master\nfor more information on NPC disposition.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2856, + "rule_id": "pdf_skill_350_investigation_skills", + "title": "inveStiGation SkillS", + "content": "Most of the Skills with the Investigation descriptor allow the\ncharacter to collect information from various sources. These\nSkills also permit Extended Tests as the character tries to gather\ndetailed intelligence on his foes. The GM sets up the proper\ntime period for the test using his discretion, as it takes far\nlonger to uncover a hidden xenos shrine than it does to scout\nthe location of an armoured column.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2857, + "rule_id": "pdf_skill_351_movement_skills", + "title": "movement SkillS", + "content": "Skills with the Movement descriptor all relate to the\ncharacter’s mobility, anything from daring leaps across chasms\nto climbing out of the same if he doesn’t quite make it across.\nThey involve the ability to move across, through, over, or\nbetween the surrounding environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2858, + "rule_id": "pdf_skill_352_operator_skills", + "title": "operator SkillS", + "content": "If a Skill involves transportation, be it a humble ground vehicle\nor an mighty starship, it receives the Operator descriptor.\nThese Skills allow the character to drive or pilot a variety of\nvehicles.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2859, + "rule_id": "pdf_skill_353_skill_groups", + "title": "Skill GroupS", + "content": "Some Skills encompass groups of related Skills. For brevity’s\nsake, these Skill groups are listed under the same entry, but\neach must be acquired and used separately. Thus, a pilot with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2860, + "rule_id": "pdf_skill_354_special_uses", + "title": "Special uSeS", + "content": "Several Skill entries have subsections that detail a specific,\nfocused use outside its usual employment. These sections\nspotlight a particularly creative or interesting use of the Skill,\nallowing for greater variety of Skill applications.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2861, + "rule_id": "pdf_skill_355_agility", + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2862, + "rule_id": "pdf_skill_356_jump_and_leap", + "title": "Jump And Leap", + "content": "An Acrobatics Test may substitute for an Agility Test when\njumping or a Strength Test when leaping, according to the\nappropriate rules on page 207.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2863, + "rule_id": "pdf_skill_357_perception", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2864, + "rule_id": "pdf_skill_358_toughness", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2865, + "rule_id": "pdf_skill_359_his_toughness_bonus_minimum_1", + "title": "his Toughness Bonus (minimum 1 hour).", + "content": "Skill Use: Free Action taken whenever the character imbibes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2866, + "rule_id": "pdf_skill_360_fellowship", + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2867, + "rule_id": "pdf_skill_361_inspire", + "title": "Inspire", + "content": "Those in a position of authority can use the Charm Skill to\ninspire a group-related test, either with positive or negative\nreinforcement. Success provides a +10 bonus to the next\nCharacteristic Test of the motivated group, such as passing a\nWillpower Test to resist Fear or recover from Pinning. Thus, a\nBattle-Brother might inspire lesser Imperial troopers to fight\nharder, or the Kill-team’s Brother-Chaplain might rouse his\nbrothers with an impassioned prayer to the Emperor.\nchem-uSe (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2868, + "rule_id": "pdf_skill_362_intelligence", + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2869, + "rule_id": "pdf_skill_363_of_these_substances_the_trade", + "title": "of these substances, the Trade (Chymist) Skill deals with their", + "content": "manufacture from base components.\nSuccess in a Chem-Use Test, modified by the appropriate\ndifficulty for the chemical or drug in question, indicates it has\nbeen administered, combined, or otherwise applied correctly,\nproviding the desired results. Failure on the test indicates the\ndose was wasted without effect. See Chapter V: Armoury\nfor more information on drugs, chemicals, and their effects.\nSkill Use: Full Action; when using a medicae injector or\nnarthecium, the Skill Test to administer a drug or antidote\nis reduced to a Half Action. Employing Chem-Use to apply\nparticularly complex combinations of substances or toxins\nrequires an Extended Test of duration and difficulty set by\nthe GM for the treatment in question.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2870, + "rule_id": "pdf_skill_364_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its Battleto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prethat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2871, + "rule_id": "pdf_skill_365_strength", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2872, + "rule_id": "pdf_skill_366_fellowship", + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2873, + "rule_id": "pdf_skill_367_extend_support_range", + "title": "Extend Support Range", + "content": "As a Half Action the Battle-Brother nominated as the squad’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2874, + "rule_id": "pdf_skill_368_range_see_page_213_by_a_numb", + "title": "Range (see page 213) by a number of metres equal to his", + "content": "Fellowship Bonus. For this Skill to work the Battle-Brother\nmust be either within visual or vocal range of his Kill-team.\nThis extension lasts until the start of the Battle-Brother’s\nnext turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2875, + "rule_id": "pdf_skill_369_agility", + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2876, + "rule_id": "pdf_skill_370_agility", + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2877, + "rule_id": "pdf_skill_371_escape_bonds", + "title": "Escape Bonds", + "content": "The character can make a Contortionist Test to slip free\nof bonds. This is an Opposed Test, using the character’s\nContortionist Skill against his opponent’s Characteristic Test\nusing Intelligence.\nThe quality of the bonds and the time used to employ\nthem affects the difficulty of the test. It may be impossible to\nescape adamantine manacles properly employed by a bounty\nhunter, but far easier to slip out of the crude ropes hastily\napplied by a feral tribesman—especially after applying grox\nfat to one’s wrists. Escaping bonds requires 1 minute, with\neach Degree of Success reducing this time by 10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2878, + "rule_id": "pdf_skill_372_escape_grapple", + "title": "Escape Grapple", + "content": "After an opponent has grappled the character in combat, he\nmay escape using the Contortionist Skill. Make an Opposed\nTest with the character’s Contortionist Skill against the\ngrappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nFailure means he remains grappled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2879, + "rule_id": "pdf_skill_373_squeeze_through", + "title": "Squeeze Through", + "content": "The character can make a Contortionist Test to squeeze\nthrough a tight space, such as through a maintenance conduit\naboard a ship or a gap in damaged blast doors. The character\ncan also use this aspect of the Skill to cram himself into a space\nnormally too small to fit his body. The GM sets the difficulty\nof the test according to the size of the passage or opening,\nis well within his rights to rule that some spaces are simply\ntoo small to allow use of this Skill. A successful Skill Test\nindicates that the character has managed to squirm through\nthe gap or into the crate. Failure means that he cannot pass\nthe area or fit into the space. Four or more Degrees of Failure\nmeans the character has become stuck until he can succeed\nin another Contortionist Test or someone else pulls him free\nof the embarrassing predicament. Squeeze Through takes 1\nminute, with each Degree of Success reducing this time by\n10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2880, + "rule_id": "pdf_skill_374_fellowship", + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2881, + "rule_id": "pdf_skill_375_intelligence", + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2882, + "rule_id": "pdf_skill_376_manufacture_explosives", + "title": "Manufacture Explosives", + "content": "Much like the Trade Skills, Demolition Skill allows the\ncharacter to make explosive materials from basic components.\nThis use of the Demolition Skill is an Extended Test, and\nthe GM assigns a difficulty and duration in accordance with\nthe complexity of the compound and the materials at hand.\nConstructing breaching charges in a well-stocked munitorum\nwarehouse is far easier than making a fuse from dried vines\nand droppings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2883, + "rule_id": "pdf_skill_377_place_explosives", + "title": "Place Explosives", + "content": "The effectiveness of explosive devices is greatly dependent\nupon the skill with which they are placed. Success on a\nDemolitions Test indicates the character has successfully\nplanted the explosive charge, set with his trigger of choice.\nPossible triggers are only limited by the imagination, and\ncan include trip wires, timers, proximity sensors, or remote\nactivators. Failure indicates that the explosives fail to go off\nwhen triggered, though the character will not know this until\nthe time of activation. Four or more Degrees of Failure indicate\nthe device explodes as the character is manipulating it, with\nsuitably lethal results. Some tasks, such as rigging a building\nfor demolition or bringing down a massive suspension bridge,\nrequire an Extended Test. The GM sets difficulty and duration\ndepending on the extent of the undertaking. When placing\nexplosives, make sure to note the total Degrees of Success and\nthe die roll, as it may be used in an Opposed Test if someone\nattempts to defuse the character’s hard work.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2884, + "rule_id": "pdf_skill_378_defuse_explosives", + "title": "Defuse Explosives", + "content": "Defusing charges also falls under the Demolition Skill. Make\nan Opposed Test against the Demolition Skill of the individual\nwho sets the explosives. Winning the test indicates that the\nbomb has been defused. Simple failure means that while the\ncharge has not been disarmed, neither has it gone off. Four or\nmore Degrees of Failure indicate the character has set off the\ndevice, suffering the consequences of the explosion. Defusing\nmultiple charges or complex trigger mechanisms may require\nan Extended Test as determined by the GM.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2885, + "rule_id": "pdf_skill_379_agility", + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2886, + "rule_id": "pdf_skill_380_agility", + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2887, + "rule_id": "pdf_skill_381_intelligence", + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2888, + "rule_id": "pdf_skill_382_its_craftsmanship_see_page_14", + "title": "its Craftsmanship (see page 140) and structural integrity,", + "content": "or its make or model. Additional Degrees of Success gives\nadditional information about the object. A failed test results\nin false information about the object, with the degree of error\nincreasing with each Degree of Failure. The GM should roll\nEvaluate Tests and only reveal what the character believes to\nbe true. The difficulty of the test should be adjusted for the\ncharacter’s access to the item and any relevant Lore or Trade\nSkills related to the item. Using Evaluate on large or numerous\nobjects requires an Extended Test, though the character can\nappraise a single item in about a minute.\nSkill Use: 1 minute or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2889, + "rule_id": "pdf_skill_383_weak_points", + "title": "Weak Points", + "content": "When making an attack against a heavily armoured stationary\ntarget such as a bunker or pillbox, a character may use\nEvaluate to determine weak points by making a Challenging\n(+0) Evaluate Test. Success adds an additional +4 to the Pen\nof the character’s weapon for his next attack if it is made\nagainst the target. Each additional Degree of Success adds a\nfurther +4 points of Pen. This is a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2890, + "rule_id": "pdf_skill_384_when_in_cover_a_character_can", + "title": "When in cover, a character can make a Challenging (+0)", + "content": "Evaluate Test to find the cover’s strongest point. Success adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2891, + "rule_id": "pdf_skill_385_an_additional_4_ap_to_the_cov", + "title": "an additional +4 AP to the cover (for the character only) with", + "content": "each additional Degree of Success adding another +4 AP.\nThis is a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2892, + "rule_id": "pdf_skill_386_intelligence", + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2893, + "rule_id": "pdf_skill_387_fellowship", + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2894, + "rule_id": "pdf_skill_388_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\nconditions. Interrogation is always an Opposed Test, pitting\nthe character’s Interrogation Skill against an opponent’s\nWillpower. If the interrogator wins the Opposed Test, he gets\none answer plus one answer for each Degree of Success. If the\nvictim wins the Opposed Test, the interrogator get nothing\nof worth. Two or more Degrees of Failure inflict 1d10 plus\nthe interrogator’s Willpower Bonus in damage against the\nvictim and prevents any further interrogation for 1d5 days.\nIf the interrogator suffers four or more Degrees of Failure,\nthe victim takes the same damage and gains a +30 bonus to\nWillpower Tests made to resist Interrogation at the hands of\nthe interrogator or his allies. Each Interrogation Test inflicts\none level of Fatigue on the target.\nSkill Use: 1d5 hours", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2895, + "rule_id": "pdf_skill_389_strength", + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2896, + "rule_id": "pdf_skill_390_war_cry", + "title": "War Cry", + "content": "As part of a Charge Action a character may use the Intimidate\nskill to make a war cry. This is a Free Action that targets the\nrecipient or recipients of the character’s charge—i.e. those he\nwill end up in combat with and make melee attacks against.\nThe character then makes an Intimidate Test, based on\nStrength, opposed by the target’s Willpower. If the character\nis successful, the target suffers –10 to all Parry and Dodge\ntests against the charging character.\nCreatures immune to the effects of Fear and other mind-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2897, + "rule_id": "pdf_skill_391_willpower", + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character’s mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test.\nFailure on the Invocation Test indicates that the character’s\nattempts to focus have backfired, and he must take a –1\npenalty to the final Psy Rating of a Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2898, + "rule_id": "pdf_skill_392_intelligence", + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2899, + "rule_id": "pdf_skill_393_intelligence", + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2900, + "rule_id": "pdf_skill_394_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2901, + "rule_id": "pdf_skill_395_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nArcheotech, the Black Library, Daemonology, Heresy, the\nInquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2902, + "rule_id": "pdf_skill_396_and_xenos", + "title": "and Xenos", + "content": "Forbidden Lore skills represent knowledge usually hidden,\nveiled, or proscribed by an organisation or society. Mere\npossession of this knowledge may cause difficulties for those\nnot associated with the group in question. Excessive knowledge\nof the hidden truths of the Traitor Legions, for example, can\nbe decidedly bad for one’s health for those outside (or even\ninside) the Adeptus Astartes. A successful Forbidden Lore Test\nindicates the character recalls basic information about the\nsubject. The GM reveals additional information as appropriate\nto the Degree of Success on the roll.\nAdeptus Astartes: Extensive knowledge of the practices,\norganisation, and homeworlds of the Imperial Space Marines\nand their Chapters, including hints and rumours of their myriad\nof secret rituals and methods of recruitment and training.\nAdeptus Mechanicus: An in-depth understanding of\nfollowers of the Machine God, including such things as their\nrituals, observances, common beliefs, core philosophies, and\nspecific knowledge of the Universal Laws.\nArcheotech: Knowledge of the great, lost tech devices\nof past times and clues to their mysterious functions\nand purposes.\nThe Black Library: Secret knowledge concerning the\nBlack Library, its forbidden contents, horrific guardians, and\nthe unspeakable xenos that toil within its confines.\nDaemonology: The crawling information about some of\nthe most infamous warp entities and their twisted physical\nmanifestations.\nHeresy: Wisdom concerning acts and practices deemed\nheretical by the Imperium, the most contemptible heretics of\nhistory, and their acts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2903, + "rule_id": "pdf_skill_397_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy,\nChymistry, Codex Astartes, Cryptology, Heraldry, Imperial\nCreed, Judgement, Legend, Numerology, Occult, Philosophy,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2904, + "rule_id": "pdf_skill_398_tactica_imperialis", + "title": "Tactica Imperialis", + "content": "Scholastic Lore grants the character knowledge of a\nparticularly complex or esoteric subject. A successful Skill\nTest allows the character to recall necessary information or\nresearch a particular subject if appropriate reference material is\nreadily available. Scholastic Lore grants a depth of knowledge\nfar beyond that of Common Lore, requiring both experience\nand study to obtain. Scholastic Lore Tests can identify things\nthat fall within the character’s area of expertise, such as a\nperson, book, starship, or machine spirit. A successful Skill\nTest within the realm of the character’s speciality reveals basic\ninformation about the object in question in accordance with\nTable 3–3: Scholastic Lore.\nScholastic Lore can overlap with Common Lore and\nForbidden Lore in some areas, but it represents more in-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2905, + "rule_id": "pdf_skill_399_common_lore_imperial_creed_m", + "title": "Common Lore (Imperial Creed) might know conventional", + "content": "information about the Cult of the Emperor and its various\norganisations and their practices within the Imperium, but", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2906, + "rule_id": "pdf_skill_400_one_with_scholastic_lore_impe", + "title": "one with Scholastic Lore (Imperial Creed) would be able to", + "content": "name the various cults within a subsector and their varying\nlevels of divergence from the Ministorum. Scholastic Lore\nTests require no time, as the character either knows the fact\nor not. Researching, however, requires an Extended Test of a\nduration and difficulty appropriate to the task at hand.\nArchaic: An understanding of the Imperium’s dark past,\nits proscribed eras, and how the long millennia have changed\nthe face of mankind.\nAstromancy: A knowledge of stars, singularities, and the\nworlds around them, as well as theoretical understanding of\nhow to use telescopes, astrolithic charts, and the like.\nBeasts: An understanding of the genus and families of\nanimals and familiarity with the characteristics and appearance\nof many semi-sentient creatures.\nBureaucracy: A familiarity with the rules and regulations\ninvolved with governments, particularly the Adeptus\nAdministratum, and their many and varied departments,\nbureaus, and policies.\nChymistry: A knowledge of chemicals, their alchemical\napplications in a number of uses, and their prevalence or\nscarcity throughout the Imperium.\nCodex Astartes: Understanding and interpreting the\nsacred Codex Astartes and how it relates to the organisation,\ndeployment, and tactics of the Space Marine Chapters.\nTable 3–3: Scholastic Lore\nDegrees of Success Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2907, + "rule_id": "pdf_skill_401_one", + "title": "One", + "content": "Reveals uncommon information,\nknown to few dedicated academics.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2908, + "rule_id": "pdf_skill_402_two", + "title": "Two", + "content": "Reveals obscure information,\nknown to only serious scholars.\nThree or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2909, + "rule_id": "pdf_skill_403_intelligence", + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing\nwounds, applying counterseptic, and use of medical devices such\nas the narthecium. On individual patients, Medicae provides first\naid and extended care, for short and long-term treatment. On\nlarger groups of wounded, Medicae can help save the lives of\nthose that can be saved and apply the Emperor’s grace to those\nwho cannot, resulting in fewer overall deaths. It can also help\ndiagnose widespread medical problems and apply the ounce of\nprevention before the pound of cure becomes necessary.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2910, + "rule_id": "pdf_skill_404_first_aid", + "title": "First Aid", + "content": "The Medicae Skill performs first aid for the injured, removing\na small amount of damage by suturing lacerations, bandaging\nabrasions, and plugging punctures. A successful Medicae Test\nremoves Damage equal to the character’s Intelligence Bonus\non lightly damaged characters, or 1 Damage from heavily or\ncritically damaged characters. Performing First Aid is a full\nround action. First Aid may only be applied to each wound\nonce and is a full round action by you and your patient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2911, + "rule_id": "pdf_skill_405_extended_care", + "title": "Extended Care", + "content": "Using the Medicae Skill for extended care speeds the\nhealing process. The character can properly treat a number\nof patients equal to his Intelligence Bonus. Each additional\npatient imposes a cumulative –10 penalty to Medicae Tests\nto provide extended care. For lightly damaged patients,\nmake one test at the end of each day. For heavily or critically\ndamaged patients, test once at the end of each week. Success\nallows each patient to remove twice the normal Damage—\nremoving Critical Damage first—plus 1 additional Damage\nfor each Degree of Success. Failure does not adversely affect\nthe character’s patients, who heal at the normal rate. Two or\nthree Degrees of Failure indicates that all lightly and heavily\ndamaged patients take 1 Damage each, using sudden death", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2912, + "rule_id": "pdf_skill_406_to_resolve_any_critical_damage", + "title": "to resolve any Critical Damage (see page 250). Four or more", + "content": "Degrees of Failure indicates all patients take 1d10 Damage,\nusing sudden death to resolve Critical Damage.\nFor additional information on Healing, see Chapter VIII:\nCombat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2913, + "rule_id": "pdf_skill_407_diagnose", + "title": "Diagnose", + "content": "The Medicae Skill can also be used to diagnose disease and\nother ailments, both on one’s fellow characters and also\non the crew at large. On individuals, a successful Skill Test\nyields the name of the ailment and basic treatments. When\nused on groups, a successful Skill Test prevents casualties to\nthe Crew Population due to disease or malnutrition due to\nextended voyages.\nHarvest Gene-Seed\nAs part of an Apothecary’s battlefield duties, he trains in the\nuse of harvesting the gene-seeds of his fallen brothers. An\nApothecary may use this Skill to extract the gene-seed from\na fallen Space Marine with the use of a narthecium (See page\n271 for details).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2914, + "rule_id": "pdf_skill_408_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar\nThe character uses the Navigation Skill to plot a course\nbetween two points. The course might be across a continent or\nacross a star system. A successful Navigation Test also provides\nan estimated travel time based on geography, cosmography,\nprevailing conditions, weather, and solar winds. Surface\nnavigation is used to navigate across a planet’s surface, using\nlogi-compasses, map readouts, and geographical knowledge.\nStellar navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals. A Navigation Test\nrepresents several hours of charting courses, consulting maps,\nand making necessary trajectory corrections. However, 1\nminute is adequate for the purpose of finding the character’s\ncurrent location.\nSkill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2915, + "rule_id": "pdf_skill_409_fellowship", + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller\nThe character can use the Performer Skill to entertain and\nenthral groups of spectators. The Performer Skill may also be\nused to earn money and wealth, much like the Trade Skills.\nPerformer Tests take an amount of time dependent on the art\nform involved.\nSkill Use: Variable", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2916, + "rule_id": "pdf_skill_410_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Charm test, to win", + "content": "round an audience, causing their disposition to improve by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2917, + "rule_id": "pdf_skill_411_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Blather Test, utterly", + "content": "enthralling and distracting an audience for a moment. When\nused in place of the Blather Skill, it is subject to the same\nrules and conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2918, + "rule_id": "pdf_skill_412_storyteller_or_performer_si", + "title": "(Storyteller) or Performer (Singer) Test instead of a Command", + "content": "test to raise the moral of troops under his command or get them\nto undertake a difficult duty, such as making a last stand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2919, + "rule_id": "pdf_skill_413_agility", + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft\nCharacters utilise the Pilot Skill to fly anything from personal\njump packs, to small atmospheric craft such as landers or gunUnder normal conditions, piloting does not require a test,\nbut unusual or difficult conditions such as storms, obstacles\nor dangerous manoeuvres do require a Skill Test. When\nchasing another vehicle or ship or contesting for position, the\ncharacter makes an opposed Pilot Test against his opponent.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2920, + "rule_id": "pdf_skill_414_perception", + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies\nof the warp. The character can use the Skill to detect the presence\nor absence of daemons, and the use of psychic powers. The\nSkill also allows detection of psychic phenomena, disturbances,\nvoids, or other areas where the flow of the immaterium has\nbeen unsettled or disrupted. The general results of Psyniscience\nTests are summarised on Table 3–4: Psyniscience.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2921, + "rule_id": "pdf_skill_415_perception", + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects\nencountered in the game. The character uses it to determine\nan individual’s truthfulness, his motives, personality, and\ntemperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might\npass unseen in a casual inspection. Scrutiny is an Opposed\nTest against the target’s Deceive when trying to perceive\nfalsehoods, or some other deceptions. However, Scrutiny\ndoes not reveal hidden secrets or a target’s carefully concealed\nintent, and should never replace good roleplaying in an\ninteractive situation. This skill counters the Opposed Tests of\nmany manipulative Interaction skills, such as Charm, Deceive,\nand Intimidate.\nSkill Use: Full Action though special uses may require", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2922, + "rule_id": "pdf_skill_416_standard_success", + "title": "Standard Success", + "content": "Awareness of warp disruption or\nnumber of entities present", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2923, + "rule_id": "pdf_skill_417_two", + "title": "Two", + "content": "Rough location of the warp\ncreatures or beings affecting the\nImmaterium.\nThree or more\nExact position of the creatures or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2924, + "rule_id": "pdf_skill_418_perception", + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things\nthat are physically hidden, from a secreted holdout pistol to a\nbunker keyplate. Search involves active investigation, whereas\nAwareness deals with passive or subconscious detection. Each\nSearch Test covers a small room or area. When an object or\nindividual has been deliberately hidden, the Search Test is an\nOpposed Test against your target’s Concealment.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2925, + "rule_id": "pdf_skill_419_agility", + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other\nphysical security systems. This differs from many systems that\nemploy codes or cogitators that are more suited to the Techthe complexity of the mechanism. In most cases one test is\nsufficient, but large, intricate systems may require Extended\nTests. See the Tech-Use Skill for systems that combine both\nmechanical and technical challenges. Using this Skill without\nproper tools or equipment is extremely challenging, and any\nattempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers a\n–20 penalty.\nSkill Use: 1 minute, reduced by 10 seconds for each Degree\nof Success", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2926, + "rule_id": "pdf_skill_420_strategic_entry", + "title": "Strategic Entry", + "content": "Although the Security Skill generally focuses on the tactical\naspects of defeating a system, it also has its uses in finding\nweak points in the defensive system involved. Careful study of\na building might reveal that one of the locks is of substandard\nquality or that sensors fail to cover the weed-choked culvert\nbehind the facility. The skill can help determine where to\nstrike instead of just how. This can also be used to find the\nweak spot in one’s own defences.\nSecurity Tests made in this manner should test against\nAwareness rather than Agility, and requires 1d5 hours. The\nGM can adjust the time necessary upward in increments of 1d5\nadditional hours for particularly large or complex systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2927, + "rule_id": "pdf_skill_421_agility", + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on\nfoot, in vehicles, and even aboard shuttles and starships. It\ncontrasts with Concealment because it involves movement\nand blending into one’s surroundings. On foot, it might\ninvolve using physical cover or the press of bodies in a crowd;\nin a vehicle, techniques might include false turns or using a\nnearby cargo hauler as cover; aboard ships, it can entail the\nuse of asteroids or other stellar objects or busy space lanes\naround major systems. Shadowing Tests are always Opposed\nTests against the opponent’s Awareness or Scrutiny Skill. A\nsingle Shadowing Test is sufficient to follow the opponent\nunseen for 1 minute.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2928, + "rule_id": "pdf_skill_422_agility", + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy\nare essential in the character’s activities. The GM sets the\ndifficulty of the test depending on the environment: the\nechoing steel halls of a space hulk yield a greater difficulty\nthan the carpeted throne room of a planetary governor. Silent\nMove Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\nSkill Use: Free Action as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2929, + "rule_id": "pdf_skill_423_agility", + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a\ncombination of deception and dexterity. Examples include\npalming small objects, picking pockets, or performing tricks.\nThe GM sets the difficulty for the test according to the size of\nthe object and the intensity of observation. Sleight of Hand\nis always an Opposed Test against the opponent’s Awareness\nor Scrutiny.\nThe character can use Sleight of Hand instead of Gamble\nto employ deception and alter the odds in games of chance.\nSee the Gamble Skill for more information. Though Sleight\nof Hand usually requires a Half Action, the character may\nmake a test as a Free Action with a –10 penalty.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2930, + "rule_id": "pdf_skill_424_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork,\nTechna-Lingua, Tau\nThe Speak Language Skill is used to communicate with others\nusing the same language. The Imperium has nearly as many\nlanguages as it has star systems, but for all this variety, most\ncan speak or understand a variation of Low Gothic. In most\nsituations, Skill Tests are unnecessary so long as those involved\nall speak a common tongue. However, communication with\nthose using obscure dialects or cryptic, complex concepts\nrequires a test at an appropriate difficulty.\nEldar: Though no human can hope to capture the subtle\nnuances and sub-tones of this extremely complex and ancient\nlanguage, it is enough to make one’s meaning clear.\nHigh Gothic: The official language of the Imperium, used\nby Imperial officials, nobility, members of the Ecclesiarchy,\nand those involved in high-level negotiations.\nKroot: The native chirping language of the Kroot is\nalmost impossible for a human to emulate, however, with\ntraining and a good ear, it can be understood.\nLow Gothic: The common tongue of the Imperium, used\nby the countless millions of ordinary citizens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2931, + "rule_id": "pdf_skill_425_intelligence", + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged\nperiods in unusual or alien environments. Space Marines\ndo not die of exposure to the elements, and their implants\nallow them to survive on even the most inedible of flora and\nfauna. Thus, the Survival Skill most often applies to normal\nhumans or those Space Marines who learned this skill before\nbecoming an Initiate in their Chapter. A skilled outdoorsman,\nthe character can find edible plants, hunt for game, and\ndetermine if food is safe for consumption. He can also\nconstruct viable shelters from native materials or improvised\nsubstances and ensure they’re located away from flood chutes\nor the territory of predators. The difficulty of these tests\ndepends on the location: barren deserts provide much greater\nchallenge than the verdant tropical forests. This skill can also\napply to man-made environments, such as artificial worlds,\nthe depths of the underhive, or the belly of massive starships.\nIn this case, the Skill can provide safe resting areas away from\nplasma venting and knowledge about which sacred unguents\nalso provide minimal nutrition.\nSkill Use: Various", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2932, + "rule_id": "pdf_skill_426_strength", + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium,\nthe uncharted fringes require its use far more frequently. The\nSwim Skill allows the character to swim through various\nliquid mediums. Under normal conditions swimming does\nnot require a test. More difficult waters, unusual circumstances\nor long distances call for a Skill Test. For more information\non the Swim Skill, see the Swimming section on page 207 of\nChapter VII: Playing the Game.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2933, + "rule_id": "pdf_skill_427_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault\nDoctrine, Defensive Doctrine, Orbital Drop Procedures,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2934, + "rule_id": "pdf_skill_428_recon_and_stealth", + "title": "Recon and Stealth", + "content": "Tactics is the practical application of military knowledge in\nthe field of battle. It differs from the various Lore Skills in\nthat it relates directly to on the ground combat manoeuvres\nand actions rather than a broad theoretical or strategic view\nof warfare. It also differs from the Command Skill in that\nCommand allows the direction of troops but does not grant\nany special knowledge in how best to use them. A character\ncan use Tactics at any time when he wants to determine the\nbest military course of action in a combat. This could be\nanything from the best position to suppress an entrenched\nenemy before an assault to picking a good landing zone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2935, + "rule_id": "pdf_skill_429_when_coming_in_under_fire_fai", + "title": "when coming in under fire. Failing a Tactics (Assault) Test, for", + "content": "example, might mean facing a concentration of a defending\nforce or hitting a stronger line of fortifications.\nAir Combat: Covers atmosphere and near-orbit\nengagements with air superiority fighters as well as close\nsupport and bombing with ground attack aircraft.\nArmoured Tactics: An understanding of armoured\nwarfare, how best to use armour, as well as how best to\nexploit the weaknesses of such vehicles.\nAssault Doctrine: Covers all kinds of assaults, from\ncharging a bunker to opposed amphibious landings.\nDefensive Doctrine: How to set up a good defensive\nline, including layering units, creating areas of enfilading fire,\nand good clear kill zones.\nOrbital Drop Procedures: A knowledge of orbital drop\ndoctrine and how to use it to maximise troop concentration\nand ensure shock and awe in the enemy.\nRecon and Stealth: An understanding of the best methods\nof recon and stealth, such as how to approach a defensive\nposition unseen or quietly destroy sentry positions.\nVoid Combat: Covers starship combat between anything\nfrom lightly armoured escorts up to battle barges and space\nhulks. It is also includes knowledge of high orbit fire support\ndoctrines and the best way to use ships in orbit to aid\nground troops.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2936, + "rule_id": "pdf_skill_430_ambush", + "title": "Ambush", + "content": "A character in the role of Kill-team leader may use Tactics\n(Recon and Stealth) in the place of an opposed Concealment\nfor himself or any member of his squad provided they are in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2937, + "rule_id": "pdf_skill_431_intelligence", + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex\nmechanical items or fathom the workings of unknown\ntechnical artefacts. Using a basic piece of equipment under\ntypical circumstances requires no test, such as using a voxfor unusual or unfamiliar gear, malfunctioning or broken\nitems, and any situation where conditions are less than ideal,\nsuch as attempting to use the same vox-caster near a plasma\ncore or coaxing the machine spirit of a strange vessel’s warp\ndrive to reignite its fires. The character can also use TechTest of duration and difficulty set by the GM depending on\nthe item’s complexity and the extent of the damage. Techrequires the relevant Trade Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2938, + "rule_id": "pdf_skill_432_security_systems", + "title": "Security Systems", + "content": "The Security Skill covers mechanical security systems,\nbut many systems may have both physical and electronic\ncomponents, and certain examples may be entirely controlled\nby cogitators and machine spirits. The GM determines the\nnecessary Skill Tests required for a particular system, which\nmay include a combination of both Skills, or may involve a\nsingle roll with an appropriate modifier for possessing both\nSkills, or lacking one or the other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2939, + "rule_id": "pdf_skill_433_intelligence", + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the\nsigns left by his quarry, allowing him to hunt them down.\nFollowing obvious tracks does not require a Skill Test, and is\nconsidered part of a character’s movement. In instances where\nthe time or elements have eroded the signs or where the very\nenvironment makes seeing them difficult, such as darkness\nor fog, Tracking Tests are required. The difficulty depends\non the condition of the traces and the tracker’s surroundings.\nWhen following any tracks where the difficulty of the test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2940, + "rule_id": "pdf_skill_434_is_more_than_challenging_0", + "title": "is more than Challenging (+0), the tracker’s Movement rate", + "content": "drops to half. Cunning or devious quarry may attempt to\nconceal or erase their tracks. In any case where an opponent\nhas attempted to do this, make an Opposed Test made against\nthe prey’s Concealment.\nSkill Use: Free Action made as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2941, + "rule_id": "pdf_skill_435_soothsayer_fel_technomat_i", + "title": "Soothsayer (Fel), Technomat (Int), Trader (Fel)", + "content": "Trade Skills allow the character to create things, from guns\nto starships. Characters with this Skill can earn money or\nreputation plying a trade. They can identify the works of\nparticularly famous or infamous craftsmen, or recall information\nconcerning items of their trade.\nTrade Tests can represent the work of an hour, week, or\nmonth depending on the complexity of the task at hand.\nHowever, tests that involve the examination of an item to recall\ninformation require a Full Action.\nArchaeologist: Used to locate, examine and analyse ancient\nruins and artefacts.\nArmourer: Used to design, upgrade and forge weaponry,\nfrom personal to starship sized.\nAstrographer: Used to create two and three-dimensional\nrepresentations of stellar locations and warp routes.\nChymist: Used to create poisons, drugs, and a wide variety\nof other compounds.\nCryptographer: Used to create or decode ciphers, codes,\nand other puzzles.\nExplorator: Used in the exploration of unknown stellar\nregions.\nLinguist: Used to learn or decipher new languages, both\nspoken and written.\nRemembrancer: Used to recount events in a variety of art\nforms, from sculpture to poetry.\nShipwright: Used to design, upgrade, and create voidSoothsayer: Used to foretell the future by a number of\ninterpretive arts, though its effectiveness is suspect.\nTechnomat: Used to maintain and repair technological\ndevices, but through rote memorisation rather than true\nunderstanding.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2942, + "rule_id": "pdf_skill_436_intelligence", + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he\nencounters in his travels, from spine-hounds to the noble warhorse\nbreeds. Both taming and training beasts are Extended Tests, the\nduration of which is determined by the nature and temper of the\ncreature involved. Once an animal has been broken to its master’s\nwill—or at least formed a partnership for particularly strongWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every two\nDegrees of Success, up to a maximum of three levels by a Full\nAction use of this Skill. GMs may impose penalties for animals\nthat have been particularly well trained or those with uncommon\nWillpower and Intelligence. Wrangling is of no use against cyber\nor psy-bonded animals, nor against any xenos with true sentience.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2943, + "rule_id": "pdf_skill_437_traits", + "title": "Traits", + "content": "“Ability is not enough. Dedication is not enough. Even victory is\nnot enough. To become one of our number, you must embody all of\nthese, and yet be more still. What that more is I cannot tell you. Find\nthe answer in your bones, in your heart and soul, and you will be a\nwarrior.”\n–from an address to the 10th Company by Cadmus\nGracchus, Imperial Fists Chaplain\nTalents are special abilities and proficiencies that a character\npossesses either through his intrinsic nature or through the\napplication of well-practised experience. This is in contrast to\nSkills, which represent abilities gained by learning or training.\nA Talent is an ability that a character is either capable of or\nis not, whereas a Skill is something that he can be better at\nby degrees. When a Battle-Brother smites an enemy with a\ndevastating blow with his thunder hammer heedless of the\ndanger to himself, smashes aside dozens of lesser foes, and\ncalls for vengeance for his fallen brother, he is using Talents.\nThe battlefields of the 41st Millennium are unforgiving. From\nbreaking a horde of Tyranids to sabotaging a Tau shield\ngenerator; a Battle-Brother will need every edge that his\nTalents provide him with.\nTalents differ from Skills in that a player need not use an\nAction or Test to utilise the ability. They are always in effect,\nand many Talents give bonuses to Tests or allow Actions not\navailable to the common man.\nPlanning out effective and flavourful combinations of\nTalents and Skills that match the character’s background\ncan be an enjoyable process for the entire game group, and\ncan provide interesting ideas for the GM or other players to\nfurther cement their relationships and adversaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2944, + "rule_id": "pdf_skill_438_gaining_talents", + "title": "Gaining Talents", + "content": "“Experience is the only true teacher, and experience without pain is\nmeaningless.”\n–XIXth training maxim of the Storm Wardens\nPlayers receive, or choose between, a number of Talents during\nthe creation of their characters in Chapter I: Character\nCreation. They also gain more by spending Experience\nPoints as they advance through their Career Path, as outlined\nin Chapter II: Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2945, + "rule_id": "pdf_skill_439_talent_groups", + "title": "TalenT Groups", + "content": "Several Talents represent a general ability that can be applied\nto a specific category within that group. As some of these\ngroups have many sub-categories, they have been collected\ninto related groups. When selecting one of these Talents,\nthe player chooses one of the entries from the group. Thus,\nwhen selecting the Peer Talent, the player would also choose\na specific group or organisation from the talent group, such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2946, + "rule_id": "pdf_skill_440_as_peer_inquisition_each_ti", + "title": "as Peer (Inquisition). Each time the character gains the talent,", + "content": "he may choose a different specialisation, so the next time he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2947, + "rule_id": "pdf_skill_441_selects_it_he_might_opt_for_p", + "title": "selects it, he might opt for Peer (Adeptus Mechanicus). In", + "content": "many cases, group listings are representative as opposed to\nall-inclusive. Consequently, even though “Storm Wardens and\nthe Iron Lords” are not specifically listed in the Peer Talent\ngroup, it can still be chosen with GM approval.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2948, + "rule_id": "pdf_skill_442_talent_prerequisites", + "title": "TalenT prerequisiTes", + "content": "Several Talents require a character to possess a prerequisite\nbefore their selection. This represents a certain innate ability\nlevel required to employ specific Talents, or a Skill or other\nTalent necessary to access more advanced capabilities. These\nprerequisites may take the form of Characteristic scores, Skills,\nTalents, or even special abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2949, + "rule_id": "pdf_skill_443_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Abhor the Witch Adeptus Astartes\nSpend Fate Point before a mission to gain resistance\nto Psychic Powers.\nAir of Authority Fel 30 Affect more targets with Test.\nAmbidextrous Ag 30 Use either hand equally well.\nArmour-Monger Techmarine Increase the efficacy of physical armour.\nAssassin Strike Ag 40, Acrobatic\nOn a successful Acrobatics Test after making a\nmelee attack, character may move as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2950, + "rule_id": "pdf_skill_444_astartes_weapon_specialisation", + "title": "Astartes Weapon Specialisation", + "content": "Autosanguine — Heal 2 damage/day, always Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2951, + "rule_id": "pdf_skill_445_basic_weapon_training", + "title": "Basic Weapon Training", + "content": "†\n— Use weapon group without penalty.\nBastion of Iron Will Psy Rating, Strong-Minded, WP 40 Double Defensive Psy Rating for Opposed Tests.\nBattle Rage Frenzy Parry while frenzied.\nBerserk Charge — Gain +20 bonus when charging.\nBinary Chatter — +10 bonus to control servitors.\nBlademaster WS 30, Melee Weapon Training (any) Re-roll missed attack, once per Round.\nBlind Fighting Per 30\nSuffer half the usual penalties when vision is\nobscured.\nBolter Drill Adeptus Astartes Weapon Training\nGet an extra shot when firing a bolt weapon on full\nor semi-auto.\nBulging Biceps S 45 Remove bracing requirement for certain weapons.\nCall to Vengeance Adeptus Astartes, Fel 40\nSpend Full Action when a Battle-Brother is taken\nout of action to regain full Cohesion.\nCatfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nCombat Master WS 30\nOpponents get no bonus for outnumbering the\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2952, + "rule_id": "pdf_skill_446_death_from_above_adeptus_astar", + "title": "Death From Above Adeptus Astartes, Pilot (Personal)", + "content": "Cause greater damage when charging or dropping\ninto combat using a jump pack.\nDeathwatch Training Adeptus Astartes, member of the Deathwatch\nThe Space Marine gains bonuses when fighting\naliens.\nDeflect Shot Ag 50 Character can parry primitive ranged attacks.\nDie Hard WP 40 Re-roll death chance incurred by blood loss.\nDisarm Ag 30 Force opponent to drop weapon.\nDisturbing Voice —\n+10 bonus to Intimidate and Interrogation, –10\npenalty to Fel.\nDouble Team — Gain additional +10 bonus for ganging up.\nDual Shot Ag 40, Two-Weapon Wielder One Ballistic Skill Test hits target twice.\nDual Strike Ag 40, Two-Weapon Wielder One Weapon Skill Test hits target twice.\nDuty Unto Death WP 45\nElectrical Succour Techmarine or Mechanicus Implants +10 bonus to T Tests to remove Fatigue\nElectro Graft Use —\n+10 bonus to Inquiry, Tech Use, Common\nKnowledge.\nEnemy† —\nAn organisation or group particularly despises the\ncharacter.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2953, + "rule_id": "pdf_skill_447_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don’t cause Fatigue.\nEnhanced Bionic Frame Machinator Array\nEye of Vengeance Astartes Weapons Training, BS 50\nFire a single shot to penetrate armour and increase the\nchance of Righteous Fury.\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2954, + "rule_id": "pdf_skill_448_exotic_weapon_training", + "title": "Exotic Weapon Training", + "content": "†\n—\nGain proficiency with an exotic weapon type.\nEye of Vengeance\nFavoured by the Warp WP 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2955, + "rule_id": "pdf_skill_449_roll_twice_for_psychic_phenome", + "title": "Roll twice for Psychic Phenomena (see page 187) and", + "content": "take better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2956, + "rule_id": "pdf_skill_450_flame_weapon_training", + "title": "Flame Weapon Training", + "content": "†\n— Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2957, + "rule_id": "pdf_skill_451_good_reputation", + "title": "Good Reputation", + "content": "†\nFel 50, Peer\nThe character has a good reputation amongst a certain\ngroup.\nGun Blessing Techmarine or Mechanicus Implants Un-jam Int Bonus guns in 10m radius.\nGunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only –10 penalty.\nHammer Blow Adeptus Astartes Make a thunderous single strike with a melee weapon.\nHard Target Ag 40\nOpponents take –20 to BS Tests when character\ncharges or runs.\nHardy T 40 You always heal as if Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2958, + "rule_id": "pdf_skill_452_heightened_senses", + "title": "Heightened Senses", + "content": "†\n— Gain +10 bonus to particular sense.\nHip Shooting BS 40, Ag 40 Gain a free attack while moving.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2959, + "rule_id": "pdf_skill_453_hot_shot_pilot", + "title": "Hot Shot Pilot", + "content": "Hunter of Aliens — Gain an advantage in combating aliens.\nImproved Warp Sense Warp Sense Allows Psyniscience Test as Free Action.\nIndependent Targeting BS 40 Fire at two or more targets further than 10m apart.\nInfused Knowledge Int 40 Treat Common and Scholastic Lore as Basic Skills.\nInspire Wrath Fel 30 Inspire crowds to anger.\nInto the Jaws of Hell Iron Discipline\nMinions gain immunity to Pinning and Fear whilst in\ncharacter’s presence.\nIron Discipline WP 30, Command Minions can re-roll Fear and Pinning Tests.\nIron Jaw T 40 Test Toughness to overcome Stunning.\nJaded WP 30 Never gain IP from ordinary horrors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2960, + "rule_id": "pdf_skill_454_killing_strike_adeptus_astarte", + "title": "Killing Strike Adeptus Astartes", + "content": "Spend a Fate Point to make your melee attack\nimpossible to parry or dodge.\nLast Man Standing Nerves of Steel\nImmune to Pinning by Pistols and Basic Weapons.\nImproves Cover.\nLeap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2961, + "rule_id": "pdf_skill_455_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nMachinator Array Techmarine or Mechanicus Implants\nThe character has advanced Mechanicus\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\nMarksman BS 35 No penalties for firing at long or extreme range.\nMaster Chirurgeon Medicae +10 Perform advanced medical procedures.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2962, + "rule_id": "pdf_skill_456_mechanicus_implants", + "title": "Mechanicus Implants", + "content": "Use a Fate Point for automatic success.\nMaster Orator Fel 30\nAffect 10 times the normal numbers with a\nFellowship Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2963, + "rule_id": "pdf_skill_457_mechadendrite_use", + "title": "Mechadendrite Use", + "content": "†\nTechmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nMeditation —\nThe character may enter a trance to remove\nFatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2964, + "rule_id": "pdf_skill_458_mental_rage_frenzy", + "title": "Mental Rage Frenzy", + "content": "The character may use Psychic Powers while in\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2965, + "rule_id": "pdf_skill_459_peer", + "title": "Peer", + "content": "†\nFel 30\nGain +10 bonus on Fel Tests to interact with\norganisation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2966, + "rule_id": "pdf_skill_460_pistol_weapon_training", + "title": "Pistol Weapon Training", + "content": "†\n— Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nPreternatural Speed WS 40, Ag 50\nUse Swift and Lightning Attack as a Half Action\nand when charging.\nProsanguine — Heal 1d5 Damage once per day.\nPsy Rating — Become a more powerful Psyker, rated 1 –10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2967, + "rule_id": "pdf_skill_461_psychic_technique", + "title": "Psychic Technique", + "content": "†\n— Gain an extra Psychic Technique.\nQuick Draw — Ready as a Free Action.\nRapid Reaction Ag 40 Test Ag to negate surprise.\nRapid Reload — Reduce reload time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2968, + "rule_id": "pdf_skill_462_resistance", + "title": "Resistance", + "content": "†\n— Gain +10 bonus to Resistance Tests.\nRite of Awe Techmarine or Mechanicus Implants 50m radius, –10 to all Tests due to Fear.\nRite of Fear Techmarine or Mechanicus Implants Fear Rating 1 for two minutes in a 50m radius.\nRite of Pure Thought Techmarine or Mechanicus Implants The character is immune to emotion.\nRite of Sanctioning Psy Rating, Special Reduces Psychic Phenomenon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2969, + "rule_id": "pdf_skill_463_rival", + "title": "Rival", + "content": "†\n—\nA group or organisation bears the character\nanimosity.\nScourge of Heretics —\nGain an advantage when battling traitors and\nheretics.\nServo-harness Integration\nTechmarine Implants, Mechadendrite Use\n(Servo-arm)\nGain the ability to use a Servo-harness.\nSharpshooter BS 40, Deadeye Shot No penalties for called shots.\nSound Constitution — Gain an additional Wound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2970, + "rule_id": "pdf_skill_464_signature_wargear", + "title": "Signature Wargear", + "content": "One item up to 40 Requisition becomes standard\nissue and gain an additional benefit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2971, + "rule_id": "pdf_skill_465_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard\nissue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2972, + "rule_id": "pdf_skill_466_descriptions", + "title": "Descriptions", + "content": "“The Imperium is a realm defended by sword strokes and the roar of\nguns: a million sword strokes and a roar like the thunder of angry\ngods pass every day, and yet it may prove not enough.”\n–from the Ascension Address by Lord Militant Tetrarchus\nPlayers can find a complete listing of the Talents available in\nDeathwatch in Table 4–1: Talents, and the full explanations\nof each Talent on the following pages.\nTable 4–1: Talents, Continued", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2973, + "rule_id": "pdf_skill_467_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard issue.\nSlayer of Daemons — Gain an advantage when fighting warp entities.\nSprint — Move more quickly in combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2974, + "rule_id": "pdf_skill_468_stalwart_defence_adeptus_astar", + "title": "Stalwart Defence Adeptus Astartes", + "content": "Hold a chosen point with indomitable determination and a\nstorm of fire.\nStep Aside Ag 40, Dodge Gain extra Dodge in a Round.\nStreet Fighting — Deal +2 Critical Damage with knives or unarmed attacks.\nStorm of Iron Adeptus Astartes\nCause additional Damage against Hordes with ranged\nweapons.\nStrong Minded WP 30, Resistance (Psychic) Re-roll failed WP Tests made to resist Psychic Powers.\nSure Strike WS 30 Choose location on a successful attack.\nSwift Attack WS 35 Attack twice with a Full Action.\nTakedown — Make a special attack to Stun opponent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2975, + "rule_id": "pdf_skill_469_talented", + "title": "Talented", + "content": "†\n— Gain +10 bonus to corresponding Skill Test.\nTarget Selection BS50 Shoot into melee without penalty.\nTechnical Knock Int 30 Un-jam a gun as Half Action.\nThe Flesh is Weak — Replace parts of the body with iron and machine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2976, + "rule_id": "pdf_skill_470_thrown_weapon_training", + "title": "Thrown Weapon Training", + "content": "†\n— Gain proficiency with a group of thrown weapons.\nThunder Charge Adeptus Astartes Break enemies with the momentum of an armoured charge.\nTotal Recall Int 30 The character can remember trivial facts and minor details.\nTrue Grit T 40 Reduce Critical Damage the character takes.\nTwo-Weapon Wielder\n†\nWS 35 or BS35, Ag 35 Attack twice when wielding two weapons.\nUnarmed Master WS 45, Ag 40, Unarmed Warrior Attacks do 1d10+SB Damage and lack the Primitive trait.\nUnarmed Warrior WS 35, Ag 35 Deal 1d10 –3+SB with unarmed attacks.\nUnbowed and Unbroken Adeptus Astartes, Fel 40\nPerform an act of defiance to remove Cohesion Damage\nsuffered in previous turn.\nUnshakeable Faith — The character may re-roll failed Fear Tests.\nWall of Steel Ag 35 Gain extra Parry each Round.\nWarp Affinity Psy Rating, Special Re-roll Psychic Phenomenon.\nWarp Conduit Psy Rating, Strong Minded, WP 50 +1 to Psy Rating when pushing.\nWarp Sense Psy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action.\nWeapon-Tech Techmarine\nIncrease the efficacy of weapons wielded by the Techmarine\nor Mechanicus Implants.\nWisdom of the Ancients Adeptus Astartes, Int 40 Spend a Fate Point to get insight on a situation.\nWhirlwind of Death Adeptus Astartes Cause additional Damage against hordes in melee.\n†\nDenotes talent group.\nTalenTs for space Marines anD", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2977, + "rule_id": "pdf_skill_471_their_enemies", + "title": "Their eneMies", + "content": "This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\nAstartes and are not found by those outside their ranks or\nthe ranks of the vile Chaos Space Marines. Others detailed\nhere are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\nextraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nThis second group of Talents has been included in this\nchapter not for the use of players in creating Deathwatch\nharacters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2978, + "rule_id": "pdf_skill_472_abhor_the_witch", + "title": "abhor The WiTch", + "content": "Prerequisites: Adeptus Astartes, may not be taken by\ncharacters with a Psy Rating\nThe Battle-Brother spends the time before battle armouring\nhimself against the power of the warp by reciting canticles\nand litanies of hate and contempt against the unclean powers.\nThis Talent may be used in the Oath Making phase before\nundertaking a mission. The Battle-Brother spends a Fate\nPoint in the Oath Making phase and counts as having spent\nthis Fate Point for the duration of the mission. During the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2979, + "rule_id": "pdf_skill_473_mission_the_battle_brother_mu", + "title": "mission, the Battle-Brother must take a Challenging (+0)", + "content": "Willpower Test whenever he is the subject of the effects of\na Psychic Power, daemonic power other warp-based power.\nIf the Willpower Test succeeds, then the Battle-Brother is\nunaffected by the power. If the Test fails, then the power\naffects him as normal. The effects of this Talent also apply to\npowers that cause Damage indirectly such as blasts, and those\nused by friendly psykers which might be beneficial to the\nBattle-Brother. A power that is resisted by a Battle-Brother\nusing this Talent is not nullified if others will be affected by\nit as normal.\nair of auThoriTy\nPrerequisites: Fellowship 30\nThe character was born to command, either motivating or\nterrifying those under his charge. On a successful Command\nTest, the character may affect a number of targets equal to\n1d10 plus his Fellowship Bonus. Furthermore the character’s\nvoice commands such respect that even those not in his retinue\npay heed. The character may make a Command Test on those\nnot under his authority with a –10 penalty. This Talent has\nno effect on hostile targets, and only affects NPCs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2980, + "rule_id": "pdf_skill_474_ambidextrous", + "title": "aMbiDexTrous", + "content": "Prerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nmoot. The character may use either hand equally well for any\ntask, and does not suffer the –20 penalty for actions using\nhis off hand.\nSpecial: When combined with a Two-Weapon Wielder\nTalent, the penalty for making attacks with both weapons in\nthe same turn drops to –10.\narMour-MonGer\nPrerequisites: Techmarine\nThe finest armours and most powerful shields are all products\nof the followers of the machine god, based on the fabled and\nancient designs of man’s glorious past. With years of training,\na Techmarine can learn to enhance these protections, or use\nthem in their optimum fashion. The Techmarine increases the\nArmour Points of any armour he wears by 2 on all locations it\nwould normally cover as long as he has at least an hour each\nday to bless and prepare the armour. This bonus applies only\nto armour worn by the Techmarine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2981, + "rule_id": "pdf_skill_475_astartes_weapon_specialisation", + "title": "asTarTes Weapon specialisaTion", + "content": "Prerequisites: Adeptus Astartes, Astartes Weapon Training\nA Space Marine is a master of the tools of warfare, but through\nlong practice and affinity he may reach a level of mastery\nwith a particular type of weapon so that it becomes a tool of\nperfect destruction. When this Talent is taken, a type and class", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2982, + "rule_id": "pdf_skill_476_of_weapons_must_be_specified", + "title": "of weapons must be specified, such as bolt (pistols) or melee", + "content": "(chain). This Talent may be taken multiple times for different\ntypes and classes of weapons. When using the specified type of\nweapon, the Battle-Brother never suffers a penalty greater than\n–30 when using the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2983, + "rule_id": "pdf_skill_477_astartes_weapon_training", + "title": "asTarTes Weapon TraininG", + "content": "Prerequisites: Adeptus Astartes\nBattle-Brothers of the Adeptus Astartes spend years becoming\nproficient with all manner of weapons. By the time that a\nBattle-Brother has entered service in a squad, he will have not\nonly trained with both heavy and melee weapons, but used\nthose weapons on countless battlefields. The Battle-Brother\nis proficient with bolt, chain, melta, plasma, power, flame,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2984, + "rule_id": "pdf_skill_478_primitive_ranged_and_melee", + "title": "primitive (ranged and melee), las weapons, launchers, solid", + "content": "projectile, and thrown weapons of all Classes. In essence, the\nonly weapons that the Battle-Brother is not proficient with\nare exotic weapons; for these, he must acquire individual\nproficiencies as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2985, + "rule_id": "pdf_skill_479_assassin_strike", + "title": "assassin sTrike", + "content": "Prerequisites: Agility 40, Acrobatics\nThe character’s natural agility and graceful martial forms turn\nhim into a dervish of death on the battlefield. After making a\nmelee attack, a successful Acrobatics Test allows the character\nto move at half rate as a Free Action. Opponents do not\nreceive free attacks resulting from this move. The character\nmay only make this move once per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2986, + "rule_id": "pdf_skill_480_autosanguine", + "title": "auTosanGuine", + "content": "The ancient and blessed technology of the Mechanicus flows\nthrough the character’s blood. These miniscule machines repair\nminor injuries and speed healing. When applying healing, the\ncharacter is always considered Lightly Damaged, and heals at\nan increased rate, removing 2 points of Damage per day.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2987, + "rule_id": "pdf_skill_481_basic_weapon_training", + "title": "basic Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nSP and Universal\nThe character has received Basic Weapon Training in a group\nof weapons, and can use them without penalty. The Universal\ngroup includes the Bolt, Las, Launcher, Melta, Plasma, and SP\ngroups. Weapon Skill or Ballistic Skill Tests used with a weapon\nthat a character does not have training for suffer a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2988, + "rule_id": "pdf_skill_482_battle_rage", + "title": "baTTle raGe", + "content": "Prerequisites: Frenzy\nLong experience and indomitable will have allowed the\ncharacter to master the beast within him, directing its\nrage while keeping a clear head. The character may Parry\nwhile Frenzied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2989, + "rule_id": "pdf_skill_483_berserk_charge", + "title": "berserk charGe", + "content": "The character has learned to put the whole force of his\nmomentum behind his weapon blows. When the character\ncharges into combat, few can stand before him. If the\ncharacter uses the Charge Action, he gains a +20 bonus to\nWeapon Skill instead of +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2990, + "rule_id": "pdf_skill_484_binary_chatter", + "title": "binary chaTTer", + "content": "The character has optimised his use of Techna-Lingua for\ncontrolling servitors. The character receives a +10 bonus to any\nattempt to instruct, program, or communicate with servitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2991, + "rule_id": "pdf_skill_485_blademaster", + "title": "blaDeMasTer", + "content": "Prerequisites: Weapon Skill 30, Melee Weapon Training\nThe character’s mastery of bladed weapons and martial\ndisciplines has no peer. When attacking with any bladed\nweapon, including chainswords and power swords, the\ncharacter may re-roll one missed attack per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2992, + "rule_id": "pdf_skill_486_blind_fighting", + "title": "blinD fiGhTinG", + "content": "Prerequisites: Perception 30\nYears of practice and development of other senses allows the\ncharacter to fight in close combat without the benefit of sight.\nThis Talent reduces all penalties for obscured vision by half,\npermitting the character to fight in fog, smoke, or darkness\nmore effectively.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2993, + "rule_id": "pdf_skill_487_bolter_drill", + "title": "bolTer Drill", + "content": "Prerequisites: Adeptus Astartes Weapon Training\nThe skill of an Adeptus Astartes with bolters of all types can\nbe honed by training and combat, allowing Space Marines to\nunleash devastating volleys of disciplined fire that cut down\ntheir enemies like the sweep of a scythe. When firing any\nclass of Bolt weapon on Full or Semi-Auto, the Battle-Brother\nmay opt to increase the weapon’s rate of fire by +1 (this\nbonus applies to any and all bolt weapons wielded by the\nSpace Marine, meaning that if he is firing more than one bolt\nweapon at a time, the bonus will apply to all such weapons).\nThis Talent only applies to personal weaponry and does not\nimpact vehicle-mounted weapons of any kind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2994, + "rule_id": "pdf_skill_488_bulging_biceps", + "title": "bulGinG biceps", + "content": "Prerequisites: Strength 45\nWhereas a weaker man would be sent flying when using\nheavy weapons, the character’s strong physique allows him to\nremain standing . The character can fire heavy weapons using\nSemi-Auto Burst or Full Auto Burst without bracing, and he\ndoes not suffer the –30 penalty for failing to brace.\ncall To VenGeance\nPrerequisites: Adeptus Astartes, Fellowship 40\nWhen a Space Marine falls in battle, one of his Battle-Brothers\nmay inspire those who remain to great deeds in revenge for\ntheir fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nbrothers to revenge the fallen. The character may raise his\nweapon in defiance and speak an oath of hatred, or recite one\nof the canticles of vengeance. No matter how it is embodied,\nhis action restores the Battle-Brother and all those in Support\nRange of him to their starting Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2995, + "rule_id": "pdf_skill_489_catfall", + "title": "caTfall", + "content": "Prerequisites: Agility 30\nGymnastic ability and natural balance enables the character\nto fall great distances without harm. Whenever he falls, the\ncharacter may take an Agility Test as a Free Action. Success,\nand each additional Degree of Success, reduces the distance\nfallen by a number of metres equal to the character’s Agility\nBonus for the purposes of determining Damage from the fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2996, + "rule_id": "pdf_skill_490_chem_geld", + "title": "cheM GelD", + "content": "Either chemical and surgical treatments or sheer will has\nrendered the character immune to most mundane temptations.\nSeduction attempts against him automatically fail, and Charm\nTests increase their Difficulty by one level. Taking this Talent\ngives the character one Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2997, + "rule_id": "pdf_skill_491_equivalent", + "title": "equivalent", + "content": "The character can control the flowering flow of promethium\nlike no other, manipulating flame like an old accomplice. The\ntargets of the character’s flamer attacks take a –20 penalty to\ntheir Agility tests to escape its effects, and when used against\nan enemy with the Horde trait, the number of hits on the\nHorde is increased by +1d5.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2998, + "rule_id": "pdf_skill_492_combat_formation", + "title": "coMbaT forMaTion", + "content": "Prerequisites: Intelligence 40\nThe character has directed his comrades to prepare for danger,\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nInitiative rolls rather than individual Agility Bonuses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 2999, + "rule_id": "pdf_skill_493_combat_master", + "title": "coMbaT MasTer", + "content": "Prerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nthan would seem possible. Opponents fighting the\ncharacter in hand-to-hand combat gain no bonuses for\noutnumbering him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3000, + "rule_id": "pdf_skill_494_combat_sense", + "title": "coMbaT sense", + "content": "Prerequisites: Perception 40\nThe character has the ability to consciously recognise the\nproddings of his subconscious as it reacts to his preternaturally\nsharp senses, giving the character an edge that mere speed\ncannot match. The character may use his Perception Bonus in\nplace of his Agility Bonus when rolling Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3001, + "rule_id": "pdf_skill_495_concealed_cavity", + "title": "concealeD caViTy", + "content": "The character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\nThe character may conceal one small item, no larger than a\nclosed fist, within this cavity. Discovering this compartment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3002, + "rule_id": "pdf_skill_496_counter_attack", + "title": "counTer aTTack", + "content": "Prerequisites: Weapon Skill 40\nThe character’s lightning ripostes are things of deadly beauty,\nswift and invisible as the wind. After successfully Parrying an\nopponent’s attack, the character may immediately make an\nattack against that opponent using the weapon with which he\nParried as a Free Action. This attack suffers a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3003, + "rule_id": "pdf_skill_497_crack_shot", + "title": "crack shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character can place his shots where they inflict more\nharm, at creases, gaps, or joints in armour. When the\ncharacter’s ranged attack causes Critical Damage, add +2 to\nthe Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3004, + "rule_id": "pdf_skill_498_crippling_strike", + "title": "cripplinG sTrike", + "content": "Prerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\nthe most harm, cutting into seams or hammering at weak\npoints. When the character’s melee attack causes Critical\nDamage add +4 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3005, + "rule_id": "pdf_skill_499_crushing_blow", + "title": "crushinG bloW", + "content": "Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ninflicted in melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3006, + "rule_id": "pdf_skill_500_deadeye_shot", + "title": "DeaDeye shoT", + "content": "Prerequisites: Ballistic Skill 30\nThe character’s rock-steady hand and hawk-like eyesight\nmake him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3007, + "rule_id": "pdf_skill_501_prerequisites_adeptus_astarte", + "title": "Prerequisites: Adeptus Astartes, Pilot (Personal)", + "content": "A Space Marine descending into battle on trails of fire is a\ntrue angel of death come to bring ruin and ending on all who\nstand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nbonus of 2d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3008, + "rule_id": "pdf_skill_502_deathwatch_training", + "title": "DeaThWaTch TraininG", + "content": "Prerequisites: Adeptus Astartes, member of the Deathwatch\nAll Deathwatch Space Marines automatically confirm any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3009, + "rule_id": "pdf_skill_503_righteous_fury_results_see_pa", + "title": "Righteous Fury results (see page 245) against alien enemies", + "content": "without needing to re-roll the Ballistic Skill Test or Weapon\nSkill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3010, + "rule_id": "pdf_skill_504_deflect_shot", + "title": "DeflecT shoT", + "content": "Prerequisites: Agility 50\nThe character’s weapons move with such speed that they\ncan deflect thrown weapons and shots fired from primitive\nweapons. The character may spend a Reaction to Parry an\nincoming ranged attack from a primitive or thrown weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3011, + "rule_id": "pdf_skill_505_die_hard", + "title": "Die harD", + "content": "Prerequisites: Willpower 40\nThrough either willpower or sheer stubbornness, the character\nrefuses to cross into shadow. When the character suffers from\nblood loss, he may roll twice to avoid death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3012, + "rule_id": "pdf_skill_506_disarm", + "title": "DisarM", + "content": "Prerequisites: Agility 30\nThe character can wrest weapons from his opponent’s hands\nthrough practised technique or brute force. If in close combat,\nthe character may use a Full Action to disarm his foe by\nmaking an Opposed Weapon Skill Test. If the character wins\nthe Test, the enemy drops his weapon at his feet. Should the\ncharacter obtain three or more Degrees of Success, he may\ntake the enemy’s weapon from him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3013, + "rule_id": "pdf_skill_507_disturbing_voice", + "title": "DisTurbinG Voice", + "content": "The character’s voice has particularly baleful or menacing\nqualities, causing others to quail before it. The character gains\na +10 bonus to all Intimidate or Interrogation Tests when\nemploying this talent, but suffers a –10 penalty to Fellowship\nTests when dealing with others in a non-threatening manner,\nsuch as animals, children, or the easily startled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3014, + "rule_id": "pdf_skill_508_double_team", + "title": "Double TeaM", + "content": "The character has experience of fighting in paired teams that\nwork together to take down their enemies. When ganging up\non an opponent, the character gains an additional +10 bonus\nto Weapon Skill Tests. If both characters who outnumber the\nenemy have this Talent, both gain an additional +10 bonus,\nfor a total of +20. This bonus is in addition to the normal\nbonus gained from outnumbering opponents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3015, + "rule_id": "pdf_skill_509_dual_shot", + "title": "Dual shoT", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with guns is such that he can target\ntwo shots on exactly the same point. When armed with two\npistols, the character may fire both simultaneously as a Full\nAction. A single Ballistic Skill Test is made, and if successful,\nthe character hits his target with both shots. As the character\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\nweapons provides its +10 bonus. The character does not suffer\nfrom the normal –20 Ballistic Skill penalty for wielding two\nweapons. If the attack hits, the target’s armour gets applied as\nnormal to both hits individually, but Toughness only counts\nonce against the combined damage rolls of both hits. A single\nsuccessful Dodge Test from the target avoids both shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3016, + "rule_id": "pdf_skill_510_dual_strike", + "title": "Dual sTrike", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with melee weapons can place two blows\ntogether to maximise Damage. When armed with two melee\nweapons, the character may attack with both simultaneously\nas a Full Action. Make a single Weapon Skill Test. If the test is\nsuccessful, the character hits the target with both weapons. As\nthe character is swinging both weapons as a single attack, he\nmay take an Aim Action before attacking to get a +10 or +20\nbonus to the WS Test. The character does not suffer from the\nnormal –20 WS penalty for wielding two weapons. If the\nattack hits, the target’s armour gets applied as normal to both\nhits individually, but Toughness only counts once against\nthe combined Damage rolls of both hits. A single successful\nDodge or Parry Test from the target avoids both blows.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3017, + "rule_id": "pdf_skill_511_duty_unto_death", + "title": "DuTy unTo DeaTh", + "content": "Prerequisites: Willpower 45\nThe character’s will or faith can sustain him when his flesh\nfails. He ignores the effects of injury, Fatigue, and Stunning\nduring combat. This Talent does not prevent the Damage, but\nallows the character to temporarily ignore its effects for the\nduration of the combat. Death still affects him normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3018, + "rule_id": "pdf_skill_512_electrical_succour", + "title": "elecTrical succour", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can channel the sacred flow of energy from his\nPotentia Coil or other energy source to replenish his flesh.\nWhilst in contact with a functioning, powered machine or\nfully charged battery or power cell, the character may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3019, + "rule_id": "pdf_skill_513_an_ordinary_10_toughness_te", + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for\neach additional Degree of Success. This takes one minute of\nmeditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3020, + "rule_id": "pdf_skill_514_electro_graft_use", + "title": "elecTro GrafT use", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character may use his Electro Graft to access data ports\nand commune with machine spirits. This grants a +10 bonus\nto Common Lore, Inquiry, or Tech-Use Tests whilst connected\nto a data port.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3021, + "rule_id": "pdf_skill_515_enemy", + "title": "eneMy", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe opposite of Good Reputation, the character is particularly\ndespised by a specific social group or organisation. The\ncharacter suffers an additional –10 penalty to Fellowship\nTests when dealing with this group. This Talent is cumulative\nwith the Rival talent, for a total –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3022, + "rule_id": "pdf_skill_516_energy_cache", + "title": "enerGy cache", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has learned to focus the power stored within\nhis Potentia Coil with greater efficiency. The character no\nlonger gains Fatigue from using Luminen Charge, Luminen\nShock, and Luminen Blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3023, + "rule_id": "pdf_skill_517_enhanced_bionic_frame", + "title": "enhanceD bionic fraMe", + "content": "Prerequisites: Machinator Array\nThe character’s already impressive bionic body structure is\nsteadied by a gyro-array guided by a targeting system linked\nto the machine-spirit. The character gains the Auto-stabilised", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3024, + "rule_id": "pdf_skill_518_exotic_weapon_training", + "title": "exoTic Weapon TraininG", + "content": "Talent Groups: Each exotic weapon\nThe character is trained to use a particularly obscure type of\nweapon, allowing him to use armaments few others have ever\nseen. Weapons requiring this unique Talent are noted in their\narmoury descriptions. Weapon Skill or Ballistic Skill Tests used\nwith a weapon that a character does not have training for suffer\na –20 penalty.\neye of VenGeance\nPrerequisites: Astartes Weapons Training, Ballistic Skill 50\nThe Battle-Brother can focus his intent on where it is likely\nto do most Damage to his enemy and then strike the target\ndown with a single shot. The Battle-Brother may declare\nthat he is using this Talent before he makes a single ranged\nattack. If the attack hits, it ignores an additional point of\narmour per Degree of Success. If a 10 is rolled for Damage,\nit automatically triggers Righteous Fury without the need for\nanother Ballistic Skill Test (see Righteous Fury on page 245\nin Chapter VIII: Combat). This Talent may not be used in\nconjunction with Blast weapons, Semi or Full-Auto Bursts, or\nFlame weapons. It may, however, be used in conjunction with\naccurate weapons and in conjunction with making Called\nShots and taking Aim Actions.\nThe pillars of The iMperiuM\nThe Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility.\nIn addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official\narchitecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the\norganisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3025, + "rule_id": "pdf_skill_519_organisation_description", + "title": "Organisation Description", + "content": "Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind.\nAdeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne.\nAdeptus Astartes The genetically enhanced, power armour-clad angels of death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3026, + "rule_id": "pdf_skill_520_telepathica", + "title": "Telepathica", + "content": "The organisation that trains and sanctions Imperial Psykers.\nAdeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines.\nAdepta Sororitas The female holy orders which include the Sisters of Battle.\nAdeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3027, + "rule_id": "pdf_skill_521_astropaths", + "title": "Astropaths", + "content": "The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic\ncommunications.\nChartist Captains The masters of spacecraft who voyage within the bounds of the Imperium.\nEcclesiarchy The keepers of faith in the Emperor’s divinity.\nImperial Guard The Imperium’s vast armies of men and women.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3028, + "rule_id": "pdf_skill_522_imperial_navy", + "title": "Imperial Navy", + "content": "The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and\npersecute its wars in the darkness between stars.\nInquisition The secretive protectors of the Emperor’s dominion.\nNavigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars.\nOfficio Assassinorum The secret bringers of death.\nPlanetary Defense Forces The military forces raised on planets to defend against invaders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3029, + "rule_id": "pdf_skill_523_rogue_trader", + "title": "Rogue Trader", + "content": "A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the\nImperium with power unbound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3030, + "rule_id": "pdf_skill_524_schola_progenium", + "title": "Schola Progenium", + "content": "The schools that teach orphans of Imperial officials who have given their lives in the service of the\nEmperor.\nScholastica Psykana The organisation that trains and sanctions Imperial Psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3031, + "rule_id": "pdf_skill_525_fearless", + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no\nlonger commands the character’s actions. The character is\nimmune to the effects of Fear and Pinning, but disengaging\nfrom combat or backing down from a fight requires a\nsuccessful Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3032, + "rule_id": "pdf_skill_526_feedback_screech", + "title": "feeDback screech", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can scramble his vox synthesizers, causing a\nhideous blast of noise that shocks and distracts others. All\nunprotected creatures within a 30-meter radius who have the\nability to hear must make a Willpower Test or lose a Half\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3033, + "rule_id": "pdf_skill_527_ferric_lure", + "title": "ferric lure", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can cause an unsecured metal object within his\nfield of vision to fly into his hand. The object may weigh up\nto 1 kilogram per point of the character’s Willpower Bonus,\nand must lie within 20 metres. Using this Talent requires a\nFull Action and a successful a Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3034, + "rule_id": "pdf_skill_528_ferric_lure", + "title": "Ferric Lure", + "content": "The character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3035, + "rule_id": "pdf_skill_529_flame_weapon_training", + "title": "flaMe Weapon TraininG", + "content": "Talent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\ngroup encompasses all non-Exotic weapons with the Flame\nspecial quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3036, + "rule_id": "pdf_skill_530_flesh_render", + "title": "flesh renDer", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother has a taste for the massive damage that\ncan be inflicted with chain weapons and other melee weapons\nthat rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\npicks the highest roll. For weapons that inflict several dice\nworth of Damage, only a single additional die is rolled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3037, + "rule_id": "pdf_skill_531_example", + "title": "exaMple", + "content": "Averrus, a Deathwatch Assault Marine, attacks a Tyranid\nHormagaunt with his chainsword. Because Averrus’ chainsword\nhas the Tearing Quality, he benefits from his Flesh Render Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3038, + "rule_id": "pdf_skill_532_foresight", + "title": "foresiGhT", + "content": "Prerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nthe bones claim to do for the superstitious masses. By\ncareful consideration of all the possible consequences, and\nexamination of all evidence and information, the character\ncan identify the best path for success. By spending 10 minutes\nstudying or analysing a problem, the character gains a +10\nbonus to his next Intelligence Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3039, + "rule_id": "pdf_skill_533_frenzy", + "title": "frenzy", + "content": "The character’s temper and passion boil just below the surface\nof his psyche, mostly held in check by his rational mind, but\neasily released when needed. If the character spends one full\nRound fuelling his anger—by flagellation, drugs, or other\nmeans—on the next Round he goes into an uncontrolled rage,\ngaining a +10 bonus to Weapon Skill, Strength, Toughness,\nand Willpower, but suffering a –20 penalty to Ballistic Skill\nand Intelligence. The character must attack the nearest enemy\nin melee combat if possible. If he is not engaged with the\nnearest enemy, he must move towards that enemy and engage\nit if possible. The character will not take obviously suicidal\nactions such as leaping off a building in order to engage\nsomeone on the ground, but he will take any actions that\nhave a reasonable opportunity to engage in melee with the\nnearest enemy. While Frenzied, he is immune to Fear, Pinning,\nStunning effects, the effects of Fatigue, and he may not Parry,\nretreat, or flee. He remains Frenzied for the duration of the\ncombat. Unless the character has a Talent that allows him to\ndo so, he may not use Psychic Techniques whilst in Frenzy.\nSome beings are either permanently Frenzied or can Frenzy\nat will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3040, + "rule_id": "pdf_skill_534_furious_assault", + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial prowess allow him to land\nseveral blows where lesser combatants land one. If the character\nsuccessfully hits his target using the All Out Attack Action, he\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3041, + "rule_id": "pdf_skill_535_prerequisites_fellowship_50", + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character is well respected within a social group or\norganisation. The character gains an additional +10 bonus to\nFellowship Tests when dealing with this group. This Talent\nis cumulative with Peer, for a total of a +20 bonus. This\nbonus also applies to Influence Tests when dealing with this\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3042, + "rule_id": "pdf_skill_536_gun_blessing", + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine\nUtilising his sacred ability to subtly affect ferrous materials,\nthe character may un-jam a number of weapons equal to his\nIntelligence Bonus, so long as they are within a 10-meter\nradius. A successful Intelligence Test indicates the character\nhas appeased the spirits of the weapons. This blessing requires\na Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3043, + "rule_id": "pdf_skill_537_gunslinger", + "title": "GunslinGer", + "content": "Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nThe character has trained with pistols for so long that they are\nlike extensions of his own body, barely requiring conscious\nthought to aim and fire. When armed with two pistols, the\ncharacter reduces the penalty for Two-Weapon Fighting by\n–10. If the character also possesses the Ambidextrous Talent,\nthe penalty is reduced to 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3044, + "rule_id": "pdf_skill_538_hammer_blow", + "title": "haMMer bloW", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother strikes a single blow with such focus and\nforce that it breaks armour and pulps flesh as it strikes. When\nthe Battle-Brother makes an All Out Attack manoeuvre to\nmake a single melee attack, he may add half his Strength\nBonus to the weapon’s Armour Penetration. The attack\nalso counts as having the Shocking quality to represent the\nconcussive force of the blow’s impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3045, + "rule_id": "pdf_skill_539_hard_target", + "title": "harD TarGeT", + "content": "Prerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nmoves, skills learned from long years in the line of fire. When\nthe character performs a Charge or Run Action, opponents\nsuffer a –20 penalty to Ballistic Skill Tests made to hit the\ncharacter with a ranged weapon. This penalty continues until\nthe start of the character’s next turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3046, + "rule_id": "pdf_skill_540_hardy", + "title": "harDy", + "content": "Prerequisites: Toughness 40\nThe character’s constitution rebounds quickly from shock\nor injury. When undergoing medical treatment or healing\nfrom injures, the character recovers Damage as if Lightly\nDamaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3047, + "rule_id": "pdf_skill_541_psykers_xenos_specific_oth", + "title": "Psykers, Xenos (specific), other", + "content": "A group, organisation, or race has wronged the character in\nthe past, fuelling this animosity. When fighting opponents of\nthat group in close combat, the character gains a +10 bonus\nto all Weapon Skill Tests made against them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3048, + "rule_id": "pdf_skill_542_heavy_weapon_training", + "title": "heaVy Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nand SP\nThe character can employ some of the most devastating\nweapons of the battlefield. The character can use weapons\nof the groups for which he has selected this Talent, choosing\none new group each time the character obtains it. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3049, + "rule_id": "pdf_skill_543_heightened_senses", + "title": "heiGhTeneD senses", + "content": "Talent Groups: Sight, Sound, Smell, Taste, Touch\nEither genetics or augmetics have made one of the character’s\nsenses are superior to others. When the character gains this Talent,\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3050, + "rule_id": "pdf_skill_544_senses_sight_would_apply_to", + "title": "Senses (Sight) would apply to an Awareness Test to see a distant", + "content": "flock of shale crows, but not to a Ballistic Skill Test or a Weapon\nSkill Test simply because the character is using his eyes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3051, + "rule_id": "pdf_skill_545_hip_shooting", + "title": "hip shooTinG", + "content": "Prerequisites: Ballistic Skill 40, Agility 40\nThe character’s prowess with ranged weapons is such that he\ncan still fire accurately without his eye behind the weapon’s\nsights. As a Full Action, the character may both move up to his\nFull Move rate and make a single attack with a ranged weapon.\nThis attack can only be a single shot—no automatic fire.\nhunTer of aliens\nAliens are a foul and constant threat to the Imperium, and\nthe character has taken a vow to rid the galaxy of their foul\npresence. Though he knows such a task is greater than his\nactions alone, the character hopes the vile xenos blood he spills\ngoes some way to winning the Emperor’s war against this most\nterrible of foes. The character gains +10 to his Weapon Skill\nand +2 to melee weapon Damage when combating aliens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3052, + "rule_id": "pdf_skill_546_improved_warp_sense", + "title": "iMproVeD Warp sense", + "content": "Prerequisites: Warp Sense\nThe character can now see the warp and physical universe side\nby side, no longer taking any concentration on his part. After\ngaining this Talent, the character may use the Psyniscience\nSkill as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3053, + "rule_id": "pdf_skill_547_infused_knowledge", + "title": "infuseD knoWleDGe", + "content": "Prerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3054, + "rule_id": "pdf_skill_548_independent_targeting", + "title": "inDepenDenT TarGeTinG", + "content": "Prerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nsuch that they would follow him into the warp vortices of\nthe Maw or on a boarding action against xenos corsairs. In\npersonal combat, while visible to the character, the followers\nare immune to Fear and Pinning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3055, + "rule_id": "pdf_skill_549_inspire_wrath", + "title": "inspire WraTh", + "content": "Prerequisites: Fellowship 30\nThe character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\nhatred or anger, and this Talent doubles the number of\nindividuals affected. This Talent can be combined with Master\nOrator to further increase the number of listeners affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3056, + "rule_id": "pdf_skill_550_iron_discipline", + "title": "iron Discipline", + "content": "Prerequisites: Willpower 30, Command\nIron sharpens iron. The character does not coddle his\nsubordinates nor motivate them through kindness. The\ncharacter’s stalwart example and stern leadership exhorts them\nwith steel instead of spoils. If the character is visible to his\nfollowers, either in person or via vox- or pict-caster, they may\nre-roll failed Willpower Tests made to resist Fear and Pinning.\nIron Discipline can affect a number of targets equal to the\ncharacter’s Willpower Bonus, who must be under the character’s\ncommand. Player characters can benefit from Iron Discipline if\nthe character with this Talent is the official group leader.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3057, + "rule_id": "pdf_skill_551_iron_jaw", + "title": "iron JaW", + "content": "Prerequisites: Toughness 40\nThe character has taken blows from Orks and given back\nas good as he got. The character can bounce back from\nmost strikes without ill effects. If ever Stunned, a successful\nToughness Test allows the character to ignore the effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3058, + "rule_id": "pdf_skill_552_jaded", + "title": "JaDeD", + "content": "Prerequisites: Willpower 30\nThe character’s wide travels have shown him both wonders\nand horrors beyond the ken of most. The galaxy has thrown\nits worst at the character, and he has yet to flinch. Mundane\nevents, from death’s horrific visage to xenos abominations, do\nnot cause Insanity Points, nor Fear Tests. Terrors of the warp\nstill affects the character normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3059, + "rule_id": "pdf_skill_553_killing_strike", + "title": "killinG sTrike", + "content": "Prerequisites: Adeptus Astartes\nSpace Marines are amongst the deadliest warriors in the\ngalaxy, and they have learned how best to place their blows\nfor maximum effect. When taking the All-Out Attack action,\na Space Marine may spend a Fate Point (before rolling the\ndice) to make his melee attacks for that round impossible\nto parry or dodge.\nleap up\nPrerequisites: Agility 30\nA combination of athletic ability and speed allow the\ncharacter to spring to his feet in virtually any circumstance.\nThe character may stand up as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3060, + "rule_id": "pdf_skill_554_last_man_standing", + "title": "lasT Man sTanDinG", + "content": "Prerequisites: Nerves of Steel\nThe character has developed a sixth sense about hails of\ngunfire, allowing him to sense gaps and pauses in the lethal\nrain. The character is immune to Pinning by pistols and\nBasic Weapons, and he adds +1 AP to the value of any cover\nprotecting him from ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3061, + "rule_id": "pdf_skill_555_light_sleeper", + "title": "liGhT sleeper", + "content": "Prerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\ncharacter from sleep to full awareness, remaining alert even\nin slumber. The character is always assumed to be awake,\neven when asleep, for the purposes of Awareness Tests or\nsurprise. Unfortunately, the character’s sleep is not deep and\ncan be frequently interrupted, resulting in a less-than-cheery\ndisposition when awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3062, + "rule_id": "pdf_skill_556_lightning_attack", + "title": "liGhTninG aTTack", + "content": "Prerequisites: Swift Attack\nThe character’s speed with weapons is legendary, allowing him to\nlaunch flurries of attacks in melee. As a Full Action, the character\nmay make three melee attacks on his turn. The effects of this\nTalent replace those of Swift Attack rather than adding to them.\nThe use of Lightning Attack may not be combined with Dual\nStrike. If the character has the Two-Weapon Wielder Talent and\nis wielding two melee weapons, the character gains the advantage\nof Lightning Attack with only one of the weapons, and a single\nattack with the other. If the character has the Two-Weapon\nWielder Talent and is wielding a melee weapon in one hand and\na gun in the other, they gain the advantage of Lightning Attack\nwith the melee weapon and a single attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3063, + "rule_id": "pdf_skill_557_lightning_reflexes", + "title": "liGhTninG reflexes", + "content": "The character always expects trouble, even in the most innocuous\nsituations, allowing him to act quickly when needed. Add twice\nthe character’s Agility Bonus when rolling for Initiative. If the\ncharacter has Unnatural Agility, then add one to the multiplier\nbefore factoring the bonus into the character’s Initiative roll.\nliTany of haTe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3064, + "rule_id": "pdf_skill_558_prerequisites_hatred_any", + "title": "Prerequisites: Hatred (any)", + "content": "The character’s belief in the righteousness of his hatred is\nso ingrained in his being that he can inspire the same hate\nin others. As a Full Action, make a Charm Test to extend\nthe effects of the character’s Hatred Talent to nearby allies.\nSuccess on the test confers a +10 bonus to WS when fighting\nhated foes to one ally per point of the character’s Fellowship\nBonus. The effects last for the duration of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3065, + "rule_id": "pdf_skill_559_logis_implant", + "title": "loGis iMplanT", + "content": "The character’s logis processors work with preternatural speed,\nfiltering sensory input and allowing the character to analyse\nand anticipate the actions of those around him. By using the\ncharacter’s Reaction for the Round, the character may make a\nTech-Use Test to make use of this Talent. The character gains\na +10 bonus to all Weapon Skill and Ballistic Skill Tests until\nthe end of his next turn. The character must pass a Toughness\nTest when he uses this Talent or gain a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3066, + "rule_id": "pdf_skill_560_luminen_blast", + "title": "luMinen blasT", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe Omnissiah has blessed the character with augmetic conduits\nthat parallel the bones of his arms. By reciting the proper litany,\nthe character can channel the energy stored in his Potentia\nCoil down these channels and direct it at enemies. Success on\na Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3067, + "rule_id": "pdf_skill_561_luminen_charge", + "title": "luMinen charGe", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy\nmechanical elements and his mortal flesh, allowing the\nformer to power the latter. With a successful Toughness\nTest, the character may recharge or power machinery with\nhis internal coils. This requires one minute of meditation and\nritual incantation. The difficulty of the Toughness Test varies\ndepending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses\nthis ability or gain a level of Fatigue. No matter the power\nbestowed upon the character by the Omnissiah, some systems\nare either too large or too alien for this Talent—the GM is\nthe final judge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3068, + "rule_id": "pdf_skill_562_luminen_shock", + "title": "luMinen shock", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through\na network of inductors within his flesh. This allows the\ncharacter to channel this energy into his blows. In close\ncombat, a successful Weapon Skill Test or Grapple delivers\nthe shock. The Luminen Shock inflicts 1d10+3 points of\nEnergy Damage with the Shocking Quality. The character\nmust pass a Toughness Test when he uses this ability or gain\na level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3069, + "rule_id": "pdf_skill_563_machinator_array", + "title": "MachinaTor array", + "content": "Prerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus\nso the Priesthood of Mars may bring him closer to the most\nholy of forms by adding an extensive machinator array to\nthe character’s existing augmetics. The character’s Strength\nand Toughness Characteristics are increased by +10. Reduce\nthe character’s Agility and Fellowship by –5. The character’s\nmass increases to three times that of a normal person, and\nthe character may no longer stay afloat or swim in water or\nsimilar liquids. The character may mount a single pistol or\nclose combat weapon on any Servo-Arm or Servo-Harness he\npossesses. The character must still have the proper Talent to\nuse the mounted weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3070, + "rule_id": "pdf_skill_564_maglev_grace", + "title": "MaGleV Grace", + "content": "Prerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his\nlower body, allowing him to hover just off the ground. Using\na Half Action, the character may hover 20–30 centimetres\noff the ground for a number of minutes equal to 1d10 plus\nthe character’s Toughness Bonus. The character must employ\na Half Action each Round to maintaining the rite, and may\nuse the other actions to move normally. The character may\nactivate this rite to slow his rate of descent when falling,\nreducing all falling Damage to 1d10+3 Impact. Each use of\nMaglev Grace exhausts the power stored in the character’s\nPotentia Coil, and so this Talent cannot be reused until the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3071, + "rule_id": "pdf_skill_565_maglev_transcendence", + "title": "MaGleV TranscenDence", + "content": "Prerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by\nlacing anti-grav coils through every portion of his body. Using\na Half Action, the character may hover 20–30 centimetres off\nthe ground for a number of minutes equal to 2d10 plus the\ncharacter’s Toughness Bonus. The character must employ a\nHalf Action each Round to concentrate on maintaining this\nrite, but any Move Action allows the character to move up to\nhis running speed. The character can slow his rate of descent\nwhen falling so long as this rite is active when the character\nreaches the ground, taking no falling Damage. Each time the\ncharacter enacts this rite, it drains 50% of the power stored\nin his Potentia Coil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3072, + "rule_id": "pdf_skill_566_marksman", + "title": "MarksMan", + "content": "Prerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep\ncrosshairs steady on any target, regardless of range. Distance\nis no protection against the character’s marksmanship, and\nhe suffers no penalties for Ballistic Skill Tests at long or\nextended range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3073, + "rule_id": "pdf_skill_567_master_chirurgeon", + "title": "MasTer chirurGeon", + "content": "Prerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh\nwith deft same mastery. The character’s exceptional education\nin use of the Narthecium, med-slate, and supplemental drugs\ngive his patients an enormous advantage. The character gains\na +10 bonus on all Medicae Tests. If treating a Heavily or\nCritically Damaged patient, a successful test heals 2 Wounds\ninstead of 1. If the patient is in danger of losing a limb from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3074, + "rule_id": "pdf_skill_568_a_critical_hit_see_chapter_vi", + "title": "a Critical Hit (see Chapter VIII: Combat), the character", + "content": "provides the patient with a +20 bonus to the Toughness Test\nto prevent limb loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3075, + "rule_id": "pdf_skill_569_very_hard_30", + "title": "Very Hard (–30)", + "content": "Ship’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3076, + "rule_id": "pdf_skill_570_implants", + "title": "Implants", + "content": "The character’s knowledge of engines and their machine\nspirits surpasses all but the most venerable servants of the\nMachine-God. The character can almost feel the plasma\npulsing through a reactor’s conduits as if it were his own\nveins. The character may spend a Fate Point for automatic\nsuccess on a Tech Use Test for enhancement, repair, or\nupgrade of a machine’s system, taking the minimum amount\nof time possible on the task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3077, + "rule_id": "pdf_skill_571_master_orator", + "title": "MasTer oraTor", + "content": "Prerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nand Fellowship-based Skill Tests affect 10 times the normal\nnumber of targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3078, + "rule_id": "pdf_skill_572_mechadendrite_use", + "title": "MechaDenDriTe use", + "content": "Prerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite,\nthis Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted\nwith piston-driven claws that are equally effective as weapons\nas they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged\nor close combat weapons, and have the supplemental support\nand strength necessary for combat. Servo-Arms and the\nServo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit\nInterface, Manipulator, Medicae, Utility, Optical, and\ncountless others, these Mechadendrites generally require less\nhardy mountings, but all interface with the Cyber Mantle in\na similar manner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3079, + "rule_id": "pdf_skill_573_meditation", + "title": "MeDiTaTion", + "content": "The character has mastered his body and its reactions by the\npractice of meditative techniques, shutting down unnecessary\nfunctions that enables him to refresh both body and mind.\nSuccess on a Willpower Test and 10 minutes without\ninterruptions removes one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3080, + "rule_id": "pdf_skill_574_melee_weapon_training", + "title": "Melee Weapon TraininG", + "content": "Talent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand\nweaponry, becoming proficient in the use of virtually all\nhand-held close combat arms. The “Universal” group includes\nthe Primitive, Chain, Shock and Power groups. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3081, + "rule_id": "pdf_skill_575_mental_rage", + "title": "MenTal raGe", + "content": "Prerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp,\nallowing the character to use its power with little conscious\nthought. While in a Frenzied state, the character may use his\nPsychic Powers normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3082, + "rule_id": "pdf_skill_576_mighty_shot", + "title": "MiGhTy shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and\nmaterial, and has the skill to ensure that his shots land exactly\nwhere they do the most damage. The character adds +2 to\nDamage inflicted with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3083, + "rule_id": "pdf_skill_577_mimic", + "title": "MiMic", + "content": "Vox synthesisers, training, or innate abilities allow the\ncharacter to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nthe same language. The character cannot accurately copy the\nvoice of a xenos due to the difference in physiology and the\nsubtle complexities of most alien languages. Listeners must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3084, + "rule_id": "pdf_skill_578_succeed_on_a_difficult_10_s", + "title": "succeed on a Difficult (–10) Scrutiny Test to penetrate the", + "content": "deception. If the character’s study used vox recordings or\ncomm-link conversations rather than in-person observation,\nthe Difficulty of the Scrutiny Test is reduced to Challenging\n(+0). The character’s deception automatically fails if the\nlistener can clearly see him.\nnerVes of sTeel\nLong years on the battlefield enable the character to remain\ncalm as fire impacts all around them. The character may re-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3085, + "rule_id": "pdf_skill_579_orthoproxy", + "title": "orThoproxy", + "content": "A liturgical circuit has been implanted within the character’s\nskull, allowing him to focus on the prayers recited by the\nproxy unit when the character’s mental fortitude is in peril.\nThe character receives a +20 bonus to Willpower Tests made\nto resist mind control or interrogation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3086, + "rule_id": "pdf_skill_580_paranoia", + "title": "paranoia", + "content": "The character knows that danger lurks behind every corner\nand knows the galaxy will hit him as soon as he lets his guard\ndown. The character gains a +2 bonus on Initiative rolls, and\nthe GM may secretly test using the character’s Perception to\nnotice hidden threats. The price of this eternal vigilance is a\ntwitchy disposition and the inability to relax.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3087, + "rule_id": "pdf_skill_581_peer", + "title": "peer", + "content": "Prerequisites: Fellowship 30\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character knows how to deal with a particular social\ngroup or organisation. He gains a +10 bonus to all Fellowship\nTests when interacting with the chosen group. The GM and\nplayer may agree to award this Talent when appropriate to the\nadventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3088, + "rule_id": "pdf_skill_582_pistol_weapon_training", + "title": "pisTol Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma\nSP, Universal\nThe character has practised with nearly every single-handed\nranged weapon within the confines of the Imperium, and no\nsmall number without. This talent confers proficiency with\nmost pistol-type weapons, including the Bolt, Las, Launcher,\nMelta, Plasma, Primitive, and SP groups. When a character\nattempts to use a weapon he does not have the correct Weapon\nTraining Talent for, he suffers a –20 penalty to any relevant\nWeapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3089, + "rule_id": "pdf_skill_583_polyglot", + "title": "polyGloT", + "content": "Prerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\nunknown languages, and make himself understood using this\nintuitive grasp. The character treats all languages as Basic\nSkills. This is not the same as true knowledge of the language,\nand tests using this Talent suffer a –10 penalty due to the\nsimplistic nature of translation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3090, + "rule_id": "pdf_skill_584_precise_blow", + "title": "precise bloW", + "content": "Prerequisites: Weapon Skill 40, Sure Strike\nThe character’s eye, hand, and weapon act seamlessly together,\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3091, + "rule_id": "pdf_skill_585_preternatural_speed", + "title": "preTernaTural speeD", + "content": "Prerequisites: Weapon Skill 40, Agility 50\nThe character is a swift moving bringer of death, a living,\nbloody scythe before whom foes die like corn before the\nreaper. The character may use Swift Attack and Lighting\nAttack as a Half Action rather than a Full Action. In addition,\nthe character may use the Swift Attack and Lightning Attack\nTalents during a Charge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3092, + "rule_id": "pdf_skill_586_prosanguine", + "title": "prosanGuine", + "content": "Prerequisites: Autosanguine\nThrough the application of his will, the character may speed\nthe function of his Autosanguinators. By spending 10 minutes\nin meditation and ritual incantation, the character may make\na Tech-Use Test, and if successful, remove 1d5 points of\nDamage. If the character rolls a 96–100, he overstrains his\nimplants, losing the ability to use them for one week. During\nthat week, the character may use neither the Autosanguine\nnor Prosanguine Talents. Using Prosanguine requires 10\nminutes of meditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3093, + "rule_id": "pdf_skill_587_psy_rating", + "title": "psy raTinG", + "content": "The character is a psyker; their power in game terms is rated\non a scale of 1 to 10, where Psy Rating 1 is the lowest to\nwarrant the attentions of the Scholastica Psykana and the\nBlack Ships, and a rating of 10 represents one of the most\npowerful of the entire human sphere. A Librarian begins play\nwith Psy Rating 3, as detailed on page 80 of Chapter II:\nSpecialities. See Chapter VI: Psychic Powers for detailed\nrules on the game mechanics of this ability. Increasing a\ncharacter’s Psy Rating represents that character unlocking\nmore of his psychic potential and becoming more and more\npowerful. A character may take this Talent multiples times.\nEach time this Talent is taken, the character’s Psy Rating is\nincreased by 1. An increase in Psy Ratings in Deathwatch\ndoes not give additional Psychic Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3094, + "rule_id": "pdf_skill_588_psychic_techniques", + "title": "psychic Techniques", + "content": "Talent Groups: See Psychic Techniques\nEither through training or natural development, the character\nhas learned an additional Psychic Technique. Once this Talent\nhas been selected, the character may select one new Psychic\nTechnique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nspend more XP -he spent the required XP when he purchased\nthe Talent. This Talent may be chosen multiple times, each\nselection granting an additional Technique.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3095, + "rule_id": "pdf_skill_589_quick_draw", + "title": "quick DraW", + "content": "The character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nsimple thought. The character can Ready as a Free Action\nwhen armed with a pistol or basic ranged weapon, or a melee\nweapon that can be wielded in one hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3096, + "rule_id": "pdf_skill_590_rapid_reaction", + "title": "rapiD reacTion", + "content": "Prerequisites: Agility 40\nThe character has honed his reactions to a razor’s edge,\nallowing them to act while most stand dumbfounded. When\nsurprised or ambushed, a successful Agility Test allows the\ncharacter to act normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3097, + "rule_id": "pdf_skill_591_rapid_reload", + "title": "rapiD reloaD", + "content": "The firing ranges and weapon drill chambers are the character’s\nconstant abode, and hours of reloading countless magazines or\npower cells means that he can replace them without looking\nand without thinking. The character halves all reload times,\nrounding down. Thus, Half Action reload become a Free\nAction, a Full Action reload becomes a Half Action and so on.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3098, + "rule_id": "pdf_skill_592_resistance", + "title": "resisTance", + "content": "Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers\nThe character’s background, experience, training, exposure,\nor plain stubbornness has developed a resistance within him.\nEach time the character selects this Talent, choose one area\nof resistance. The character gains a +10 bonus when making\ntests to resist the effects of this group. The character’s GM\nmay wish to approve certain choices or have them justified by\nthe character’s past.\nriTe of aWe\nPrerequisites: Mechanicus or Techmarine Implants\nThe augmetic blessing of the Omnissiah on the character’s\nvoice box allows him to recite infrasonic liturgies that trigger\nawe and fear. All humans, regardless of their ability to hear,\nwithin a 50-meter radius feel a sense of dread and take a\n–10 penalty to their next Skill Test (including Weapon Skill\nand Ballistic Skill Tests). Player characters may ignore these\neffects with a successful Willpower Test. Whilst incanting\nthe rite, the character may not talk or communicate with\nothers. The rite requires one-Half Action speaking the litany\nin Techna-Lingua, and it is considered very bad form to\nbreak off the recitation before completion. Humans without\nauditory implants cannot hear infrasonic sounds, and though\nstill affected do not know the character is speaking.\nriTe of fear\nPrerequisites: Mechanicus or Techmarine Implants\nThe character’s infrasonic dirges cause terror in the weak. All\nhumans, regardless of their ability to hear, within a 50-meter\nradius treat the character as if he had a Fear Rating of 1. While\nincanting the dirge, the character may not communicate in\nany other way. The rite requires one-Half Action chanting\nin Techna-Lingua, and most would not consider halting\nthe incantations prior to their completion. Humans without\nauditory augmentation cannot hear infrasonic sounds, and\nthough still affected do not know the character is speaking.\nriTe of pure ThouGhT\nPrerequisites: Mechanicus or Techmarine Implants\nThe character has replaced the creative half of his brain with\nsacred cranial circuitry. The character can no longer feel\nemotion, and instead embraces the crystal purity of logic.\nThe character is immune to Fear, Pinning, and any effects\nthat stem from emotional disturbance. The character’s GM\nremoves any Mental Disorders that no longer apply, and grant\nthe character appropriate new ones of equal severity. The\ncharacter’s comrades may find the character somewhat cold,\nthough other followers of the Omnissiah will rejoice in the\ncharacter’s newfound freedom.\nriTe of sancTioninG\nPrerequisites: Psy Rating\nThe character has been trained to resist the dangers of the\nwarp: his resistance has been weighed and measured and\nfound to be sufficient for his power to be sanctioned. This\nceremony changes a psyker, and the character bears these\nphysical changes along with a Sanctioning Mark. Choose one\nresult on the Psychic Phenomena chart on page (other than\nPerils of the Warp). When rolling for Psychic Phenomena,\nthe character may substitute the specified result for the effect\nrolled on the table, so long as the character did not roll Perils\nof the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3099, + "rule_id": "pdf_skill_593_rival", + "title": "riVal", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThis Talent represents aggressive competition and some\nanimosity with a particular social group or organisation. The\ncharacter suffer a –10 penalty to all Fellowship Tests when\ninteracting with the group in question.\nThe GM and player may agree to award this Talent when\nappropriate to the storyline. This Talent may be removed with\nan Elite Advance and the approval of the GM if the character\nhas taken suitable actions to earn the trust of the group.\nscourGe of hereTics\nThe character has taken a vow to purge heretics wherever\nhe finds them and has honed his skills in dispatching them.\nThis is not a blood-fuelled rage or the uncontrollable madness\nof death but rather a cold, calculated skill drilled into the\ncharacter through countless hours of training and prayer. The\ncharacter gains a +10 to his Weapon Skill and +2 to melee\nweapon Damage when combating heretics. It is up to the GM\nto decide exactly which enemies count as heretics.\nserVo-harness inTeGraTion\nPrerequisites: Techmarine Implants, Mechadendrite Use\n(Servo-arm)\nThe Techmarine has had his implanted systems integrated\nwith a many-armed servo harness, allowing him to use its\npincer-arms and weapon arrays as if they were extra limbs of\nhis body. The Techmarine may be fitted with and use a Servoweapons fitted to the harness in which he is proficient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3100, + "rule_id": "pdf_skill_594_sharpshooter", + "title": "sharpshooTer", + "content": "Prerequisites: Ballistic Skill 40, Deadeye Shot\nThe character’s steady hand and eagle eye allow him to place\nshots exactly where he wants. When making a Called Shot,\nthe character does not incur the normal –20 penalty. The\neffect of this Talent replaces those of Deadeye Shot.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3101, + "rule_id": "pdf_skill_595_signature_wargear", + "title": "siGnaTure WarGear", + "content": "A tool of war has served the Battle-Brother in countless\nvictories, and is always at his side. Select one item from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3102, + "rule_id": "pdf_skill_596_the_armoury_excluding_unusual", + "title": "the Armoury (excluding unusual ammunition) with a", + "content": "Requisition cost of 20 or less. This Requisition limit may\ninclude Upgrades and/or Craftsmanship modifiers in its\ncalculation. (For example, a Master-Crafted Flamer.) This item\nis permanently in the Battle-Brother’s possession without\nthe need to Requisition it, effectively becoming standard\nissue for him. He must meet any Renown requirement for\nthe item. A Battle-Brother may purchase this Talent multiple\ntimes in accordance with his Career Advances. Each time,\nnote the item it applies to such as Signature Wargear (Master-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3103, + "rule_id": "pdf_skill_597_signature_wargear_master", + "title": "siGnaTure WarGear (MasTer)", + "content": "Prerequisites: Signature Wargear for the item selected\nThe Battle-Brother has forged a bond with his chosen tool of\nwar, and can perform impressive feats with it. The maximum\nRequisition cost of his Signature Wargear increases to 40. (At\nthe time this Talent is purchased, you may choose to apply\nadditional Upgrades to your existing Signature Wargear,\nor replace the Signature Wargear item with a new item\nworth up to 40 Requisition.) Choose one applicable effect\nfrom the table below and apply it when equipped with the\nSignature Wargear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3104, + "rule_id": "pdf_skill_598_signature_wargear_hero", + "title": "siGnaTure WarGear (hero)", + "content": "Talent Groups: Weapon, Armour, Relic, and Wargear\n(includes Servitors)\nThe Battle-Brother has been permanently entrusted with\nartificer armour, a Space Marine relic, master-crafted weapon,\nor some other prestigious and rare tool of the Adeptus\nAstartes. Select one item from the Armoury (excluding unusual\nammunition) with a Requisition cost of 70 or less. This\nRequisition limit may include Upgrades and/or Craftsmanship\nmodifiers in its calculation. This item is permanently in the\nBattle-Brother’s possession without the need to Requisition\nit, effectively becoming standard issue for him. He must meet\nany Renown requirement for the item. A Battle-Brother may\npurchase this Talent multiple times in accordance with his\nCareer Advances. Each time, note the item it applies to such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3105, + "rule_id": "pdf_skill_599_sound_constitution", + "title": "sounD consTiTuTion", + "content": "The character gains an additional Wound. The character may\npurchase this Talent multiple times, the exact number of times\nis determined by his Career Path. When a character has gained\nthis Talent multiple times, note the number of times it’s been\ntaken after the Talent, such as Sound Constitution 3.\nslayer of DaeMons\nVowing to battle the beyond, the character has marked\nthe warp-spawned for death. The character gains a +10 to\nhis Weapon Skill and +2 to melee weapon Damage when\ncombating daemons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3106, + "rule_id": "pdf_skill_600_sprint", + "title": "sprinT", + "content": "The character can move at great speeds. When taking a\nFull Move Action, the character can move an extra number\nof metres equal to his Agility Bonus. When taking the Run\nAction, the character may double his movement for one\nRound. The character gains one level of Fatigue if he uses\nthis Talent two Turns in a row.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3107, + "rule_id": "pdf_skill_601_stalwart_defence", + "title": "sTalWarT Defence", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother stands immovable and indomitable, as if\nhe were made of rock and iron against which foes break like\nwater against a cliff. The Battle-Brother may spend a Fate\nPoint as a Full Action to adopt a Stalwart Defence. While\nadopting this condition, the Battle-Brother may not move\nand may not Dodge. He may make a Parry reaction against\nall successful strikes against him, and all Damage he suffers\nis reduced by –2. Furthermore, the character’s enemies gain\nno benefits for outnumbering the Battle-Brother in close\ncombat. These effects last until the Battle-Brother chooses\nto end his Stalwart Defence or until he is rendered incapable\nof fighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3108, + "rule_id": "pdf_skill_602_table_4_2_signature_wargear", + "title": "Table 4–2: Signature Wargear (Master)", + "content": "Effect Applies to\nYou know how to wield the weapon to\nmaximum effect. Gain +10 to Attack Tests\nmade with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3109, + "rule_id": "pdf_skill_603_weapons", + "title": "Weapons", + "content": "Your defences are at their best wearing this\narmour. Add +10 to Dodge Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3110, + "rule_id": "pdf_skill_604_armour", + "title": "Armour", + "content": "Your affinity with this device serves you on\nand off the battlefield. Re-roll failed Skill Tests\nmade to use the item.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3111, + "rule_id": "pdf_skill_605_any_item", + "title": "Any item", + "content": "Your guardian machine spirit aids you in\nthwarting enemies. Gain +2 Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3112, + "rule_id": "pdf_skill_606_any_item", + "title": "Any item", + "content": "Faith in your war gear bolsters your morale.\nGain +5 on WP tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3113, + "rule_id": "pdf_skill_607_step_aside", + "title": "sTep asiDe", + "content": "Prerequisites: Agility 40, Dodge\nThe character can sway his body out of the path of an attack,\ncausing it to pass through thin air. The character may make\nan additional Dodge once per Round. In effect, this gives the\ncharacter a second Reaction that may only be used to Dodge,\nallowing two Dodges in a Turn. However, the character may\nstill only attempt a single Dodge against one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3114, + "rule_id": "pdf_skill_608_street_fighting", + "title": "sTreeT fiGhTinG", + "content": "The character is an experienced survivor of the kind of\nmurderous fights that occur in the depths of an underhive or\nstinking alleys of a sink hab. When dealing Critical Damage\nwith an unarmed attack or knife, the character deals an\nadditional +2 points of Damage.\nsTorM of iron\nPrerequisites: Adeptus Astartes\nWhen facing massed enemy, the Battle-Brother’s firepower is\nlaid down in precise patterns and well trained rhythm, so that\nthey create a storm of iron that kills and maims many. By such\ndiscipline, the Battle-Brother has faced enemies many times\nhis number and emerged victorious. When using a flamer or\nfiring a Semi or Full Auto Burst against an enemy with the\nHorde trait, the Battle-Brother doubles any Damage that he\ndeals to the Horde’s Magnitude. For example, if the Battlethis amount is doubled to 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3115, + "rule_id": "pdf_skill_609_prerequisites_willpower_30_r", + "title": "Prerequisites: Willpower 30, Resistance (Psychic Powers)", + "content": "The character’s conditioned mind acts as a fortress against\npsychic attacks. The character may re-roll failed Willpower\nTests to resist any Psychic Powers that affect his mind. Psychic\nPowers that have a physical effect, such as Telekinesis, are\nunaffected by this Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3116, + "rule_id": "pdf_skill_610_sure_strike", + "title": "sure sTrike", + "content": "Prerequisites: Weapon Skill 30\nThe character has a degree of control over where his melee\nattacks land. When determining hit location for a melee\nattack, the character may use the dice as rolled, or he may\nreverse them, choosing the preferred location. For example, if\nCassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstrike the Right Leg. However, since he has the Sure Strike", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3117, + "rule_id": "pdf_skill_611_swift_attack", + "title": "sWifT aTTack", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial ability allows him to land\nflurries of blows. As a Full Action, the character may make two\nmelee attacks. If the character has the Two-Weapon Wielder\nTalent and is wielding two melee weapons, the character\ngains the advantage of Swift Attack with only one of the\nweapons, and a single attack with the other. If the character\nhad the Two-Weapon Wielder Talent and is wielding a melee\nweapon in one hand and a gun in the other, the character gets\nthe advantage of Swift Attack with the melee weapon and a\nsingle attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3118, + "rule_id": "pdf_skill_612_takedown", + "title": "TakeDoWn", + "content": "As a Half Action, the character may declare that he is\nattempting a takedown before making his Weapon Skill\nTest. If the character hits and would have done at least 1\npoint of Damage, it is ignored, but the character’s opponent\nmust make a Toughness Test or be Stunned for 1 Round. In\naddition, when performing a Stun Action, the character does\nnot suffer a –20 penalty to his Weapon Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3119, + "rule_id": "pdf_skill_613_talented", + "title": "TalenTeD", + "content": "Talent Groups: Any Skill\nThe character has an affinity for a particular Skill. Choose any\none of the character’s Skills, and gain a +10 bonus to tests\nmade using the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3120, + "rule_id": "pdf_skill_614_target_selection", + "title": "TarGeT selecTion", + "content": "Prerequisites: BS 50\nThe character’s dread gaze marks out his chosen victim, and\nnot even the riotous confusion of close combat interferes. The\ncharacter may shoot into melee with no penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3121, + "rule_id": "pdf_skill_615_technical_knock", + "title": "Technical knock", + "content": "Prerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3122, + "rule_id": "pdf_skill_616_this_talent_grants_the_charact", + "title": "This Talent grants the character the Machine Trait (see page 133)", + "content": "with Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nnumber of times this Talent has been taken, such as The Flesh\nis Weak 3.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3123, + "rule_id": "pdf_skill_617_thunder_charge", + "title": "ThunDer charGe", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother charges into combat using his armoured\nbody as an additional weapon. Driven by his armour and\nthe Battle-Brother’s enhanced muscle, the impact of such a\ncharge is like being struck by a thunderbolt. When the Battle(see page 245 for more details) against every opponent he is\ncharging. This represents slamming into the enemy with the\ncharacter’s armoured bulk. This attack automatically also has\nthe potential to knock the opponent down in the same way\nas if the Battle-Brother had used the Knock Down Action\nsee page 241 for more details). Once this attack has been\nresolved, the Battle-Brother may make his normal Charge\nAttack as normal. If the Battle-Brother charges a Horde, he\nmay make d5+1 unarmed attacks against the Horde.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3124, + "rule_id": "pdf_skill_618_thrown_weapon_training", + "title": "ThroWn Weapon TraininG", + "content": "Talent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3125, + "rule_id": "pdf_skill_619_total_recall", + "title": "ToTal recall", + "content": "Prerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3126, + "rule_id": "pdf_skill_620_true_grit", + "title": "True GriT", + "content": "Prerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3127, + "rule_id": "pdf_skill_621_halve_the_result_rounding_up", + "title": "halve the result (rounding up).", + "content": "Example: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nthe Scything Talon strike still does 8 Damage. Unfortunately,\nit’s been tough going and Agamemnon only has 4 Wounds\nremaining, which would normally result in 4 points of Critical\nDamage. However, since he has the True Grit Talent, he only\ntakes 2 points of Critical Damage.\nTWo-Weapon WielDer\nTalent Groups: Ballistic, Melee\nPrerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nsame type, the character may spend a Full Action to attack\nwith both. Both tests made to attack with the weapons suffer\na –20 penalty (see Chapter VIII: Combat for more details\non fighting with two weapons). The character must possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3128, + "rule_id": "pdf_skill_622_two_weapon_wielder_melee_and", + "title": "Two-Weapon Wielder (Melee) and Two-Weapon Wielder", + "content": "(Ballistic) if he wishes to use a gun and hand weapon with\nthis Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3129, + "rule_id": "pdf_skill_623_warrior", + "title": "Warrior", + "content": "The character has developed unequalled mastery of unarmed\ncombat techniques. The character’s unarmed combat attacks\ndo 1d10 + Strength Bonus in Impact Damage, and these\nattacks no longer have the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3130, + "rule_id": "pdf_skill_624_unarmed_warrior", + "title": "unarMeD Warrior", + "content": "Prerequisites: Weapons Skill 35, Agility 35\nDue to extensive training in unarmed combat, the character’s\nunarmed combat attacks do 1d10–3 + Strength Bonus in\nDamage instead of 1d5–3. Because of the character’s advanced\ntraining against both armed and unarmed foes, he does not\ncount as Unarmed, as defined on page 245, when making\nattacks against armed opponents. The character’s unarmed\nattacks still count as having the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3131, + "rule_id": "pdf_skill_625_unbowed_and_unbroken", + "title": "unboWeD anD unbroken", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40\nThe Battle-Brother is a source of inspiration to those around\nhim; when all seems lost, he stands defiant and by his deeds\nraises the warrior spirits of his comrades. If the squad has\nsuffered Cohesion Damage caused by the enemy in the\npresent or previous Round, the Battle-Brother may declare\nthat his next Action is an act to demonstrate that the squad is\nunbowed and unbroken. His next Action may be one of the\nfollowing: a ranged attack against the enemy, a melee attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3132, + "rule_id": "pdf_skill_626_against_the_enemy_or_a_challe", + "title": "against the enemy, or a Challenging (+0) Fellowship Test", + "content": "that represents a roar of defiance or exhortation to heroism. If\nthe test involved in the Action (the attack roll or Fellowship\nTest) succeeds, then the Battle-Brother and those within\nSupport Range of him regain all of the Cohesion they lost to\nCohesion damage in this or the last round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3133, + "rule_id": "pdf_skill_627_unshakeable_faith", + "title": "unshakeable faiTh", + "content": "The character’s confidence in the Emperor is so strong that\nthe character can face any danger. The character may re-roll\nany failed Willpower Tests to avoid the effects of Fear (see\npage 276).\nWall of sTeel\nPrerequisites: Agility 35\nThe character’s skill with blades is so profound that to try to\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second\nReaction that may only be used to Parry. The character may\nonly attempt a single Parry against any one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3134, + "rule_id": "pdf_skill_628_warp_affinity", + "title": "Warp affiniTy", + "content": "Prerequisites: Psy Rating\nThe character has a special connection to the warp, allowing\nhim to sense and avoid its less desirable effects as he channels\nits power. The character may not select this Talent if he has\nundergone the Rite of Sanctioning. When rolling for Psychic\nPhenomenon, the character may discard the die roll, gaining\n1d5 Corruption Points, and then re-roll with no modifiers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3135, + "rule_id": "pdf_skill_629_warp_conduit", + "title": "Warp conDuiT", + "content": "Prerequisites: Psy Rating, Strong Minded, Willpower 50\nThe sheer power of the character’s mind allows him to\nchannel vast amounts of warp energy. When pushing, the\ncharacter may add +1 to his Psy Rating and subtract –10 on\nany resultant Psychic Phenomenon rolls.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3136, + "rule_id": "pdf_skill_630_warp_sense", + "title": "Warp sense", + "content": "Prerequisites: Psy Rating, Psyniscience Skill, Perception 30\nThe character’s senses have evolved to perceive the warp in\nparallel with the physical world, though it requires some\nconcentration to do so. After gaining this Talent, using\nthe Psyniscience Skill requires a Half Action instead of a\nFull Action.\nWeapon-Tech\nPrerequisites: Techmarine\nIt is in the nature of a Techmarine to become concerned with\nlearning the blessed and secret intricacies of weaponry. Once\nper combat, the Techmarine can enhance his weapon or seek\nout the weak points in an opponent’s armour, increasing the\nTechmarine’s deadliness. The effects of this mean that for one\nRound per combat encounter, a weapon personally wielded\nby the Techmarine from the Melta, Plasma, Power, or Exotic\ncategory increases its Damage and Penetration by an amount\nequal to the character’s Intelligence Bonus.\nWhirlWinD of DeaTh\nPrerequisites: Adeptus Astartes\nWhen facing massed opponents in combat, the Battle-Brother\nbecomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nany Damage dealt to the Horde’s Magnitude. For example,\nif the Battle-Brother’s attacks would reduce the Horde’s\nMagnitude by 3, this amount is doubled to 6.\nWisDoM of The ancienTs\nPrerequisites: Adeptus Astartes, Intelligence 40\nThe Battle-Brother has survived many wars, seen much, and\nbeen favoured with the experience of his chapter’s most\nancient warriors. Within their mind and soul, they hold the\nwell of knowledge that stretches back far before they were\nraised to become one of the Adeptus Astartes. The Battleinsight on a situation. This is represented by the player asking\nthe GM a question about the immediate situation the Battlepossible. For example when trapped in a genestealer-infested\nspace hulk, the question might be, “What is the most likely\nroute to the main reactor?”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3137, + "rule_id": "pdf_skill_631_traits", + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are\nfound in their blood, in the bones, and in their indomitable spirit.\nWith such weapons, how can we fail to conquer?”\n–attributed to Lord Solar Macharius", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3138, + "rule_id": "pdf_skill_632_amorphous", + "title": "aMorphous", + "content": "An amorphous creature has a malleable form, capable of\nsqueezing its body or expanding it. It can change size by one\nstep in either direction, though doing so does not change\nits speed. Creatures with this trait determine their movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3139, + "rule_id": "pdf_skill_633_rates_using_one_half_their_agi", + "title": "rates using one-half their Agility Bonus (rounding up).", + "content": "Amorphous creatures are often missing senses and so rely on\nthe Unnatural Senses Trait to perceive their surroundings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3140, + "rule_id": "pdf_skill_634_armour_plating", + "title": "arMour plaTinG", + "content": "The creature is encased in armour plating, increasing its\nArmour Points by 2 to all locations.\nauTo-sTabiliseD\nThe creature always counts as braced when firing heavy\nweapons and may fire on semi- or full-automatic as a\nHalf Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3141, + "rule_id": "pdf_skill_635_bestial", + "title": "besTial", + "content": "A creature with this trait is animalistic, tending to behave\ninstinctively rather than rationally. No matter how high its\nIntelligence score is, it is still bestial. A creature with this\ntrait never needs to make a Survival Test whilst in its natural\nhabitat. Unless starving or desperate, a bestial creature must\nmake a Willpower Test when frightened, startled or injured.\nOn a failed test, the creature flees.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3142, + "rule_id": "pdf_skill_636_blind", + "title": "blinD", + "content": "Blind creatures automatically fail all tests based on vision and\nautomatically fail all Ballistic Skill Tests. Such creatures take\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily involve or are benefited by vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3143, + "rule_id": "pdf_skill_637_blood_soaked_tide_horde", + "title": "blooD soakeD TiDe (horDe)", + "content": "The horde with this trait is teetering on the brink of madness.\nThese bloodthirsty madmen thrive on the slaughter of battle.\nWhen the horde fails a Willpower test to avoid being broken,\nor would have broken automatically (see Breaking a Horde\non page 360 in this chapter), it is not broken, but instead\ngains the Fearless and Frenzy Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3144, + "rule_id": "pdf_skill_638_brutal_charge", + "title": "bruTal charGe", + "content": "A creature with this trait deals an extra 3 points of damage\nwhen it charges in the same round. A horde with this trait\ndoes an additional 1d10 damage when it charges in the same\nround.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3145, + "rule_id": "pdf_skill_639_burrower", + "title": "burroWer", + "content": "A creature with this trait can move through solid objects\nby burrowing through them. This trait always includes a\nnumber to indicate speed. Such creatures can burrow through\nsoil, rock, sand, and so on, though some (expressed in the\ncreature‘s entry) can burrow through metal. When a creature\nburrows, it leaves behind a tunnel. Creatures of one size\nsmaller than the creature that created the tunnel can enter\nthese areas without impediment. There is a 50% chance each\nround that the tunnel collapses behind the creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3146, + "rule_id": "pdf_skill_640_crawler", + "title": "craWler", + "content": "Worms, serpents, and similar creatures crawl and slither rather\nthan walk. The base move for a creature with this trait is half\nits Agility Bonus, but it does not take penalties for moving\nover difficult terrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3147, + "rule_id": "pdf_skill_641_daemonic", + "title": "DaeMonic", + "content": "Daemonic creatures are creatures of the Warp, but can\nmanifest in realspace either through sheer strength of will,\nhunger, or occult rituals. Creatures with this trait multiply\ntheir Toughness Bonus against all damage by the number\nindicated in parentheses after the trait in the same manner", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3148, + "rule_id": "pdf_skill_642_as_an_unnatural_characteristic", + "title": "as an Unnatural Characteristic (see page 136). The effects of", + "content": "this trait stack with the effects of the Unnatural Characteristic\ntrait. The effects of this trait are ignored for damage inflicted\nby force weapons, psychic powers, holy attacks, or other\ncreatures with this trait. Daemonic creatures are also immune\nto poison and disease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3149, + "rule_id": "pdf_skill_643_dark_sight", + "title": "Dark siGhT", + "content": "A creature with this trait sees normally even in areas of total\ndarkness, and never takes a penalty for fighting in areas of\ndim or no lighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3150, + "rule_id": "pdf_skill_644_disciplined_horde", + "title": "DisciplineD (horDe)", + "content": "The horde is made up of hardened and well-disciplined troops\nwho do not break and flee even after having sustained terrible", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3151, + "rule_id": "pdf_skill_645_fear_variable", + "title": "fear (Variable)", + "content": "A creature with this trait has an unnerving appearance. The fear of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3152, + "rule_id": "pdf_skill_646_it_always_has_an_associated_ra", + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on\nSpace Marines.\nTable 4–3: Traits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3153, + "rule_id": "pdf_skill_647_traitdescription", + "title": "TraitDescription", + "content": "Amorphous Creature is a blob, and slow.\nArmour Plating Increase Armour Points by 2.\nAuto-stabilised Always counts as braced.\nBestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight.\nBlind Cannot see.\nBlood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking.\nBrutal Charge +3 damage on a charge.\nBurrower Move by digging.\nCrawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain.\nDaemonic Double TB against normal weapons, immune to disease and poison.\nDark Sight See in darkness.\nDisciplined A horde is resistant to breaking.\nFighting Withdrawal A horde that breaks moves back in good order.\nFire Drill A horde gains an extra ranged attack.\nFear Forces others to make Fear Tests to avoid Shock and Madness.\nFlyer Fly and enter any altitude.\nFrom Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers.\nHoverer Fly and enter the hover altitude.\nImproved Natural Weapons Creature’s Natural Weapons are no longer Primitive.\nIncorporeal Creature can become insubstantial.\nInstinctive Behaviour Creature has a set of reactions to stimuli.\nMachine Creature gains immunities and resistances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3154, + "rule_id": "pdf_skill_648_multiple_arms", + "title": "Multiple Arms", + "content": "Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving\nmovement.\nNatural Armour Gain one or more Armour Points to all locations.\nNatural Weapons Unarmed attacks deal 1d10+SB damage.\nOverwhelming A Horde does extra damage in melee.\nPhase Switch between incorporeal and corporeal as a Half Action.\nPossession Take control of another creature.\nQuadruped Movement equals AB×2.\nRegeneration Test Toughness to remove 1 damage.\nSize Determines creature’s size and benefits.\nSonar Sense Perceive surroundings flawlessly within 30 metres.\nSoul-bound Bound to a particular group or creatures in exchange for certain benefits.\nStampede Failed Willpower Test causes creature to flee, trampling anything in its path.\nStrange Physiology Death when damage equals Wounds.\nStuff of Nightmares Gain appalling list of immunities.\nSturdy +20 bonus to resist grapple and takedown.\nSynapse Creature This creature grants the Fearless Talent to nearby Tyranids.\nTouched By The Fates The being has Fate Points and may benefit from Righteous Fury.\nToxic Gain poisonous attack.\nTyranid This creature possesses many immunities.\nUndying The creature does not need to breathe and cannot be harmed by diseases, poisons, or toxic effects.\nUnnatural Characteristic Increases one Characteristic Bonus.\nUnnatural Senses Perceive surroundings by uncanny means.\nUnnatural Speed Double Agility Bonus for purpose of determining movement.\nWarp Instability Creature must deal damage if damaged, or be cast back into the Warp.\nWarp Weapons Creature’s weapons ignore Armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3155, + "rule_id": "pdf_skill_649_fighting_withdrawal_horde", + "title": "fiGhTinG WiThDraWal (horDe)", + "content": "Though broken, the horde does not simply flee, but makes\na fighting withdrawal that prevents its enemies from simply\noverwhelming it. When a Horde with this trait breaks, it does\nnot flee moving at its Sprint rate of movement, but instead\nwithdraws at any movement rate that is appropriate. The Horde\nwill also continue to make ranged attacks as it withdraws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3156, + "rule_id": "pdf_skill_650_fire_drill_horde", + "title": "fire Drill (horDe)", + "content": "The horde is made up of troops that are trained and drilled to\nfire in a deadly rhythm that soaks its enemy in fire. The horde\nwith this trait may always make one additional ranged attack\nin addition to those it could normally make.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3157, + "rule_id": "pdf_skill_651_flyer", + "title": "flyer", + "content": "A creature with this trait has the natural ability to fly, whether\nwith broad leathery wings, strange warp energies, or inflatable\ngas sacs. This trait always includes a number to indicate at\nwhat speeds it moves when it flies. For more details on flying,\nsee Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3158, + "rule_id": "pdf_skill_652_from_beyond", + "title": "froM beyonD", + "content": "The mind of a creature with this trait is beyond the petty\nfrailties and precarious sanity of a mortal mind. It is immune\nto Fear, Pinning, Insanity Points, and psychic powers used to\ncloud, control, or delude its mind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3159, + "rule_id": "pdf_skill_653_improved_natural_weapons", + "title": "iMproVeD naTural Weapons", + "content": "This creature’s attacks are powerful enough to crush plasteel\nor punch through armour. The creature gains all the benefits\nof the Natural Weapons Trait, except that its attacks do not\ncount as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3160, + "rule_id": "pdf_skill_654_hoverer", + "title": "hoVerer", + "content": "Creatures with this trait have a limited capability for flight,\nflying no higher than 2 metres. As with the Flyer trait, this\ntrait always includes a number to indicate speed. For more\ndetails on flying, see Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3161, + "rule_id": "pdf_skill_655_incorporeal", + "title": "incorporeal", + "content": "Incorporeal creatures are insubstantial and weightless, able to\npass through solid objects such as walls and weapons. An\nincorporeal creature gains a +30 bonus on Concealment\nTests when hiding inside something. If it wishes, it may\nbecome completely silent, automatically passing any Silent\nMove Tests it is required to make.\nAn incorporeal creature is also immune to normal\nweapons—they simply pass through its body as if it wasn’t\nthere. Daemons, psychic powers, warp creatures, other\nincorporeal creatures, and opponents armed with force\nweapons may all injure an incorporeal creature normally. An\nincorporeal creature can’t normally affect the mortal world,\nand thus can’t damage non-incorporeal opponents unless\nit has a suitable special ability or talent. Creatures with\nthe Incorporeal trait can damage other creatures with the\nIncorporeal trait normally.\nCertain devices can keep an incorporeal creature at bay,\nmost notably the Gellar Field of a spaceship. Creatures with\nthis trait cannot pass through such a field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3162, + "rule_id": "pdf_skill_656_instinctive_behaviour_tyranid", + "title": "insTincTiVe behaViour (TyraniD)", + "content": "A Tyranid creature with this trait will be reduced to acting\naccording to their instincts if they are separated from the\ncontrolling presence of the Hive Mind. In effect, this means\nthat any encounter in which creatures with this trait are not\naccompanied by a Tyranid creature with the Synapse Creature", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3163, + "rule_id": "pdf_skill_657_trait_see_page_135_in_this_ch", + "title": "trait (see page 135 in this chapter), they will behave in a", + "content": "particular way. The creature’s instinctive behaviour is noted\nin parenthesises and has the following effects:\nFeed: The creature’s instinct is to feed on flesh, blood, and\nbone and its hunger can never be sated. The creature will try\nto find and attack any living, biological, non-Tyranid creature\nand eat them. In this state, the creature gains the Fearless and\nFrenzy talents. The same applies to a Horde with this trait not\nunder the influence of a synapse creature.\nLurk: The creature’s instincts are to find shelter from\nattack, to hide and survive. It will try to flee and find shelter in\nwhatever way the situation allows. In a starship, for example,\nit may scuttle into the ducting system. When confronted, the\ncreature’s aim is to try to escape and will only attack if left\nno avenue for escape or in order to survive. If a Horde with\nthis trait is not under the influence of a synapse creature, it\nwill automatically break (see Breaking a Horde on page 360\nof this chapter).\nStalk: The creature’s instinct is to remain unseen, to find\nprey, slay it, feed, and then resume its hunt for others. In", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3164, + "rule_id": "pdf_skill_658_breaks_see_breaking_a_horde_o", + "title": "breaks (see Breaking a Horde on page 360 of this chapter),", + "content": "with individual creatures scattering to find shadows from\nwhich to begin their hunt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3165, + "rule_id": "pdf_skill_659_machine", + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic\nmaterials and is generally more rigourous then fleshy folks.\nMachines do not breathe, are immune to the effects of a\nvacuum, extremes of cold, any mind-influencing psychic\neffect, and their Armour Points apply toward fire damage.\nMachines are also resilient to injury, having 1 to 5 Armour\nPoints for each location. This number is indicated next to\nthe trait.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3166, + "rule_id": "pdf_skill_660_multiple_arms", + "title": "MulTiple arMs", + "content": "This creature has more than one pair of arms. It increases its\nToughness Characteristic by +10 and gains a +10 bonus on\nStrength Tests involving movement such as Climb and Swim.\nFinally, the creature may use the Multiple Attack action to\ngain two attacks on its turn. If the creature also has the Swift\nor Lightening Attack Talent, this trait increases the number of\nattacks they make with a multiple attack action by +1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3167, + "rule_id": "pdf_skill_661_natural_armour", + "title": "naTural arMour", + "content": "This creature has a naturally tough hide or an exoskeleton,\naffording it some protection against attacks. This trait always\nincludes a numeric value to indicate how many Armour Points\nthe creature gains to all locations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3168, + "rule_id": "pdf_skill_662_natural_weapons", + "title": "naTural Weapons", + "content": "This creature has sharp claws, teeth, spines or some other\nnatural weapon with which it can slice and dice its foes. It\ncounts as being armed even when not wielding weapons. Its\nattacks deal 1d10 points of damage plus its Strength Bonus.\nThe creature may make attacks with its Natural Weapons\nusing its Weapon Skill, though it cannot parry with its natural\nweapons, nor can it be disarmed—unless, of course, you hack\noff its limbs! Natural weapons always count as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3169, + "rule_id": "pdf_skill_663_overwhelming_horde", + "title": "oVerWhelMinG (horDe)", + "content": "The creatures that make up the horde are capable of swarming\nover enemies and ripping them apart with a thousand cuts.\nThe horde with this trait always rolls an extra 1d10 for\ndamage caused by the horde in close combat as long as it has\na magnitude equal to or greater than 20.\nTraiT: Mechanicus iMplanTs\nThe character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is\nvessel for the following implants:\nelecTro-GrafT\nThe Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this\nallows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such\nas skull shunts, finger probes, or spine jacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3170, + "rule_id": "pdf_skill_664_electoo_inductors", + "title": "elecToo inDucTors", + "content": "Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are\nwired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred\nmysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3171, + "rule_id": "pdf_skill_665_respirator_unit", + "title": "respiraTor uniT", + "content": "A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest.\nThe unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also\ncontains a vox-synthesiser capable of transmitting the voice in a variety of ways.\ncyber-ManTle\nThe Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage.\nAs the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the\nOmnissiah, this cyber-mantle is often referred to as “the true flesh.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3172, + "rule_id": "pdf_skill_666_potentia_coil", + "title": "poTenTia coil", + "content": "Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce\nvarious types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3173, + "rule_id": "pdf_skill_667_cranial_circuitry", + "title": "cranial circuiTry", + "content": "Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit\nwithin housing bolted onto the skull, whilst others nestle within the brain itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3174, + "rule_id": "pdf_skill_668_phase", + "title": "phase", + "content": "A creature with this trait can transform its body into an\ninsubstantial state, passing ghost-like through solid objects\nor barriers of any sort. This trait functions exactly like the\nIncorporeal trait, except the creature may become solid or\ninsubstantial by spending a Half Action.\nPhase carries additional limitations. A creature in a phased\nstate cannot cross psychically charged barriers, holy wards, or\nenergy fields designed to flux space or manipulate the warp\nsuch as a Gellar Field or a Void Shield.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3175, + "rule_id": "pdf_skill_669_possession", + "title": "possession", + "content": "Certain spirit-beings and denizens of the warp have the\nability to possess mortal bodies. This is a far more insidious\nand damaging process than most forms of mental control, or\neven the power of the strongest psykers to ‘ware’ the bodies\nof others, as the very fabric of the assaulting warp being is\nmerged with the victim’s living body on a fundamental level\nso as to allow it to remain in our reality. The mechanisms by\nwhich these possessions occur in the game are detailed below,\nalthough circumstance and the nature of the entity itself may\nvary. Note that Daemonhosts, being extraordinary powerful\nexamples of deliberate, ritualistic possessions, designed to\nbind and control daemons in living vessels, are a special case\nand dealt with separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3176, + "rule_id": "pdf_skill_670_the_possession_attack", + "title": "The possession attack", + "content": "The entity must be within a few metres of its intended\nvictim and use a Full Action. The creature and target make\nOpposed Willpower Tests each round until either the entity\nor the victim achieve a total of five degrees of success over\nthe other—this is cumulative over several rounds. If the entity\nwins, it successfully possesses its victim. If their victim wins,\nhe has repelled the entity who may not attempt to possess\nhim again for 24 hours. A repelled entity also takes 1d10\npoints of damage.\nThe effects of possession\nA possessing entity takes control utterly, binding itself to its\nvictim, and is capable of commanding the body to function\nregardless of pain and injury, (and indeed might delight in\ndamaging or altering it to suit its whims). The victim increases\nits Strength and Toughness Characteristics by 10 and gains\n1d10 Wounds. The victim uses the possessing entity’s\nIntelligence, Perception, Willpower, and Fellowship, and uses\nthe entity’s Psy Rating and powers in place of its own (if\nany). Likewise, the possessed creature uses any mind-related\nskills and talents had by the entity and loses its own.\nThe entity may also attempt to recall memories and skills\nfrom its victim with a successful Intelligence Test. In the case\nof possession by daemon the victim has a good chance of\nbecoming immediately mutated, and likely becomes further\nmutated the longer the possession continues.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3177, + "rule_id": "pdf_skill_671_surviving_possession", + "title": "surviving possession", + "content": "Should the victim survive and the entity is cast out by\nexorcism or some other means, then the ordeal deals 2d10\npoints of permanent damage to the character’s Toughness and\nWillpower Characteristics. In addition, the victim gains 1d10\nInsanity Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3178, + "rule_id": "pdf_skill_672_quadruped", + "title": "quaDrupeD", + "content": "Quadrupeds are much quicker over a distance than their\nbipedal counterparts. To calculate their movement, double\ntheir Agility Bonus. This trait is intended to cover creatures\nwith hind legs and forepaws. Creatures with more than four\nlegs may gain this trait but they increase the Agility Bonus by\n1 multiplier for every extra set of legs (six legs equals AB ×3,\neight legs AB × 4, and so on).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3179, + "rule_id": "pdf_skill_673_regeneration", + "title": "reGeneraTion", + "content": "Creatures with this trait heal very quickly. Each round, at the\nstart of its turn, the creature tests Toughness to removes an\namount of damage indicated in the parenthesis after the trait.\nIt loses this trait when slain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3180, + "rule_id": "pdf_skill_674_shadow_in_the_warp_tyranid", + "title": "shaDoW in The Warp (TyraniD)", + "content": "The Tyranid creature floods the warp around them with the\nall enveloping cloud of interference which is the signature\nof the Hive Mind. Any non-Tyranid psyker that attempts to\nuse a psychic power within a range equal to the creature’s\nWillpower in metres suffer a –20 penalty to their tests to\nuse psychic powers (see pages 185 in Chapter VI: Psychic\nPowers)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3181, + "rule_id": "pdf_skill_675_size", + "title": "size", + "content": "Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3182, + "rule_id": "pdf_skill_676_massive", + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as\nshown on the following chart. Size affects movement and\nhow easy or hard it is to strike that creature in combat. (When\ncalculating movement, apply the size modifier first, and then\nother modifiers from other traits or talents.) For the purposes\nof comparison, a human is an average-sized creature.\nTable 4–4: Size\nSize Modifier Concealment Base Movement\nMiniscule –30 +30 Agility Bonus –3\nPuny –20 +20 Agility Bonus –2\nScrawny –10 +10 Agility Bonus –1\nAverage 0 0 Agility Bonus\nHulking +10 –10 Agility Bonus +1\nEnormous +20 –20 Agility Bonus +2\nMassive +30 –30 Agility Bonus +3", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3183, + "rule_id": "pdf_skill_677_sonar_sense", + "title": "sonar sense", + "content": "A creature with this trait perceives its surroundings by emitting\na frequency noise, allowing the creature to locate the position\nof any solid object within 30 metres. Other creatures within", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3184, + "rule_id": "pdf_skill_678_range_and_that_succeed_on_a_d", + "title": "range, and that succeed on a Difficult (–10) Awareness", + "content": "Test, may detect the curious keening.\nsoul-bounD\nThe soul of this creature is bound to a higher purpose or\nbeing, in return for a measure of protection. When this trait\nis first gained, the entity to which the soul is bound must\nbe decided. Many Imperial psykers, especially Astropaths,\nare soul-bound to the Emperor, for example, whereas Chaos\nSorcerers may be bound to one of the ruinous powers. A soulthe Perils of the Warp table, discarding whichever one he\nchooses to get a more favourable result.\nUpon becoming soul-bound, a character must choose\none of the following effects: 1d10 Insanity Points, the\npermanent loss of their sight, permanent loss of 1d10 from\none Characteristic, or a random mutation.\nIn addition, a soul-bound character is permanently\nindebted to the entity, which undoubtedly entails all manner\nof other duties and consequences.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3185, + "rule_id": "pdf_skill_679_synapse_creature_tyranid", + "title": "synapse creaTure (TyraniD)", + "content": "A Tyranid creature with this trait is a node from which the\ncontrolling and unifying presence of the Hive Mind guides the\nactions of other Tyranids. The presence of a synapse creature\nin an encounter grants the Fearless talent to all other Tyranid\ncreatures and also suppresses the effects of the Instinctive\nBehaviour Trait in those creatures that possess it (see page\n132 in this chapter for more details). If an exact range for this\neffect is needed, it can be considered equal to the creature’s\nWillpower Bonus x10 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3186, + "rule_id": "pdf_skill_680_stampede", + "title": "sTaMpeDe", + "content": "Whenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3187, + "rule_id": "pdf_skill_681_strange_physiology", + "title": "sTranGe physioloGy", + "content": "A creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3188, + "rule_id": "pdf_skill_682_sturdy", + "title": "sTurDy", + "content": "Sturdy creatures are hard to move and thus gain a +20\nbonus to tests made to resist grappling and uses of the\nTakedown Talent.\nThe sTuff of niGhTMares\nSome warp entities are so terribly powerful the will\nperpetuating their bodies in our reality is almost impossible\nto break or disrupt. Such entities are completely immune to\nthe effects of poisons, diseases, the need to breathe, most\nenvironmental hazards, bleeding, stunning, and any critical\nresult other than one that would destroy them outright, unless\ncaused by a psychic power, force weapon, or holy attack.\nToucheD by The faTes\nThe NPC has a number of Fate Points shown in parentheses\nafter the trait. He may use these Fate Points in exactly the\nsame way as Player Characters and may even ‘burn’ a Fate\nPoint to survive death and destruction at the GM’s discretion.\nThe rules for Righteous Fury also apply to this NPC.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3189, + "rule_id": "pdf_skill_683_toxic", + "title": "Toxic", + "content": "A creature with this trait is poisonous. The toxins might\nbe delivered through the creature’s attacks, in which case\na target hit by its natural weapons must make a Toughness\nTest. The toxins might instead be delivered by contact with\nthe creature’s skin or by inhaling its stench, in which case\na Toughness Test must be made upon coming into contact\nor proximity. A failed Toughness Test indicates the victim\nhas been poisoned. A typical poison deals 1d10 points of\ndamage, ignoring Armour Points. Variations, if present, are\nincluded in the creature’s description.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3190, + "rule_id": "pdf_skill_684_tyranid", + "title": "TyraniD", + "content": "The creature is a species of Tyranid; the all consuming alien\nrace ruled by the will of the Hive Mind that links and controls\nall Tyranids. Tyranids are immune to all of the effects of the\nfollowing: pinning, mind-affecting Psychic Powers, warpand poisons, including the effects of weapons with the\nToxic Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3191, + "rule_id": "pdf_skill_685_undying", + "title": "unDyinG", + "content": "This creature has a strange and ill understood physiology. It\ncannot be harmed by diseases, poisons, or toxic effects. It has\nno need to breathe and can survive unaided in a vacuum.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3192, + "rule_id": "pdf_skill_686_unnatural_characteristic", + "title": "unnaTural characTerisTic", + "content": "One or more of the creature’s Characteristics is unnatural.\nEach time this trait is gained, select a Characteristic, and\ndouble its bonus. For example, a creature with a Strength\nof 41 normally has a 4 Strength Bonus. With this trait, its\nStrength Bonus increases to 8.\nThe trait may be gained multiple times. Each time, you\nmay select a new Characteristic or one chosen previously.\nEach time you apply this trait to the same Characteristic, the\nBonus multiplier increases by 1. For example, one selection\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3193, + "rule_id": "pdf_skill_687_example", + "title": "exaMple", + "content": "A Space Marine with a 42 Strength would normally have a 4 Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3194, + "rule_id": "pdf_skill_688_is_8_4_x_2_8", + "title": "is 8 (4 x 2 = 8).", + "content": "It is important to note that the Power Armour strength bonus\ncomes after this multiplication, so a Space Marine with a 42\nStrength gains +20 from his Power Armour. While wearing his\nPower Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 =\n8, +2 = 10).\nThere’s also the Feat of Strength Solo Mode Ability (see page\n216), which lets the Space Marine perform truly heroic feats using", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3195, + "rule_id": "pdf_skill_689_his_superhuman_physique_this", + "title": "his superhuman physique. This increases the multiplier by 1 (to x3),", + "content": "so a Space Marine with a Strength of 42 would then have a Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3196, + "rule_id": "pdf_skill_690_bonus_of_14_4_x_3_12_2", + "title": "Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.", + "content": "During Opposed Characteristic Tests, on a success, the bonus\nmultiplier is added to the degree of success. Any additional\nmultipliers for Unnatural Characteristics (i.e., if a Space Marine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3197, + "rule_id": "pdf_skill_691_with_unnatural_strength_x2_u", + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing\nmultiplier by 1. For a Space Marine using a Powerfist, he\nwould triple his Strength Bonus rather than doubling it and\nthen doubling it again.\nWhen taking a Skill Test based upon a Characteristic\nwith the Unnatural trait, the base Difficulty of the Test is\nstaged downwards one level for degree of multiplier past", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3198, + "rule_id": "pdf_skill_692_normal_to_a_maximum_of_30", + "title": "normal (to a maximum of +30), For example: the Archmagos", + "content": "Voltaic has a Dark Age of Technology cortical implant giving", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3199, + "rule_id": "pdf_skill_693_skill_normally_this_would_be", + "title": "skill. Normally this would be a Very Hard (–30) Test, but", + "content": "thanks to his Unnatural Intelligence the Difficulty is reduced", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3200, + "rule_id": "pdf_skill_694_by_two_stages_to_difficult_1", + "title": "by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "content": "for ×3).\nDuring Opposed Characteristic Tests, where success is\nachieved, the Unnatural multiplier is added to the degrees of\nsuccess. In the case of a tie, the participant without the Unnatural\nCharacteristic trait loses the Opposed Test. For example: Garm\nFelbood is struggling with a tentacled monstrosity from the\nswamps of Dusk. Garm has Strength 40 and the thing from the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3201, + "rule_id": "pdf_skill_695_degrees_of_success_and_the_th", + "title": "degrees of success) and the thing rolls 30 (straight success),", + "content": "unfortunately the thing adds +2 degrees of success because of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3202, + "rule_id": "pdf_skill_696_its_2_modifier_bringing_th", + "title": "its (×2) modifier, bringing the Opposed Test to a draw. This", + "content": "translates to a victory to the swamp thing as it has Unnatural\nStrength and poor old Garm does not!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3203, + "rule_id": "pdf_skill_697_unnatural_senses", + "title": "unnaTural senses", + "content": "The creature can perceive its surroundings using senses other\nthan sight or hearing, using special organs, fine hairs, or some\nother disturbing trait to make itself aware of what’s around it.\nThis trait always includes a range, usually 15 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3204, + "rule_id": "pdf_skill_698_unnatural_speed", + "title": "unnaTural speeD", + "content": "The creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nBonus (after modifying AB from other traits and factors,\nspecifically size).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3205, + "rule_id": "pdf_skill_699_warp_instability", + "title": "Warp insTabiliTy", + "content": "Most warp-entities have a tenuous hold on our reality, often\nmaintained only by horror and bloodshed, and may be\ndisrupted if sufficient harm can be done to their manifested\nforms. If a creature with this trait takes damage and does not\ndeal damage or Insanity Points on other creatures by the end\nof its next turn, it must make a Willpower Test. The creature\ntakes 1 damage for failure, plus 1 damage for each degree of\nfailure. If this would deal damage equal to or in excess of the\ncreature’s Wounds, it is cast back into the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3206, + "rule_id": "pdf_skill_700_warp_weapon", + "title": "Warp Weapon", + "content": "Creatures with this trait have weapons that are partially\ninsubstantial, able to ignore such mundane things as armour\nor cover. Natural weapons and attacks made by a creature\nwith this trait ignore physical armour unless it is created from\npsychoactive materials or carries the holy quality. Force fields\nstill work against these attacks normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3207, + "rule_id": "pdf_skill_701_armoury", + "title": "Armoury", + "content": "“The history of our chapter is in this bolter. Twelve times it has\npassed from one of our fallen Brothers to his successor. May the deeds\nit performs in your hands live up to theirs.”\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3208, + "rule_id": "pdf_skill_702_requisition", + "title": "Requisition", + "content": "Victory is just a prelude to the next battle.\n–maxim of the Blood Ravens Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3209, + "rule_id": "pdf_skill_703_ammunition_explosives_includ", + "title": "ammunition; explosives (including grenades and missiles) and", + "content": "other consumables likewise last the duration of the Mission.\nHowever, the Requisition cost of Special Issue Ammunition\nrepresents only a single clip. Requisitioned equipment, used", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3210, + "rule_id": "pdf_skill_704_brother_gideon_an_apothecary", + "title": "Brother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch", + "content": "Devastator Marine) are both Respected Battle-Brothers. They are\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the\nplayers this equates to a Requisition rating of 60. Gideon’s player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3211, + "rule_id": "pdf_skill_705_of_his_boltgun_and_two_clips", + "title": "of his boltgun, and two clips of hellfire rounds (2 x 15 Requisition).", + "content": "As a Devastator, Aeldan always has a heavy bolter, so he Requisitions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3212, + "rule_id": "pdf_skill_706_a_suspensor_25_requisition_a", + "title": "a suspensor (25 Requisition) and the vox-operated upgrade (15", + "content": "Requisition) for it. This leaves Gideon with 10 Requisition and\nAeldan with 20.\nThey agree heavier firepower might be required on this Mission\nand pool their remaining 30 Requisition for a better heavy weapon\nfor Aeldan. They would like a plasma cannon, but won’t have access\nto it until they reach the Distinguished Renown rating. Instead, they\nRequisition a lascannon. Aeldan chooses to apply the suspensor and\nvox-operated upgrades to the lascannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3213, + "rule_id": "pdf_skill_707_renown", + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s\nblessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\n–Brother Pellas, upon taking command\nof the Thunder’s Word", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3214, + "rule_id": "pdf_skill_708_availability_requisition_point", + "title": "Availability Requisition Point Range", + "content": "Ubiquitous1\nAbundant2\nPlentiful3\nCommon4-5\nAverage6-8\nScarce9-14\nRare15-20\nVery Rare21-30\nExtremely Rare31-50\nNear Unique51-70\nUnique71+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3215, + "rule_id": "pdf_skill_709_craftsmanship", + "title": "Craftsmanship", + "content": "“A finely crafted weapon is like a finely-crafted battle plan. Both will\nserve you well.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3216, + "rule_id": "pdf_skill_710_weapons", + "title": "Weapons", + "content": "“Doesn’t matter how I came by it. Point is, this is the genuine article:\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nI’ll show you how easy it is.”\n–Last words of Edwin Dice, Metallican arms dealer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3217, + "rule_id": "pdf_skill_711_or_the_firer_s_shoulder_in_th", + "title": "or the firer’s shoulder (in the case of missile launchers)", + "content": "can also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3218, + "rule_id": "pdf_skill_712_0_19", + "title": "0-19", + "content": "Initiated: You have recently sworn\nyour oaths of duty to the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3219, + "rule_id": "pdf_skill_713_20_39", + "title": "20-39", + "content": "Respected: You have proven your\nprowess repeatedly through bravery and\nblood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3220, + "rule_id": "pdf_skill_714_40_59", + "title": "40-59", + "content": "Distinguished: You have earned\nan impressive number of victories", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3221, + "rule_id": "pdf_skill_715_60_79", + "title": "60-79", + "content": "Famed: Your reputation precedes you,\nand your deeds are known to Battle80+\nHero: Your name echoes to your\nChapter and beyond as a paragon of\nstrength and valour.\nTable 5–3: Craftsmanship and Requisition Costs\nCraftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x 2 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3222, + "rule_id": "pdf_skill_716_rof_rate_of_fire_this_tells", + "title": "RoF (Rate of Fire): This tells you if the weapon fires on", + "content": "either semi-auto or full auto and how many rounds or charges\nit expends when doing so. A weapon’s RoF has three entries\nindicating the modes it can fire in. The first entry indicates", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3223, + "rule_id": "pdf_skill_717_whether_the_weapon_can_fire_si", + "title": "whether the weapon can fire singly (with an S). The second", + "content": "entry indicates whether or not it can fire semi-automatically,\nand the number listed describes the number of shots fired by\nthis mode. Finally, the third entry describes if the weapon\ncan fire on full automatic and how many shots are fired when\nthis happens. Any mode in which the weapon cannot fire is\nindicated with a “-”.\nSome weapons can fire in more than one mode. If this is\nthe case, each of its different rates of fire is listed in its profile.\nCharacters must choose which mode to fire their weapon in\nbefore making their attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3224, + "rule_id": "pdf_skill_718_dam_damage_the_damage_the_w", + "title": "Dam (Damage): The Damage the weapon does and the", + "content": "type of damage it inflicts for the purpose of Criticals (as\nshown in brackets): (E): Energy, (X) Explosive, (R) Rending,\n(I) Impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3225, + "rule_id": "pdf_skill_719_en_penetration_reflects_how", + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3226, + "rule_id": "pdf_skill_720_as_0_i_e_the_armour_provides", + "title": "as 0 (i.e. the armour provides no protection at all). Then", + "content": "work out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\ncounts as only having 2 Armour Points against any damage\nthe hit deals. Note that Penetration has no effect on fields, but\nit does affect cover.\nClip: How many rounds/charges the weapon holds when\nfully loaded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3227, + "rule_id": "pdf_skill_721_reload_this_is_generally_half", + "title": "reload. This is generally Half (for a Half Action) or Full (for a", + "content": "Full Action). Some weapons can take a number of Actions over\nseveral Rounds. The number of Rounds is given as a number;\nfor example 2 Full means that reloading takes 2 Full Rounds.\nSpecial: Tells you if the weapon has any special Qualities\nsuch as creating a blast when fired or needing to recharge\nbetween shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3228, + "rule_id": "pdf_skill_722_req_requisition_the_number", + "title": "Req (Requisition): The number of Requisition Points", + "content": "required to acquire a weapon from the armoury. Higher\nRequisition Point costs represent items that are more difficult\nto keep in supply and must be reserved for more challenging\nMissions. Items listed as N/A are not typically stocked in\nWatch Station armouries.\nRenown: The minimum Renown Rank required to\nRequisition the item. If no Rank is listed, then anyone may\nRequisition the item.\nspeCial issue of waRgeaR\nThe GM, at his discretion, may simply award the Killwargear if he feels it is appropriate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3229, + "rule_id": "pdf_skill_723_astartes_weapons", + "title": "AstArtes WeApons", + "content": "Just as the Space Marines are paragons apart from mankind,\ntheir weapons are likewise a class unto themselves. Many\ndesigns throughout the Imperium are simply the best attempts\nto mimic Astartes designs on a scale that a normal human can\ncontrol. The original, unadulterated versions of their arms and\nequipment shame such replicas. Over millennia, a particular\nChapter forge may have made their own adaptations to a\ndesign, just as a warrior may have left battle scars on a combat\nknife before it passed to his next Battle-Brother. However,\nthe essentials of most weapon types (along with some rare\nweapons themselves) have been in service since the first\nFounding, and in the Imperium, ancient is better.\nArmoury entries that begin with “Astartes” designate an\nitem that is designed specifically for use by Space Marines. Its\nsize, weight, and potentially its technology base are different\nfrom outwardly similar models found in the hands of other\norganizations. These items are very difficult to obtain (and\nuse) outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3230, + "rule_id": "pdf_skill_724_qualities", + "title": "QuAlities", + "content": "Some weapons possess special qualities to represent such\nthings as special damage or unusual effects. The following\nare the most widely used weapon qualities:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3231, + "rule_id": "pdf_skill_725_accurate", + "title": "aCCuRate", + "content": "Some weapons are designed with precision in mind and\nrespond superbly in skilled hands. They grant an additional\nbonus of +10 to the firer’s Ballistic Skill when used with an\nAim Action in addition to the bonus Aiming grants. When\nfiring a single shot from a single Accurate Basic Weapon, if\nsuch an attack also uses the Aim action, it gains an extra 1d10\nof damage for every two degrees of success to a maximum of\ntwo extra d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3232, + "rule_id": "pdf_skill_726_balanced", + "title": "balanCed", + "content": "Some weapons, such as swords and knives, are designed so\nthat the weight of the hilt balances the weight of the blade,\nmaking the weapon easier to wield. Balanced weapons grant\na +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3233, + "rule_id": "pdf_skill_727_blast_x", + "title": "blast (x)", + "content": "Many missiles, grenades, and some guns create an explosion\nwhen they hit. When working out the effects of a Blast\nweapon, anyone within the weapon’s blast radius in metres\n(the number in parenthesis) is also hit. Roll Hit Location and\nDamage individually for each person affected by the blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3234, + "rule_id": "pdf_skill_728_concussive", + "title": "ConCussive", + "content": "The weapon causes a barrage of sound and force upon impact.\nWhen you strike an opponent with a Concussive weapon, he\nmust make a Toughness Test at a Difficulty of –10 per degree\nof success by which the attack succeeded or be Stunned for\n1 Round. Auditory protection confers a +10 bonus to this\nTest, but does not negate the kinetic energy of the blast.\nAdditionally, any target taking Damage greater than his\nStrength Bonus from a Concussive weapon is automatically\nknocked down.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3235, + "rule_id": "pdf_skill_729_defensive", + "title": "defensive", + "content": "A Defensive weapon, such as a shield, is intended for blocking\nand is therefore awkward when used to make attacks.\nDefensive weapons grant a +15 bonus to tests made when\nused to Parry, but take a –10 penalty when used to attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3236, + "rule_id": "pdf_skill_730_devastating_x", + "title": "devastating (x)", + "content": "Either because of an unnatural psychological property or\npure destructive power, a Devastating weapon shakes the\nconfidence of a Squad struck by it. If the weapon hits, it\ndoes one additional point of Cohesion Damage regardless\nof Damage to Wounds, in addition to secondary effects on\nCohesion from the hit’s Damage and other results. If the target\nis a Horde, it reduces its magnitude by a number equal to the\nnumber in parenthesis every time it is hit by this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3237, + "rule_id": "pdf_skill_731_felling_x", + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3238, + "rule_id": "pdf_skill_732_brother_argos_fires_his_bolter", + "title": "Brother Argos fires his bolter (loaded with vengeance rounds) against", + "content": "a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\n(x3), raising its Toughness Bonus from 5 to 15. The vengeance", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3239, + "rule_id": "pdf_skill_733_flame", + "title": "flame", + "content": "Flame weapons project a cone of flame out to the Range of\nthe weapon. Unlike other weapons, flamers have just one\nrange. When fired, they cast fiery death out to this distance.\nThe wielder does not need to Test Ballistic Skill; he simply\nfires. The flame’s path is a cone-shaped area extending in a\n30 degree arc from the firer out to the weapon’s Range. Any\ncreatures caught in it must succeed on an Agility Test or be\nstruck by the flames and take damage normally. If they take\ndamage, they must succeed on a second Agility Test or catch on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3240, + "rule_id": "pdf_skill_734_haywire_x", + "title": "haywiRe (x)", + "content": "The weapon generates an electro-magnetic field that troubles\nthe machine spirits of most technology. Everything within\nthe field’s radius, indicated by the number in parenthesis,\nis affected. Roll on Table 5–4: Haywire Field Effects\n(with any modifiers from the weapon) to determine the\nstrength of the effect. As the field slowly dissipates, the\nstrength lessens one step in severity each round until it b\necomes Insignificant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3241, + "rule_id": "pdf_skill_735_overheats", + "title": "oveRheats", + "content": "Certain weapons are prone to overheating, either because\nof poor design or because they fire unstable superheated\nammunition. A weapon with this Quality overheats on an\nattack roll of 91 or higher. When this happens, the wielder\nsuffers energy damage equal to the weapon’s damage with\na Penetration of 0 to an arm location (the arm holding the\nweapon if it was fired one-handed, or a random arm if it\nwas fired with two hands). The wielder may choose to avoid\ntaking damage by dropping the weapon. Dropping a weapon\nis a Free Action. A weapon that overheats must spend the\nround afterwards cooling down and may not be fired again\nuntil the second round after overheating. A weapon with\nthis Quality does not Jam, and any effect that would cause a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3242, + "rule_id": "pdf_skill_736_power_field", + "title": "poweR field", + "content": "A field of power wreathes weapons with this Quality,\nincreasing their Damage and Penetration. Such modifiers\nare already included in the weapon’s profile. When the\nwielder successfully uses this weapon to Parry an attack\nmade with a weapon that lacks this Quality, he has a 75%\nchance of destroying his attacker’s weapon. Weapons with\nthe Warp Weapon Trait and Natural Weapons are immune to\nthis effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3243, + "rule_id": "pdf_skill_737_primitive", + "title": "pRimitive", + "content": "Crude and basic in design, these kinds of weapons, while still\ndeadly, are less effective against modern armour. All Armour\nPoints are doubled against hits from Primitive weapons unless\nthe armour also has the Primitive Quality. Non-Primitive\narmour doubles its AP before being reduced by Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3244, + "rule_id": "pdf_skill_738_razor_sharp", + "title": "RazoR shaRp", + "content": "The shearing edge of this weapon can glide through the most\nadvanced armour as though it were primitive tin. When rolling\nto attack with this weapon, if the attack roll results in two or\nmore Degrees of Success, double the weapon’s Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3245, + "rule_id": "pdf_skill_739_recharge", + "title": "ReChaRge", + "content": "Because of the volatile nature of the weapon’s ammunition or\ndue to the way it fires, the weapon needs time between shots\nto Recharge. The weapon must spend the Round after firing\nbuilding up a charge and cannot be fired—in effect you can\nonly fire the weapon every other round.\nTable 5–4: Haywire Field Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3246, + "rule_id": "pdf_skill_740_roll_field_strength", + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3247, + "rule_id": "pdf_skill_741_21_40", + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3248, + "rule_id": "pdf_skill_742_41_60", + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3249, + "rule_id": "pdf_skill_743_61_80", + "title": "61-80", + "content": "ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3250, + "rule_id": "pdf_skill_744_reliable", + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of\n10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3251, + "rule_id": "pdf_skill_745_sanctified", + "title": "sanCtified", + "content": "Damage inflicted by a Sanctified weapon counts as Holy\nDamage, which has certain effects on some Daemonic and\nwarp creatures. All weapons with this special Quality must be\neither Exceptionally or Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3252, + "rule_id": "pdf_skill_746_scatter", + "title": "sCatteR", + "content": "The standard ammunition of these weapons spreads out when\nfired, hitting more of the target. If fired at a foe within Point\nBlank Range, every two degrees of success indicates another", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3253, + "rule_id": "pdf_skill_747_hit_use_table_8_2_multiple_h", + "title": "hit (use Table 8–2: Multiple Hits on page 239). However,", + "content": "at longer ranges this spread of small projectiles reduces its\neffectiveness. Double all Armour Points against hits from\nScatter weapons at Long or Extreme Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3254, + "rule_id": "pdf_skill_748_shocking", + "title": "shoCking", + "content": "Shocking weapons can stun their opponents with a powerful\nsurge of energy. A target that takes at least 1 point of Damage\nfrom a Shocking weapon after Armour and Toughness Bonus\nmust make a Toughness Test. He receives a +10 bonus for\nevery Armour Point on the location hit. If he fails, he is\nStunned for a number of Rounds equal to half the Damage\nhe suffered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3255, + "rule_id": "pdf_skill_749_smoke", + "title": "smoke", + "content": "These weapons throw up dense clouds of smoke to create cover.\nWhen a hit is scored from a weapon with the Smoke Quality, it\ncreates a smokescreen 3d10 metres in diameter from the point\nof impact. This screen lasts for 2d10 Rounds, or less in adverse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3256, + "rule_id": "pdf_skill_750_snare", + "title": "snaRe", + "content": "Weapons with this Quality are designed to entangle enemies.\nOn a successful hit, the target must make an Agility Test\nor be immobilised. An immobilised target can attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3257, + "rule_id": "pdf_skill_751_burst_the_bonds_a_strength_te", + "title": "burst the bonds (a Strength Test) or wriggle free (an Agility", + "content": "Test) on his Turn. The target is considered helpless until\nhe escapes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3258, + "rule_id": "pdf_skill_752_storm", + "title": "stoRm", + "content": "A weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3259, + "rule_id": "pdf_skill_753_tearing", + "title": "teaRing", + "content": "Tearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3260, + "rule_id": "pdf_skill_754_toxic", + "title": "toxiC", + "content": "Some weapons rely on toxins and poisons to do their damage.\nAnyone that takes Damage from a Toxic weapon after\nreduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nFailure, however, deals an immediate 1d10 points of Impact\nDamage to the target with no reduction from Armour or\nToughness Bonus.\ntwin-linked\nA Twin-linked weapon represents two identical weapons\nconnected together and linked to fire at the same time, often\nthrough one pull of the trigger or push of a button. Twin-linked\nweapons are built this way in order to increase the chances of\nscoring a hit through the crude expedience of blasting more\nshots at the target. A weapon with the Twin-linked Quality\ngains a +20 bonus to hit when fired and uses twice as much\nammunition. In addition, the weapon may score one additional\nhit if the attack roll succeeds by two or more degrees of success.\nLastly, the weapon’s reload time is doubled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3261, + "rule_id": "pdf_skill_755_unbalanced", + "title": "unbalanCed", + "content": "Heavy and difficult to ready after an attack, Unbalanced\nweapons impose a –10 penalty when used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3262, + "rule_id": "pdf_skill_756_unwieldy", + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too\nawkward to be used defensively. Unwieldy weapons cannot\nbe used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3263, + "rule_id": "pdf_skill_757_volatile", + "title": "volatile", + "content": "Volatile matter is charged with potential energy, and reacts\nviolently on a solid hit. If a 10 is rolled for Damage on a\nweapon with the Volatile Quality, Righteous Fury occurs\nautomatically, dealing another 1d10 points of Damage. If\nthe second roll results in 10, further Damage is possible (see\nRighteous Fury on page 245).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3264, + "rule_id": "pdf_skill_758_bolt_weapons", + "title": "Bolt Weapons", + "content": "Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5\n†\n–", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3265, + "rule_id": "pdf_skill_759_tearing", + "title": "Tearing", + "content": "17 15 Respected\nAstartes Combi††\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3266, + "rule_id": "pdf_skill_760_bolter", + "title": "Bolter", + "content": "Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected\n†\nFor additional weapons beyond standard issue\n††\nProfile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3267, + "rule_id": "pdf_skill_761_astartes_plasma_gun", + "title": "Astartes Plasma Gun", + "content": "(Ragefire)\nBasic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile 27 20 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3268, + "rule_id": "pdf_skill_762_astartes_meltagun", + "title": "Astartes Meltagun", + "content": "(Vulkan)\nBasic 20m S/–/– 2d10+8 E 13 6 2 Full – 14 20 Respected\nAstartes Multi-melta\n(Maxima)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3269, + "rule_id": "pdf_skill_763_flame_weapons", + "title": "Flame Weapons", + "content": "Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame 15 10 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3270, + "rule_id": "pdf_skill_764_cannon", + "title": "Cannon", + "content": "Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing 80 30 Famed\nAstartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full\nReliable,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3271, + "rule_id": "pdf_skill_765_scatter", + "title": "Scatter", + "content": "10 5 –\nAutogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full – 3.5 N/A –\nAutopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full – 2.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3272, + "rule_id": "pdf_skill_766_las_weapons", + "title": "Las Weapons", + "content": "Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – 75 30 Respected\nLasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A –\nLaspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable 1.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3273, + "rule_id": "pdf_skill_767_bolt_weapons", + "title": "Bolt WeApons", + "content": "If common Imperial citizens picture power armour when\nthey think of a Space Marine’s profile, then they picture bolt\nweapons when they think of his fury. Powerful and flexible,\nbolters are the favoured weapon of the Adeptus Astartes, and\nevery recruit is issued one as soon as he becomes a Scout.\nMost bolter models have their roots with the Space Marines,\ndespite smaller, inferior adaptations treasured by Imperial\nofficers and nobles. Loud and brutal, bolt weapons are\nterrifying to witness in any hand, but none wield them with\nsuch deadly proficiency as the Adeptus Astartes.\nBolters fire self-propelled mass-reactive shells called bolts,\nset to explode just after penetration for maximum lethality.\nOverall they are superb if temperamental devices, requiring\nskilled maintenance using only the most proper rituals and\nblessings. The standard bolter round is .75 calibre with a\nsuper-dense metallic core and diamantine tip. The Deathwatch\nmakes frequent use of variant shells for specialised purposes,\nsuch as penetrating armour plating or silently eliminating a\ntarget without revealing one’s position. To use the various\nclasses of bolt weapons, a character must have the Pistol", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3274, + "rule_id": "pdf_skill_768_astartes_bolt_pistol", + "title": "astaRtes bolt pistol", + "content": "As destructive as its full-size counterpart,\na bolt pistol’s primary drawbacks are\nits smaller clip and slower rate of fire.\nHowever, they are ideal for Devastator\nunits needing to take down an enemy at\nclose quarters and for Assault specialists needing a vehicle for\nthe Deathwatch’s many special bolt types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3275, + "rule_id": "pdf_skill_769_astartes_bolter_godwyn_patter", + "title": "astaRtes bolteR (godwyn patteRn)", + "content": "The bolter, or boltgun, is\nthe backbone of every Space\nMarine arsenal. Bolters vary\nin age and pattern across\nthe Space Marine Chapters,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3276, + "rule_id": "pdf_skill_770_bolt_weapons_accept_the", + "title": "bolt weapons accept the", + "content": "same ammunition. The\nDeathwatch-pattern bolter incorporates a shot selector, while\nBattle-Brothers who bring weapons from their home Chapter\nadd attachments for the same functionality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3277, + "rule_id": "pdf_skill_771_astartes_boltgun_stalker_patt", + "title": "astaRtes boltgun (stalkeR patteRn)", + "content": "The Stalker-pattern boltgun is most impressive when used in\nconjunction with Stalker Rounds, but it is still an effective\nsniping weapon with any ammunition type. It significantly\nmuffles the sound of any shell fired, and produces no\nmuzzle flash.\nAwareness Tests to hear shots made with a Stalker-pattern\nboltgun suffer an additional –30 penalty and can only be\nattempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes Combi-weapon\nCombi-weapons are actually", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3278, + "rule_id": "pdf_skill_772_have_been_combined_into", + "title": "have been combined into", + "content": "one firearm. The idea is to\nprovide the user with the\nversatility of two different\ntypes of guns, without\nrequiring him to switch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3279, + "rule_id": "pdf_skill_773_between_them_not_to_mention_c", + "title": "between them (not to mention carry them both) on the", + "content": "battlefield. Astartes combi-weapons typically use a boltgun as\nthe primary weapon with a one-shot secondary weapon slung\nunder the barrel.\nThe most popular variations found in the Deathwatch are\nthe combi-flamer, combi-meltagun, and combi-plasma gun.\nThe profile entry for each of these weapons details the primary\nboltgun. The secondary weapon on each firearm has a profile\nidentical to a Flamer, Meltagun, and Plasma Gun respectively,\nexcept its Clip is reduced to 1. The wielder may fire either\nthe primary or secondary weapon on his Turn; both weapons\ncannot fire at the same time.\nman’s ReaCh exCeeds his gRasp\nGrave religious taboos exist throughout most of the\nImperium against daring to touch weapons meant for\nthe hands of the Emperor’s Angels of Death. Astartes\nweapons react violently to the grip of the unworthy,\nand men bearing terrible burn scars are living proof of a\nflamer’s outrage in the hands of an ignoble master. Still,\nthere are invariably those bold and foolish enough to\ntry taming the machine spirits of Astartes weapons.\nObtaining an Astartes weapon should require\nconsiderable effort on a character’s part and never simply\nbe the result of an Acquisition or Influence roll. Astartes\nRanged weapons count as one Class heavier to anyone\nlacking in Space Marine physiology. For example a\nPistol is a Basic weapon; a Basic weapon is Heavy, and\nso on. Furthermore, Astartes weapons impose a –30\npenalty to all Tests made with them by presumptuous\nmortals due to improper scale, weight, and/or recoil—\neven in power armour. The GM may also choose to\nimpose other problems from the rebellious machine\nspirit based on the nature of a weapon (a plasma\nweapon may require Toughness Tests from routine heat\nventing; a power weapon may run the risk of feedback,\netc). Space Marines may use weapons scaled for normal\nhumans without penalty if they choose, although the\nGM may wish to require that the Space Marine take an\nextra action or two to remove parts that get in the way\n(such as the trigger guard or the stock!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3280, + "rule_id": "pdf_skill_774_astartes_heavy_bolter", + "title": "astaRtes heavy bolteR", + "content": "Heavy bolter variants have been widely adopted for Imperial\nforces beyond the Space Marines, although none can compare\nto the punishment doled out by the original design. These\nweapons are potent in a wide variety of roles, capable of\nturning entire infantry platoons into a carpet of gore as well\nas assailing vehicles in a hail of large, armour-penetrating\nexplosions. Heavy bolters fire rounds of a much larger calibre\nthan the standard bolt, contain more propellant and are\ncapable of achieving longer ranges.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3281, + "rule_id": "pdf_skill_775_these_weapons_resemble_two", + "title": "These weapons resemble two", + "content": "bolters with a single casing\nand a single trigger. They\ncan lay down a barrage of\nfire rivalling heavy weapons,\nbut with better portability. A\nstorm bolter uses twin clips to\nfeed its dual firing mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3282, + "rule_id": "pdf_skill_776_plasma_weapons", + "title": "plAsmA WeApons", + "content": "The secrets of plasma technology are almost lost outside the\nAdeptus Astartes, amongst whose ranks these weapons are\nstill uncommon. Plasma technology is frequently found in\nthe hands of the Dark Angels, who have maintained a large\nnumber of such weapons and the art of their construction\nsince their Founding.\nPlasma weapons work using hydrogen fuel suspended in\na photonic state in either fuel flasks or backpack containers.\nAs the fuel is fed into the miniature fusion core inside the\nweapon, the hydrogen energises into plasma, held in the\ncore by powerful magnetic containment fields. When fired,\nthe fields dilate open and the plasma is ejected via a linear\nmagnetic accelerator in a bolt of superheated matter akin\nto a solar flare in appearance and temperature. For this\nreason plasma weapons are sometimes called “sun guns” by\nthe common population. Plasma weapons tax their cooling\nsystems considerably, and the Space Marines push the\nlimits of their own resilience by using hydrogen in a higher\nquantum state than standard Imperial patterns. To use the\nvarious classes of plasma weapons a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3283, + "rule_id": "pdf_skill_777_mode_the_normal_and_safest_me", + "title": "mode (the normal and safest method), or a higher-powered", + "content": "blast with a longer range and higher temperature. The latter\nrequires a short time to replenish the plasma back to firing\nlevels. When an Astartes plasma weapon fires in Maximal\nmode, it gains an extra 10 metres to range, 1d10 to Damage,\nand +2 Pen, but uses 3 rounds of ammunition. The Maximal\nsetting also adds the Recharge and Overheats Qualities to the\nweapon, but increases any Blast Quality by +2 (so an Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3284, + "rule_id": "pdf_skill_778_astartes_plasma_cannon", + "title": "astaRtes plasma Cannon", + "content": "The largest portable plasma weapon is the plasma cannon\nor heavy plasma gun, which is also seen in service on some\nAdeptus Astartes transports. Rather than using attached\nflasks, the wielder wears a large fuel canister that attaches\nto his backpack unit. This weapon has a much greater range\nand ammunition supply, and its violent discharges hurtle like\nminiature suns from its barrel, impacting a large area. It can\nalso fire on Maximal mode which exhausts even more fuel\nbut provides an even larger blast of heat on impact, creating a\nfireball capable of destroying heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3285, + "rule_id": "pdf_skill_779_astartes_weapon_craftsmanship", + "title": "astaRtes weapon CRaftsmanship", + "content": "All weapon listings portray Common craftsmanship of\nthe Adeptus Astartes. For weapons of better manufacture\nuse the following modifiers:\nExceptional: More carefully constructed, these\nweapons are consequently more reliable. All Exceptional\ncraftsmanship weapons add 1 to the Damage they\ninflict. Ranged weapons of Exceptional craftsmanship\nhave the Reliable Quality. Exceptional craftsmanship\nMelee weapons add a +5 bonus to Weapon Skill Tests.\nMaster: A work of art as much as a weapon, these\nweapons are created by skilled artificers and are often\ncenturies old. All Master-Crafted weapons add 2 to\nthe Damage they inflict. Ranged weapons of Master\ncraftsmanship never Jam or Overheat. If a roll would\nresult in either occurrence, count it as a miss instead.\nMaster-Crafted melee weapons add a +10 bonus to\nWeapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3286, + "rule_id": "pdf_skill_780_the_most_common", + "title": "The most common", + "content": "model of this uncommon\ntechnology, plasma guns\nare often deployed in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3287, + "rule_id": "pdf_skill_781_situations_where_raw", + "title": "situations where raw", + "content": "takedown power is\nrequired against highly resilient or armoured enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3288, + "rule_id": "pdf_skill_782_astartes_plasma_pistol", + "title": "astaRtes plasma pistol", + "content": "Few pistols are deadlier than the\nplasma pistol, and many ranking\nAdeptus Astartes find them worth\nthe trouble of acquiring and the risk\nof using for their sheer efficiency in\neliminating foes at close range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3289, + "rule_id": "pdf_skill_783_melta_weapons", + "title": "meltA WeApons", + "content": "Melta weapons emit devastatingly intense but short-ranged\nblasts of heat which can melt through almost any material.\nMost types of melta induce highly pressurised gases from an\nammunition canister into an unstable sub-molecular state and\ndirect the resulting energies down the barrel. Melta usage is\naccompanied by a distinctive hissing sound as the beam boils\naway the water in the air, then a roaring blast as the beam\nreduces the target to charred scraps or molten slag.\nMeltas are the premier anti-armour weapons, and few if any\nvehicles can withstand their power. Astartes melta weapons\ndeal an extra 1d10 Damage to targets at Short Range or\ncloser. To use the various classes of melta weapons, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3290, + "rule_id": "pdf_skill_784_astartes_infernus_pistol", + "title": "astaRtes infeRnus pistol", + "content": "The Infernus pistol represents specialised and ancient\ntechnology, almost impossible for even the Adeptus Astartes\nto recreate. Mere handfuls exist in any sector, and they are\nfound only in the hands of Battle-Brothers who have proven\nthemselves worthy of such a profoundly rare weapon. This is\na favoured weapon of the Blood Angels Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3291, + "rule_id": "pdf_skill_785_meltaguns_are_the_most", + "title": "Meltaguns are the most", + "content": "common form of melta\nweapon and are found in\nmany Imperial forces. They\nare less prone to catastrophic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3292, + "rule_id": "pdf_skill_786_failure_than_plasma_guns", + "title": "failure than plasma guns", + "content": "and work best at shorter ranges. An ideal weapon for cutting\nthrough bulkheads or armour, the Deathwatch has no end of\nuses for it. The Vulkan-pattern uses a built-in fuel canister, but\nversions with a backpack attachment are also common.\nastaRtes multi-melta (maximaThe largest type of melta weapon is the multi-melta, and\nmodels not built for the Adeptus Astartes and their vehicles\nare rare. This huge weapon carries more fuel, fires at much\nlonger ranges, and creates a larger blast area capable of\nvaporising several square metres at a time. It also generates\nmuch more heat than its smaller cousins, making proximity\nto the firer highly uncomfortable for those not insulated by\npower armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3293, + "rule_id": "pdf_skill_787_flame_weapons", + "title": "FlAme WeApons", + "content": "As the name suggests, these weapons operate by firing gouts of\nflame at the target and are capable of smiting large swathes of\nsmall creatures. As such they are a favoured weapon on Missions\nin the Orpheus Salient where the Tyranid threat swarms.\nFlame weapons use a fuel generically referred to as\npromethium. On worlds of lower technology, this could be\nhome-brewed concoctions or other chemicals, but Astartes\nweapons use only the most concentrated and refined formulas,\nachieving consistently superior results. Most models carry\nmono-propellant fuel which ignites via a small pilot flame\nat the tip of the barrel, though self-igniting models utilising\nbinary hypergolic fuels are not unheard of. Once produced,\nthe intense jet that spurts from the barrel creates a torrent of\nliquid fire, which spreads out in an inferno that burns even\nunderwater, leaving enemies hard-pressed to put out the fire.\nDue to the exceptional grade of fuel, a victim caught on fire\nby an Astartes Flame Weapon takes an additional 4 points of\ndamage per Round from being on fire. (For the full effects of\nfire, see page 260.)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3294, + "rule_id": "pdf_skill_788_astartes_flamer", + "title": "astaRtes flameR", + "content": "The flamer is an ideal weapon for flushing out enemies in\ncover and cleansing areas with purifying flame. The typical\nAdeptus Astartes model accepts fuel through a pressure seal\nthat can attach to a backpack feed for longer uninterrupted\nusage or a smaller canister for quick refuelling in bursts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3295, + "rule_id": "pdf_skill_789_astartes_hand_flamer", + "title": "astaRtes hand flameR", + "content": "This hand-held flamer is still capable of unleashing large\nblasts of flame, but is good for only a few shots before the\nfuel canister must be switched out.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3296, + "rule_id": "pdf_skill_790_astartes_heavy_flamer", + "title": "astaRtes heavy flameR", + "content": "While the size and weight of heavy flamers makes them\nan unpopular choice among many Imperial forces, these\nare hardly deterrents to a Space Marine in power armour.\nTerminator squads and many vehicles make frequent use of\nthe large saturation area of heavy flamers. The twin nozzles\nproduce huge gouts of fire, enough to purge the densest\nterrain of xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3297, + "rule_id": "pdf_skill_791_weapons", + "title": "WeApons", + "content": "Although slug-throwers are exceedingly plentiful across the\nImperium, they find limited use among most Space Marine\nChapters. Most alien races have their own versions as well, for\nboth technology and manufacture are fairly simple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3298, + "rule_id": "pdf_skill_792_astartes_assault_cannon", + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring\nof rotating barrels that spray explosive shells at terrifying\nspeed and velocity. This weapon’s incredible firepower can\nshred troops or vehicles even more efficiently than a heavy\nbolter, although its size and weight somewhat preclude manby commonly employing them on Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3299, + "rule_id": "pdf_skill_793_astartes_shotgun", + "title": "astaRtes shotgun", + "content": "Most commonly encountered in Scout units, the shotgun is a\nsolid and versatile weapon. While its lack of armour penetration\ndoes not make it a widely deployed choice with more senior\nBattle-Brothers, that same aspect is useful in situations where\nbreaching bulkheads or damaging equipment is a concern.\nThe wide shot spray also makes it effective against creatures\nand enemies in large numbers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3300, + "rule_id": "pdf_skill_794_autogun", + "title": "autogun", + "content": "Cheap and easy to produce, autoguns are a common weapon\nacross the galaxy; even alien races acquire and use them or\nsometimes make their own equivalents. These rapid-firing\nautomatic weapons use common solid low-calibre shells fed\nvia standardized clips. Reliable, rugged, and easily stocked\nwith ammunition, they are a mainstay on many a planet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3301, + "rule_id": "pdf_skill_795_autopistol", + "title": "autopistol", + "content": "Small but effective, autopistols are a favourite among many\nmilitary veterans as a supplement for their standard lasgun.\nThey have a faster rate of fire than most pistols, and can put\ndown un-armoured targets in a single burst of shells.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3302, + "rule_id": "pdf_skill_796_las_weapons", + "title": "lAs WeApons", + "content": "Laser or “las” weapons are by far the most numerous types of\nweapons found in the Imperium as they are the basic tool of\nthe Imperial Guard’s countless soldiers. Their STC template\nis well known and their extreme ruggedness and ease of\nuse makes them the perfect weapon for the Hammer of the\nEmperor. Las weapons can be found on almost any planet,\neven outside the Imperium and among many xenos tribes.\nEven with the Adeptus Astartes’ access to mankind’s most\nsophisticated weapons, they still use this staple technology to\nlimited but devastating effect.\nLas weapons work by emitting short, sharp pulses of laser\nenergy from high capacity fast-discharge generators, with a\nflash of light and a distinctive snap like the cracking of a\nwhip as the trigger is pulled. Though they are produced in\na multitude of styles and patterns depending on the home\nworld of manufacture, most use a very common Departmento\nMunitorum sanctioned power pack. The liquid metal core of\nthe pack stores vast amounts of energy, and can be recharged\nfrom standard power sources with a successful Tech-Use Test.\nIn emergencies they can even be recharged by placing them\nin an open fire, though this diminishes the lifespan of the\npack and increases its failure rate.\nTo use the various classes of las weapons a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3303, + "rule_id": "pdf_skill_797_astartes_lascannon", + "title": "astaRtes lasCannon", + "content": "Las technology is generally of little interest to the Adeptus\nAstartes, who have access to more powerful weapons and\ndo not answer to the Departmento Munitorum for their\nammunition costs. The Lascannon is the exception. These\nguns use huge power packs that provide enough energy to\npunch holes in the thickest armour even at extreme ranges.\nLascannons require separate power packs, which the Space\nMarines usually affix to their backpack generators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3304, + "rule_id": "pdf_skill_798_lasgun", + "title": "lasgun", + "content": "Produced in a multitude of different styles and patterns, the\nlasgun can be found on almost every world of the Imperium,\nwhere its robust design and dependability make it a favoured\nweapon of both the Emperor’s faithful and many of their foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3305, + "rule_id": "pdf_skill_799_laspistol", + "title": "laspistol", + "content": "The laspistol is most commonly used by lower ranking\nImperial officers and agents. On many worlds it is common\nfor almost every member of society to be armed with one as\na matter of course. Almost every Forge World has their own\npattern and style, as the basic weapon is so simple that it\nallows a multitude of variations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3306, + "rule_id": "pdf_skill_800_grenades_and_missiles", + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across\nvirtually all of the Emperor’s armies, from Imperial Guard\nconscripts to the Adeptus Astartes, whose versions of these\nexplosives are no exception to their rule of superlative arms.\nThe Deathwatch has access to an even wider range of grenade\ntypes, including rare and exotic projectiles only whispered of\nby common soldiers as the stuff of fables.\nAll of the grenades listed here can either be thrown by\nhand or used in a grenade launcher. Missiles must be fired\nfrom a missile launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3307, + "rule_id": "pdf_skill_801_astartes_blind_grenade", + "title": "astaRtes blind gRenade", + "content": "Blind grenades explode with a burst of dense dark\ngrey smoke including IR bafflers and broad-band\nEM spectrum chaff, all designed to block eyesight and even\nadvanced visual detection. The effect is short-lived, but\nwhile it lasts provides excellent cover for advancing forces.\nThe effects of this grenade last for 1d10 Rounds (shorter in\nconditions such as prevailing winds or industrial ventilation).\nastaRtes fRag gRenades and missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3308, + "rule_id": "pdf_skill_802_the_adeptus_astartes_fill_thei", + "title": "The Adeptus Astartes fill their large fragmentation (or frag)", + "content": "grenades and missiles with powerful explosives and aerodynamic\nmetallic shards. The high velocity shrapnel created when they\ndetonate is deadly against common infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3309, + "rule_id": "pdf_skill_803_missiles", + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out\nenemies entrenched behind cover. These projectiles contain\nslow-burning promethium distillate that ignites when the\ngrenade explodes. Any target within the Blast radius must\nsucceed on an Agility Test or catch fire. Furthermore, the area\nremains on fire for another 1d5 Rounds as the promethium\ncontinues to burn. Anyone remaining within that area must\ncontinue to take Agility Tests or catch fire until the flames die.\nastaRtes kRak gRenades and missiles\nKrak grenades and missiles use concentrated explosives to\npunch holes in armoured targets such as vehicles or bunkers.\nThe powerful detonations do not produce a blast effect\nhowever, making them impractical for use against most\ninfantry or moving targets.\nTable 5–6: Grenades and Missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3310, + "rule_id": "pdf_skill_804_volatile", + "title": "Volatile", + "content": "2 20 Distinguished\nAstartes Plasma Missile – – – 2d10+12 E 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3311, + "rule_id": "pdf_skill_805_volatile", + "title": "Volatile", + "content": "3 25 Distinguished\nAstartes Stasis Grenade Thrown SBx3 S/–/– – 0 – 1 N/A N/A", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3312, + "rule_id": "pdf_skill_806_emp_grenade_thrown_sbx3_s", + "title": "EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected", + "content": "Photon Flash Grenade Thrown SBx3 S/–/– Special 0 – 0.5 5 –\nVortex Grenade Thrown SBx3 S/–/– Special 0 – 1 N/A N/A\n†\nFrag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for\nevaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3313, + "rule_id": "pdf_skill_807_astartes_nova_grenade", + "title": "astaRtes nova gRenade", + "content": "Photo-visors and similar ocular protection are common\namong the Deathwatch’s foes. This more powerful\nversion of a flash grenade was designed to overpower\nstandard input filtering. Each sphere contains a minute\namount of plasma suspended in carbon gas. When ignited,\nthe resulting fusion is similar to the effect of a collapsing\nstar, and the emitted light achieves an extreme absolute\nmagnitude. However, the ability to thwart auto-senses is a\ndouble-edged sword for Battle-Brothers, and nova grenades\nmust be strategically utilised lest they blind their own forces.\nIn addition to taking damage from the shock wave,\nanyone within the Blast radius must make a Very Hard", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3314, + "rule_id": "pdf_skill_808_30_toughness_test_or_be_bli", + "title": "(–30) Toughness Test or be Blinded (see page 260) for", + "content": "1d10 Rounds. Photo-visors, autosenses, and similar vision", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3315, + "rule_id": "pdf_skill_809_protection_decreases_this_test", + "title": "protection decreases this Test to Difficult (–10). Anyone", + "content": "within 20 metres of the detonation point must make a normal\nToughness Test or be Blinded for 1d5 Rounds (identical to a\nflash grenade—vision protection works normally).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3316, + "rule_id": "pdf_skill_810_astartes_plasma_grenade", + "title": "astaRtes plasma gRenade", + "content": "These highly lethal grenades use a deliberate plasma\ncontainment failure, erupting into blasts of white-hot energy.\nThe dense plasma core of an Astartes plasma grenade is not\nfully consumed in the initial explosion and leaves a glowing,\nenergized orb that continues to sear the area like a miniature\nsun. This tiny stellar body continues to do the plasma\ngrenade’s full damage to the Blast area for an additional 1d5\nRounds after the Round it detonated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3317, + "rule_id": "pdf_skill_811_astartes_plasma_missile", + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma\nmissiles can easily turn enemy troops into a smoking crater.\nIndeed, a Battle-Brother must take care when firing one of\nthese dangerous weapons that his own Kill-team is sufficiently\nout of harm’s way. Plasma missiles have the same continuing\neffect as a plasma grenade. In addition, they pose an additional\nthreat to vehicles. The plasma core can become fused with the\nhull, leaving no escape. If a plasma missile attack on a vehicle\nscores 4 or more degrees of success, the Blast radius becomes\ncentred on the vehicle rather than a stationary point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3318, + "rule_id": "pdf_skill_812_astartes_stasis_grenade", + "title": "astaRtes stasis gRenade", + "content": "Stasis fields are used throughout the Imperium\nto hold time at bay, essentially trapping whatever\nis inside them in a single moment. Uses run from\nmundane food storage to the preservation of the\nUltramarine’s Primarch. A stasis grenade is simply an impactused to temporarily neutralize a threat.\nTo call a stasis grenade rare and dangerous is a grave\nunderstatement. One may occasionally be distributed along\nwith the general Requisition Points for a Mission if the Watch\nCaptain deems necessary, but a stasis grenade may never be\nRequisitioned through the usual means.\nThe grenade generates a stasis field with a radius of two\nmetres; it lasts for 1d5 rounds (which the GM should roll and\nreveal only when it expires). Everything inside this bubble is\ncut off from the normal flow of time. Anyone and anything", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3319, + "rule_id": "pdf_skill_813_inside_the_affected_area_does", + "title": "inside the affected area does (and perceives) nothing until the", + "content": "field dissipates. Characters outside the stasis field can see the\nfrozen moment but cannot interact with it in any way.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3320, + "rule_id": "pdf_skill_814_astartes_stun_grenade", + "title": "astaRtes stun gRenade", + "content": "Stun grenades use a combination of a loud explosive and a\nflash of light to momentarily incapacitate targets without\ncausing lasting injury before an assault is launched, making\nthem an excellent opener in non-lethal engagements. Anyone\ncaught in a stun grenade’s blast must pass a Challenging\n(+0) Toughness Test or become Stunned for 1d10 rounds.\nPhoto-visors and sealed armour provide a +20 bonus to this\nTest, while input filtering renders one completely immune.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3321, + "rule_id": "pdf_skill_815_emp_grenade", + "title": "emp gRenade", + "content": "A rare example of xenos technology employed in limited\ncapacity by the Deathwatch, the exact form of such a grenade\nvaries with its origin. The function of an EMP grenade is\nto generate a field of electro-magnetic static that interferes\nwith most technology and generally causes machine spirits\nto malfunction. There are many appellations for this weapon:\nEMP, Haywire, Scrambler, and it takes many shapes including\nthose found with the Tau and the Eldar.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3322, + "rule_id": "pdf_skill_816_photon_flash_grenade", + "title": "photon flash gRenade", + "content": "Photon flash or simply flash grenades detonate in a sudden\nand brilliant flare, blinding anyone nearby and overloading\nmany common vision protection systems such as visors.\nThose caught without high quality eye protection are usually\nleft blinded and defenceless. Anyone within 15 metres of a\nphoton flash grenade when it detonates must succeed on a\nToughness Test or be blinded for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3323, + "rule_id": "pdf_skill_817_throwing_grenades", + "title": "thRowing gRenades", + "content": "Throwing grenades requires no special training or\nTalents and is resolved using a Ballistic Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3324, + "rule_id": "pdf_skill_818_including_any_modifiers_such", + "title": "including any modifiers (such as range). On a miss, the", + "content": "thrown grenade goes in a random direction—see the\nscatter diagram on page 248.\nwhen a gRenade “Jams”\nWhenever a jam results from throwing a grenade\nor firing a grenade launcher or similar weapon (see\nWeapon Jams, page 249), something unfortunate has\nhappened. Roll 1d10. On any result other than 10, the\nexplosive is simply a dud and nothing happens. On a\n10, the explosive detonates immediately with the effect\ncentred on the attacker. If the explosive was fired from\na launcher, it detonates in the barrel, having its normal\neffect as well as destroying the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3325, + "rule_id": "pdf_skill_819_vortex_grenade", + "title": "voRtex gRenade", + "content": "This dreaded example of lost technology tears\nopen the very fabric of reality, creating a rift\ninto the warp. Needless to say, the results of\nsuch a desperate action are highly unpredictable\nand almost as likely to backfire on he who used it. For all\nthe nightmarish stories of daemons crawling through the\nbreach, and vortexes that still re-appear like phantoms on old\nbattlefields, there is no better way to ensure a threat is utterly\ndestroyed than to see it sucked into the immaterium.\nThe secrets of vortex grenades are jealously guarded by\nthe Adeptus Mechanicus, and some question whether Forge\nWorlds capable of their manufacture still exist. Certainly, their\nsupply in the Adeptus Astartes seems ever-dwindling, and it is\na dire threat indeed that warrants their precious and perilous\nexpenditure. Like stasis grenades, a single grenade may only be\nallotted at the Watch Captain’s option.\nThe vortex grenade has a radius of 3 metres. Anyone within\nthis area can spend his Reaction to attempt to Dodge out of it\nbefore the rift fully forms (see Dodging Area Effects on page\n238). Those who fail, along with everything else in the area, are\ndragged into the warp, never to be seen again. Each Round, the\ncapricious vortex winks in and out of existence. It has a 50%\nchance of closing permanently when this happens. Otherwise,\nit reappears 2d10 metres in a random direction from its last\nmanifestation—see the Scatter Diagram on page 248.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3326, + "rule_id": "pdf_skill_820_launchers", + "title": "lAunchers", + "content": "With their super-human strength, Space Marines are capable\nof throwing projectiles further than some Imperial weapons\ncan shoot. This relegates grenade launchers to a secondary\nweapon, usually affixed to a bolter or similar convenient\nlocation. Missile launchers are the more frequent choice when\na Mission calls for long-range firepower. Requisitioning a\nmissile launcher includes the requisition of frag and/or krak\nmissiles sufficient to keep the weapon loaded with whatever\nconfiguration of the two missile types is desired. Alternative\nmissile types must be Requisitioned as normal.\nTo use the various classes of launchers, a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3327, + "rule_id": "pdf_skill_821_launcher_or_heavy_weapon_tr", + "title": "(Launcher), or Heavy Weapon Training (Launcher) Talents.", + "content": "Setting explosives requires the Demolition skill (see Chapter\nIII: Skills, pages 97-98).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3328, + "rule_id": "pdf_skill_822_astartes_cyclone_missile_launc", + "title": "astaRtes CyClone missile launCheR", + "content": "Cyclone missile launchers were specially designed for use\nwith Tactical Dreadnought armour. Valuable enough for\ntheir ability to launch missiles rapidly from the twin racks,\nthis back-mounted missile system also makes up for some of\nTerminator armour’s inflexibility by providing more options\nin combat. Each of the missile racks may be loaded with a\ndifferent missile type, allowing the user to decide which type\nto fire each round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3329, + "rule_id": "pdf_skill_823_astartes_missile_launcher", + "title": "astaRtes missile launCheR", + "content": "(soundstRike-patteRn)\nA missile is fitted with stabilisation and guidance systems to\naid in its accuracy, which is excellent at long ranges. Access to\nthe variety of long distance warfare options these explosive\nrounds provide requires a missile launcher. The standard\nAstartes missile launcher is a tube-like weapon that fires a single\nround at great accuracy. The Soundstrike pattern overcomes\nthe single capacity of the launch tube by attaching a special\nmissile rack and auto-loader to a backpack power unit. The\nauto-loader’s gripping claw rapidly refills the launcher from\nthe back-mounted ammo source, allowing the Battle-Brother\nto fire the missiles of his choice without interruption until his\nmissile rack is depleted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3330, + "rule_id": "pdf_skill_824_auxiliary_grenade_launcher", + "title": "auxiliaRy gRenade launCheR", + "content": "When a Space Marine’s enhanced strength is not adequate to\npropel his choice of grenades far enough, an auxiliary grenade\nlauncher can be employed. These compact tubes hold a small\nrow of pre-primed grenades. An auxiliary grenade launcher is\nmost commonly mounted above or below the barrel of a basic\nweapon in a manner similar to a combi-weapon. However,\nmodels with standalone trigger mechanisms are also available.\nIf attached to another weapon, the user must choose which\none to fire; the launcher cannot be fired in the same Turn\nas the weapon it is attached to. This weapon may also be\nmounted on Terminator Armour. Doing so, however, doubles\nthis weapon’s Requisition cost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3331, + "rule_id": "pdf_skill_825_exotic_weapons", + "title": "exotic WeApons", + "content": "The Deathwatch has access to weapons so rare that the\naverage Imperial citizen has not even envisioned them. Some\nitems represent ancient patterns that only Adeptus Astartes\nartificers still understand the proper ways to create and\nmaintain, while others are unique to the Deathwatch and\ntheir origins are best left unquestioned. Exotic weapons are\nnot only extraordinarily rare but also especially difficult to\noperate. Such weapons require specialised training, and each\nmust be mastered separately with a different Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3332, + "rule_id": "pdf_skill_826_astartes_conversion_beamer", + "title": "astaRtes ConveRsion beameR", + "content": "A small number of these rare and deadly archeotech devices\ncirculate through the hands of senior Techmarines. By using\nthe energy stored in atomic bonds, a conversion beamer can\nannihilate creatures, vehicles, or nearly anything its beam\nreaches, provided it is given time to build to critical mass.\nWhen fired, a conversion beamer expels a stream of neutronthat converts matter to energy in a blazing beam that hurtles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3333, + "rule_id": "pdf_skill_827_astartes_digital_weapons", + "title": "astaRtes digital weapons", + "content": "Digital weapons, or digi-weapons as they are commonly\nknown, are miniaturised guns so advanced that most foes\nmistake them for mere ornamentation until the digi-weapon\nunleashes the firepower of a full-sized pistol. The ranking\nSpace Marines outfitted with such archeotech devices usually\ninstall them along the finger ridge of a glove for practical\nreasons. Rings are a more common design among Imperial\nnobles and military elite who are less likely to be wearing\npowered gloves. Digi-weapons exist that replicate the\nfunctions of a variety of deadly weapons. However, each\nweapon can only be fired once, and reloading a digi-weapon\nis exceptionally difficult. A character can wear up to one digifired even if the character is holding something else in his\nhands. Digi-weapons may be used in melee like pistols.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3334, + "rule_id": "pdf_skill_828_astartes_sniper_rifle", + "title": "astaRtes snipeR Rifle", + "content": "The needle rifle offers the perfect combination of range, stealth,\nand deadliness. A low-power laser beam propels small slivers\nof crystallised toxin that, once lodged in flesh, dissolve into the\nbloodstream almost instantly. Many chemicals can be solidified\ninto such rounds with the right equipment, and a variety are\nin use by the Deathwatch. The most common compound (and\nthe standard ammunition for this weapon) is a viral toxin that\nleaves most enemies dead within moments of being wounded.\nAs they have no muzzle flash, needle weapons are ideal for\nassassinations. The only argument against these exquisite\nweapons is that the brittle rounds have little penetrating power,\nmaking them next to useless against heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3335, + "rule_id": "pdf_skill_829_melee_weapons", + "title": "Melee Weapons", + "content": "“Only when your hearts have beat to the same pulse of clashing\nweapons as your enemy’s, only when his blood anoints you, and you\nglimpse the blackness waiting for us all in his dying eyes—only then\nhave you known battle.”\n–Brother-Captain Furio of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3336, + "rule_id": "pdf_skill_830_chain_weapons", + "title": "chAin WeApons", + "content": "Variations of these brutal war-devices are found throughout\nthe galaxy. This simple but effective technology employs fast\nmoving chains with serrated metallic teeth running across a\nweapon’s edge. Once engaged, the chain drive roars loudly\nto life, acting as a clear warning to all. Even the slightest\nimpact can tear open flesh, and solid blows can cut through\nmost armour. To use chain weapons, a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3337, + "rule_id": "pdf_skill_831_astartes_chainsword", + "title": "astaRtes ChainswoRd", + "content": "The Chainsword has served many a Battle-Brother during his\ntime in an Assault Squad. These weapons generally have a flat\ncarapace containing the chain with only the forward curved\nsection open where the spinning chain teeth can bite into\nflesh and bone.\nTable 5-7: Exotic Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nAstartes Conversion Beamer Heavy 100m S/–/– Varies Varies 4 2 Full – 85 40\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3338, + "rule_id": "pdf_skill_832_hero", + "title": "Hero", + "content": "Astartes Digital Flamer Pistol 4m S/–/– 2d10+2 E 3 1 Special Flame\n††\n0.1 35 Famed\nAstartes Digital Laser Pistol 4m S/–/– 1d10+4 E 7 1 Special Reliable 0.1 35 Famed\nAstartes Digital Melta Pistol 4m S/–/– 2d10+5 E 12 1 Special – 0.1 35 Famed\nAstartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full\nAccurate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3339, + "rule_id": "pdf_skill_833_toxic", + "title": "Toxic", + "content": "4 20 –\n†\nOnly Techmarines are entrusted with this weapon.\n††\nAdd +4 to Damage from fires started by this weapon\nReloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3340, + "rule_id": "pdf_skill_834_power_weapons", + "title": "poWer WeApons", + "content": "Power weapons project a disruptive energy field along the\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nthough in practice there is a traditional array in use by the\nAdeptus Astartes. The sight of an angel of vengeance charging\ninto battle is intimidating in its own right. When his weapon\nor fist itself suddenly flares to life in a halo of electricity, it\nbecomes truly inspiring—or terrifying—depending on which\nside of the charge you are on. A power weapon can still be\nused as an ordinary weapon should its power source become\ninhibited or damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3341, + "rule_id": "pdf_skill_835_astartes_chainfist", + "title": "astaRtes Chainfist", + "content": "A chainfist combines the matter-cleaving power field of a\npower fist with the rending adamantite teeth of a chainblade.\nThe field envelopes both the huge gauntlet and the whirring\nblade, yielding a weapon capable of slicing through armour,\nvehicles, heavy cruiser bulkheads, or nearly any other\nsubstance in the galaxy given enough time. These weapons\nare too unbalanced for even a Battle-Brother in standard\nAstartes power armour to wield effectively; chainfists are only\ncapable of being used with Terminator armour. This is just\nas well, as any foe dreadful enough to warrant use of this\nweapon certainly calls for equally potent protection.\nA chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nmanual dexterity penalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3342, + "rule_id": "pdf_skill_836_astartes_lightning_claws", + "title": "astaRtes lightning Claws", + "content": "Simply wearing lightning claws is a\nstatement about the wielder’s expertise in\nbattle. Constantly honed melee prowess\nand a willingness to sacrifice easy access\nto ranged weaponry is necessary to utilise\nthese weapons to their full effect. For these\nreasons, lightning claws are usually seen in\nthe hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\nthat replaces the normal glove on Astartes\npower armour. Its extra bulk contains the\nmechanisms that power four individual\npower blades, which extend like crackling\ntalons from the back of the hand. While the lethal design of these\nweapons is enough to ensure they can shear through armour\nnearly as easily as flesh, when used as a pair by an accomplished\nclose combatant, they become pure instruments of death.\nLightning claws do an additional point of Damage per degree\nof success on the Attack roll. When a character is equipped with\na pair of lightning claws, they instead do 2 additional points of\nDamage per degree of success. The blades on lightning claws may\nbe sheathed or unsheathed as a Ready action, but their bulk makes\nTable 5-8: Melee Weapons\nName Class Dmg Pen Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3343, + "rule_id": "pdf_skill_837_chain_weapons", + "title": "Chain Weapons", + "content": "Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 5 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3344, + "rule_id": "pdf_skill_838_power_weapons", + "title": "Power Weapons", + "content": "Astartes Chainfist Mounted 2d10\n†\nE 10 Power Field, Tearing 48 40 Famed\nAstartes Lightning Claw Melee 1d10+6 E 8\nPower Field, Special,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3345, + "rule_id": "pdf_skill_839_tearing", + "title": "Tearing", + "content": "30 30/45 Distinguished\nAstartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nAstartes Power Fist Melee 2d10\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3346, + "rule_id": "pdf_skill_840_e_9", + "title": "E 9", + "content": "Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nAstartes Thunder Hammer Melee 2d10+5 E 8\nPower Field, Concussive,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3347, + "rule_id": "pdf_skill_841_distinguished", + "title": "Distinguished", + "content": "†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3348, + "rule_id": "pdf_skill_842_force_weapons", + "title": "Force Weapons", + "content": "Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3349, + "rule_id": "pdf_skill_843_other_melee_weapons", + "title": "Other Melee Weapons", + "content": "Primitive Weapons Melee 1d10 I 0 Primitive – N/A –\nImprovised Melee 1d10–2 I 0 Primitive, Unbalanced – N/A –\n†††\nFor additional weapons beyond standard issue\n††††\nSee Page 170 for description", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3350, + "rule_id": "pdf_skill_844_than_thrown_in_the_applicable", + "title": "than Thrown in the applicable hand(s) even when the blades are", + "content": "retracted. In addition, the poor manual dexterity penalty increases\nto –20. When Requisitioning a pair of lightning claws for one\ncharacter, the Requisition needed for the second claw is halved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3351, + "rule_id": "pdf_skill_845_astartes_power_axe", + "title": "astaRtes poweR axe", + "content": "Power axes allow for greater impact when striking than a power\nsword, but are less nimble in the hand. Their inferior defensive\ncapabilities are often mitigated by pairing them with combat\nshields or even more sophisticated means of protection. Still,\nthey have a reputation as a brutal and unsubtle weapon; the\nchoice to employ one is often more personal than strategic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3352, + "rule_id": "pdf_skill_846_astartes_power_fist", + "title": "astaRtes poweR fist", + "content": "A power fist generates an energy field\nso violently disruptive that the weapon\ninside it is of little consequence. Therefore,\ninstead of surrounding a traditional\nweapon, the field envelopes an oversized\nand augmented glove. Backed by a Battleeven the heaviest armour or rupture flesh\nas though bursting a bloody, overripe\nfruit. Keeping these superior energy fields\ncharged requires heavy cables linked to the armour’s power system.\nThe generators are also rare and difficult to maintain, making such\na weapon a sign of status, even within the Adeptus Astartes.\nA power fist adds a multiplier to the wielder’s Strength Bonus.\n(Note: A Space Marine already doubles his Strength Bonus from\nhis Unnatural Strength Trait. Therefore, the Power Fist increases\nthe multiplier by one, tripling the Space Marine’s Strength\nBonus) It replaces the normal glove on Astartes power armour,\nand imposes the same weapon restrictions and manual dexterity\npenalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3353, + "rule_id": "pdf_skill_847_astartes_power_sword", + "title": "astaRtes poweR swoRd", + "content": "Power weapons require great investments of time and rare\nmaterials to produce. Therefore, power swords are typically\nreserved for ranking members of the Adeptus Astartes. Elegant\nbut effective, they allow the user greater attack options and\ndefensive responses than many other varieties of power\nweapon. This efficient design makes them popular with officers\nregardless of whether they specialise in close combat or not.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3354, + "rule_id": "pdf_skill_848_astartes_thunder_hammer", + "title": "astaRtes thundeR hammeR", + "content": "The furious energy blast released when these weapons strike\ncreates waves of booming concussive force as loud as thunder,\nfrom which their name originates. Enemies that survive\nthe pulverising blow are likely to be incapacitated by the\nshockwave that follows. Many Battle-Brothers balance the\nclumsy nature of attempting to parry with a thunder hammer\nby pairing it with a storm shield; the Storm Wardens are said\nto be so fond of this combination that some practice a combat\nstyle developed specifically around it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3355, + "rule_id": "pdf_skill_849_omnissian_power_axe", + "title": "omnissian poweR axe", + "content": "(astaRtes patteRn)\nOften carried by Techmarines to show their devotion to the\nOmnissiah, this weapon has a long staff-like body tipped with\nhalf of the circular Adeptus Mechanicus skull and cog icon. The\nsymbol forms a blade and is sheathed in a power field. Arcs of\nenergy illuminate the ridged blade and light the skull’s eyes with\na hungry glow, leaving little doubt that—even while covered\nwith inscribed circuitry designs indicating its sacred nature—this\nreligious icon is also a deadly weapon in a Space Marine’s powerful\nhands. The Ommnisian axe also functions as a combi-tool.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3356, + "rule_id": "pdf_skill_850_force_weapons", + "title": "Force WeApons", + "content": "The psi-lattice circuitry in force weapons is said to originate\nwith the Emperor himself when he walked among mortal\nmen. These weapons combine this archeotech circuitry pattern\nwith the same rare, psycho-reactive crystal used in psychic\nhoods to channel the mental power of a psyker into deadly,\nreality-rending force. Force weapons can take many forms, and\ncomprise several specialised variants; the most well known\nwithin the Adeptus Astartes are the Nemesis weapons of the\nGrey Knights. Force swords are the easiest of such weapons for\na Librarian to obtain, followed by force staffs.\nUnless wielded by a psyker, force weapons simply count\nas a Common Astartes-sized weapon of the appropriate type\nwith the Damage listed in the weapon’s profile. However, in\nthe hands of a wielder with a Psy Rating, they are much more\npotent. For every point of Psy Rating the wielder has, the\nweapon’s Damage and Penetration increase by +1. For example,\nan Astartes force sword wielded by a character with Psy Rating", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3357, + "rule_id": "pdf_skill_851_3_would_inflict_1d10_5_plus_s", + "title": "3 would inflict 1d10+5 (plus SB) and have a Penetration of 5.", + "content": "In addition to normal Damage, whenever a psyker damages\nan opponent, he may, as a Free Action, channel psychic force\nand killing will into the blade. This requires a Focus Power\nTest using Opposed Willpower. For every degree of success,\nthe force weapon’s wielder deals an additional 1d10 Damage,\nignoring the victim’s Armour and Toughness Bonus. Force\nweapons cannot be destroyed by a power weapon’s field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3358, + "rule_id": "pdf_skill_852_astartes_force_staff", + "title": "astaRtes foRCe staff", + "content": "A force staff houses its core psi-lattice inside a sturdy casing\nmade from polished metal, bone, exotic wood, or any\nnumber of other materials. Usually topping a force staff is an\nelaborate, circuitry-laced concentration icon whose imagery\ncoincides with the weapon’s origin. A force staff acts as an\nexceptional Psy-Focus, granting +15 to Invocation Tests. This\nbonus applies as long as the staff is held in at least one hand.\nHowever, striking with the weapon requires both hands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3359, + "rule_id": "pdf_skill_853_astartes_force_sword", + "title": "astaRtes foRCe swoRd", + "content": "A force sword’s blade glows with the pattern of embedded\nchannelling circuitry, and flares brightly every time the\nwielder activates the sword. The composite adamantine alloys\nare honed to a monomolecular edge. Empowered by both the\nBattle-Brother’s superhuman strength and his powerful mind,\na force sword in a Librarian’s hand can shear through flesh\nand armour with astonishing ease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3360, + "rule_id": "pdf_skill_854_traditional_weapons", + "title": "trAditionAl WeApons", + "content": "Basic hand weapons are a common sight throughout the\nImperium and beyond; in much of the war-torn galaxy it is\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\nemployed by the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3361, + "rule_id": "pdf_skill_855_astartes_combat_knife", + "title": "astaRtes Combat knife", + "content": "When a Battle-Brother’s last grenade has been thrown, when\nhis bolt rounds are spent and the enemy tide continues to\nswell, he can always turn to his combat knife. Every Space\nMarine is issued one of these blades as soon as he recovers\nfrom receiving his implants, and he carries it up until his final\nmoment of battle. This large knife—easily the size of a normal\nhuman’s sword—holds a mono-molecular edge that never\ndulls, even through centuries of service. In some Chapters\ncombat knives are passed down through the generations, with\nthe deeds of their owners etched upon them. In others, the\nforging of metal into blade is simultaneous with the forging\nof a recruit into Space Marine, and his combat knife is laid to\nrest when he is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3362, + "rule_id": "pdf_skill_856_primitive_weapon", + "title": "pRimitive weapon", + "content": "Catalogues of low-tech weapon variants across the galaxy fill\nfloors of Administratum archives in the Prol system. However,\nsuch distinctions are largely frivolous when a Primitive weapon\nis pitted against the armour and constitution of an Adeptus\nAstartes. Sticks, iron knives, finely crafted feudal swords, or\ngiant two-handed warhammers; if made of common materials,\nnone of these have but a prayer of cracking a Battle-Brother’s\nadvanced armour, much less doing him harm. Therefore,\nmelee weapons with the Primitive Quality are represented by\none general profile. GMs should feel free to add appropriate\nmodifiers and Qualities for different variations if it\nbecomes relevant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3363, + "rule_id": "pdf_skill_857_improvised", + "title": "impRovised", + "content": "Improvised weapons can take many forms, but are generally\nany handy weighted object such as table legs, severed limbs\nor artillery shell casings. Hitting someone with the butt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3364, + "rule_id": "pdf_skill_858_arm_weapon_mounting", + "title": "aRm weapon mounting", + "content": "This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nkeep both hands free, and can have a strong visual impression\nas the Battle-Brother brings forth a storm of destruction with\nthe sweep of his hand. This upgrade reduces the weapon’s\nRange by 30%. It is also possible to mount a weapon at the\nshoulder instead of on the forearm, with the same effects.\nUpgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3365, + "rule_id": "pdf_skill_859_astartes_melee_attachment", + "title": "astaRtes melee attaChment", + "content": "The value of a bayonet or similar combat attachment on a\nranged weapon is unquestioned, giving the wielder versatility\nto deal with enemies close-up without having to change\nweapons. However, the common spear-like attachments made\nfor normal human weapons would be an insult to both a\nSpace Marine and his weapon. The Adeptus Astartes utilize\nfine, mono-edged blades and whirring chain attachments\nthat are almost as effective in melee combat as a dedicated\nsword. Melee attachments are available that allow the weapon\nto count as either a Combat Knife or a Chainsword in close\ncombat, although in the latter case it lacks the Balanced\nQuality.\nUpgrades: Any Basic ranged weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3366, + "rule_id": "pdf_skill_860_deathwatch_suspensor", + "title": "deathwatCh suspensoR", + "content": "Because a Deathwatch Kill-team is often deployed without\nsupport, the ultimate in battlefield flexibility is required. The\nanti-grav plates and studs of suspensors attach to a weapon or\nequipment, making it easier to use by offsetting some of the\nweight. Suspensors reduce the weight of a weapon by half,\nallowing Heavy weapons to be deployed in a wider range\nof situations. When firing a weapon with suspensors, the\noperator counts as having the Auto-stabilised Trait—meaning\nhe always counts as braced and may fire the weapon on semifor moving and firing.\nUpgrades: Any Heavy ranged weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3367, + "rule_id": "pdf_skill_861_fire_selector", + "title": "fiRe seleCtoR", + "content": "A staple tool of the Deathwatch, a shot selector allows for\nspeed and ease of switching between magazines of different\nammunition, maximising tactical flexibility when deployed\nunder uncertain parameters. A weapon with a fire selector can\nhave up to three different clips added. At the start of the\nshooter’s Turn, he can use his fire selector to choose which\nclip he wishes to draw ammo from.\nUpgrades: Bolt or Solid Projectile Pistols, and Bolt or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3368, + "rule_id": "pdf_skill_862_solid_projectile_basic_weapons", + "title": "Solid Projectile Basic weapons", + "content": "dipole mag-loCk\nFor warriors in power armour, mag-locks are as common as\nholsters for securing weapons. The typical mag-lock consists\nof strong electromagnets near a suit of power armour’s\nsurface, and mirrored magnets on the weapon to be attached.\nA dipole mag-lock can reverse its magnetic field to literally\npropel the weapon into the wielder’s hand. This is typically\naccomplished by embedding small proximity triggers in the\nglove of the weapon hand that cause the magnet to reverse\npolarity when brought near it. However, versions using verbal\nand more sophisticated somatic cues also exist.\nA dipole mag-lock grants the Quick Draw Talent for the\nupgraded weapon. If the character already has Quick Draw,\nhe may draw his weapon as part of a Parry, allowing him to\ngo from unarmed to deflecting an enemy blade with his own\nin the blink of an eye.\nUpgrades: Any Pistol or Basic ranged weapon, or any\nmelee weapon that may be wielded in one hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3369, + "rule_id": "pdf_skill_863_motion_predictor", + "title": "motion pRediCtoR", + "content": "A complex target-tracking cogitator in this device activates\nonce the user has sighted the desired target. The Predictor\nthen tracks the target, and when the trigger is pulled chases\nthe target with all the rounds in a clip in one long burst. A\nMotion Predictor adds a +10 bonus to Ballistic Skill Tests but\nonly functions when the weapon is fired on semi-automatic\nor fully automatic mode.\nUpgrades: Any non-Primitive ranged weapon capable of\nsemi-auto or full auto fire. The target acquisition component\nof a Motion Predictor must be installed as a sight, and a gun\nmay only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3370, + "rule_id": "pdf_skill_864_preysense_sight", + "title": "pReysense sight", + "content": "This is a weapon sight that shows thermal images and reveals\nthe hiding places of enemies who lurk in the darkness. A\ncharacter using a preysense sight suffers no penalties due to\ndarkness and gains a +20 bonus to vision based Perception\nTests at night.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A preysense sight counts as a sight, and a gun may\nonly have one sight.\nRed-dot laseR sight\nThis is a laser sight that grants a +10 bonus to Ballistic Skill\nTests when the weapon is fired on single shot.\nUpgrades: Any Pistol or Basic ranged weapon of the following\ntypes: Las, Solid Projectile, Bolt, or Plasma. A red-dot laser sight\ncounts as a sight, and a gun may only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3371, + "rule_id": "pdf_skill_865_silencer", + "title": "silenCeR", + "content": "Silencers lower the noise from a weapon’s discharge, preventing\ndetection of the shot. Awareness Tests to hear shots made\nwith a silenced weapon suffer an additional –20 penalty and\ncan only be attempted at half the normal distance.\nUpgrades: Autogun, autopistol, needle sniper rifle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3372, + "rule_id": "pdf_skill_866_telescopic_sight", + "title": "telesCopiC sight", + "content": "Telescopic sights magnify the target’s image, making it easy to\nsee. This is especially useful for long-range shots that need to\nhit a very specific target location. A weapon with a telescopic\nsight ignores penalties for long and extreme range as long as\nthe shooter takes a Full Action to Aim.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A telescopic sight counts as a sight, and a gun may\nonly have one sight.\nTable 5-9: Weapon Upgrades", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3373, + "rule_id": "pdf_skill_867_astartes_melee_attachment_cha", + "title": "Astartes Melee Attachment (Chain) +8 9 –", + "content": "Deathwatch Suspensor x1/2 25 Respected\nFire Selector +1 2 –\nDipole Mag-lock – 5 –\nMotion Predictor +0.5 20 Respected\nPreysense Sight +0.5 10 –\nRed-Dot Laser Sight +0.5 10 –\nSilencer +0.5 3 –\nTelescopic Sight +1 6 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3374, + "rule_id": "pdf_skill_868_ammunition", + "title": "Ammunition", + "content": "The xenos hordes faced by the Adeptus Astartes seem infinite\nin number, and entire planets are given over to manufacturing\nthe endless quantities of ammunition needed for war. Weapons\nRequisitioned from the Deathwatch come with a sufficient\nsupply of standard ammunition for the weapon. Each type of\nammo can be used only with certain weapons as detailed in its\ndescription. Ammo weight is not listed; however, should it be\nimportant to know how much ammunition weighs, consider a\nweapon’s full clip to be 10% of the weapon’s total weight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3375, + "rule_id": "pdf_skill_869_bolt_shells", + "title": "bolt shells", + "content": "The mass-reactive explosive bolt shell is among\nthe deadliest kind of round in the Imperial arsenal.\nThe Deathwatch takes great advantage of variations\nthat have been made on this design over the years,\nyielding a wide variety of alternate rounds that still\nfire from a standard bolt weapon. The majority of\nbolt shell manufacturing capacity is reserved for the\nAdeptus Astartes, making them costly for others to obtain but\na matter of course among Battle-Brothers.\nUsed with: Any Bolt-class Pistol, Basic, or Heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3376, + "rule_id": "pdf_skill_870_bullets", + "title": "bullets", + "content": "Hard rounds are common for many weapons within the\nImperium and vary greatly in calibre and design. Bullets\nfrom one kind of firearm cannot be used in another unless\nthey are very similar in make. Autoguns and autopistols can\nusually interchange rounds, but the calibrated bullets fired in\nterrible volleys from Astartes assault cannons are unique to\nthat weapon.\nUsed with: Autopistols, autoguns, and assault cannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3377, + "rule_id": "pdf_skill_871_charge_pack", + "title": "ChaRge paCk", + "content": "Charge packs are powerful batteries used almost exclusively\nby las weapons. The size of a charge pack depends on the\nclass of the weapon. In all cases it provides shots equal to the\nweapon’s full clip value.\nUsed with: Laspistols, lasguns, lascannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3378, + "rule_id": "pdf_skill_872_exotic", + "title": "exotiC", + "content": "There are many kinds of weapons wielded by the Deathwatch\nthat use unusual types of ammunition, from the special\nammunition reloads for digi-weapons, to the finely crafted\ndarts of a needle rifle.\nUsed with: Needle rifles and any other exotic\nranged weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3379, + "rule_id": "pdf_skill_873_fuel", + "title": "fuel", + "content": "Flame weapons use liquid fuel, which can vary greatly in\ncomposition and quality. Underhivers on poor Imperial worlds\nmay construct shoddy weapons using nothing but flammable\nalcohols, while the Adeptus Astartes weapons use only the\npurest promethium. A fuel tank always provides shots equal\nto the weapon’s full clip value.\nUsed with: Flamers, hand flamers, heavy flamers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3380, + "rule_id": "pdf_skill_874_melta_canister", + "title": "melta CanisteR", + "content": "Meltaguns use specially refined chemicals injected into highly\npressurised canisters. The size and mounted position varies\ndepending on the model and class of the weapon. In all cases,\nit provides shots equal to the weapon’s full clip value.\nUsed with: Infernus pistols, meltaguns, and multi-meltas.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3381, + "rule_id": "pdf_skill_875_needle_precipitator", + "title": "needle pReCipitatoR", + "content": "These devices can be issued with weapons that use needle\nrounds, and are often built directly into the holster or carrying\ncase for the weapon. A precipitator crystallises liquid or\npowdered chemicals into the rounds fired by needle weapons.\nOne dose of a drug or toxin yields one shot of ammunition.\nSee Drugs and Consumables on page 172 for toxin options.\nUnless otherwise stated, any toxin may be precipitated into\nneedle rounds.\nUsed with: Needle rifles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3382, + "rule_id": "pdf_skill_876_plasma_flask", + "title": "plasma flask", + "content": "Raw plasma weapon fuel consists of highly dangerous and\nvolatile photonic hydrogen, compressed and precariously\ncontained within reinforced flasks. It was almost surely a\nplasma flask whose handling rites were rushed that gave birth\nto the plasma grenade.\nUsed with: Plasma pistols, plasma guns, and plasma\ncannons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3383, + "rule_id": "pdf_skill_877_shells", + "title": "shells", + "content": "Shells contain dozens of tiny balls and are designed to scatter\nover a wide area when fired, making them ideal for close-in\nwork where accuracy is less important.\nUsed with: Shotguns.\nTable5–10: Ammunition", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3384, + "rule_id": "pdf_skill_878_namereqrenown", + "title": "NameReqRenown", + "content": "Bolt Shells N/A –\nBullets N/A –\nCharge Pack N/A –\nExotic N/A Varies\nFuel N/A –\nMelta Canister N/A Varies\nNeedle Precipitator N/A –\nPlasma Flask N/A Varies\nShells N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3385, + "rule_id": "pdf_skill_879_ammunition", + "title": "Ammunition", + "content": "Tactical flexibility is paramount given the unknown situations\nDeathwatch squads are often thrust into. Battle-brothers in\nthe organisation make extensive use of variant bolt rounds\nthat have numerous advantages over even the considerable\npower of standard bolt shells.\nThe cost to Requisition special ammunition listed in\nTable 5–11: Special Issue Ammunition represents one\nclip for any applicable weapon, except Pistols which halve\nthe listed Requisition cost due to their smaller magazine.\nSpecial issue ammunition for Heavy Bolters adds +5 to the\nRequisition total.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3386, + "rule_id": "pdf_skill_880_astartes_backpack_ammo_supply", + "title": "astaRtes baCkpaCk ammo supply", + "content": "Many weapons require larger ammunition sources to function\nduring extended battles. A backpack supply fits over the standard\nbackpack power unit on Astartes power armour. For energy\nweapons, the supply is a massive battery or charge-unit. For\nflame and plasma weapons, it consists of volatile fuel tanks or\ncanisters. Other ammunition packs are simply stacks of regular\nrounds with a feeder line that links into the weapon. Backpack\nsupplies hold 100 rounds of ammunition for Plasma, Melta, and\nLas weapons, 250 rounds of ammunition for SP or Bolt weapons,\nand 75 shots for Flame weapons. A weapon connected to a\nbackpack supply uses that supply for its ammunition and ignores\nits normal clip size. Backpack Ammo/Power supplies weigh 40\nkg and are automatically issued with any heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3387, + "rule_id": "pdf_skill_881_dragonfire_shells", + "title": "dRagonfiRe shells", + "content": "Dragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\ncomparable to a flamer.\nEffects: Decrease the weapon’s Damage by 2. Anyone\nwithin 2 metres of, and including, the target must succeed on\nan Agility Test or catch on fire. The firer may choose to target\nan object or specific area instead of an opponent. In this case", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3388, + "rule_id": "pdf_skill_882_the_shot_is_routine_20_and", + "title": "the shot is Routine (+20), and everyone in the 2 metre radius", + "content": "must Test to avoid catching fire.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3389, + "rule_id": "pdf_skill_883_hellfire_rounds", + "title": "hellfiRe Rounds", + "content": "Originally designed to combat the Tyranid threat,\nhellfire rounds have a devastating effect on organic\nmatter. Their cores are replaced with vials of\nmutagenic acid that eats through any living material\nwith horrific speed.\nEffects: The weapon ignores Natural Armour\nand may inflict Righteous Fury on any damage die results of\na 9 or 10. In addition, the weapon gains the Tearing Quality\n(if it did not already possess it). When used in a Heavy Bolter,\nit changes the weapon’s ROF to S/–/– and adds the Blast\n(3) Quality. When used against a Horde, Hellfire Rounds add\none additional point of damage to the Horde’s Magnitude\nper hit.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3390, + "rule_id": "pdf_skill_884_implosion_shells", + "title": "implosion shells", + "content": "The result of early experiments with alternative krak\ntechnology, an implosion shell replaces its explosive core\nwith an infinitesimal amount of antimatter; this creates a\nviolently decompressing vacuum when exposed to matter.\nLike the standard bolt shell, these rounds activate via their\nmass-reactive core, meaning they embed partially in their\ntarget before the implosion takes effect. The round’s force\nis therefore not directed at cracking open armour, but to\ncollapsing the unfortunate victim’s body from the inside\nout—enough to debilitate even a Space Marine.\nEffects: In addition to taking normal damage, a target\nwho takes one or more points of Damage (after Armour and\nToughness) from an implosion shell suffers 1d5 points of\nAgility Damage.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3391, + "rule_id": "pdf_skill_885_kraken_rounds", + "title": "kRaken Rounds", + "content": "The superior propellants in kraken rounds provide\nincreased range without sacrificing armour\npenetration, while their ultra-dense adamantine\ncomposition and improved explosive charge\nprovide a final burst of force for puncturing the\nheaviest armours.\nEffects: The weapon’s Penetration increases to\n8, and its Range increases by 50%.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3392, + "rule_id": "pdf_skill_886_metal_storm_rounds", + "title": "metal stoRm Rounds", + "content": "Metal storm rounds are tipped with proximity\ntriggers, causing them to detonate sooner than\nstandard bolt shells and release their payload\nof explosive frag before fully penetrating the\ntarget. When employed in a bolter with a high\nrate of fire, they can decimate groups of lightly\narmoured enemies.\nEffects: The weapon’s Damage and Penetration are each", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3393, + "rule_id": "pdf_skill_887_reduced_by_2_but_it_gains_the", + "title": "reduced by 2, but it gains the Blast (2) Quality.", + "content": "Used With: All bolt weapons.\nTable5–11: Special Issue Ammunition", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3394, + "rule_id": "pdf_skill_888_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Backpack Ammo Supply N/A –\nDragonfire Shells 28 Respected\nHellfire Rounds 25 –\nImplosion Shells 27 Respected\nKraken Rounds 5 –\nMetal Storm Rounds 15 –\nStalker Rounds 5 –\nVengeance Rounds 25 Famed\nWitch Bolts 12 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3395, + "rule_id": "pdf_skill_889_stalker_rounds", + "title": "stalkeR Rounds", + "content": "Stalker rounds were designed for sniping use in\nStalker-pattern boltguns, and that is still where\nthey achieve maximum efficacy. However, they\nmay be used in other bolt weapons to reduce their\nreport. A stalker round’s core is replaced with gas\npropellant and the mass-reactive explosive replaced\nwith solid mercury.\nEffects: Awareness Tests to hear shots made\nwith stalker rounds suffer an additional –30 penalty and\ncan only be attempted at half the normal distance. Reduce\nthe weapon’s Damage by 2. When used in a Stalker-pattern\nBoltgun, this damage penalty does not apply. Additionally\nin such a weapon, no Tests to detect the shot are possible\n(however, depending on the situation, the appropriate\nOpposed Skill Test may be required for the firer himself to\nremain hidden).\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3396, + "rule_id": "pdf_skill_890_vengeance_rounds", + "title": "vengeanCe Rounds", + "content": "Vengeance rounds were originally created to combat the\nAdeptus Astartes’ most bitter foe: Chaos Space Marines.\nDesigned to breach power armour of Space Marine calibre,\nthe core of each round contains a spark of unstable matter\nthat creates a micro-fission explosion upon detonation. Each\ndelicately engineered bolt is supremely effective at thwarting\narmour and eradicating even the most resilient target, but the\ntechnology needed to imbue a bolt shell with such power\ncarries great risks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3397, + "rule_id": "pdf_skill_891_effects_the_weapon_gains_the", + "title": "Effects: The weapon gains the Felling (1) Quality, and", + "content": "its Penetration increases to 9. Vengeance rounds detonate\nprematurely on an attack roll of 91–100. When this happens,\nthe firer suffers explosive damage equal to the weapon’s\ndamage with a Penetration of 5 to an arm location (the arm\nholding the weapon if it was fired one-handed, or a random\narm if fired with two hands). This automatically causes the\nweapon to Jam, and happens too quickly to avoid the damage\nby dropping the weapon.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3398, + "rule_id": "pdf_skill_892_witch_bolts", + "title": "witCh bolts", + "content": "Based on a Black Templars design, these bolts release a\nsmall core of neuro-inhibitors laced with warp-reductive\ncompounds that disrupt a creature’s connection to the warp.\nEffects: In addition to taking normal Damage from the\nweapon, any creature with a Psy Rating who takes Damage\nfrom a witch bolt reduces its Psy Rating by 1 for 1d10\nRounds each time. During this time, the creature may not\nPush its Psychic Strength. Additionally, creatures with Warp\nInstability must immediately make a Willpower Test to check\nfor disruption as described in the Trait.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3399, + "rule_id": "pdf_skill_893_armour", + "title": "Armour", + "content": "“Bless this plate, that it may deflect the blade of my enemy and the\nbullets of the unrighteous.”\n–From the Rites of Girding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3400, + "rule_id": "pdf_skill_894_armour_provides_armour_points", + "title": "Armour provides Armour Points (AP) to various locations", + "content": "on a character’s body. In addition, some kinds of armour have\nspecial properties noted in their description:\nArmour Type: The type of armour it is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3401, + "rule_id": "pdf_skill_895_location_s_covered_what_loca", + "title": "Location(s) Covered: What locations the armour covers,", + "content": "a combination of arms, legs, body, and head. Some armour\ncovers all four locations and is noted as covering “All”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3402, + "rule_id": "pdf_skill_896_ap_armour_points_how_many_a", + "title": "AP (Armour Points): How many Armour Points the", + "content": "armour provides for the locations covered. Any armour that", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3403, + "rule_id": "pdf_skill_897_provides_7_or_more_aps_includ", + "title": "provides 7 or more APs (including Astartes power armour)", + "content": "inflicts a –30 penalty on the wearer’s Concealment and Silent\nMove Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3404, + "rule_id": "pdf_skill_898_kg_kilograms_represents_how", + "title": "Kg (Kilograms): Represents how much the armour", + "content": "weighs. For information on how much a character can carry\nrefer to page 208. Since Space Marines are engineered to\nfunction in their power armour, it never counts against their\ncarrying weight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3405, + "rule_id": "pdf_skill_899_req_requisition_the_number", + "title": "Req (Requisition): The number of Requisition Points", + "content": "required to acquire the armour from the armoury.\nRenown: The minimum Renown Rank required to\nRequisition the armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3406, + "rule_id": "pdf_skill_900_armour", + "title": "Armour", + "content": "Astartes power armour is the high standard against which other\nforms of Imperial protection are measured. The commanding\nsight of the God-Emperor’s warriors in their iconic battle gear\nhas routed more than one enemy force without firing a shot.\nHeavy ceramite plates form the basis for most suits, actuated\nby electrically motivated fibre bundles that replicate the\nmovements of the wearer and enhance his strength. Not only\nare Adeptus Astartes patterns the pinnacle of power armour\ntechnology, but a Space Marine’s unique interface implants\nensure that his armour responds with the speed and precision\nof his own body. Each Battle-Brother is responsible for the\ncare of his own suit of power armour, the components of\nwhich may have served his Chapter for millennia before him.\nAstartes power armour contains many complex sub-systems,\nand it is the synergy of advanced technology with Space Marine\nphysiology that makes a Battle-Brother in power armour so\ndeadly. This combination yields the following effects:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3407, + "rule_id": "pdf_skill_901_trait_and_heightened_senses", + "title": "Trait, and Heightened Senses (+10 to relevant Tests) for Sight", + "content": "and Sound. Input filtering provides immunity to photon flash\ngrenades and stun grenades. Note that these benefits only\napply whilst the Space Marine is wearing his helmet, and the\nbenefits from the Auto-senses stack with the benefits of the\nSpace Marine’s Lyman’s Ear and Occulobe implants (meaning\nthat Space Marines have a +20 to Sight- and Sound-based\nAwareness Tests). Additionally, the Auto-Senses make the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3408, + "rule_id": "pdf_skill_902_called_shot_action_see_page_2", + "title": "Called Shot Action (see page 238) into a Half Action.", + "content": "Osmotic Gill Life Sustainer: With the helmet on, the\narmour is environmentally sealed and can maintain an adequate\noxygen supply as long as the unit is powered.\nBio-monitor and Injectors: If the internal cogitator\ndetects a problem with the wearer’s bio-signs, it can administer\npain suppressors, combat stimms, and anti-toxins. This provides\nthe following benefits:\n• +10 to Tests resisting the Toxic Quality and similar\npoison effects.\n• The pain suppressor reservoir has a total of 6 doses,\neach of which can be used to ignore Critical Effects\nfor 1d10 rounds. The doses may be used in succession\nor staggered.\n• If the wearer is Stunned, the effect lasts a maximum of one\nRound before the bio-monitor detects and negates it.\nVox Link: Serves as a\nstandard vox and a channel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3409, + "rule_id": "pdf_skill_903_data_transmissions_the_suit", + "title": "data transmissions the suit", + "content": "or its wearer can access.\nThe bio-monitor feed also\ntransmits through this link,\npermitting a squad to view\neach others’ vitals.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3410, + "rule_id": "pdf_skill_904_magnetized_boot", + "title": "Magnetized Boot", + "content": "Soles: Can be activated to provide the equivalent of\nMagboots.\nNutrient Recycling: Filters in the armour capture and\npurify body waste, re-constituting it into a nutrient solution that\nis intravenously returned to the body. This can sustain a Battletwo weeks that no other source of nutrition is ingested, make\na Toughness Test or suffer one level of Fatigue until nutrition\nis consumed. The Difficulty of this test increases one step for\nevery two weeks that passes without food or Preomnor-derived\nsustenance.\nRecoil Suppression: Provides the ability to fire Basic\nweapons one-handed. Ranged weapons not classed as Pistols\nstill may not be used in Close Combat.\nGiant Among Men: A Space Marine in power armour\nis Hulking. This increases his Base Movement by 1;\nhowever, the grace afforded by his Black Carapace negates\nthe modifier enemies would otherwise have to attack him.\nSee page 134 for the full effects of Size. He still suffers the\nusual penalties to Concealment and Silent Move for being\nheavily armoured.\noor Manual Dexterity: While protective, armoured gloves\nare not ideal for fine manipulation. Delicate tasks suffer a –10\npenalty unless using equipment designed for Space Marines.\nSimilarly, ranged weapons other than those of Astartes design\nare too small for an armoured Battle-Brother to wield at all.\nAssuming power armour is a sacred ritual, honouring the\nmachine spirit’s history of valiant deeds and praying for its\nboons in the battles to come. It takes 20 minutes to remove\nor don power armour un-aided, but never less than 5 minutes\nno matter the amount of assistance as the proper rites must\nbe observed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3411, + "rule_id": "pdf_skill_905_power_armour_history", + "title": "poweR aRmouR histoRy", + "content": "Every suit of power armour is unique, worn in different battles\nand often comprised of remnants from other suits with their\nown service records. It is no surprise that the machine spirits\nof power armour develop their own personalities over time.\nRoll 1d10 on the Power Armour History chart to determine\na suit’s character. The result of the roll may be modified by 1\neither up or down based on the player’s preference (rolls of 1\nmay be modified to a result of either 2 or 10, and rolls of 10\nmay be modified to a result of either 9 or 1).\nmaRk vii “aquila” poweR aRmouR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3412, + "rule_id": "pdf_skill_906_10", + "title": "10", + "content": "To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3413, + "rule_id": "pdf_skill_907_damaging_power_armour", + "title": "damaging poweR aRmouR", + "content": "Once a Battle-Brother takes Damage greater than the Armour\nPoints of his armour, it no longer counts as environmentally\nsealed. An application of repair cement is usually sufficient to\nre-seal it until permanent repairs can be made. Astartes power\narmour uses a fusion generator backpack which can sustain\npower forever with proper care. However, it is possible for the\npower unit to be damaged, hindering or even disabling the suit.\nIf the wearer takes Critical Damage to the Body from behind,\nconsult the Power Unit Critical Effects chart (in addition to\nnormal Critical Effects). The problems continue until the unit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3414, + "rule_id": "pdf_skill_908_astartes_artificer_armour", + "title": "astaRtes aRtifiCeR aRmouR", + "content": "Painstakingly cared for and customised for each esteemed\nbearer, artificer armour is the rarest form of power armour.\nThe technology and superdense materials used to construct\nthese suits is unparalleled inside the Imperium. Each one is a\nmasterwork of artificer ingenuity and (outside of Techmarines\nlabouring towards their own) is awarded only to true Chapter\nheroes. Artificer armour is always Master-Crafted. In addition\nto the effects of standard Astartes power armour, the advanced\nhelmet incorporates an MIU. Some suits incorporate even more\nunusual features, such as automated fibre re-weaving, eliminating\nthe need for Repair Cement to seal most breaches.\nOnly countless hours of labour at the blazing Space Marine\nforges gives rise to a suit of artificer armour. The unique inlays,\nengravings, and profile represent the vision which drove its\nmaker to such a momentous undertaking, and its machine\nspirit waxes wise and powerful. Roll twice on Table 5–12:\nPower Armour History to determine the properties of a\nparticular unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3415, + "rule_id": "pdf_skill_909_astartes_scout_armour", + "title": "astaRtes sCout aRmouR", + "content": "In most Codex Chapters, Neophyte Space Marines serve in the\n10th Company as Scouts as their first assignment. Scouts are\nplaced under the instruction of an experienced sergeant, who\nboth takes command of the squad and teaches the Scouts what\nit means to be a Space Marine. During this time, Scouts wear\nlighter, less-encumbering armour than the power armour worn\nby the Initiate Battle-Brothers of the Chapter. This armour is a\nversion of carapace armour that offers protection while at the\nsame time is extremely well-suited for stealth and skirmishing.\nAstartes Scout Armour provides a +10 bonus to Concealment\nSkill Tests and does not inflict a penalty to Silent Move and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3416, + "rule_id": "pdf_skill_910_concealment_skill_tests_based", + "title": "Concealment Skill Tests based on AP (see page 160).", + "content": "detailing a histoRy of valouR\nThe Power Armour History table is meant to provide\nideas for the unique machine spirits that evolve in\nAstartes power armour. Players should decide on the\nspecific story behind their result. For example, a suit\nwith the “None shall escape the Emperor’s wrath”\nhistory may have enabled a famous Captain to make\nan impossible shot that killed an entrenched enemy\nleader, turning the tide at the First Siege of Khazant.\nArmour with the “Lead from the front” history should\nhave a lineage of the illustrious bearers and the battles\nwhere they led their brothers to victory.\nPlayers and GMs should also not feel restricted to\nthe list provided. You may wish to negotiate comparable\neffects that better reflect the particular character of a\nBattle-Brother’s most important piece of equipment.\nTable 5–13: Power Unit Critical Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3417, + "rule_id": "pdf_skill_911_damage_result", + "title": "Damage Result", + "content": "1–3\nUnaffected: The power unit continues\nfunctioning normally.\n4–5\nDamaged: The power flow is diminished,\ncausing system failures and difficulty moving.\nAll benefits granted by the armour (except its\ninherent AP) are lost. All physical actions suffer\na –10 penalty. Decrease Base Movement by 2.\n6+\nUnpowered: The suit completely shuts down.\nAll benefits granted by the armour including", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3418, + "rule_id": "pdf_skill_912_wearer_must_make_an_arduous", + "title": "wearer must make an Arduous (–40) Strength", + "content": "Test to simply move. If he passes the test, his\nBase Movement is still reduced to 1, and all\nphysical actions suffer a –30 penalty.\nmaRks of aRmouR\nThe power armour presented in this chapter is the Mark\nVII version, also known as “Aquila Armour.” There are\nmany other marks of Space Marine power armour, and\nmore information on these marks of power armour will\nbe presented in future DeaTHwaTcH supplements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3419, + "rule_id": "pdf_skill_913_astartes_terminator_armour", + "title": "astaRtes teRminatoR aRmouR", + "content": "Tactical Dreadnought armour, more commonly called\nTerminator armour, turns an Adeptus Astartes into a nighare the superlative form of individual protection in Space Marine\narmouries, and enable a Battle-Brother to unleash firepower\nrivalling combat vehicles. Terminator Armour is only deployed\non the most dangerous Missions and only to veterans who have\nproven themselves worthy of wearing the Crux Terminatus: the\nicon found on the left shoulder of every suit of Terminator\narmour. Each one of these honour badges is said to contain\na fragment of the Emperor’s own armour from his final battle\nwith the traitor Horus.\nTerminator Armour incorporates all the systems of standard\nAstartes power armour with several upgrades. Superior actuator\nand stabilisation systems allow for Heavy and Mounted\nweapons to be fired one-handed. This also provides the Autoauto-senses are part of a sensorium, which provides the same\ncapabilities as an auspex. If two or more Battle-Brothers are in\nTerminator Armour, the input-link capabilities of a sensorium\nalso increase the Squad’s effective Rank by 1 for the purposes of\ndetermining whether or not it is in Support Range. Terminator\narmour’s heavy layers of protective alloys can deflect even the\nheaviest bombardments. In addition, the Crux Terminatus on\nevery Terminator’s shoulder plate serves as a ward capable of\nturning aside attacks from power weapons, melta fire, and even\nthe baleful energies of the warp. This protection provides the\nsame chance to emerge unscathed as a Force Field (see page\n166) with a Protection Rating of 35. Since this is purely due\nto the chance of the hit glancing off the armour’s strongest\nsurfaces, there is no possibility of Overload. Also roll once on\nTable 5–12: Power Armour History.\nThe massive frame of a Terminator is not without limitations.\nA Terminator cannot Run, and the wearer suffers –20 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3420, + "rule_id": "pdf_skill_914_agility_and_cannot_dodge_but", + "title": "Agility, and cannot Dodge (but may still Parry). Furthermore,", + "content": "in order for the Terminator’s frame to properly support, aim,\nand interface with weapons, they must be affixed by special\ncouplings. Arming Tactical Dreadnought units is a laborious\nand sacred ritual that may only be performed by high-ranking\nTechmarines with the proper ceremonial accoutrements and\nfacilities. This prohibits the weapon configuration from being\nchanged under other circumstances. Weapons typically available\nwith the right couplings for Terminator armour are limited;\nwhen Requisitioning Terminator armour, the Battle-Brother\npays the 60 Requisition Points for the armour itself and then\nmust spend a minimum of 40 additional Requisition Points to\narm it. Its weapons must come from the list below. (There is no\nrestriction on Upgrades or Wargear.)\nTerminator-Compatible Weapons: Any combi-weapon,\nPower Weapon or Force Weapon, Storm Bolter, Storm Shield,\nHeavy Flamer, Assault Cannon, Cyclone Missile Launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3421, + "rule_id": "pdf_skill_915_primitive_armour", + "title": "pRimitive aRmouR", + "content": "Primitive armour is the norm on many feudal or feral planets,\nthe lower levels of some hives where technology is unreliable\nor too expensive, and many alien worlds. Protection at this\nlevel often consists of reinforced animal hides, metal plating\nworn over the chest, chainmail, or a combination of these\nand other crude methods. Armour with the Primitive Quality\nonly offers full protection against weapons also having the\nPrimitive Quality. Otherwise, it only provides half its normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3422, + "rule_id": "pdf_skill_916_the_crux_terminatus", + "title": "The Crux Terminatus", + "content": "Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate\nfragementsof the Emperor’s armour. At the climax of the Horus Heresy, the Emperor personally led an\nattack on the Warmaster’s battle barge alongside his most trusted warriors. During the fierce fighting, the\nEmperor came face to face with Horus. In the battle that followed, Horus greivously wounded the Emperor.\nFollowing Horus’ defeat, the legends say that the Emperor decreed that his armour be taken off and melted\ndown, and that the pieces be made into badges that all Terminators would wear in recognition of the service\nperformed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only\ncontain the most miniscule of fragments.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3423, + "rule_id": "pdf_skill_917_carapace_armour", + "title": "CaRapaCe aRmouR", + "content": "While carapace armour may be a sign of status among standard\nImperial forces, its protection is substantially inferior to\npower armour, and it is typically worn only by Space Marine\nScouts. Made from moulded plates of armaplas, ceramite, or\nother strong materials, it can cover the entire body or just\nsections depending on the desired level of protection. Space\nMarine Scouts wear carapace plates that allow maximum\nfreedom of movement for the stealth operations of their units,\nwhile Tau Fire Warriors wear thick, articulated suits complete\nwith helmets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3424, + "rule_id": "pdf_skill_918_diagnostor_helmet", + "title": "diagnostoR helmet", + "content": "Apothecaries often replace their usual helmet with a diagnostor\nhelmet, which contains upgraded sensors and readouts to assist\nwith their charge of treating the injured and maintaining their\nbrothers’ physical combat readiness. A paired infralense and\nx-ray imager help the Apothecary monitor small changes in\na patient and diagnose internal injuries, even through power\narmour. A character equipped with a diagnostor helmet gains\na +10 to all Medicae Tests where he is working directly on a\npatient. The improved sensory capabilities also duplicate the\neffects of a Preysense sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3425, + "rule_id": "pdf_skill_919_masking_screen", + "title": "masking sCReen", + "content": "In a long history of clashes with the Velk’Han Sept of the alien\nTau forces, the Deathwatch has captured a limited number of\ntheir prized stealth field generators. While the Crucible Resolviate\nhas been unable to produce a perfect equivalent purged of alien\ntaint, painstaking research has created a functionally similar\ndevice, if not quite as potent. It combines light refraction with\nnoise dampeners to hide the subject from most senses, even at\nclose range.\nThe emanator is typically a small, translucent polyhedron that\naffixes at the shoulder. When it is active, the user appears wrapped\nin a mirage-like haze as the screen obstructs sound and light wave\ntransmissions through its area. This makes it valuable for covert\noperations, particularly those performed in otherwise noisy\npower armour. It also provides an additional measure of defence\nin combat, but the technology is not perfectly unidirectional, and\nmany warriors do not find it worth the side effects in combat.\nAn active masking screen provides the user a +30 bonus to\nConcealment, Shadowing, and Silent Move Tests, but imposes\na –10 on all Perception-based Tests. Attack rolls on a character\nusing a Masking Screen suffer a –10 Penalty. At distances over\n30 yards, this penalty increases to –20, but the distortion affects\nthe protected character as well, who suffers a –10 to Attack\nopponents at that distance or further. The field may be activated\nor de-activated as a Ready Action.\nTable 5–13: Armour\nName Locations Covered AP kg Req Renown\nAstartes Power Armour All 8/10 180 N/A –\nAstartes Artificer Armour All 12 100 60\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3426, + "rule_id": "pdf_skill_920_hero", + "title": "Hero", + "content": "††\nAstartes Scout Armour Body, Arms 6 30 N/A —\nAstartes Terminator Armour All 14 400 100\n†††", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3427, + "rule_id": "pdf_skill_921_famed", + "title": "Famed", + "content": "Primitive Armour Varies Varies Varies N/A N/A\nCarapace Armour All 6 15 N/A –\nDiagnostor Helmet Head 8 30 15 –\nMasking Screen – – +0.5 kg 25 Distinguished\nFlak Armour All 4 15 N/A –\n†\nArtificer armour is not available on a per-mission basis; it must be obtained as Signature Gear.\n††\nFor Techmarines, the artificer armour Renown requirement is only Distinguished.\n†††\nThis encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3428, + "rule_id": "pdf_skill_922_armour_craftsmanship", + "title": "aRmouR CRaftsmanship", + "content": "All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example,\nthe Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the\nactual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while\nthe flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of\nbetter manufacture uses the following modifiers.\nExceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the\narmour increases its AP by 1.\nMaster: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted\narmour weighs half the normal amount and increases AP by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3429, + "rule_id": "pdf_skill_923_flak_armour", + "title": "flak aRmouR", + "content": "Relatively lightweight and cheap to produce, flak armour is\none of the most common types of armour in the galaxy. It\ncan be found protecting countless human factions and xenos\nspecies. It is also standard issue to the millions of Imperial\nGuard adding their names to the memorial of the fallen on\nKarlack. Many layers of ablative and impact absorbent material\ngo into making each suit, enough to deflect or negate most\nlow-level attacks such as small arms, shrapnel, and proximity\nblasts. A great many foes in the Jericho Reach have dreaded\nweapons powerful enough to completely negate flak armour,\nbut a guardsman who discovers the dark terrors absent from his\nPrimer usually doesn’t live long enough to tell others. As long\nas the wearer is not on the target spot of the blast, Flak armour\ncounts as AP 5 against weapons with the Blast Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3430, + "rule_id": "pdf_skill_924_force_fields", + "title": "Force Fields", + "content": "Astartes power armour comprises the highest quality ceramite\nand adamantite plating—the strongest protective materials the\nImperium can produce. However, the armour-piercing claws\nof some xenos, and the assaults of their twisted weapons, call\nfor better defences than any armour can provide. In these\nsituations, the Adeptus Astartes utilise force fields, which\nprovide protection of an altogether different level. Force fields\nare designed to deflect rather than merely absorb incoming\nattacks; this makes them capable of averting blows from even\nthe most powerful weapons.\nForce field projectors are often small devices, easily\nfitted onto armour, shields, or weaponry. The technology to\nproduce such powerful emanations from such tiny devices\nis also a highly guarded secret of the Adeptus Mechanicus,\nand virtually all force fields are centuries old, at least. The\nAdeptus Astartes and the Deathwatch are fortunate to have\nmore than their fair share of these precious machines and\ncarefully control their deployment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3431, + "rule_id": "pdf_skill_925_field_rules", + "title": "field Rules", + "content": "A character may only benefit from one field at a time, regardless\nof how many different fields he may have equipped. When a\ncharacter wearing an active field is attacked, roll 1d100. If the\nresult is less than or equal to the field’s protection rating, the attack\nis nullified and has no effect on the protected character (although\nthe attack may have an impact on the character’s surroundings or\nother nearby characters, such as weapons with the Blast Quality).\nFields may also overload. Compare the result of the d100 roll\nto avoid damage to the field’s Overload Roll. If the result is less\nthan or equal to the listed number, the field is overloaded and\nceases to function until it is recharged or repaired (requiring a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3432, + "rule_id": "pdf_skill_926_successful_very_hard_30_tec", + "title": "successful Very Hard (–30) Tech-Use Test). Most Common", + "content": "Astartes force fields overload on a roll of 01–10. Exceptional\ncraftsmanship reduces that threshold to rolls below 05, while a\nMaster-Crafted force field only overloads on a roll of 01.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3433, + "rule_id": "pdf_skill_927_astartes_combat_shield", + "title": "astaRtes Combat shield", + "content": "A combat shield is a compromise between flexibility and\ndefence, trading the stronger field and physical protection a\nstorm shield’s size offers for a free hand. A combat shield straps\nto the arm, providing an able parrying tool as well as a smaller\nenergy field. A combat shield is a Balanced weapon that does\n1d5+1 Impact damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3434, + "rule_id": "pdf_skill_928_astartes_storm_shield", + "title": "astaRtes stoRm shield", + "content": "Storm shields are large and heavy shields that can house\nextensive webs of field generation circuitry in their thick\nplating. Its energy field can fend off bullets and blasts\nfrom afar, while the physical shield itself protects against\nmelee attacks. A storm shield provides +4 Armour Points\nto the Arm wielding the shield and to the Body location.\nStorm Shields also have the Defensive Quality. It also\nreduces the time necessary for a Guarded Attack to a Half\nAction. If used to bash an enemy, a storm shield does\n1d10 Impact damage but suffers a –20 penalty to the\nattack roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3435, + "rule_id": "pdf_skill_929_protection", + "title": "Protection", + "content": "Rating Overload Roll Wt Req Renown\nAstartes Combat Shield 25 01–10 3 20 Distinguished\nAstartes Storm Shield 55 01–10 10 35 Distinguished\nIron Halo 50 01 0.5 kg 40 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3436, + "rule_id": "pdf_skill_930_iron_halo", + "title": "iRon halo", + "content": "Exceedingly rare and reserved only for Battle-Brothers who have\nproven themselves time and again through exceptional deeds, the\nIron Halo is as much a mark of valour as it is a protective device—a\nfunction which should not be understated. These devices radiate\nan energy field almost as powerful as a storm shield, while their\ntypical design of a literal halo crowning the wearer’s head leaves\nhis hands free for battle. An Iron Halo is always Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3437, + "rule_id": "pdf_skill_931_chapter_relics", + "title": "chApter relics", + "content": "On rare occasion a Chapter permanently contributes a relic of\nChapter significance to the Deathwatch as a reaffirmation of\ntheir oaths. Other such items sometimes find their way into\nDeathwatch armouries when the Battle-Brother who owned\nit dies in service with his Mission unfulfilled. Even if many\nDeathwatch vaults did not protect their own contents through\ngene-coded locks, no Space Marine would be so crass as to use\na relic sacred to another Chapter. These relics are only issued to\nBattle-Brothers of the same affiliation as the relic’s legacy.\naRmouR of the RemoRseless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3438, + "rule_id": "pdf_skill_932_crusader_black_templars", + "title": "CRusadeR (blaCk templaRs)", + "content": "This artificer armour is one of a trinity crafted by the Black\nTemplars. Each suit is gilded with detestations of the warp\nand said to have the blood of saints layered into the thousandPitiless Crusader and the Fearless Crusader remain with the\nChapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\neffects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\nagainst attacks with the Warp Weapon effect. The Armour of\nthe Remorseless Crusader also incorporates a Master-Crafted,\nSanctified sword that can extend from the forearm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3439, + "rule_id": "pdf_skill_933_chalice_of_vision_blood_angel", + "title": "ChaliCe of vision (blood angels)", + "content": "The shrouded motives of the Omega Vault\nrevealed this ornate gold chalice the day\nWatch Captain Mordigael assumed his role\nas Master of the Vigil. Unknown hands\nengraved it with the image of Sanguinius’\nfinal battle and set a reservoir of a ritual\ncompounds in its base that releases when\nthe cup is filled. The resulting draught can\nbe used in the Rite of Vision, said to grant\na Blood Angel the same almost prescient\nclarity their Primarch possessed. Bearers of\nthe Chalice typically carry a flask of scarlet\nsacramental wine to use with the relic.\nThose who imbibe from the Chalice gain +10 to all WS, BS,\nand Skill Tests, and the Unnatural Perception Trait for 1 hour.\nDire consequences exist for those who violate the strictures\nagainst performing the Rite of the Vision too often. At the GM’s\ndiscretion, those who drink from the Chalice may experience\nstrange oracular visions that my reveal hints about the future.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3440, + "rule_id": "pdf_skill_934_special", + "title": "Special", + "content": "25 50 Hero\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full\nAccurate,\nTearing, Special\n16 75 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3441, + "rule_id": "pdf_skill_935_remorseless_crusader", + "title": "Remorseless Crusader", + "content": "(Sword Profile)\nMelee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\nChalice of Vision — — — — — — N/A — 5 70 Hero\nDeathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3442, + "rule_id": "pdf_skill_936_blast_1_felling", + "title": "Blast(1), Felling", + "content": "(1), Volatile\n7 70 Hero\nFrost Blade Melee — — 1d10+11 E 9 — N/A\nBalanced, Power\nField, Tearing\n10 60 Hero\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3443, + "rule_id": "pdf_skill_937_this_venerated_plasma_pistol", + "title": "This venerated Plasma Pistol", + "content": "was recently left to the\nDeathwatch by Captain Raziel\nof the Dark Angels, who gave\nhis life to hold a fortress on the\nedge of the Cellebos Warzone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3444, + "rule_id": "pdf_skill_938_against_chaos_sieges_until", + "title": "against Chaos sieges until", + "content": "reinforcements arrived. Deathroar contains the power of a\nheavy weapon in its small casing. The super-heated air around\nthe muzzle as the weapon discharges produces a unique\nsound reminiscent of predatory felines from which Deathroar\nderives its name. Firing Deathroar on Maximal setting does\nnot cause the Overheats Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3445, + "rule_id": "pdf_skill_939_frost_blade_space_wolves", + "title": "fRost blade (spaCe wolves)", + "content": "Frost blades are master works from the Space Wolves’ Iron\nPriests—each incredibly rare and prestigious. The teeth of\nthese icy chain weapons are always cut from nigh-unbreakable\nsubstances such as Kraken fangs or tempered diamond. The\nunique power fields enveloping frost blades have a distinct\nblue cast. A frost blade combines the best of a chain weapon\nand a power weapon, and adds +3 Damage when an attack\nfrom the weapon causes Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3446, + "rule_id": "pdf_skill_940_helm_of_varthion_ultramarines", + "title": "helm of vaRthion (ultRamaRines)", + "content": "Sergeant Varthion is a legend on\nWatch Fortress Erioch. Long before\nWarmaster Achilus ever dreamed of\nconquest through the Warp Gate,\nthe Deathwatch kept vigil over\nit. In the fourth century of M41,\nVarthion and his squad destroyed\na xenos warhost hundreds of\ntimes their number in defence of\nthe Gate. Records conflict as to\nwhich side of the Gate originated\nthe enemy assault, but accounts of the aftermath in the control\nstructure are identical. They describe alien corpses of an aspect\nuncatalogued before or since, “in such volumes that Varthion’s\nsquad stood atop them like Titans astride a demolished hive.”\nThe Ultramarine Sergeant’s ancient helm contains the pinnacle\nof augury sensors and prophesier readouts. It grants +10 to all\nAttack rolls, and unerringly divines the enemy’s weakest point,\ngranting a +3 bonus to the Penetration of any weapon wielded\nby the helm’s wearer. A dedicated cogitator bank also provides\ntactical recommendations based on thousands of years of\ncompiled Ultramarines combat theory. This increases the wearer’s\neffective Rank by 1 for purposes of calculating Cohesion or for\nUltramarines Chapter abilities in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3447, + "rule_id": "pdf_skill_941_levin_shield_storm_wardens", + "title": "levin shield (stoRm waRdens)", + "content": "The Storm Wardens Chapter Master,\nLorgath Maclir, once wielded the\nLevin Shield. It is said he passed it\nto the Deathwatch in payment of\nan honour debt to Watch Captain\nMordigael. This storm shield\nadjusts to the bearer’s bio-electric\nsignature and uses his body as\npart of the circuit to generate its\npowerful energy field. The crackling\nnimbus protects the wielder while\nelectrifying his foes. The Shield’s kinetic repercussion plating\nalso unleashes thunderous fury when struck.\nThis Force Field has a Protection Rating of 55 and an\nOverload number of 1, and causes 1d10+4 Energy Damage\neach Round to all creatures in melee with the wielder,\nignoring armour. If the Storm Warden successfully Parries\nwith the Levin Shield, the attacker must immediately make\na Toughness Test at –10 per degree of success by which the\nParry succeeded, or be Stunned for 1 Round. As a storm\nshield, it also provides +4 AP to the Body and the Arm\ncarrying it and reduces the time necessary for a Guarded\nAttack to a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3448, + "rule_id": "pdf_skill_942_deathwatch_relics", + "title": "deAthWAtch relics", + "content": "Some Relics’ legacies are rooted in the Deathwatch. Such an\nitem may be forged by artificers deep in the shielded heart of\nthe Watch Fortress, rise to significance in service to their vigil,\nor even be an offering from the outer catacombs of the Watch\nFortress’s mysterious revelation mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3449, + "rule_id": "pdf_skill_943_adamantine_mantle", + "title": "adamantine mantle", + "content": "These intricately worked cloaks take their name from the\nmost common variation: small adamantine scales worked\ninto a protective yet flexible defensive covering. Similar,\npersonalised designs exist, all using unbreakable materials to\nform an impressive cloak. Each one is the labour of decades\nby master artificers, who temper each individual scale and\nthread for maximum resilience. Their work is then blessed\nby Chaplains before finally being laid upon the shoulders of\nits first bearer. The mantle protects him not just through its\nphysical strength, but also by making his movements more\ndifficult to predict as the opaque cloak whirls about him in\ncombat.\nAn adamantine mantle negates 2 points of Armour\nPenetration from any incoming attack. The wearer gains a\n+10 to his Opposed Weapon Skill Test to Feint, and if he\ntakes the Defensive Stance Action, foes suffer an additional\n–10 on Weapon Skill Tests to attack him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3450, + "rule_id": "pdf_skill_944_deathwatch_relic_blade", + "title": "deathwatCh ReliC blade", + "content": "A standard power sword is no better than a flimsy\nmetal spike in the humbling aura of a relic blade.\nRemembrancer works from the Horus Heresy depict\nthese magnificent power weapons in the hands of\nits heroes, and accounts can be found through the\nages of how their wielders turned the tides of key\nbattles. Few enough have survived the millennia,\nand only a precious handful of those are reserved\nfor the Deathwatch.\nRelic blades take various forms, but are always\na great weapon of some fashion. They require two\nhands for even a Space Marine to wield. A relic\nblade that successfully Parries a weapon without\nthe Power Field Quality automatically destroys the attacker’s\nweapon. It has the same effect on weapons used to Parry\nit, shearing through such inferior defences and striking as\nthough opposition was never rendered. A relic blade has a\n25% chance to destroy a weapon normally immune to Power", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3451, + "rule_id": "pdf_skill_945_remains_from_the", + "title": "remains from the", + "content": "abandoned station.\nTechmarines fortunate enough to examine the advanced\nweapon frequently debate the number and nature of machine\nspirits necessary to achieve its flawless performance, but the\nmost widely accepted theories place a union of over one\nhundred machine spirits within the casing of tenebrous\nalloys.\nIn addition to accuracy and power unrivalled in other\nbolters of its size, the Skapulan Bolter integrates a Fire\nSelector, a Targeter, and a melee attachment equivalent to a\nMaster-Crafted combat knife. The gun never Jams, and any\nAttack roll of 96–100 may be re-rolled as the machine spirits\n—however many they may be— strive for perfection.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3452, + "rule_id": "pdf_skill_946_devotion_chain_black_templars", + "title": "devotion Chain (blaCk templaRs)", + "content": "The Black Templars frequently wrap sections or their armour\nwith chains, or bind their weapons to themselves to symbolize\nthat they are unendingly bound to war against the Emperor’s\nenemies. These constant reminders of a Black Templar’s vows\nsteel his resolve. Add +3 to any Willpower Test to resist Fear\neffects and Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3453, + "rule_id": "pdf_skill_947_tabard_black_templars", + "title": "tabaRd (blaCk templaRs)", + "content": "Tabards may bear personal, Deathwatch, Chapter, or even\nSquad-specific heraldry. In other cases they are ornamental\nand without symbols of any kind. Black Templars in the\nDeathwatch typically wear tabards only from the waist to\navoid marring the uniform intent of the Squad colouring, but\nless conforming individuals have been known to wear the\nfull tabards most commonly seen back in their home Chapter.\nChoose one of the following types of tabard:\n• Ornamental: Add +2 to Fellowship Tests.\n• Deathwatch / Squad heraldry: The Kill-team\nrestores 1 bonus Cohesion for every Primary Objective\nachieved.\n• Chapter heraldry: Add 1 to the character’s effective\nRank for determining Black Templar Solo Ability\neffectiveness, but subtract 1 from Squad Base Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3454, + "rule_id": "pdf_skill_948_blood_drop_pendant", + "title": "blood dRop pendant", + "content": "(blood angels)\nThese ornaments are representations of the Blood Angels’ Chapter\nsymbol and the blood of Sanguinius that runs through their\ncollective veins. Some are literally filled with the Battle-Brother’s\nown precious blood, while others are jewelled or crystalline\nrepresentations. They are most often, but not always, worn around\nthe neck. Whenever the character spends a Fate Point to gain a\nbonus on a Test, he may add +13 instead of the usual +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3455, + "rule_id": "pdf_skill_949_golden_icons_blood_angels", + "title": "golden iCons (blood angels)", + "content": "Blood Angels frequently hang sacred gilded icons on their armour\nor from their belts. The exact form of these items varies, but they\nare considered a display of devotion as well as serving as a focus\nfor spiritual meditation. Choose one of the following types:\n• Icon of Inspiration: Add +3 to Command Tests.\n• Wings of Wrath: Add +1 to Damage if the character\nhits with his attack during the Charge action.\n• Purity Focus: Whenever the Battle-Brother gains\nCorruption Points, reduce the total by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3456, + "rule_id": "pdf_skill_950_ceremonial_sword_dark_angels", + "title": "CeRemonial swoRd (daRk angels)", + "content": "Dark Angels frequently carry swords with winged hilts in\necho of their Chapter symbol. These weapons are used more\nin ceremony than in combat, but they are perfectly functional\nweapons should the Battle-Brother have reason to draw one.\nThey are carried either in addition to, or in lieu of, a combat\nknife depending on the individual’s preferences. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3457, + "rule_id": "pdf_skill_951_robe_dark_angels", + "title": "Robe (daRk angels)", + "content": "Hooded robes are a common sight amongst Dark Angels.\nWhile they are most often worn by veterans and other high\nranking warriors, Battle-Brothers of all ranks may be found\nwearing them. The exact reasons and hidden meanings of\nwearing such a robe are difficult to discern even for members\nof the Chapter, but a few examples exist below:\n• Scholar’s Robe: Choose one Scholastic Lore and add\n+3 to all Tests on it.\n• Robe of Secrets: Choose one Forbidden Lore and add\n+3 to all Tests on it.\n• Seeker’s Robe: add +3 to Scrutiny Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3458, + "rule_id": "pdf_skill_952_wolf_pelt_space_wolves", + "title": "wolf pelt (spaCe wolves)", + "content": "Fenrisian wolves are renowned across the galaxy for their\nviciousness. They are respected creatures, and greatly\nentwined with Space Wolf beliefs. Unarmed hunting rituals\nexist on Fenris to prove a warrior’s prowess. Should a Battleof the animal thereafter. Add +2 to Intimidate Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3459, + "rule_id": "pdf_skill_953_runic_totem_space_wolves", + "title": "RuniC totem (spaCe wolves)", + "content": "The Sons of Russ have many traditions that are unique to\ntheir Chapter, and at the heart of Fenrisian mysticism stand\nthe Rune Priests. Using their arcane arts they craft rune\ntotems to call upon the powers of Fenris’ mythic beasts, and\nSpace Wolves fiercely believe that these talismans can lend\nthe bearer power from the spirit whose name is inscribed\nupon it. Listed here are some representative totems:\n• Totem of the Bloodied Hunter: add +1 to any damage\ninflicted by Righteous Fury.\n• Totem of the Sea Wolf: Choose one Drive or Pilot Skill\nand add +3 to all Tests on it.\n• Totem of the Sun Wolf: add +3 to Awareness Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3460, + "rule_id": "pdf_skill_954_sacris_claymore_storm_wardens", + "title": "saCRis ClaymoRe (stoRm waRdens)", + "content": "The feral clansmen of Sacris are raised with giant claymores\nin their hands. After a warrior’s transfiguration into a Space\nMarine is complete, the sword of his youth is a light and\nsimple thing, but the Storm Wardens have made a habit of\nforging improved versions of these primitive weapons of size\nand materials befitting an Adeptus Astartes. It is far from\nunheard of for an enraged Storm Warden to favour his simple\nclaymore over a power sword, particularly when matters of\nhonour are at stake. A Sacris claymore replaces the Astartes\ncombat knife, and requires two hands to wield. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3461, + "rule_id": "pdf_skill_955_tempest_amulet_storm_wardens", + "title": "tempest amulet (stoRm waRdens)", + "content": "The native traditions of Sacris place a strong emphasis on the\nability of an individual to affect change in the world through\nstrength of arm and force of will. Tempest Amulets are rooted\nin mysticism, but also serve as a focus for the Storm Warden’s\nstubborn will. These small leather pouches contain “tempest\nstones,” rocks fused into glass by the fierce lightning storms of\nSacris and wrapped in prayer scripts written by the owner.\n• Amulet of Might: Add +2 to Strength (after all other\nmodifiers).\n• Victory Scripture: Gain +2 WS when fighting an\nenemy in single melee combat.\n• Guardian Amulet: The enveloped scripts venerate the\nStorm Warden’s lost 1st Company, so that they will send\naid to the bearer in times of greatest peril. The amulet\ncounts as a Charm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3462, + "rule_id": "pdf_skill_956_cingulum_ultramarines", + "title": "Cingulum (ultRamaRines)", + "content": "The cingulum is a belt formed from several studded straps of\nleather or a similar strong and flexible material, which serves\nas a place for the hanging of victorex and other accolades\nof valour. Such belts are common decorations amongst the\nUltramarines and their successor chapters. The appearance of\na cingulum also varies with the type of small, detailed plates\nthat have been used to stud it and the choices of what terminal\ndecorations hang upon it.\n• Adamantine Inlays: The detailed plates are strong\nenough to deflect weak blows. Add +3 to Parry Tests.\n• Honour Bells: The clinking scales and bells hung at the\nend of each strap herald the bearer’s approach. Gain +3\nWS on your first Attack roll in a combat.\n• Marks of Leadership: Add +3 to any tests made to\nregain Cohesion or prevent Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3463, + "rule_id": "pdf_skill_957_heraldry_scroll_ultramarines", + "title": "heRaldRy sCRoll (ultRamaRines)", + "content": "Scrolls worked into a Battle-Brother’s armour, either as\nmetalwork or a placard are popular in many chapters, and the\nUltramarines are no exception. This crest may display a motto\nor title, but most commonly it bears the Ultramarine’s name\nso that his enemies know who brings their deaths, and tales\nof his deeds may travel. Add +10 Kill Markers to any Assault\nMission where the scroll was displayed in at least one battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3464, + "rule_id": "pdf_skill_958_wargear", + "title": "Wargear", + "content": "The Deathwatch is called upon to perform a wide range\nof duties, some of which require more than a bolter to\naccomplish. Watch Station armouries contain tools for nearly\nevery Mission, ensuring that a Battle-Brother can prepare for\nany service the God-Emperor asks of him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3465, + "rule_id": "pdf_skill_959_astartes_harness", + "title": "astaRtes haRness", + "content": "Offering more safety than a grapnel but less noise and bulk than\na jump pack, this Battle-Brother-sized harness can be used to\naid in safely descending from terrain or buildings. The simple\nharness fits over a character’s power amour. A hook-shaped\nmagnetic clip can then be anchored to a wide variety of surfaces\nas the coiled safety line slowly unspools. The Battle-Brother\ngains a +30 bonus to Climb Tests, and will not fall if he fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3466, + "rule_id": "pdf_skill_960_lift_high_into", + "title": "lift high into", + "content": "the air and then swoops down as part of his assault. Jump packs\nare also useful in leaping over high obstacles and reaching\ndistant enemies. Most Battle-Brothers receive the specialised\ntraining necessary to operate these devices as part of an assault\nsquad, where the extra noise and bulk is secondary to the extra\nmobility that would allow him to charge that much faster into\nthe thick of battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3467, + "rule_id": "pdf_skill_961_a_jump_pack_requires_the_pilot", + "title": "A Jump Pack requires the Pilot (Personal) skill to operate", + "content": "effectively. An Astartes Jump Pack allows for a safe, guided fall\nfrom any height, and any number of short jumps. Such jumps\nallow the Battle-Brother to double his Base Movement and\ntravel in any direction without regard for obstacles. For all other\npurposes, he counts as having taken the appropriate Movement\naction. He must land by the end of his Turn. Alternatively, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3468, + "rule_id": "pdf_skill_962_astartes_magboots", + "title": "astaRtes magboots", + "content": "Astartes power armour can be upgraded to contain strong\nelectromagnets built into the boot soles, allowing the wearer to\nadhere to metallic surfaces such as exterior hull plating. These\nmagnets may be activated or de-activated at the beginning of\nthe wearer’s Turn. Magboots reduce Agility Bonus (recalculate\nMovement accordingly) by half when used, but otherwise\nallow normal movement in low- or zero- gravity areas provided\nthere is a suitable surface to walk upon. Standalone versions of\nMagboots can be found outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3469, + "rule_id": "pdf_skill_963_astartes_psychic_hood", + "title": "astaRtes psyChiC hood", + "content": "The arcane devices known as psychic hoods are lined with psiSome would say more importantly, they render the wearer\ncapable of nullifying the effects that other psykers have on the\nwarp nearby. A character equipped with a psychic hood may\nspend his Reaction to attempt to nullify a psychic technique\nbeing used by another psyker within a number of metres\nequal to the character’s Willpower. This attempt should be\ndeclared before the enemy psyker makes his Focus Power\nroll. The psychic hood’s wearer first makes a Focus Power\n(Willpower) Test. Every degree of success imposes a –10\npenalty on the enemy’s Focus Power Test. Alternatively, the\nwearer may attempt to nullify the effects of a Psychic Technique\non himself only, regardless of Range. To do this, the character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3470, + "rule_id": "pdf_skill_964_takes_a_focus_power_willpower", + "title": "takes a Focus Power (Willpower) Test. If he succeeds, he", + "content": "is unaffected by the Psychic Technique, but any other targets\nor areas are affected normally. A nullification Test may trigger\npsychic phenomena based on Psychic Strength as normal.\nAdditionally, the psychic hood grants the wearer a +5 bonus\nto all Focus Power Tests, including nullification attempts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3471, + "rule_id": "pdf_skill_965_back_banner", + "title": "baCk banneR", + "content": "A Battle-Brother is asked to leave his home Chapter allegiances\nand the majority of its heraldry behind when he joins the\nDeathwatch. However, that does not mean his squad is without\nhonour, inspiration, or heroes, for devoting oneself to the grisly\nwar against the alien is its own great reward. Back banners fly on\nornate poles wrought with the Deathwatch symbol and icons of\nImperial faith, mounted on a backpack power unit or rising from\nbetween the shoulder blades. These elaborate banners often tower\nas tall again as the Battle-Brother’s height itself, heralding the\nvalour of the Emperor’s avenging angels to brother and foe alike.\nWhen the Kill-team’s leader spends a Fate Point to restore a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3472, + "rule_id": "pdf_skill_966_charm", + "title": "ChaRm", + "content": "A charm is a keepsake, holy relic, or good luck token that\nis intended to draw the benevolent eye of the Emperor, a\nPrimarch, or other patron to the bearer. They take myriad\nforms including such things as fragments of blessed bolter\ncasings, water from holy seas, and pelts of sacred animals.\nTable 5–17: Equipment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3473, + "rule_id": "pdf_skill_967_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Harness 8 4 –\nAstartes Jump Pack 50 15 –\nAstartes Magboots 5 3 –\nAstartes Psychic Hood 15 25 Distinguished\nBack Banner 5 15 –\nCharm – 6 –\nChrono – 1 –\nDilation Field 1 45 Famed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3474, + "rule_id": "pdf_skill_968_chrono", + "title": "ChRono", + "content": "Chronos are timepieces, which are dependable and simple to use.\nGeneral models are usually hand-held or worn on the wrist, while\nSpace Marines typically rely on the ones built into their armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3475, + "rule_id": "pdf_skill_969_dilation_field", + "title": "dilation field", + "content": "Remnants of largely abandoned experiments with inverting stasis\nfield technology, a few of these devices linger in the armouries of\nJericho Reach. These small, unembellished boxes are similar in\nsize to a force field projector, but rather than surrounding the user\nwith a protective field, within their sphere of effect time seems\nto pass at a different rate. While this enables a Battle-Brother to\nreact with unprecedented swiftness to the events around him, the\nsudden shift in his perceptions can be disorienting.\nA dilation field grants the owner the Unnatural Agility and\nUnnatural Speed Traits. Activating the field is a Ready Action\nwith all effects (including any change to the character’s place in\nthe Initiative Order) beginning at the start of the next Round.\nDilation fields consume huge amounts of power, and once\nactivated remain on for only 1d10 Rounds before requiring 1\nhour to recharge. Furthermore, the character is at –10 WS and BS\non the first Turn the field goes into effect, and the first Turn after\nthe field’s effects end, as he adjusts his timing.\nThe interactions between dilation fields and force fields can\nhave disastrous consequences, and only one type of field should\nbe activated at a time on a character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3476, + "rule_id": "pdf_skill_970_consumables", + "title": "consumABles", + "content": "Common combat drugs such as Slaught or Ghostfire Pollen\nwould only serve to pollute the perfectly engineered Space\nMarines’ blood. However, chemical compounds have a place in\ntheir arsenal, primarily for use on enemies, but also in the specially\nformulated concentrates used to help an Adeptus Astartes shrug off\ndebilitating injuries. Unless otherwise noted, all drugs listed here\nare Astartes-grade. They may be used on normal humans, but this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3477, + "rule_id": "pdf_skill_971_requires_a_routine_10_medic", + "title": "requires a Routine (+10) Medicae Test when administered to", + "content": "correctly cut the dosage and avoid causing 1d5 levels of Fatigue\nand 1 Round of Stun in addition to the intended effect. Unless\notherwise noted, the Requisition cost listed in Table 5–19: Drugs\nand Consumables is for a single unit or dose.\nde-tox\nA more powerful form of the anti-toxins found in Astartes\npower armour, this drug can negate the effects of most\ndangerous gases and toxins if administered quickly enough.\nA dose of de-tox immediately ends the ongoing effects, both\npositive and negative, of any drugs, toxins, or gases affecting\nthe character (unless the effect states that de-tox is not\neffective against them) and renders him immune for another\n1d10 Rounds. Given that natural Space Marine resilience\nprotects him against many of the common chemicals that\npose a threat to other beings, de-tox is manually administered\nto avoid unintended interruption of injector system effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3478, + "rule_id": "pdf_skill_972_deadlock_toxin", + "title": "deadloCk (toxin)", + "content": "This paralytic chemical causes the target’s muscles to seize,\nimmobilising him for easy elimination or capture without\nrendering him unconscious. This toxin is most commonly\nfound in the form of needler rounds. If the victim fails a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3479, + "rule_id": "pdf_skill_973_difficult_10_toughness_test", + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure.\nIf he reaches “0” Strength, he is completely paralysed and\nunable to act. This paralysis and Strength Damage wears off in\n2d5 minutes, minus the victim’s Toughness Bonus (minimum\n1 minute).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3480, + "rule_id": "pdf_skill_974_delay_agent_toxin", + "title": "delay agent (toxin)", + "content": "Not a toxin in and of itself, a delay agent encapsulates the molecules\nof drugs and poisons with a slowly decaying non-reactive\nmicroshell that allows the payload to take effect substantially after\ndelivery. Any drug or toxin may be cut with a delay agent, causing\nit to take effect 1d5 hours after it is administered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3481, + "rule_id": "pdf_skill_975_genophage_toxin", + "title": "genophage (toxin)", + "content": "Lethally effective, every dose of genophage is tailored to\nattack the weaknesses in the molecular structure of a particular\nindividual. As such, it may never be simply Requisitioned,\nand must always be custom made. Victims of genophage\nstand little chance of resisting the quick-acting enzymes that\nimmediately shut down circulatory and respiratory functions.\nGenophage is so deadly that it only needs to make contact\nwith its intended target to be effective. If used in weapon form,\nthis means the attack must deal at least 1 point of Damage after\nAP, but does not need to overcome TB. If contact is made,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3482, + "rule_id": "pdf_skill_976_the_target_must_pass_a_hard", + "title": "the target must pass a Hard (–20) Toughness Test. Failure", + "content": "indicates he takes 1d10+5 impact Damage with no reduction\nTable 5–18: Drugs and Consumables", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3483, + "rule_id": "pdf_skill_977_genophage_toxin_n_a", + "title": "Genophage (Toxin) – N/A –", + "content": "Injector – 3 –\nNarthecium 5 10 –\nPain Suppressant – 10 –\nRepair Cement 0.5 1\n†\n–\nResuscitex – 5 –\nSacred Ungents – 20 –\n†\nRequisition value is only for evaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3484, + "rule_id": "pdf_skill_978_injector", + "title": "inJeCtoR", + "content": "Injectors carried by the Adeptus Astartes are usually hypocontact can be made. An injector can hold a single dose of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3485, + "rule_id": "pdf_skill_979_any_drug_or_toxin_which_a_c", + "title": "any drug (or toxin), which a character may administer as a", + "content": "Full Action. An injector may be used on an unwilling target\nthrough standard melee combat rules as though it were a\nweapon, but the injector itself deals no Damage and cannot\npenetrate armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3486, + "rule_id": "pdf_skill_980_narthecium", + "title": "naRtheCium", + "content": "The tool of an Apothecary’s trade, a narthecium contains\nimplements specially designed for Space Marine physiology\nand for performing first aid without having to remove the\npatient’s power armour. It also comprises various counterseptics,\nskin patches, transfusions and other compounds engineered\nfor the Space Marines’ physiology, and several stasis tubes for\nstoring recovered gene-seed.\nA narthecium grants a +20 Bonus to Medicae Tests\nmade on a Space Marine patient. It also raises the\nThreshold at which the patient is considered Lightly\nDamaged to 3 times his Toughness Bonus, and doubles\nthe amount of damage healed by first aid. A narthecium\nalso holds ten doses of any one drug. The drug must be\nacquired separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3487, + "rule_id": "pdf_skill_981_pain_suppressant", + "title": "pain suppRessant", + "content": "The same chemical is found in most Astartes power armour\ninjectors and allows a character to ignore Critical Effects for\n1d10 Rounds. Additional doses are often carried in nartheciums,\nand may also be used in the Sacraments of Renewal to refill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3488, + "rule_id": "pdf_skill_982_repair_cement", + "title": "RepaiR Cement", + "content": "Repair Cement is a spray-gel composed of dual tubes of\npolyplas allomers that bond instantly with each other to seal\npower armour damage. It is typically used for quick field\nrepair of breaches until the armour can be attended properly\nby a follower of the Omnissiah. A Space Marine learns how\nto use repair cement as soon as he is issued power armour; its\napplication takes one Round but requires no Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3489, + "rule_id": "pdf_skill_983_resuscitex", + "title": "ResusCitex", + "content": "This stimm is intended to revive an unconscious comrade. It\nimmediately wakes an unconscious character. If the character\nhas taken Fatigue levels in excess of his Toughness Bonus, it\nreverts the level of Fatigue to a number equal to his TB. It\nhas no effect on conscious characters suffering Fatigue levels\nequal to or less than their TB.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3490, + "rule_id": "pdf_skill_984_sacred_unguents", + "title": "saCRed unguents", + "content": "Sacred unguents blessed by the Omnissiah are much sought\nafter for their mystical properties when applied to machines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3491, + "rule_id": "pdf_skill_985_to_jamming_see_chapter_viii", + "title": "to Jamming (see Chapter VIII: Combat, page 249) for a", + "content": "number of shots equal to its clip size. If the weapon is Jammed\nand the unguent is then applied, it immediately unjams, but\nthere is no further effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3492, + "rule_id": "pdf_skill_986_astartes_cluster_mines", + "title": "astaRtes ClusteR mines", + "content": "Cluster mines are designed not just for explosive power, but to\navoid the enemy’s notice until he is blown into tiny bits. Cluster\nmines achieve this aim by packing triple-intensity fyceline or\nsimilarly potent explosives into dozens of micro-explosive nodules\nthat are linked to a single trigger, typically a tripwire or pressure\nsensor. The networked explosives have a synergistic effect and\nproduce a massive blast when detonated.\nA standard mine array covers two square metres; this can be\nincreased by linking multiple mine arrays, but the area’s smallest\ndimension must not be less than one metre for the mines to have\ntheir full effect. Cluster mines are designed for even the relatively\ngreen Scout squads to plant without extensive training. When\nsetting cluster mines, the character makes a Concealment Test,\nreceiving a +20 bonus if he is also trained in Demolitions. Note\nthe degrees of success, as any character about to pass through a\nmined area Opposes those successes with an Awareness Test. If\nthe potential victim wins the contest, he may stop short to avoid\nthe mines. If he fails, he and anyone else in the mined area take\n4d10 X Damage with a Penetration of 4.\nA successful Demolitions Test while planting mines allows for\nmore sophisticated trigger techniques such as time-delays. These\nbooby traps are particularly effective when used to damage the\nvulnerable underside of most vehicles. Cluster mines double their\nPenetration to any vehicle in their area of effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3493, + "rule_id": "pdf_skill_987_astartes_signum", + "title": "astaRtes signum", + "content": "A signum is a sensorium and transmitter array that can be mounted\non a Battle-Brother’s armour. It broadcasts enhanced tactical\nreadings to all members of a Squad, allowing them to benefit from\nthe targeting data. While a character equipped with a signum is in\nSquad Mode, all characters in Squad Mode receive a +5 bonus to\nBallistic Skill Tests. If the equipped character spends a Full Action\nand succeeds on a Tech-Use Test, this bonus increases to +10\nuntil the end of the next Round. The effects of multiple signums\nare not cumulative, but see the signum link below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3494, + "rule_id": "pdf_skill_988_astartes_signum_link", + "title": "astaRtes signum link", + "content": "A signum is a useful tool alone, but by equipping the targeting\nsystems of one or more squad members with a signum link,\nthey can make optimal use of the signum’s readings to achieve\nunparalleled acts of teamwork by forming a web of their\ninterconnected autosenses. This allows all participating members", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3495, + "rule_id": "pdf_skill_989_astartes_targeter", + "title": "astaRtes taRgeteR", + "content": "The Space Marine version of a Targeter encompasses several\nsights connected to a guidance cogitator array that improves\noverall accuracy. Rather than being hard-wired to a specific\nweapon, the array fixes at the shoulder or backpack unit\nand links into the power armour’s general targeting systems,\nproviding its benefits to all ranged weapons the user wields\nregardless of their Class.\nA Targeter combines the effects of a Red-Dot Laser Sight\nand Telescopic Sight. In addition, its sophisticated target-lock\nsystem makes evading a shot from a weapon guided by it\nextremely difficult. Attempts to Dodge ranged attacks from a\ncharacter equipped with a Targeter suffer a –10 penalty.\nauspex/sCanneR\nThese devices are used to detect energy emissions, motion,\nand biological life signs. A character using an auspex gains\na +20 bonus to Awareness Tests and may make a Tech-Use\nTest to spot things not normally detectable to human senses\nalone, such as invisible gases, nearby bio-signs, or ambient\nradiation. The standard range for an auspex is 50m, though\nwalls more than 50cm thick and certain shielding materials\ncan block the scanner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3496, + "rule_id": "pdf_skill_990_cartograph", + "title": "CaRtogRaph", + "content": "This specialised data-slate accepts geographical and\nnavigational information on a planet, either from existing\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its\ngeo-locator tracks the user’s planetary coordinates, enabling it\nto provide distance and bearing to any known location. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3497, + "rule_id": "pdf_skill_991_provides_a_10_to_all_navigati", + "title": "provides a +10 to all Navigation (Surface) Tests. It is also", + "content": "capable of storing detailed maps and schematics, which can\nbe useful for objective approach planning. Many cartographs\nare also equipped with a small holo-projector that displays\nthree-dimensional maps of its contents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3498, + "rule_id": "pdf_skill_992_codex_astartes", + "title": "Codex astaRtes", + "content": "The entirety of the Codex Astartes fills immense librariums,\nbut many Space Marines carry the heart of this sacred text\ninto battle. Of course, interpretations of what passages form\nthe core of the codex vary even more than the forms it has\nbeen transcribed into over the millennia since the Second\nFounding. From hand-copied tomes bound in etched leather\nto crystal-circuited datacrypts, the collected wisdom of\nRoboute Guilliman, the Primarch of the Ultramarines—and\narguably the most celebrated war tactician the Imperium has\never seen—endures in forms uncounted. It is also the guiding\ndoctrine for how most Chapters operate today. Many Battlepass a day without studying from this text.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3499, + "rule_id": "pdf_skill_993_combi_tool", + "title": "Combi tool", + "content": "Commonly found in the hands of Techmarines, combi-tools\nare versatile, if somewhat bizarre, mechanical devices. They\nare spindled with small implements that interface, cut, solder,\nand anoint, granting a +10 bonus to Tech-Use Tests.\ndata-slate\nData-slates are commonplace in the Imperium—the primary\nmeans of storing and reading printed text, schematics, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3500, + "rule_id": "pdf_skill_994_other_media_such_as_video_pic", + "title": "other media such as video (pict) or audio (vox) recordings.", + "content": "Models range from cheap, single purpose devices built to play\nonly a certain recording, to sophisticated models that can reother devices.\nTable 5–19: Tools", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3501, + "rule_id": "pdf_skill_995_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Cluster Mines 4 5\n†\n–\nAstartes Signum 5 35 Distinguished\nAstartes Signum Link +0.5 20 –\nAstartes Targeter 4 25 Distinguished\nAuspex 0.5 12 –\nCartograph 0.5 5 –\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nData Slate 0.5 5 –\nDemolition Charges 1 10 –\nElucidator 1 25 –\nLamp/ Glow-globe 0.5 1 –\nLocus Seeker – 30 –\nMagnoculars 0.5 3 –\nMelta bomb 12 25 –\nMultikey – 15 –\nPict recorder 1 5 –\nPsy-Focus – 15 –\nReductor 4 8 –\nRestraints 4 10 –\nScreamer 1.5 5 –\nStummer 2 5 –\nTeleport Homer 0 10 –\nVox-Caster 0.5 10 –\n†\nThis is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3502, + "rule_id": "pdf_skill_996_demolition_charge", + "title": "demolition ChaRge", + "content": "A demolition charge is a simple explosive device, commonly used\nfor blowing open doors, breaching bulkheads, and destroying\ninfrastructure. The listed weight for a demolition charge represents\n1 kg of explosives, though it is possible to rig charges together, thus\nincreasing their destructive potential. When a demolition charge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3503, + "rule_id": "pdf_skill_997_explodes_anyone_or_anything", + "title": "explodes, anyone (or anything) caught within its blast radius takes", + "content": "3d10 Explosive Damage plus an additional 2 points of Damage\nfor every kilogram used. The blast radius of the charge is 3 metres\nfor each kilogram used. For setting and defusing explosives see\nthe Demolition Skill in Chapter III: Skills, pages 97-98.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3504, + "rule_id": "pdf_skill_998_elucidator", + "title": "eluCidatoR", + "content": "The Jericho Reach is rife with planets out of contact with the\nImperium for thousands of years, pockets of humanity lost\nduring the Age of Shadow or even before. During that time,\ntheir language may have diverged radically from Low Gothic. An\nelucidator is a hand-held device that can analyse speech or text,\nand translate it into a standard language and dialect (and vice\nversa). It is most useful in dealing with cultures whose languages\nhave a basis in Low Gothic, requiring no Test to perform this\nfunction. However, a character with the Logic Skill may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3505, + "rule_id": "pdf_skill_999_a_difficult_20_test_to_use", + "title": "a Difficult (–20) Test to use an elucidator to decipher basic", + "content": "meanings from truly alien languages. (The GM may adjust this\nmodifier depending on the language’s similarity to ones the\ncharacter does know.) An elucidator’s output can display on its\nscreen, project from its vox, or transmit through a vox channel.\nlamp/ glow-globe\nThese common devices can illuminate an area a dozen or more\nmetres in diameter. A typical lamp lasts 1d5 hours before it\nneeds to be recharged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3506, + "rule_id": "pdf_skill_1000_locus_seeker", + "title": "loCus seekeR", + "content": "A locus seeker is actually a pair of devices. The smaller component,\nthe locus caller, is a dull metal sphere only millimetres in\ndiameter. The larger component is a small, translucent globe\nwith a needle of identical metal suspended mysteriously inside.\nThe needle, called the locus seeker, is usually carved in the shape\nof a grasping talon and reaches unerringly towards the caller,\nwith no observed limits on its distance. Occasionally these\nglobes have been unearthed with missing callers, and unlucky\nmen have been sent to search for decades or even lifetimes to\nlocate the other piece, so valuable is a completed locus seeker.\nAlthough difficult to come by, these devices can be invaluable\nfor tracking suspicious ships, cargo, or individuals over not just\nplanets, but sectors. Plotting a course towards the caller using the\nglobe requires the appropriate Navigation Test with a Difficulty\nbased on how much distance lies between the two. Hiding a\nlocus caller on a person or object requires a Concealment Test,\nwith the degrees of success noted for later Opposed Search\nTests by any potential detectors. One may also embed a caller", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3507, + "rule_id": "pdf_skill_1001_magnoculars", + "title": "magnoCulaRs", + "content": "These are powerful vision aids that magnify distant objects.\nMore advanced, high-quality magnoculars can also give\nrange read-outs, detect heat sources, calculate target location\npositioning, and take pict-captures of a view for later analysis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3508, + "rule_id": "pdf_skill_1002_melta_bomb", + "title": "melta bomb", + "content": "Melta bombs affix to their target with mag-adhesives\ndesigned to quickly adhere to metallic surfaces. They\ndetonate with a powerful shaped charge of intense heat akin\nto a meltagun beam, and are ideal for destroying dangerous\nalien relics, vehicle hulls, and other heavily armoured targets.\nMelta bombs are typically unwieldy and not designed to be\nthrown, only placed in contact with their target material to\nensure the charge explodes to maximum effect. When a melta\nbomb explodes it deals 6d10 E Damage to anything within\n2 metres with a Penetration of 12. Anything surviving must\npass an Agility Test or catch on fire.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3509, + "rule_id": "pdf_skill_1003_multikey", + "title": "multikey", + "content": "As it can open most standard Imperial locks, a multikey is\nreason for suspicion in the hands of a common citizen. For\norganisations like the Deathwatch they are indispensable, as\nit is considerably faster and quieter to infiltrate the enemy’s\nfortifications than to blast through them. A character with a\nmultikey gains a +30 bonus to any Security Test when trying\nto open locks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3510, + "rule_id": "pdf_skill_1004_pict_recorders_or_simply_pict", + "title": "Pict recorders (or simply picters) are relatively simple live-media", + "content": "recording devices, and some have holographic capabilities.\nMost also allow for playback as well as recording, and some\nare even built into dedicated pict-servitors so they can capture\nimportant battles, weapon tests, alien interrogations, and other\ndangerous events.\npsy-foCus\nPsykers and Librarians often use these items to help them focus\ntheir powers. A psy-focus could be a book of meditations, a\nblessed icon, or a carved witch stave from the Battle-Brother’s\nhomeworld. When a psyker with a Psy-focus makes an", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3511, + "rule_id": "pdf_skill_1005_reductor", + "title": "ReduCtoR", + "content": "Retrieval and storage of a fallen Battle-Brother’s gene-seed\nis so critical that Apothecaries carry a special tool for this\noperation. While a reductor is not required for Progenoid\nremoval, it significantly reduces the time. This surgical\nimplement fastens under the wrist. It includes a monomolecular\nsaw for penetrating power armour and Ossmodula-enhanced\nrib cages, and a diamantine-tipped extractor drill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3512, + "rule_id": "pdf_skill_1006_to_1_round_per_gland_2_for_a", + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it\ncan also be used as a melee weapon that does 1d10+2 R with\na Penetration of 10. If used as a weapon, a reductor does not\nadd the Battle-Brother’s SB to Damage; its design emphasises\ncontrol and precision, but does not provide adequate leverage\nto take advantage of the wielder’s strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3513, + "rule_id": "pdf_skill_1007_restraints", + "title": "RestRaints", + "content": "Despite their designation, Kill-teams’ Mission objectives are far\nmore varied than simple target elimination. Live capture may\nbe the means to an end or the goal itself. Simple but effective,\nDeathwatch restraints size to most roughly human-shaped\nbodies and are strong enough to hold even a thrashing Ork.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3514, + "rule_id": "pdf_skill_1008_screamer", + "title": "sCReameR", + "content": "Screamers are proximity alarms that detect motion or sound—\ndepending on the model—and alert their users to incoming\ndangers by making a horrendous noise. To use a screamer,\nyou must succeed on a Tech-Use Test. The GM rolls this test\nin secret so you are not sure of whether or not the device\nwill work properly. Once set, a screamer has a Perception\nof 75 for the purposes of detecting sound or motion. If it\ndetects an intruder, it sounds its alarm, which can be heard\nanywhere out to 1 kilometre and may also be set to broadcast\nover a pre-programmed vox channel. Doors, walls, and other\nbarriers may reduce the alarm’s auditory range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3515, + "rule_id": "pdf_skill_1009_stummer", + "title": "stummeR", + "content": "The reverse of a screamer, stummers generate sound waves\nto cancel out ambient sounds and noises made by moving\npersonnel in a small area. A character carrying an active\nstummer gains a +30 to Silent Move Tests. The device may\nalso be used as a countermeasure against vox-bugs and other\nsurveillance attempts. A stummer typically has enough power\nfor 20 minutes of continuous use before needing to be\nrecharged, a process that takes about 1 hour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3516, + "rule_id": "pdf_skill_1010_teleport_homer", + "title": "telepoRt homeR", + "content": "These powerful signal transmitters allow ships equipped with\na Teleportarium or similar technology to zero in on a person,\nobject, or area. Teleport homers may be used to target points\nfor squad deployment or to locate a moving individual who\nneeds to be retrieved.\nvox-CasteR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3517, + "rule_id": "pdf_skill_1011_short_range_voxes_like_those", + "title": "Short-range voxes (like those in power armour) lack the range", + "content": "to coordinate across an entire planet or reach spacecraft in\norbit. A vox-caster can be used to send signals over great\ndistances, up to and including ships in orbit from a planet’s\nsurface. Using a vox-caster to receive or transmit signals\nthrough interference or other unusual conditions requires a\nsuccessful Tech-Use Test with a Difficulty commensurate to\nthe adversity of the conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3518, + "rule_id": "pdf_skill_1012_cybernetics", + "title": "Cybernetics", + "content": "“This hand? Yes, it seems a fine instrument of vengeance. I trust it\nwill help me repay the one who necessitated it in the first place.”\n–Brother Leonen of the Dark Angels, after losing an arm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3519, + "rule_id": "pdf_skill_1013_operation_and_recovery_takes_2", + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many\nTechmarines, who embrace the chance to become closer to the\nmachine. A Techmarine may start with a Servo-Arm and one\nother Common craftsmanship cybernetic. (In some Chapters,\nlike the Space Wolves, the sacrifice of flesh is required to walk\nthe path of Machine Spirits.) When a Techmarine crosses the\nRenown threshold to Respected, he may opt to install one\nExceptional craftsmanship cybernetic; this may either be a\nnew bionic or an upgrade to an existing system. When a\nTechmarine become Famed, he may opt to install one MasterThe robust construction of cybernetics adds 2 to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3520, + "rule_id": "pdf_skill_1014_owner_s_toughness_bonus_after", + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts\nas Damage to the character, and Critical Damage dealt to\nthese locations functions as normal. Any result that causes\nbleeding or some other inappropriate result has a 50% chance\nof rendering the bionic limb useless; otherwise the durable\nnatures of the appendage and its owner manage to shrug off\nthe effect. Critical Damage to a limb that results in death\nalways has the full effect; it can be assumed that the limb\nexplodes into shrapnel, incinerates, or discharges stored\nenergy through the owner with lethal results.\nReplacement and additional limbs—such as servo-arms—\ncan only be used to perform tasks that the owner already\nknows how to do. Any bonuses or penalties relate only to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3521, + "rule_id": "pdf_skill_1015_teleportation", + "title": "telepoRtation", + "content": "Space Marines often use a teleportarium aboard one of\ntheir Strike Cruisers, Battle Barges, or other space vessels\nto arrive directly into the thick of the action. Typically,\nthis is done only by the heavily-armoured Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3522, + "rule_id": "pdf_skill_1016_the_arm_s_strength_value_of_75", + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased\nthrough devices or abilities that affect the Techmarine’s strength).\nThe limb’s gripping mandibles allow the Techmarine to lift heavy\nobjects or anchor himself to a suitable point as a Free Action.\nAstartes servo-arms are more than just repair tools, and make\ndeadly weapons. The Techmarine may strike with the arm as his\nReaction for the round, or as a Standard Attack during his turn\n(so long as the servo-arm only makes one attack per round). This\nattack uses the Techmarine’s Weapon Skill, and deals 2d10+14\nImpact Damage with Pen 10. Exceptional craftsmanship servo-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3523, + "rule_id": "pdf_skill_1017_85_increasing_damage_to_2d10", + "title": "85 (increasing damage to 2d10+16)", + "content": "and add a +10 to Grapple Tests.\nastaRtes seRvoLike a servo-arm, a full servo-harness integrates\nwith the Techmarine’s power armour and is\ncontrolled through the same spine interface that\nmakes him one with his armour. Radiating\nfrom a boosted fusion backpack capable of\npowering them all, this cluster of auxiliary\nlimbs aid in battlefield repairs as well as\ncombat. The composition of each\nservo-harness is unique,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3524, + "rule_id": "pdf_skill_1018_machine_spirits_and", + "title": "machine spirits and", + "content": "laying waste to the Godfew appendages, while others are great\nspiders of diagnostors, interface tines,\ndrills, weapons, plasma cutters, and\neven more arcane elements that future\ninheritors may struggle to fully\nunderstand.\nAt a minimum, a servo-harness consists of two servo-arms, a\nCombi-tool, a fyceline torch, and a plasma cutter. The torch is\nidentical to an Astartes flamer. The plasma cutter can cut through\na metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3525, + "rule_id": "pdf_skill_1019_used_as_though_it_were_an_asta", + "title": "used as though it were an Astartes Plasma Pistol (see page 148)", + "content": "with a Range of 10m and no option to fire on Maximal Mode.\nThe ingenious machine spirit of a servo-harness is capable\nof far more sublime communion with its master than a simple\nservo-arm. A character with Talents that make him capable\nof taking the Multiple Attacks Action may use any weapon\n(or equivalent) on his servo-harness for any of the attacks he\nwould normally be allowed, subject to all normal limitations\nincluding weapon Class. Additionally, the Techmarine may\nuse his Reaction to make a single shot or strike with any one\nweapon on the harness. Exceptional servo-harnesses enhance\nthe servo-arms to Exceptional as discussed above, and add a\n+5 to all Skill, WS, and BS Tests made using the components\nof the harness. The Servo-Harness Integration Talent is\nrequired in order to use a Servo-Harness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3526, + "rule_id": "pdf_skill_1020_auger_array", + "title": "augeR aRRay", + "content": "These implanted devices duplicate the effects of sensor\nsystems that go beyond the human horizons of perception. In\nall cases their use requires concentration and a Half Action.\nCommon systems function identically to a standard handfunction as a full auspex and also allow re-rolls on\nPerception based Tests when using its functions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3527, + "rule_id": "pdf_skill_1021_bionic_arm", + "title": "bioniC aRm", + "content": "Common versions of these systems replace\nthe function of the Battle-Brother’s arms\nand hand exactly, retaining his strength,\ndexterity, and sense of touch.\nExceptional bionic arms provide a\n+10 bonus on Tests requiring delicate\nmanipulation (such as Tech-Use Tests to\nrepair small circuitry) and add a +10 bonus\nto Strength Tests using the arm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3528, + "rule_id": "pdf_skill_1022_bionic_heart", + "title": "bioniC heaRt", + "content": "A Space Marine is quite capable of living through\nthe destruction of one of his two hearts. Naturally\nif this happens, the organ must be replaced. The\nnecessarily lightweight materials of a bionic heart\ndo not provide quite as much shielding as the\nthick plating of an external bionic, adding only\n1 to the Body location’s Toughness Bonus.\nExceptional models can be triggered to pump\nmore rapidly to increase physical capacity,\nthough prolonged operation puts stress on\nthe circulatory system. This provides the\nSprint Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3529, + "rule_id": "pdf_skill_1023_bionic_locomotion_legs_etc", + "title": "bioniC loComotion (legs, etC.)", + "content": "Common locomotion bionics must be fully integrated into the\nspine and nervous system to function properly; basic models\naccomplish this while retaining complete motor function.\nExceptional versions of these systems grant the owner the\nSprint Talent. In addition, they add a +20 bonus to Tests\nmade to jump or leap.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3530, + "rule_id": "pdf_skill_1024_bionic_respiratory_system", + "title": "bioniC RespiRatoRy system", + "content": "Common bionic lungs and implanted respiratory systems\nmimic the action of human lungs and keep the body supplied\nwith oxygen. Characters with such a system installed gain a\n+20 bonus to Toughness Tests made to resist airborne toxins\nand gas weapons.\nExceptional bionic lungs count as a full life support system;\nif for any reason the user’s power armour loses integrity or\nhis own respiratory system fails, his bionic lungs keep his\nblood oxygenated. If desired, Exceptional bionic lungs may\nbe designed to go undetected by scans.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3531, + "rule_id": "pdf_skill_1025_cybernetic_senses", + "title": "CybeRnetiC senses", + "content": "Sight, hearing, touch, and taste may all need to be duplicated\nartificially when nerves or organs are damaged. Followers of\nthe Machine God sometimes add more esoteric senses.\nCommon systems, while usually very obviously artificial,\nduplicate the approximate range of normal senses adequately\nand have no further game effects.\nExceptional cybernetic senses grant the Heightened Senses\nTalent for that particular sense, and a +20 bonus to Tests\nmade to resist attacks on the sense itself, such as deafening\nnoises or blinding flashes. Basic and advanced cybernetic\neyes may also incorporate magnifying lenses (duplicating the\neffect of a telescopic sight for any ranged weapon used, a\nfull photo-visor, and/or a system duplicating the Dark Sight\nTrait. Likewise, basic or advanced cybernetic hearing may\nalso include an internal micro-bead system.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3532, + "rule_id": "pdf_skill_1026_mind_impulse_unit_miu", + "title": "mind impulse unit (miu)", + "content": "These devices, also known as sense-links, allow the owner\nto directly interface with a machine or technological device.\nMIUs see widespread use among Techmarines. A basic MIU\nimplant involves a single spinal or cortex connector, while\nadvanced variants include wrist connector probes—and\npossibly mechadendrite connectors—in addition to the\nspinal plug.\nCommon models give no modifiers to machine spirit\ncommunication and add a +10 bonus to the Tech-Use, Pilot, or\nDrive Tests used in conjunction with devices capable of MIU link.\nExceptional models grant a +10 bonus to communicate with\nmachine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry,\nand Ballistic Skill Tests when interfaced with MIU systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3533, + "rule_id": "pdf_skill_1027_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 –\nAstartes Servo-Harness 50 Famed\nAuger Array 15 –\nBionic Arm 15 –\nBionic Heart 15 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3534, + "rule_id": "pdf_skill_1028_bionic_locomotion_legs_etc_1", + "title": "Bionic Locomotion (Legs etc) 15 –", + "content": "Bionic Respiratory System 10 –\nCybernetic Senses 15 –\nMIU 15 –\nTable 5–21: Cybernetic Replacement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3535, + "rule_id": "pdf_skill_1029_initiate", + "title": "Initiate", + "content": "Common: A high quality, rugged\nreplacement that is functionally\nequivalent to the replaced body part.\nRespected,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3536, + "rule_id": "pdf_skill_1030_distinguished", + "title": "Distinguished", + "content": "Exceptional: An advanced system\nthat not only replaces the lost body\npart, but also possesses additional\nutility.\nFamed, Hero\nMaster-Crafted: The cybernetic has\nbeen crafted by master artisans. It is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3537, + "rule_id": "pdf_skill_1031_servitor_monotask_15_disting", + "title": "Servitor (Monotask) 15 Distinguished", + "content": "Servo-skull 15 Distinguished\nFor the profiles of the above Servitors, see page 376.\nPsykers in The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3538, + "rule_id": "pdf_skill_1032_psychic_powers", + "title": "Psychic Powers", + "content": "“As the chainsword rends flesh, so will you rend souls. As the boltgun\ntears bodies, so will you tear minds. The power of the Immaterium is\nyour weapon, and you will use it well.”\n–Cadras, Epistolary of the White Consuls Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3539, + "rule_id": "pdf_skill_1033_imperium", + "title": "imPerium", + "content": "“Human minds are weak and feeble—is it any wonder then that the\nWarp confounds and corrupts them?”\n–Valash Hex, Arch Heretic of the Scarlet Intent\nThough psykers make up but the tiniest fraction of the\nImperium’s population, among an empire of a billion billion\nthey number in their millions. It falls to the various arms\nof the Administratum, the Inquisition, and the Ministorum\nto find these individuals and decide what use they will be\nto the Emperor of Mankind. For many psykers, this means\ndeath, and they will face either summary execution or a long\njourney aboard the Black Ships back to Terra where they\nwill experience the ‘honour’ of feeding the Golden Throne\nwith their souls. Some, however, exhibit enough strength and\ntalent to be spared this fate, and are sent to the Scholastica\nPsykana to be trained to serve either as Astropaths or as battle\npsykers in the armies of the Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3540, + "rule_id": "pdf_skill_1034_scholastica_psykana", + "title": "schoLasTica Psykana", + "content": "Only psykers sanctioned by the Imperium and properly trained\nto use their abilities are allowed to serve the Emperor. Those\nwithout control or without the ability to learn control are\ndestroyed, as it is far too dangerous to allow them to live. The\ngreat training institution of the Scholastica Psykana shapes\nthe raw recruits into productive servants of the Emperor, and\ntames their gifts for the good of both themselves and those\naround them. Gathered from across the Imperium by the\nsinister Black Ships of the Inquisition, psykers are brought\ndaily to the Scholastica in their thousands. For many, the\ngreat doors of the Psykana are the last things they ever see,\nfor a large proportion are fated to die alone and in agony\nduring their trials, or are swiftly executed when their power\novercomes them. Those that survive, however, are sanctioned\nand given the chance to serve the Emperor with honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3541, + "rule_id": "pdf_skill_1035_sanctioned_psykers", + "title": "sancTioneD Psykers", + "content": "The Imperium uses psykers in a variety of ways and those\ntrained in the Scholastica Psykana will be farmed out to\nvarious Imperial agencies and institutions, which will use\nthem to maintain Humanity’s dominance over the stars. Some\npsykers are trained for war and seconded out to Imperial\nGuard regiments where their talents will be used to aid the\nEmperor’s armies and bring carnage and death to His foes.\nSuch a life is harsh, however, with most such psykers finding\nonly death in battle or from a Commissar’s bolt round, if they\ndo not succumb to madness first. A few, however, manage to\nsurvive, perhaps even rising to the rank of Primaris Psyker.\nThe Inquisition too takes its share of psykers from the\nScholastica Psykana. Often chosen personally for their gifts\nby individual Inquisitors, a sanctioned psyker will be plucked\nout of his life to do his new master’s bidding. Understandably\nthe skills of a psyker can be invaluable to an Inquisitor where\npeering into minds, uncovering ancient lore, and warding\nagainst daemonic power are all part of the job. In fact many\nInquisitors are themselves psykers, having developed talents\neither as part of their long training to wield the Rosette or\nfrom their exposure to the Warp and its forbidden knowledge.\nA psyker that serves the Inquisition can perhaps hope for\na chance to rise above his station. However, such a chance\ncomes at the cost of dealing with some of the worst horrors\nthe galaxy has to offer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3542, + "rule_id": "pdf_skill_1036_astropaths", + "title": "asTroPaThs", + "content": "In addition to those sent to the Imperial Guard or the\nInquisition, many psykers eventually become Astropaths—\nliving links across the void who allow communication\nbetween ships and worlds across thousands of light years.\nOnly the strongest in the arts of telepathy can hope to become\nAstropaths, and even these are carefully chosen by the Coven\nMasters of the Adeptus Astra Telepathica for their skill and\ncontrol. They are then put through many further trials and\ntraining regimes that help them develop their command\nof their gifts beyond that of other psykers. Because of the\nrole they play in the continued existence of the Imperium,\nAstropaths are perhaps the most important of all Imperial\npsykers and worth more than any number of Imperial Guard\nmind-blades or Inquisitorial bloodhounds.\nPart of an Astropath’s initiation involves undergoing the\nritual of Soul Binding, a kind of spiritual gelding that binds\nthe psyker’s mind to the Emperor’s greatness and helps him\nto better ‘see’ the Astronomican (the great warp beacon that\nshines from Terra, guiding all ships through the Immaterium).\nIt does, however, come at a price: Soul Binding inevitably\nstrips the Astropath of his mortal senses rendering him", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3543, + "rule_id": "pdf_skill_1037_sightless_though_not_unseeing", + "title": "sightless (though not unseeing) as his psychic senses are", + "content": "sharpened.\nDisciPLes of The Dark GoDs\nNot all human psykers serve the Emperor, and many manage\nto slip the grasp of the Administratum to become a blight\nupon the Imperium. These damned souls are known by the\nInquisition, and the righteous, as rogue psykers, unsanctioned\nby the Imperium and a danger to all who cross their path.\nSuch cursed individuals will often make pacts with dark gods,\nor foul alien lords to further their talents, driven onwards by\nan unquenchable thirst for power woven deep within their\nconnection to the Warp. Daemons are sometimes able to\nuse such individuals as gateways to the realm of reality, or\nas vessels into which they pour their dark power, inevitably\nleading to ruin, blood, and fire on a horrific scale. Fortunately\nfor the Imperium, the frailty of the human mind means that\nmost not trained by the Scholastica Psykana will succumb\nto their powers and die long before they master their gifts.\nThose that do not, however, are deadly foes indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3544, + "rule_id": "pdf_skill_1038_xenos_psykers", + "title": "xenos Psykers", + "content": "Mankind is far from the only race that uses psykers and tries\nto harness the power of the Warp for its own ends. In fact,\namong the ancient races of the galaxy, man is often seen as a\nchild in such matters, struggling to understand a connection\nthat has existed long before his own existence. Of the races\na Librarian will face in his service to the Emperor, most will\nemploy psychic warriors to oppose him. Whether it is the\narcane and enigmatic powers of the Eldar Warlocks, the\ninstinctive and brutal abilities of a Tyranid Zoanthrope or\nthe insidious and cunning spells of a Chaos Sorcerer, all are\nextraordinarily dangerous foes. When combating such vile\nalien threats, the presence of a Librarian becomes invaluable,\nnot just for his ability to quell enemy psychic powers or cast\nback warp energies of his own, but for his deep understanding\nof the Warp and the ways of the alien mystics that use it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3545, + "rule_id": "pdf_skill_1039_librarians", + "title": "Librarians", + "content": "“We often say that the mind of man is his greatest weapon. Think\nhow much greater then the mind of a Space Marine must be?”\n–Attributed to Magnus the Red", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3546, + "rule_id": "pdf_skill_1040_selection_and_training", + "title": "selection and training", + "content": "The selection and training of a Librarian is long and arduous,\ndoubly so as aspirants to the Librarium must simultaneously\ncomplete their induction into the ranks of the Chapter and the\nmelding of the Chapter’s gene-seed with their own DNA. Each\nChapter selects its candidates for the Librarium in a variety of ways,\ndepending on its methods of recruiting. The majority of Chapters\nensure that new recruits are screened by the Chapter’s Librarians\nfor signs of psychic potential, and those that show psychic abilities\nare chosen as candidates to join the Librarium. Other Chapters,\nhowever, actively recruit those with psychic talent and sometimes\neven draw them from the Scholastica Psykana, choosing those\nwith the most potential and then subjecting them to gene-seed\nimplantation and Adeptus Astartes training. Becoming a Librarian\nis perhaps the hardest path to tread within the Adeptus Astartes\nand requires absolute dedication from those that embark upon it.\nA Battle-Brother who desires to wear the mantle of the Librarian\nmust undergo numerous trials and tests, each designed to test his\nmental strength and dedication to the Chapter.\nHowever a Chapter selects and trains its Librarians, all\nAdeptus Astartes commanders constantly have their Apothecaries\ntest the purity of the Chapter’s gene-seed and the strength of\nthe gene-structure of all their Battle-Brothers. While a degree of\npsychic mutation is accepted, and even welcomed, anything that\nfalls outside the strict boundaries for Librarian aspirants is dealt\nwith harshly, lest it pollute the Chapter or bring the unwanted\nattention of the Inquisition. For this reason, many of those that\nexhibit signs of psychic power are killed and their gene-seed\nstored for later examination. This screening and record keeping is\noverseen by the Chapter’s Chief Librarian, and over time he will\namass a vast sum of data concerning the likelihood of mutation\nwithin the gene-seed, as well as data on each new Battle-Brother’s\npredisposition towards psychic mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3547, + "rule_id": "pdf_skill_1041_role_within_the_chapter", + "title": "roLe wiThin The chaPTer", + "content": "Librarians are an essential part of a Space Marine Chapter, as\nboth its keepers of lore, and as its counsellors and diviners.\nSince the time of the Horus Heresy and the creation of the\nCodex Astartes, it has been the Librarians’ role within the\nChapter to keep its history and guide its leaders, compiling vast\namounts of information on the ways of the Adeptus Astartes\nand the nature of its foes. This information is then stored,\ncatalogued and researched by the Librarians to be called upon\nin times of need. The Chapter Master also turns to Librarians\nto divine the future, as all Librarians are trained in such arts\nand can read the Emperor’s Tarot. In fact the Librarians’ role\nas warrior mystics and sources of intelligence and divination\nis perhaps their most vital one. Equally as important is their\nability to communicate over vast distances (much in the same\nway as Astropaths), connecting the Chapter even if it is spread\nout over the breadth of a system or sector. In addition to these\nimportant tasks and abilities, Librarians are often called upon to\nserve the Chapter Master in battle, where their potent abilities\ncan devastate foes. While such a crude application of their gifts\nis not their primary function, or even considered their most\nvaluable contribution to the Chapter, their effectiveness as\npsychic warriors cannot be doubted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3548, + "rule_id": "pdf_skill_1042_the_librarium", + "title": "The Librarium", + "content": "At the centre of a Chapter’s fortress monastery there\nusually resides a vast sealed chamber, filled from floor to\nceiling with books, scrolls, and data crystals known as the\nLibrarium. Overseen by the Chief Librarian and maintained\nby Lexicaniums and Codiciers (supported by a small army of\nservitors and scribes working ceaselessly), this is the repository\nof all the Chapter’s knowledge and history. Even within the\nChapter, few are given access to this chamber and fewer still\nhave the chance to study its texts. Even the most well-read\nImperial scholar or Administratum Adept can only guess at\nthe secrets and lore contained within one of the fabled Space\nMarine Librariums. This repository is a wealth of knowledge\nthat the Chapter Master guards well, knowing that in times\nof need he may have to call upon the counsel of his Librarians\nand the lore they possess to guide him in battle.\nIn the heart of the Librarium there is also a smaller\ninner chamber, carefully sealed and protected, known as\nthe Librarius. This is where the Chapter stores its artefacts,\ntrophies, and proscribed texts, many of which are taken from\nthe corpses of heretics and aliens—unfit or too dangerous for\nthe eyes of any but the Chief Librarian. It is often a point of\nfriction between the Ecclesiarchy and the Adeptus Astartes\nthat the Chapters possess such items or take them from their\nfoes in battle. Of course, not even the most reckless Imperial\nCardinal would dare consider confronting any Space Marine\nChapter about this matter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3549, + "rule_id": "pdf_skill_1043_librarian_ranks", + "title": "Librarian ranks", + "content": "Within the Chapter, all Librarians hold a rank based on their\nlevel of training and their standing among their peers. In part\nthese ranks indicate their principal role, be it on the battlefield\nor in the Librarium, but they are also used to establish a clear\nchain of command from the Chief Librarian down to the\nlowest Lexicanium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3550, + "rule_id": "pdf_skill_1044_lexicanium", + "title": "lexicanium", + "content": "This is the lowest rank among a Chapter’s Librarians, awarded\nto those who have passed their trials and are deemed fit to\nserve the Chief Librarian. Reporting to the Codiciers, it is the\nLexicaniums’ role to aid in the endless task of maintaining,\nstudying and cataloguing the vast amount of texts within\nthe Librarium. In time of conflict, however, Lexicaniums will\nleave the Librarium and take to the battlefield alongside their\nBattle-Brothers, using their powers to smite their foes. In time,\nand with training and study, a Lexicanium will eventually rise\nin rank and take a more active role within the Chapter as\na Codicier.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3551, + "rule_id": "pdf_skill_1045_codiciers", + "title": "codiciers", + "content": "Codiciers, like Lexicaniums, spend much of their time within\nthe Librarium. They are tasked with organising and overseeing\nthe efforts of the Lexicaniums, while reporting to the higher\nranking Librarians. By the time a Librarian reaches the rank\nof Codicier, his command of his powers is almost fully\nrealised and only the truly gifted will advance beyond this\npoint. However, a Codicier’s powers far outclass almost any\nother kind of psyker within the Imperium, and their psychic\nabilities are more than sufficient for the Chapter’s purposes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3552, + "rule_id": "pdf_skill_1046_epistolaries", + "title": "epistolaries", + "content": "While most Librarians never rise above the rank of Codicier, a\nfew continue to develop their gifts and grow in strength until\nthey attain the rank of Epistolary. Epistolaries fulfil two main\nroles within the Chapter: firstly as potent battle psykers who\ncan combat the deadliest of foes, and secondly as psychic\ncommunications officers for their Chapter’s fleet. In this role\nthey form the basis of the Chapter’s strategic command and\ncontrol, directing fleets, coordinating mass planet-drops, and\nproviding vital intelligence during invasions and assaults.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3553, + "rule_id": "pdf_skill_1047_the_chief_librarian", + "title": "the chief librarian", + "content": "Few if any within the Chapter will ever become Chief\nLibrarians. So rare are these psychic lords that many Chapters\nhave but one or only a handful of these mighty warriors.\nThe Chief Librarian is the Master of the Librarium and the\nkeeper of his Chapter’s lore, with encyclopaedic knowledge\nof his Chapter, its enemies, and the Imperium. The Chief\nLibrarian resides over the training and selection of all new\nLibrarians, as well as the cultivation of psykers within the\nChapter’s ranks. He is also the closest of the Chapter Master’s\nadvisors, providing him with wisdom and knowledge. His\nabilities to divine the future are vital to his lord’s decisions.\nChief Librarians very seldom take to the field of battle, as\ntheir abilities are far more valuable to the Chapter in other\nways. However, when they do take part in a battle, it is a\nglorious and terrifying sight to behold as, with the power\nof their mind, they level fortresses, reduce entire armies\nto rivers of molten flesh, and split the very sky with fire\nand lightning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3554, + "rule_id": "pdf_skill_1048_armour_and_markings", + "title": "armour anD markinGs", + "content": "Space Marine Librarians decorate their power armour with\ndistinctive markings that set them apart from their other\nBattle-Brothers and make them instantly recognisable .\nAs dictated by the Codex Astartes, a Librarian’s armour\nis painted blue (sometimes a deeper or lighter blue if he\nbelongs to a Chapter whose armour is already blue). He\nhas the markings of his Chapter emblazoned on his left\nshoulder pad, while on his right one he has the Horned\nSkull or Open Book of the Librarium - ancient and potent\nicons symbolising the power and knowledge that the\nLibrarian possesses. He will often wear a tabard or cloak\nof yellow bearing a black band, which is embellished\ndepending on his rank. A Lexicanium’s band is untouched,\nwhile a Codicier’s has spikes or lightning bolts added to\nit, and an Epistolary has both spikes or lightning bolts\nand the addition of a skull placed below the band. Chief\nLibrarians are a special case and often display symbols\nthat reflect their own personal powers or honours dictated\nby their service to the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3555, + "rule_id": "pdf_skill_1049_codex_librarians", + "title": "codex librarians", + "content": "Each Chapter selects its Librarians in its own way, either from\nseed worlds, as it does with the bulk of its Battle-Brother\ninitiates, or from the ranks of gifted psykers brought to the\nScholastica Psykana. Most Chapters train and test chosen\npsykers following the ancient ways laid out in the Codex\nAstartes. Librarians of the Ultramarines, Blood Angels, Dark\nAngels, and Storm Wardens are all trained in this way, and,\nwith few minor traditional variances, have been taught to live\nby the word of the Codex. There are, however, a few notable\nChapters that do not follow the Codex Astartes and its laws\nregarding the treatment and control of psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3556, + "rule_id": "pdf_skill_1050_black_templars", + "title": "bLack TemPLars", + "content": "Deeply religious and reverent of the Emperor, the Black\nTemplars are zealots with a deep and abiding hatred of the\nwitch. Such is their disdain of those with psychic powers that\nthey count no Librarians among their number lest they foul the\nChapter’s pristine gene-seed. The tasks of the Librarian, such\nas record keeping and the study of lore, are divided among\nscholarly Battle-Brothers within the Black Templars. Often an\nindividual Space Marine or Chapter Master will be responsible\nfor maintaining a record of his own deeds—inscribing them on\nhis armour so that nobody may doubt his courage or lineage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3557, + "rule_id": "pdf_skill_1051_space_wolves", + "title": "sPace woLves", + "content": "There are few things that are ‘standard’ about the sons of\nLeman Russ, and so it is no surprise that they treat their psykers\ndifferently to the rest of the Adeptus Astartes. The Space\nWolves do not have Librarians or even a Librarium, scorning\nsuch dusty and lifeless collections of knowledge. Instead they\nadhere to the ancient Fenrisian traditions of their ancestors,\nand those with psychic gifts become Rune Priests—skalds and\nstorytellers who keep the Chapter’s practices and history alive\nthrough millennia-old oral tradition. While Rune Priests use\ntheir own powers and train in their own way, they function in\nmuch the same way as other Space Marine Librarians, tapping\ninto the Warp and drawing forth power to create effects and\nshape reality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3558, + "rule_id": "pdf_skill_1052_psychic_powers", + "title": "Psychic Powers", + "content": "in Deathwatch\nPsychic powers are the physical manifestation of a psyker’s\nabilities, and mark him as distinct from any other kind of\ncharacter. In Deathwatch, Psychic Powers are the purview\nof Librarian characters and unique to those members of the\nKill-team with psychic ability. However, during the course\nof their adventures, Battle-Brothers may encounter numerous\nfoes with Psychic Powers and abilities. In both cases, the GM\nand the players can use the rules presented here to represent\na psyker’s deadly effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3559, + "rule_id": "pdf_skill_1053_psy_rating_pr_is_a_raw_measu", + "title": "Psy Rating (PR) is a raw measure of a psyker’s power and his", + "content": "ability to draw power from the Warp. The higher a psyker’s\nPR, the more powerful he will be. PR usually ranges between", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3560, + "rule_id": "pdf_skill_1054_1_a_fledgling_sanctioned_psyk", + "title": "1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief", + "content": "Librarian or fearsome Xenos Witch), though in some special\ncases it may go higher. PR is used to determine the strength\nof all Psychic Powers, such as their area of effect, range or\ndamage. To have any access to Psychic Powers, a character\nmust have a PR of at least 1.\nA Librarian starts with a Psy Rating of 3. Unlike other\ncharacteristics, however, Psy Rating is increased by spending\nExperience Points in a similar manner to gaining Talents. This\nrepresents the Librarian’s training and natural potential (see\nChapter II: Specialities).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3561, + "rule_id": "pdf_skill_1055_and_speciality_ranks", + "title": "anD sPeciaLiTy ranks", + "content": "A Librarian’s title within his Chapter is usually not just\na measure of his raw psychic power. This is especially\ntrue for PC Librarians who have been chosen for\nthe Deathwatch because of their unique abilities and\npotential rather than their title. In game terms, this\nmeans that most player Librarians will be Lexicanums,\nregardless of their Speciality Rank or Psy Rating. The\nhigher ranks are reserved for those more closely tied\nto their Chapter’s command structure. At the GM’s\ndiscretion, however, PC Librarians may attain (or\ncome from) higher ranks, but with such powerful titles\nalways comes much greater responsibility...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3562, + "rule_id": "pdf_skill_1056_using_psychic_powers", + "title": "usinG Psychic Powers", + "content": "When a psyker, such as a Librarian, wishes to use a psychic\nability he must first choose how much power he is pouring\ninto the ability. Then he must make a Focus Power Test (a\nWillpower Test modified by the level of power) to see if it\nmanifests. Finally, if the test is successful, the power will take\neffect. Depending on how much energy the psyker used,\nthere may also be unforeseen consequences. The step-by-step\nprocess for using a Psychic Power is described below.\n• Choose the Power Level (Fettered, Unfettered or\nPush): The power level at which the psyker uses his\npower (reflecting how deeply he is drawing from the\nWarp) influences the likelihood of the psyker successfully\nmanifesting the power, and also determines whether\nthere are any unwanted side effects such as Psychic\nPhenomena.\n• Make a Focus Power Test: This is a Willpower Test, the\ndifficulty of which depends on the power level chosen. In\nsome cases, the target may Oppose this test (see page 203\nfor Opposed Tests). Whether or not a Focus Power Test\nis an Opposed Test is noted in the power description.\n• Apply the Effects: Depending on the psyker’s final Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3563, + "rule_id": "pdf_skill_1057_rating_as_determined_by_the_p", + "title": "Rating (as determined by the power level he has chosen),", + "content": "the power will have variable effects such as increased\nrange, area of effect or damage. Depending on the factors\ndescribed above, the power may also generate Psychic\nPhenomena or even Perils of the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3564, + "rule_id": "pdf_skill_1058_power_level", + "title": "Power LeveL", + "content": "Whenever a psyker uses a power, he is drawing energy from\nthe Warp and channelling it into physical effects. However,\nopening such a conduit to the Warp is always dangerous, and\nthe psyker incurs a chance of causing disturbances in the Warp\nthat can have undesired side effects. In extreme cases, these\ndisturbances may even lead to the opening an uncontrolled\nrift between reality and warp space with potentially fatal\nconsequences. By minimising the amount of power he draws,\na psyker can reduce or eliminate the chance of side effects\nsuch as Psychic Phenomena or Perils of the Warp (see pages\n187-188). Equally, he can draw deeper from the well of the\nWarp to boost his powers beyond his normal capabilities.\nOf course, such power always comes with a greater risk of\nunleashing unintended effects or even summoning unwanted\nvisitors from the beyond.\nWhen a psyker uses a power, he has a choice of using it at\nthree different levels:\n• Fettered: The psyker holds back his full power and\ncarefully channels energy from the Warp, hopefully using\njust enough to manifest the psychic power but not enough\nto trigger unnatural or dangerous effects. When a psyker\nuses a power at the Fettered level, he must make a Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3565, + "rule_id": "pdf_skill_1059_power_test_as_normal_see_belo", + "title": "Power Test as normal (see below) to manifest the power.", + "content": "However, regardless of the results of the roll, there is no\ndanger of triggering Psychic Phenomena. The limited\npower involved means that the psyker must halve his PR\n(rounding up) when determining the power’s final effects.\n• Unfettered: The psyker puts the full weight of his\nability into the power and embraces the raging powers of\nthe Warp. When a psyker uses a power at the Unfettered\nlevel, he uses his full PR when determining the power’s\nfinal effects, and he must also make a Focus Power Test\nto see if the power manifests. In addition, when making\nhis Focus Power Test, if he rolls a double (both the tens\ndice and the units dice come up with the same number),\nhe will suffer from an unexpected warp event and must\nroll on Table 6–1: Psychic Phenomena. Note that it\nis possible for the psyker to successfully pass his Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3566, + "rule_id": "pdf_skill_1060_power_test_thus_activating_hi", + "title": "Power Test (thus activating his power) and still invoke", + "content": "Psychic Phenomena.\n• Push: The psyker draws deep from the well of the Warp\nand hurls power into his ability in an attempt to manifest\ntruly terrifying and wondrous effects. When using a power\nat the Push level, the psyker throws caution to the wind\nand may add +3 to his Psy Rating when determining the\npower’s final effects. He must make a Focus Power Test.\nHowever, regardless of this test’s result, the psyker will\nautomatically generate a disturbance in the Warp and\nmust roll on Table 6–1: Psychic Phenomena. Finally,\nPushing a power is taxing-if a psyker using this level of\npower rolls a double on the Focus Power Test, he suffers\na level of Fatigue from the effort.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3567, + "rule_id": "pdf_skill_1061_example", + "title": "examPLe", + "content": "Brother-Librarian Varis is using his Smite power on a particularly\nunlucky Ork. Because he wishes to make sure that the foul creature is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3568, + "rule_id": "pdf_skill_1062_to_his_pr_of_4_he_makes_a_foc", + "title": "to his PR of 4. He makes a Focus Power Test (an Ordinary (+10)", + "content": "Willpower Test) to manifest the power, he works out the power’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3569, + "rule_id": "pdf_skill_1063_effects_such_as_range_and_dam", + "title": "effects (such as range and damage) using his adjusted PR of 7.", + "content": "Because he is using the Push power level, he will also have to roll on\nTable 6–1: Psychic Phenomena to determine what manner\nof warp disturbances his brutal slaying of the Ork has conjured.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3570, + "rule_id": "pdf_skill_1064_focus_power_test", + "title": "focus Power TesT", + "content": "A Focus Power test is a Willpower Test that determines\nwhether a functions successful. The amount of time it takes\nto make this test is determined by the power being used and\nmay be a Free Action, Half Action, Full Action or Reaction.\nIn most cases, passing a Focus Power Test simply means that\nthe power has manifested, while failing the test means that it\nhas not. However, degrees of success or failure may also play\na part depending on the type and nature of the power being\nused. Many powers also indicate an Opposed Willpower Test,\nespecially when used against an unwilling foe. In these cases,\nthe Opposed Test is also the Focus Power Test, and even\nif the psyker scores better than his opponent but does not\nroll under his Willpower, the power will still fail. You may\nadd a bonus to your Focus Power Test equal to 5 times the\nPsy Rating used for the power. A Focus Power roll of 91-00\nalways fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3571, + "rule_id": "pdf_skill_1065_example", + "title": "examPLe", + "content": "Brother-Librarian Varis has turned his attention to the rest of the\nOrk’s warband and decides to rend the flesh from their bones and\nsend them screaming into the Warp by summoning up a Vortex of\nDoom. He chooses to use the power at the Unfettered level, and so\nuses his PR of 4 to determine its effects. Varis must then make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3572, + "rule_id": "pdf_skill_1066_sustaining_psychic_powers", + "title": "susTaininG Psychic Powers", + "content": "Some Psychic Powers can be sustained beyond a single round\nas noted in their description. A psyker may sustain such powers\nwithout the need to make further rolls. However, he must use\na Half Action each turn to maintain concentration. Should the\npsyker be unable to expend a Half Action, fall unconscious,\ndie or otherwise be unable to maintain the power, it will end.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3573, + "rule_id": "pdf_skill_1067_it_is_also_possible_but_taxin", + "title": "It is also possible (but taxing) for a psyker to sustain", + "content": "multiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3574, + "rule_id": "pdf_skill_1068_cumulative_effects", + "title": "cumuLaTive effecTs", + "content": "Modifiers, characteristic bonuses, and other benefits generated\nby psychic powers do not stack—only the highest applies.\nranGe anD Line of siGhT\nUnless noted in its description, a Psychic Power that directly\ntargets an individual or thing requires a psyker to have line", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3575, + "rule_id": "pdf_skill_1069_of_sight_towards_or_otherwise", + "title": "of sight towards (or otherwise be ‘aware’ of ) the target. The", + "content": "target must also be within the power’s stated range.\noPPoseD TesTs anD muLTiPLe TarGeTs\nWhen a Psychic Power is being used against multiple targets,\neach target may make an Opposed Test against the power’s\neffects. Roll once for the psyker. All those opposing him must\nindividually test against this single result. For simplicity’s\nsake, when there are large numbers of similar minor NPCs,\nit may be more convenient to roll once for all these NPCs to\nspeed things up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3576, + "rule_id": "pdf_skill_1070_detecting_psychic_powers", + "title": "DeTecTinG Psychic Powers", + "content": "Psykers are attuned to the Warp, including the currents\nand eddies caused by other psykers dipping into the flow\nof the Immaterium. When psychic powers are in effect in a\npsyker’s presence, he can make a Psyniscience test in order\nto determine their source (see page 103 for details on the\nPsyniscience skill and its uses).\nPerils of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3577, + "rule_id": "pdf_skill_1071_and_psychic_powers", + "title": "anD Psychic Powers", + "content": "Creatures and Characters with Unnatural Willpower can\nmake for shockingly powerful psykers. Characters with\nUnnatural Willpower may add the multiplier to their\nPsy Rating and any successes on opposed tests as part", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3578, + "rule_id": "pdf_skill_1072_01_03", + "title": "01-03", + "content": "Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3579, + "rule_id": "pdf_skill_1073_psyker_must_make_a_routine_1", + "title": "psyker must make a Routine (+10) Agility Test or be knocked down.", + "content": "51–53\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\n54–56\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3580, + "rule_id": "pdf_skill_1074_for_a_few_brief_moments_every", + "title": "for a few brief moments. Everyone within this area must test against Fear (1).", + "content": "57–59\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\ninto the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\n60–62\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\ncreature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\n63–65\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\n66–68\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\nthe psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3581, + "rule_id": "pdf_skill_1075_must_make_a_difficult_10_wi", + "title": "must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.", + "content": "69–71\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\n72–74\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\nexception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3582, + "rule_id": "pdf_skill_1076_unless_they_can_pass_a_difficu", + "title": "unless they can pass a Difficult (–10) Willpower Test.", + "content": "75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3583, + "rule_id": "pdf_skill_1077_01_05", + "title": "01-05", + "content": "The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3584, + "rule_id": "pdf_skill_1078_06_09", + "title": "06-09", + "content": "Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3585, + "rule_id": "pdf_skill_1079_1d5_wounds_not_reduced_by_arm", + "title": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.", + "content": "10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3586, + "rule_id": "pdf_skill_1080_00", + "title": "00", + "content": "Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3587, + "rule_id": "pdf_skill_1081_psychic_powers", + "title": "Psychic Powers", + "content": "The power of a psyker is darkness, fire, and death, given life and\npurpose to rend souls and break minds.\n–First line of the Litany of Lies and Truths", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3588, + "rule_id": "pdf_skill_1082_telepathy_discipline", + "title": "TeLePaThy DisciPLine", + "content": "Telepathy is the ability to communicate over long distances\ndirectly into the minds of others. It is a vital part of a\nLibrarian’s role within his Chapter as it allows him to\nmaintain lines of command and relay orders instantly across a\nbattle-zone. Telepathy also allows a psyker to read thoughts\nand intentions and steal secrets from the minds of others. At\nhigher levels this can lead to its use as a weapon, breaking a\nperson’s psyche or even changing the way he thinks entirely.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3589, + "rule_id": "pdf_skill_1083_divination_discipline", + "title": "DivinaTion DisciPLine", + "content": "Many psykers are gifted with the ability to see into the future\nor divine the effects of actions before they are undertaken.\nLibrarians study the discipline of divination so that they\nmight better guide their Battle-Brothers in combat or to\nread and understand the Emperor’s Tarot, allowing them to\nfathom the meaning of sweeping events. Divination allows a\npsyker to discover hidden truths and grant his allies additional\nprotection by glimpsing into the near future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3590, + "rule_id": "pdf_skill_1084_codex_discipline", + "title": "coDex DisciPLine", + "content": "Over the millennia the Adeptus Astartes Chapters have\ndeveloped and refined the role of the Librarian. Unimaginable\namounts of lore have been added to their Librariums, and\nextensive study has been made concerning the use of a\nLibrarian’s power. When a Librarian is first inducted into the\norder, these are the powers that he will learn. The Codex\nDiscipline is all about battle and smashing foes or protecting\nallies, and it counts among its teachings some of the most\npotent powers known to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3591, + "rule_id": "pdf_skill_1085_chapter_disciplines", + "title": "chaPTer DisciPLines", + "content": "Just as the Adeptus Astartes have stored the teachings of\nLibrarians past, so too do many Chapters develop their own\nforms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\nhave learnt to shape powerful and terrible effects for their\nLibrarians to wield. Chapter Disciplines are only available to\nLibrarians of the Chapter they represent, reflecting both their\nunique training and Primarch-given gifts of blood and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3592, + "rule_id": "pdf_skill_1086_gaining_psychic_powers", + "title": "GaininG Psychic Powers", + "content": "As a Librarian advances in Rank, he can spend Experience\nPoints to acquire Psychic Powers in the same manner as\nhe might acquire new Talents. The number of powers the\ncharacter may acquire at each Rank is detailed on the Librarian\nAdvancement Table in Chapter II: Specialities.\nA Librarian character may choose powers from the\nTelepathy, Divination, and Codex Disciplines, as well as from\nthe Chapter Discipline of his own Chapter without restriction,\nprovided he meets the power’s prerequisites.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3593, + "rule_id": "pdf_skill_1087_power_format", + "title": "Power formaT", + "content": "Each Psychic Power is presented using the following format:\nName: The power’s name.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3594, + "rule_id": "pdf_skill_1088_action_the_focus_power_action", + "title": "Action: The Focus Power Action (see page 239) required", + "content": "to active the power. This is usually a Free Action, Half Action,\nFull Action, Reaction or an Extended Action. In the case\nof Extended Actions, the number of Full Actions required\nto activate the power is indicated by a number in brackets\n(details on Extended Actions can be found on page 236).\nOpposed: This states whether or not the power’s Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3595, + "rule_id": "pdf_skill_1089_power_test_see_page_185_is_o", + "title": "Power Test (see page 185) is Opposed by those targeted by", + "content": "its effects. Unless stated otherwise, such Opposed Tests are\nalways made using the target’s Willpower. Unless otherwise\nnoted, a target that wins an Opposed Test against the psyker\nis completely unaffected by the power.\nRange: The range at which the power can be used is\nusually expressed in metres or kilometres multiplied by the\nPR at which the power was used. If the range is a radius, this\nis always measured with the psyker at its centre. Radius is also\nconsidered a sphere around the psyker and so will extend up\nand down as well as out.\nSustained: This states whether or not the power can be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3596, + "rule_id": "pdf_skill_1090_sustained_see_page_186_powe", + "title": "sustained (see page 186). Powers that cannot be sustained will", + "content": "last only an instant, occurring during the psyker’s turn.\nDescription: This details the power’s game effects,\nincluding any variable effects that the psyker’s Psy Rating has\non the power’s final strength. Whenever a power’s description\nrefers to the Librarian or Psyker’s PR, it means the PR at\nwhich he manifests the power (including modifiers for\nFettered, Unfettered, and Push) and not his base PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3597, + "rule_id": "pdf_skill_1091_telepathy_powers", + "title": "telePathy Powers", + "content": "Telepathy powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–3: Telepathy Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3598, + "rule_id": "pdf_skill_1092_action_full_see_below", + "title": "Action: Full (see below)", + "content": "Opposed: No\nRange: See Below\nSustained: No\nDescription: Librarians can use their gifts to send psychic\nmessages and communications across the vastness of the void in\nthe same manner as an Astropath. It is however a task which is\nundertaken sparingly, as like much of the rest of the Imperium’s\nforces Space Marines make extensive use of Astropaths,\nreserving their gifted Battle-Brothers for more vital tasks.\nAny Librarian can use Astrotelepathy, provided he has\nenough time and skill—sending a message across the stars\nthough is a far cry from communicating with someone on the\nsame world or even a vessel in orbit. To send a message the\nLibrarian must have at least one power from the Telepathy\nDiscipline. It requires one full round to activate for every 10\nwords or one image it contains and uses Willpower for its\nFocus Power Test. The range is based on the Librarian’s Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3599, + "rule_id": "pdf_skill_1093_rating_see_below", + "title": "Rating (see below).", + "content": "Typically only other Astropaths or Librarians will be able\nto receive the message and unless the Librarian has a specific\nrecipient in mind the GM may have a chance of it reaching\nthe wrong ears...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3600, + "rule_id": "pdf_skill_1094_compel", + "title": "comPeL", + "content": "Action: Full\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: This power allows the psyker to force others\nto briefly act against their will. This power can affect a\nnumber of targets equal to the psyker’s PR. Those affected\nmust follow a simple command given by the psyker. Some\nexamples include “Flee”, “Fall”, “Attack your friend.” If the\ncommand is a potentially suicidal act, the target gets a +20\nto his Willpower Test. In all cases the command must be\nachievable in a single round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3601, + "rule_id": "pdf_skill_1095_dominate", + "title": "DominaTe", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: The psyker may take over the mind of another,\ncontrolling his victim with his will. This power only affects a\nsingle target and only if his total Wounds are less than 3 times\nthe psyker’s PR. An affected target is controlled by the psyker\nas if he was a puppet. For as long as the psyker maintains the\npower, he can divide his Actions between himself and the\ntarget. The dominated target uses its own Characteristics, but\nat –10 due to the crudity of the control. Any action deemed\nsuicidal allows the target an Opposed Willpower Test to try\nand break the hold.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3602, + "rule_id": "pdf_skill_1096_inspire", + "title": "insPire", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The psyker can bolster his comrades by sending\nout waves of reassurance and calm. A number of targets equal\nto the psyker’s PR immediately overcome the effects of\nPinning and gain a +10 resistance against Fear. This effect\nlasts as long as the targets stay within range of the psyker, and\nthe psyker maintains the power.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3603, + "rule_id": "pdf_skill_1097_starting_psychic_powers", + "title": "sTarTinG Psychic Powers", + "content": "A Rank 1 Librarian begins play with any three Psychic\nPowers chosen from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3604, + "rule_id": "pdf_skill_1098_iron_arm", + "title": "Iron Arm", + "content": "These powers are gained as part of character creation\nand do not the cost the Librarian any Experience Points\nto acquire.\nTable 6–3: Telepathy Powers\nPower XP Cost Prerequisites\nAstrotelepathy 500\nOne or more Telepathic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3605, + "rule_id": "pdf_skill_1099_powers", + "title": "powers", + "content": "Compel 1000 WP 40+\nDominate 1000 Compel, WP 50+\nInspire 500 —\nLong-range Telepathy 750 WP 40+\nMind Probe 750 Mind Scan\nMind Scan 500 Long-range Telepathy\nShort-range Telepathy 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3606, + "rule_id": "pdf_skill_1100_psy_rating_result", + "title": "Psy Rating Result", + "content": "Psy Rating 1–3\nThe message can reach out to a recipient in\nthe same system.\nPsy Rating 4–6\nThe message can reach out to a recipient in\nthe same sub-sector.\nPsy Rating 7–9\nThe message can reach out to a recipient in\nthe same sector.\nPsy Rating 10+\nThe message can reach out to a recipient in\nan adjacent sector.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3607, + "rule_id": "pdf_skill_1101_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: Yes\nRange: 1 metre x PR\nSustained: Yes\nDescription: This power allows the psyker to peel back the\nlayers of another’s mind to read the basic surface thoughts\nand beyond. This power works only against a single target,\nand if the psyker wants to perform the Probe without the\ntarget’s knowledge, then the psyker takes a –20 penalty to his\nFocus Power Test and cannot Push the power. The amount of\ninformation the psyker gains from the probe depends on his\nPR as detailed on Table 6–4: Mind Probe. The Librarian\nhas the option of using some of his Psy Rating to reduce the\nnumber of rounds required to use this power instead (trading\nspeed for force), to a minimum of 1 Round. For instance,\na Librarian with a Psy Rating of 8 could use 4 of his Psy\nRating to reduce the time required to a single Round, and\nhe would then gain information from Table 6–4 as if his Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3608, + "rule_id": "pdf_skill_1102_mind_scan", + "title": "minD scan", + "content": "Action: Half\nOpposed: No\nRange: 200 metres x PR\nSustained: No\nDescription: The psyker extends his mind to contact and\nidentify other sentient minds within range, even if they are out\nof sight, enabling him to garner impressions and information\nabout the consciousnesses. The level of information gathered\ndepends on PR as detailed on Table 6–5: Mind Scan.\nUntouchables and other psychically inert creatures are\ninvisible to Mind Scan. Individuals with psychic resistance\nor similar protections may also be hidden (the GM may make\nsecret Opposed Willpower tests against the psyker to see if\nthey remain hidden from him).\nshorT-ranGe TeLePaThy\nAction: Free\nOpposed: No\nRange: 50 metres x PR\nSustained: Yes\nDescription: The psyker can send his thoughts into the\nminds of those around him, touching a number of targets\nequal to his PR. The targets can be a select group, either\nindividuals the psyker can see or minds he is familiar with\nwithin the power’s range. Alternatively, the psyker can choose\nto make a generalised broadcast to every mind within range\nindiscriminately. An affected mind’s processes are still affected\nby the structure of language, and if telepathy is attempted\nwithout a shared language, the power suffers a –20 penalty.\nTargets who do not wish to be open to such a communication\ncan resist with an Opposed Willpower test. Sustaining this\npower is a Free Action.\nTable 6–4: Mind Probe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3609, + "rule_id": "pdf_skill_1103_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker makes initial contact and learns basic\ninformation about the target such as his name, mood,\nInsanity level, and the state of his physical health.\n4–5\nAs above, plus the psyker can sense the thoughts\nuppermost in the target’s mind such as immediate\nfears/concerns, conscious lies, etc. The psyker also\nlearns the target’s Corruption Level.\n6–7\nAs all the above, plus the psyker can sort through the\ntarget’s memories over the last 12 hours. The psyker\ncan also glean less casual information that the subject\nhides, such as simple passwords or recent secret\nexperiences.\n8–9\nAs all the above, plus the psyker gains detailed\ninformation about people, places or objects that the\ntarget considers important, as well as how these all\nrelate to each other. The psyker learns about the\ntarget’s beliefs, motivations, and personal goals, as\nwell as any contacts or complicated hidden ciphers\nthe target might know about. The psyker also\nbecomes aware of the pivotal moments in the target’s\nlife.\n10+\nAs all the above, plus the psyker may plunder the\ntarget’s mind at will. Any information contained in\nthe target’s psyche is an open book for the psyker.\nThe psyker can also use this technique to break\ndown implanted memories or personalities within the\ntarget.\nTable 6–5: Mind Scan", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3610, + "rule_id": "pdf_skill_1104_prresults", + "title": "PRResults", + "content": "1–2\nThe psyker gains a crude impression of the number\nof conscious minds within range of the power, and\ntheir general position in relation to him.\n3–4\nAs above, plus the psyker knows the number, general\nlocation, and relative ‘strength’ of conscious minds\nwithin range of the power, and can determine if these\nminds have any psychic ability.\n5–7\nAs all the above, plus the psyker may attempt to\ninitiate telepathic communication with any of the\nminds he has discerned.\n8+\nAs all the above, plus the psyker may attempt to\ncarry out a Mind Probe on one of the minds he has\ncontacted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3611, + "rule_id": "pdf_skill_1105_divination_powers", + "title": "divination Powers", + "content": "Divination powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–6: Divination Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3612, + "rule_id": "pdf_skill_1106_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: By reading the Emperor’s Tarot for a specific\nindividual, the psyker can grant insight into what troubles lay\nahead. During the reading both the psyker and the subject must\nremain in contact and no other actions may be taken by either of\nthem. The psyker must then ask a specific question. It can be as\ndetailed as “What must my Battle-Brothers overcome if they are\nto enter the Patriarch’s lair?” or as broad as “What dangers face the\nChapter?” After that, the psyker reads the Emperor’s Tarot for the\nsubject as they both concentrate on the question asked. At the end\nof this time the psyker interprets the Tarot and garners the results\ndepending on his PR as detailed on Table 6–7: Augury.\nAs with all forms of divination, the GM may decide how\nmuch or how little information the psyker can garner. The\nWarp is a capricious thing and seldom gives straight answers,\noften wrapping truths in riddles and lies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3613, + "rule_id": "pdf_skill_1107_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: The psyker can use this power to locate and\ntrack down a single object or person in his immediate vicinity.\nThe psyker can find anything, but there must be some degree\nof familiarity. Touching a lock and trying to find the key to\nthat lock is fine, but just thinking “I want a key” without a\ncorresponding lock won’t work. In the same vein, the psyker\nmust have seen the person he wants to find, or the subject’s\ntrue name. The psyker’s Focus Power Test is modified as\nfollows:\n• The psyker is intimately familiar with target (e.g., he\nknows the subject well, or has an item that has been\nwith the subject for a long time): +10\n• The psyker possesses a portion of the subject (e.g., a\nfragment from the item, a lock of hair from a person,\netc.): +5\n• The subject is surrounded by others of its kind (e.g., a\ncoin in a purse of coins, a person in a crowd, etc.): –10\n• The subject is within 50 metres x PR of the psyker: +5\n• The subject is over 2 km away from the psyker: –10\nIf the psyker successfully manifests the power, and the\nsubject is within a number of kilometres equal or less than\nthe psyker’s PR rating, he will get a rough idea of where the\nsubject is located, based on his PR as detailed on Table 6–8\nDivination.\nTable 6–6: Divination Powers\nPower XP Cost Prerequisites\nAugury 500 —\nDivination 750 WP 40+\nLifting the Veil 1000 Psychometry, WP 40+\nPossibility Shield 1000 WP 40+\nPsychometry 500 Augury\nReading 500 —\nTable 6–7: Augury", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3614, + "rule_id": "pdf_skill_1108_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker determines the most dangerous\nopposition that the subject will face.\n4–6\nAs above, plus the psyker also determines other\nnegative forces that may be present. The psyker can\ndetermine as many forces as his PR.\n7–8\nAs all the above, plus the psyker determines the best\nadvantage or tool that the subject can use for the\nsituation.\n9+\nAs all the above, plus the psyker may offer a single\nsentence of advice to the subject concerning the\nclearest path to their answer.\nTable 6–8: Divination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3615, + "rule_id": "pdf_skill_1109_prresults", + "title": "PRResults", + "content": "1–3 The psyker knows the rough direction of the subject.\n4–6\nThe psyker knows the specific direction of the\nsubject, and roughly how far away it is.\n7+\nThe psyker knows the specific direction of the\nsubject, and exactly how far away it is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3616, + "rule_id": "pdf_skill_1110_npc_and_enemy_psykers", + "title": "nPc anD enemy Psykers", + "content": "The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably\nthose of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to\ncome into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic\nallies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that\nmost psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable\nenemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries\nfor more details) or the GM may adapt Space Marine Psychic Powers for enemy use.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3617, + "rule_id": "pdf_skill_1111_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 10 metres radius x PR\nSustained: No\nDescription: Lifting the Veil is an extension of the art of\nPsychometry and allows the psyker to look beyond individual\npsychic traces and relive the past of a place or item. As with\nPsychometry, the psyker can gain rough impressions from an\nobject or a general area as long as it falls within the power’s\nradius. The level of information gained is dependent on the level\nof power used, as detailed on Table 6–9: Lifting the Veil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3618, + "rule_id": "pdf_skill_1112_possibility_shield", + "title": "PossibiLiTy shieLD", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: Using his understanding of future events and\nhis perception of the flow of time, the psyker surrounds\nhimself and nearby allies in a possibility shield. While this\npower is active, the psyker and a number of allies equal to\nhis PR within range of the psyker gain a +10 bonus to one\nroll each Round. In addition, due to his ability to see attacks\nbefore they are coming the psyker himself adds +5 x PR to\nall Dodge and Parry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3619, + "rule_id": "pdf_skill_1113_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Touch\nSustained: No\nDescription: Learning to read the Emperor’s Tarot is in part\nthe act of learning to divine the Emperor’s word from psychic\nimpressions. Refining this skill allows the psyker to learn more\nabout others from the crude psychic traces they leave behind on\nobjects in the world around them. In this form, the psyker can\ngain rough impressions from a personal object such as an article\nof clothing or weapon. The level of information he gains depends\non his PR as detailed on Table 6–10: Psychometry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3620, + "rule_id": "pdf_skill_1114_reading", + "title": "reaDinG", + "content": "Action: Full\nOpposed: No\nRange: 5 metres x PR\nSustained: Yes\nDescription: Diviners can read a person’s aura, the unconscious\nprojection of his being in to the Warp. This is a very pale shadow,\nunnoticed by most beings, but a diviner can study this aura to\nlearn about the person. When the psyker activates divination,\nhe can attempt to read the aura of any person he can see. The\nlevel of information he gains depends on the PR at which he\nmanifests the power as detailed on Table 6–11: Reading.\nA psyker can only maintain this power on one target. If he\nwishes to divine the well-being of a different person, he must\nactivate the power again.\nTable 6–9: Lifting the Veil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3621, + "rule_id": "pdf_skill_1115_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker sees the general features\nof the people who experienced the emotion, and a\nrough impression of the events that transpired.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the events from the area that left the strongest\npsychic impressions.\n8–9\nAs all of the above, plus the psyker can identify all\nparticipants from that strongest event, including their\ncareers, ranks, and names.\n10+\nAs all of the above, plus the psyker determines other\nevents that may have occurred in the area, in order\nof the relative strength of their psychic impressions,\nand gets a clear image of each event.\nTable 6–10: Psychometry", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3622, + "rule_id": "pdf_skill_1116_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker can discern the general\nfeatures of the person who experienced the emotion.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the person who experienced the emotion.\n8–9\nAs all of the above, plus the psyker can identify the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3623, + "rule_id": "pdf_skill_1117_person_s_occupation_e_g_care", + "title": "person’s occupation (e.g. Career and Rank).", + "content": "10+\nAs all of the above, plus the psyker can determine the\nperson’s name.\nTable 6–11: Reading", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3624, + "rule_id": "pdf_skill_1118_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker gains superficial impressions about the\ntarget person. This includes the three strongest\nemotions that the subject is currently experiencing, his\nrace, whether or not he has any psychic powers, and\na rough idea of his state of mental and physical wellis an Untouchable.\n4–5\nAs above, plus the psyker gets a deeper insight into\nall of the target’s feelings, and gains +10 to all\nFellowship Tests he makes against the target while\nReading is active. The psyker also gets a better idea\nabout the target’s physical state, including his current\nWounds and Fatigue levels. Finally, if the target has\npsychic abilities, the psyker can sense his power and\nfind out his Psy Rating.\n6–7\nAs all of the above, plus the psyker determines how\nmany Insanity points the target has, as well as which\naddictions or madness he might be suffering from. If\nthe target has psychic abilities, the psyker determines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3625, + "rule_id": "pdf_skill_1119_which_discipline_s_he_possess", + "title": "which discipline(s) he possesses.", + "content": "8+\nAs all of the above, plus the psyker determines how\nmany Corruption points the target has. Also, the\npsyker can determine if the aura is genuine, or has\nbeen produced by some other means.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3626, + "rule_id": "pdf_skill_1120_avenger", + "title": "avenGer", + "content": "Action: Full\nOpposed: No\nRange: 30m\nSustained: No\nDescription: The Librarian summons up the ancestors of his\nChapter and shapes them into a flaming vengeful avatar of\ndeath. The construct then billows forward to incinerate those\nin its path. The Avenger power works exactly like a shot from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3627, + "rule_id": "pdf_skill_1121_an_adeptus_astartes_heavy_flam", + "title": "an Adeptus Astartes heavy flamer (see page 145), with all the", + "content": "usual chance to hit and set targets on fire. However, due to the\nhorrific nature of the psychic flames, the Penetration of the\nattack is equal to 2 x PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3628, + "rule_id": "pdf_skill_1122_force_dome", + "title": "force Dome", + "content": "Action: Full\nOpposed: No\nRange: 5m x PR radius\nSustained: Yes\nDescription: Summoning up a shimmering field of force, the\nLibrarian fashions a shell around himself and nearby allies.\nThe shell is a sphere extending up to the radius around, above,\nand below the Librarian and protecting him and any within\nit. The shell provides 2 AP x PR against all kinds of ranged\nattacks or hazardous environmental effects (this additional\nprotection stacks with any worn Armour), even trapping air\nand water within it. However, it does not stop melee attacks", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3629, + "rule_id": "pdf_skill_1123_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Self\nSustained: No\nDescription: Rending the veil between worlds, the Librarian\ncreates a rift through which he and his allies might pass. The\nLibrarian chooses an exit point for the rift at any point within\n10 kilometres x PR. The size of the rift depends on the power\nused to create it, and it will have a width and height of 2\nmetres x PR. The rift will remain open for 1 Round x PR or\nuntil the Librarian himself passes through it, at which time it\nwill instantly close. While it remains open, creatures may pass\nthrough the gate freely provided they can fit.\nThis power is incredibly taxing and requires at least 12\nhours recovery before it may be used again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3630, + "rule_id": "pdf_skill_1124_iron_arm", + "title": "iron arm", + "content": "Action: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nTable 6–12: Codex Powers\nPower XP Cost Prerequisites\nAvenger 500 —\nForce Dome 1500 WP 40+\nThe Gate of Infinity 2000 Rank 5, WP 50+\nIron Arm 500 —\nMachine Curse 1000 WP 45+\nMight of the Ancients 1000 —\nSmite 500 —\nVeil of Time 1500 Rank 3, WP 40+\nVortex of Doom 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3631, + "rule_id": "pdf_skill_1125_machine_curse", + "title": "machine curse", + "content": "Action: Full\nOpposed: No\nRange: 20m x PR\nSustained: No\nDescription: The Librarian calls down a terrible curse on\nnearby machines and vehicles. The Librarian can either target a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3632, + "rule_id": "pdf_skill_1126_of_mechanical_devices_such_as", + "title": "of mechanical devices (such as guns or servitors) equal to his PR.", + "content": "If a single vehicle is targeted then it may not move or fire any of\nits weapons for a number of Rounds equal to the Librarian’s PR as\nit shorts and sparks alarmingly. If a number of mechanical devices\nare chosen then they will be rendered useless for the following", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3633, + "rule_id": "pdf_skill_1127_round_guns_will_jam_see_page", + "title": "Round. Guns will jam (see page 249) and must be unjammed", + "content": "before they can be used. Warded vehicles and devices may be\nresistant or even immune to this power at the GM’s discretion.\nmiGhT of The ancienTs\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Tapping into the deadly powers of the Immaterium,\nthe Librarian infuses himself with psychic energy increasing his\npsychical prowess and strength of arms to exceptional levels.\nWhile this power is in effect, the Librarian’s melee attacks all have\ntheir Damage and Penetration increased by a number equal to\nhis PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3634, + "rule_id": "pdf_skill_1128_smite", + "title": "smiTe", + "content": "Action: Half\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: The Librarian conjurers up lethal bolts of\nlightning that leap from his hands to burn and blast his\nenemies into ash. Smite must be targeted at a single creature.\nHowever, it may effect others nearby depending on its power.\nThe Librarian does not need to make a BS test to hit the\ntarget. However, his Focus Power Test is modified as if he was\nmaking a ranged attack (using bonuses and penalties for range,\nlighting, enemy talents, etc.). Smite deals 1d10 Energy Damage\nx PR with a Penetration equal to his PR. Any creatures within\n1 metre x PR of the target will also be affected by Smite.\nveiL of Time\nAction: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian attempts to predict the near\nfuture, seeing the flow of events and the actions of others.\nWhile this power is in effect, the Librarian benefits from this\nforeknowledge. . Each Round, the Librarian has a pool of rewhich he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nthat a re-roll may never itself be re-rolled.\nvorTex of Doom\nAction: Full\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: With an utter disregard for reality, the Librarian\nopens up a flickering vortex in the fabric of space and time. The\nvortex is 2 metres in diameter and may be placed anywhere\nwithin range of the psyker. Once created, however, the Librarian\nhas no more control over it. Each Round after its creation the GM\nshould roll a dice for the vortex. On a 1–4 its diameter shrinks by\n1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0\nits diameter grows by 2 metres. If the vortex is ever reduced to 0\ndiameter then it vanishes. The GM then rolls a random direction\nfor the vortex to travel 2d10 metres (use the Scatter diagram from\npage 248). Anything that touches the vortex, either when created", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3635, + "rule_id": "pdf_skill_1129_or_as_it_moves_must_make_a_ch", + "title": "or as it moves, must make a Challenging (+0) Agility Test or", + "content": "suffer 1d10 Energy damage x PR. Those killed by the vortex are\nsucked away into the Warp and lost forever.\nHaving an open rift to Warp is dangerous to the souls\nof anyone present. The first time any creature (including\nthe Librarian) comes within 10 metres of the vortex, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3636, + "rule_id": "pdf_skill_1130_blood_boil", + "title": "bLooD boiL", + "content": "Action: Half\nOpposed: Yes\nRange: 10 metre x PR\nSustained: No\nDescription: With a blast of psychic power, the Librarian\nsuperheats the target’s blood, flash-boiling it and causing it\nto burst from their eyes, mouth, and ears. This power can\nonly be used against a single target. The target of a Blood\nBoil will suffer 1d10 Energy damage plus 2 extra points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3637, + "rule_id": "pdf_skill_1131_of_damage_x_pr_to_a_maximum_o", + "title": "of damage x PR (to a maximum of 1d10+20) which is not", + "content": "reduced by armour or Toughness. If the target is killed by this\nattack then he explodes in a crimson shower, spattering those\nnearby with scalding blood. All creatures within 5 metres of\nan exploding target take 2d10 Energy damage to their least\narmoured location.\nManifesting Blood Boil is taxing for a Librarian, and\ninflicts 1 level of fatigue upon him, whether or not the\ntarget resists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3638, + "rule_id": "pdf_skill_1132_blood_lance", + "title": "bLooD Lance", + "content": "Action: Half\nOpposed: No\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian throws out his arm and hurls a\nblazing crimson lance that impales anything in its path. The\nBlood Lances traces a straight line from the Librarian out to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3639, + "rule_id": "pdf_skill_1133_the_extent_of_the_power_s_rang", + "title": "the extent of the power’s range. Any creature (friend or foe)", + "content": "that the lance passes through suffers 1d10 x PR Rending\ndamage that is not reduced by Toughness Bonus. Armour and\ncover protect as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3640, + "rule_id": "pdf_skill_1134_fear_the_darkness", + "title": "fear The Darkness", + "content": "Action: Half\nOpposed: Yes\nRange: 25 metres x PR\nSustained: Yes\nDescription: Casting a psychic shadow across the battlefield,\nthe Librarian fills his foes with intense dread and terror. This\npower affects a number of foes equal to the Librarian’s PR.\nThose affected by this power count all enemies as having the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3641, + "rule_id": "pdf_skill_1135_have_their_fear_level_increase", + "title": "have their Fear level increased by 1 (to a maximum of Fear 4)", + "content": "against those affected by this power. If this power is sustained,\ntargets may make a Willpower Test with a penalty of –5 x PR\nat the start of each of their turns to shake off the effects.\nmiGhT of heroes\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Focusing his will, the Blood Angels Librarian\nenhances his strength and summons up a deep well of rage.\nWhile this power is in effect, the Blood Angels Librarian adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3642, + "rule_id": "pdf_skill_1136_shackle_soul", + "title": "shackLe souL", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Reaching into the soul of his foe, the Librarian\nbinds it in powerful bands of psychic energy. This power\naffects a single creature chosen by the Librarian. The Blood\nAngel may choose to prevent those affected by the power\nfrom doing one of the following things on its next turn:\nmoving, making a range attack, making a melee attack or\nusing a Psychic Power. If this power is sustained then the\nLibrarian must win an Opposed Willpower Test each turn to\naffect the target, though he may choose a different action to\nprohibit from Round to Round. If the target ever wins the\nOpposed Test then the power immediately ends.\nwinGs of sanGuinius\nAction: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sprouts a pair of blood red wings\nof psychic energy from his back that can bear him aloft. While\nthis power is in effect, the Librarian gains the Flyer Trait (see\npage 132) with a Movement equal to his PR.\nTable 6–13: Blood Angels Powers\nPower XP Cost Prerequisites\nBlood Boil 1500 Rank 3, WP 40+\nBlood Lance 1000 —\nFear the Darkness 1000 WP 40+\nMight of Heroes 500 —\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3643, + "rule_id": "pdf_skill_1137_force_barrier", + "title": "force barrier", + "content": "Action: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Wrapping himself in a blanket of power, the\nLibrarian creates a potent but static psychic shell over himself.\nWhile this power is in effect, and as long as the Librarian does\nnot move, he gains 3 AP x PR to all locations. In addition, if\nthis power is manifested with a PR of 5 or more, all ranged\nattacks count as having a Penetration of 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3644, + "rule_id": "pdf_skill_1138_hellfire", + "title": "heLLfire", + "content": "Action: Half\nOpposed: No\nRange: 50 metres x PR\nSustained: No\nDescription: The Librarian summons a torrent of psychic fire\nto burn and char his foes. He may pick a point within range\nand engulf it in a cloud of flame with a radius of 2 metres x\nPR. All those within the area will suffer 1d10 Energy damage\nx PR. In addition, all those within the area of effect must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3645, + "rule_id": "pdf_skill_1139_make_challenging_0_agility", + "title": "make Challenging (+0) Agility Tests or be set on fire (see", + "content": "page 260).\nmask of shaDows\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Covering his thoughts in darkness, the\nLibrarian hides his mind from sight, confounding the efforts\nof enemy psykers or fearsome foes to psychically engage\nhim. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nthe psyker suffers no ill effects to Cohesion or Willpower as\na result of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3646, + "rule_id": "pdf_skill_1140_mind_worm", + "title": "minD worm", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nLibrarian implants the seed of doubt and remorse, crippling\nthe creature with indecision and guilt. This powers works\nagainst a single target. Those affected by the power suffer\na –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nof 05). If this power is sustained then the target may make a\nnew Opposed Willpower Test at the start of each of its turns\nto end the effects.\nThis power also confers a +30 bonus to the psyker’s\nInterrogation skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3647, + "rule_id": "pdf_skill_1141_true_strike", + "title": "True sTrike", + "content": "Action: Half\nOpposed: No\nRange: Self\nSustained: No\nDescription: Deadly against those with the psychic gift, the\neffects of a True Strike can smash an enemy psyker’s mind\nto pieces. If the Librarian performs a melee attack against a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3648, + "rule_id": "pdf_skill_1142_psyker_an_individual_psy_rati", + "title": "psyker (an individual Psy Rating of at least 1) within 1 Round", + "content": "x PR of activating the power, a successful attack will inflict an\nadditional 2 points of damage x PR which cannot be reduced\nby armour or Toughness. In addition, an individual suffering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3649, + "rule_id": "pdf_skill_1143_damage_from_this_power_must_ma", + "title": "damage from this power must make a Hard (–20) Willpower", + "content": "Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3650, + "rule_id": "pdf_skill_1144_weaken_resolve", + "title": "weaken resoLve", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Dark Angels Librarian forces his way into\nthe minds of his foes, robbing them of their will to fight and\neroding whatever resistance they possess. This power can affect\na number of foes equal to the Librarian’s PR. Those affected\nhave their Willpower characteristic temporarily reduced by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3651, + "rule_id": "pdf_skill_1145_5_x_pr_to_a_minimum_of_1_t", + "title": "–5 x PR (to a minimum of 1). This has corresponding effects", + "content": "on their Willpower Bonus. If this power is sustained, targets\nare allowed a new Opposed Willpower Test (using their\nreduced Willpower) to end its effects on them at the start of\neach of their turns.\nTable 6–14: Dark Angels Powers\nPower XP Cost Prerequisites\nForce Barrier 1500 WP 40+\nHellfire 1000 Rank 3, WP 40+\nMask of Shadows 1000 WP 50+\nMind Worm 1500 Rank 5, WP 50+\nTrue Strike 500 —\nWeaken Resolve 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3652, + "rule_id": "pdf_skill_1146_living_lightning", + "title": "LivinG LiGhTninG", + "content": "Action: Full\nOpposed: No\nRange: 30 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest cries out to the sky and calls\nforth a dancing bolt of sentient electricity arcing down from the\nheavens. While this power is in effect, the Rune Priest can direct\nthe bolt of lightning against any target within range, changing\ntargets between turns regardless of how far apart they are. Those\nstruck by the lightning will suffer 1d10 x PR Energy damage\nwith the Shocking quality. If the target passes a Challenging", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3653, + "rule_id": "pdf_skill_1147_storm_caller", + "title": "sTorm caLLer", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest invokes the ancient rites of\nice and snow, calling up a blizzard of psychic energy around\nhimself and his allies. While this power is in effect, the Rune\nPriest and all allies within the power’s radius become shrouded\nin ethereal mist. All ranged attacks they make, or that are made\nagainst them, suffer a penalty of –5 x PR. Any ally who moves\noutside the range of the power immediately loses its effects.\nTemPesT’s wraTh\nAction: Full\nOpposed: No\nRange: 150 metre radius x PR\nSustained: Yes\nDescription: In a fearsome display of power, the Rune Priest\ncalls upon the spirits of wind, storm, and snow, tearing the\nair with gales and tempests. While this power is in effect, any\ncreature with the Hoverer or Flyer trait must pass a Strength\nTest at a penalty of –5 x PR to move through the air. Even\nthose that pass the test have their Movement reduced by half.\nFlying vehicles are also affected, and their pilots suffer a\npenalty of –5 x PR on all Skill tests they must make to operate\ntheir craft. Flying vehicles also have their speed reduced by\nhalf. Finally, ranged attacks inside, into or out of the radius\nof effect have their shots fouled by the winds. Thrown and\nPrimitive ranged weapons suffer a penalty of –5 x PR to hit,\nwhile all other ranged weapons suffer a penalty of –2 x PR to\nhit. This power may only be used on the surface of a planet\nwith atmosphere, and even then, the power only functions\nwhen outside of a building or other confined space.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3654, + "rule_id": "pdf_skill_1148_thunderclap", + "title": "ThunDercLaP", + "content": "Action: Full\nOpposed: No\nRange: 10 metre radius x PR\nSustained: No\nDescription: With a word of power and a clap of his mighty\nhands, the Rune Priest creates a deafening crack of thunder\nthat rolls across the battlefield. All those within range of this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3655, + "rule_id": "pdf_skill_1149_power_friends_or_foes_though", + "title": "power (friends or foes, though not including the Rune Priest)", + "content": "suffer 1d5 x PR Impact damage. This damage is reduced by\nToughness as normal. However, only armour worn on the\nhead protects against it. In addition, anyone suffering damage\nfrom this attack must make a Toughness Test with a penalty\nof –5 x PR or be deafened for 1d10 rounds (see page 260\nfor the effects of being deafened). Finally, fragile objects such\nas mundane glass, crystal or fine ceramics within the power’s\nrange are shattered (though the GM has the final say on\nwhether an object is affected).\nTable 6–15: Space Wolves Powers\nPower XP Cost Prerequisites\nFury of the Wolf Spirits 2000 Rank 5, WP 40+\nLiving Lightning 1000 WP 40+\nStorm Caller 500 —\nTempest’s Wrath 1000 WP 50+\nThunderclap 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3656, + "rule_id": "pdf_skill_1150_action_extended_2", + "title": "Action: Extended (2)", + "content": "Opposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: Plunging his will into the Immaterium, the\nLibrarian calls forth ancestral spirits to fight on his side, and\nsummons up a number of ancestral warriors equal to his PR\nto fight for him. These warriors use the Imperial Guardsman\nprofile on page 376 and are armed and armoured as detailed\nthere. They will not stray beyond the range of the power nor\ncan they be used for anything but combat. When they are\nkilled, both they and their gear will vanish into smoke.\ncrown of LiGhTninG\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian encases one of his foes in a\ncrackling cage of lightning, searing his flesh and contorting\nhis muscles. This power may only be used against a single\ntarget. The target suffers 1d10 Energy damage x PR counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3657, + "rule_id": "pdf_skill_1151_as_having_the_shock_quality_s", + "title": "as having the Shock Quality (see page 144). If this power is", + "content": "sustained, the target suffers 2d10 Energy damage in each of\nthe Librarian’s turns.\nhammer of The emPeror", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3658, + "rule_id": "pdf_skill_1152_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 1 kilometre x PR\nSustained: No\nDescription: With the power of an orbital barrage, the\nLibrarian calls down a mighty hammer of psychic energy\nwith the power to lay waste to entire towns. The Librarian\nchooses a point within range and calls down the Hammer.\nThe Hammer has a radius of 100 metres x PR. Anything\nwithin the area of effect is subjected to a moderate earthquake,\ninflicting 3d10 x PR damage on all structures, possibly causing\nthem to collapse. Creatures within the area must make a Hard\n(–20) Agility Test to remain standing. This power cannot\nbe used Fettered, and does not work indoors. This power is\nextraordinary taxing and inflicts 1d5 levels of Fatigue on the\nLibrarian. In addition, the Librarian may not attempt to use\nthe power again for at least 24 hours.\nAt the GM’s discretion, falling buildings and raining debris\nmay inflict 3d10 I damage on those in the area of effect who", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3659, + "rule_id": "pdf_skill_1153_fail_a_challenging_0_agilit", + "title": "fail a Challenging (+0) Agility Test.", + "content": "mark of scorn\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian casts a curse upon one of his\nfoes, marking him for death at the hands of the righteous.\nThis power only works on a single target. The target becomes\nMarked, and all successful melee attacks against him will gain\na bonus to damage equal to the Librarian’s PR. In addition,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3660, + "rule_id": "pdf_skill_1154_any_instances_of_righteous_fur", + "title": "any instances of Righteous Fury (see page 245) from melee", + "content": "attacks against him automatically occur without the need to\npass a WS test.\nThunDer’s sheLL\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian covers himself in a fine reactive\npsychic shield that gets stronger the more force brought\nagainst it. While this power is in effect, all attacks against\nthe Librarian have their Penetration reduced by an amount", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3661, + "rule_id": "pdf_skill_1155_equal_to_his_pr_to_a_minimum", + "title": "equal to his PR (to a minimum of 0). In addition, attacks that", + "content": "ignore armour completely have this special ability negated by\nthis power, instead inflicting normal damage against whatever\narmour the Librarian is wearing.\nTable 6–16: Storm Warden Powers\nPower XP Cost Prerequisites\nAncestors’ Rage 500 —\nCall to Arms 1500 WP 50+\nCrown of Lightning 1000 —\nHammer of the Emperor 2000 Rank 5, WP 60+\nMark of Scorn 500 —\nThunders Shell 1500 Rank 3, WP 40+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3662, + "rule_id": "pdf_skill_1156_inspiring_word", + "title": "insPirinG worD", + "content": "Action: Half\nOpposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: The Librarian calms the minds of nearby allies\nand completely dispels their fear and doubt. While this power\nis active, a number of allies equal to PR, and within range, are\nimmune to the effects of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3663, + "rule_id": "pdf_skill_1157_paragon", + "title": "ParaGon", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian lets his authority shine forth in\na blaze of psychic energy, filling nearby allies with strength\nand resolve to emulate his glory. While this power is in effect,\nthe Librarian can allow a number of allies equal to his PR\nwithin range of the power to use one of his characteristics.\nIn effect, those benefiting from this power count as having\na characteristic score equal to that of the Librarian, though\nif their own characteristic is higher they may choose to use\nthat instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3664, + "rule_id": "pdf_skill_1158_war_cry", + "title": "war cry", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: With a terrifying cry, the Librarian demoralises\nand stuns nearby foes, forcing them to cower before his\nmight. This power can affect a number of foes equal to the\nLibrarian’s PR. Those affected cannot use Reactions from the\nend of the Librarian’s turn to the start of his next turn.\nworD of The emPeror\nAction: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian recites a sanctified prayer to the\nEmperor, speaking holy words that burn the minds of the\nunfaithful and cast out the spirits of the Warp. This power\ncan affect a number of targets equal to the Librarian’s PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3665, + "rule_id": "pdf_skill_1159_those_affected_will_become_stu", + "title": "Those affected will become Stunned (see page 261) for one", + "content": "Round. Targets with the Daemonic Trait are affected much\nmore seriously by this power and will suffer 1d10 Explosive\ndamage x PR and must make a Warp Instability Test. Finally,\ncreatures targeted by this power suffering from Possession", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3666, + "rule_id": "pdf_skill_1160_see_page_134_may_immediately", + "title": "(see page 134) may immediately make a Challenging (+0)", + "content": "Willpower Test to break free.\nTable 6–17: Ultramarines Powers\nPower XP Cost Prerequisites\nFury of the Ancients 1000 WP 40+\nGlory of the Emperor 2000 Rank 5, WP 50+\nInspiring Word 1000 —\nParagon 500 —\nWar Cry 750 WP 40+\nWord of the Emperor 1500 Rank 3, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3667, + "rule_id": "pdf_skill_1161_game", + "title": "Game", + "content": "“A Space Marine is not born, but made by the good grace of the\nEmperor from flesh, blood, and a will to do the Master of\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3668, + "rule_id": "pdf_skill_1162_the_core_mechanic", + "title": "The CoRe MeChaniC", + "content": "• Determine the Skill or Characteristic to test.\n• Add or subtract any relevant modifiers to the Skill or\nCharacteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3669, + "rule_id": "pdf_skill_1163_make_a_percentile_roll_1d10", + "title": "• Make a percentile roll (1d100).", + "content": "• If the percentile roll is less than or equal to the Skill or\nCharacteristic being tested, the test succeeds.\n• If the percentile roll is greater than the Skill or\nCharacteristic being tested, the test fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3670, + "rule_id": "pdf_skill_1164_skill_tests", + "title": "Skill TeSTS", + "content": "The most common type of test a Battle-Brother performs\nduring the game is the Skill Test. Each Skill is governed by\na Characteristic. For example, the Dodge Skill is governed\nby the Agility Characteristic. To make a Skill Test, add any\nrelevant modifiers to the Skill’s governing Characteristic, then\nmake a percentage roll. If the result is equal to or less than\nthe modified Characteristic, the test succeeds. If the result is\ngreater than the modified Characteristic, the test fails.\nSuccess is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3671, + "rule_id": "pdf_skill_1165_cases_the_governing_character", + "title": "cases, the governing Characteristic is halved (round down).", + "content": "A character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nMany Talents can improve a Battle-Brother’s chances of\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\nWeapons Skill and Ballistics Skill are Characteristics. See\nCharacteristic Tests on page 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3672, + "rule_id": "pdf_skill_1166_example", + "title": "exaMple", + "content": "Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nto escape the charging Space Marine. To climb down the cliff, the\nGM decides that Brother Ulfric must make a Climb test, which is a\nskill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\ntraining in Climb. Since Climb is a Basic Skill, Ulfric can still make\nthe attempt at half his normal Strength, which is 20. Ulfric’s player\nmakes a percentile roll and gets a 29, which is higher than 20, so the\ntest fails and Ulfric falls instead.\nUndaunted by his fall and still in pursuit of the Eldar, Ulfric\nplunges after the xenos into a fast-flowing stream. This calls for Ulfric\nto make a Swim Test. Swim is a Basic Skill governed by Strength, and\nUlfric has Training in Swim, so he gets to use his full Strength score\nfor the test, which is 41. Ulfric’s player makes a percentile roll and\ngets a 33—a success! Ulfric manages to catch the alien and drown\nhim quietly in the river, maintaining his team’s secrecy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3673, + "rule_id": "pdf_skill_1167_characteristic_tests", + "title": "CharaCTeriSTiC TeSTS", + "content": "Sometimes a Battle-Brother wants to attempt something\nnot covered by a Skill. In such cases, a Characteristic Test\ncan be used instead of a Skill Test. The GM determines the\nmost appropriate Characteristic for the test, then the player\nmakes a percentage roll. If the roll is equal to or less than the\nCharacteristic, the test succeeds. If the roll is greater than the\nCharacteristic, the test fails.\ndegRees of suCCess and failuRe\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nis particularly important with social skills, such as Charm and\nInquiry, as well as certain combat situations, such as firing a\ngun capable of a semi-automatic or fully automatic burst.\nMeasuring Degrees of Success and Failure in a Skill or\nCharacteristic Test is straightforward. After the percentage\nroll is made, compare the roll with the modified Characteristic\nscore. For each full 10 points by which the Characteristic was\nexceeded, one Degree of Success is achieved. Conversely, for\neach 10 full points by which the test failed, one Degree of\nFailure is gained.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3674, + "rule_id": "pdf_skill_1168_example", + "title": "exaMple", + "content": "Brother Ulfric is clearing a corridor in a space hulk with his Kill-team.\nSeeing shapes moving in the shadowy distance, he opens fire with his\nstorm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s\nplayer makes a roll against his character’s WS of 45, scoring a 23. This\nbeats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s\naccurate fire means the bulk of his rounds smash home into his foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3675, + "rule_id": "pdf_skill_1169_extended_tests", + "title": "exTended TesTs", + "content": "Some tasks are quite complicated and may take extra time to\nfinish. In these cases, the GM may decide that it takes more\nthan one successful Skill Test to complete the task. This is\nknown as an Extended Test. Generally, the Skill in question\ndescribes whether it requires an Extended Test, though the\nGM may adjust the time represented by each test depending\non what is in fact being attempted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3676, + "rule_id": "pdf_skill_1170_opposed_tests", + "title": "opposed TesTs", + "content": "Sometimes a Battle-Brother needs to test himself against an\nopponent. This is known as an Opposed Test. For example, if a\ncharacter needed to hide from an enemy scout, he could test his\nConcealment Skill against the scout’s Awareness Skill.\nIn an Opposed Skill Test, both participants make tests\nnormally. Whoever succeeds at his test wins. If both participants\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nBonus wins. If the result is still a tie, the lowest dice roll wins.\nShould both parties fail, one of two things occurs. Either\nthere is a stalemate and nothing happens or both parties should\nre-roll until there is a clear winner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3677, + "rule_id": "pdf_skill_1171_example", + "title": "exaMple", + "content": "Ulfric is trying to force open a bunker door while a group of terrified\ntraitor guardsmen try to hold it closed. The GM decides this is an\nopposed Strength, and so Ulfric’s player rolls against his character’s\nStrength of 41, while the GM roll against the collective guardsmen\nStrength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ncompared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3678, + "rule_id": "pdf_skill_1172_test_difficulty", + "title": "TesT diffiCulTy", + "content": "Not all tests are equal. Setting a melta bomb on a stationary\nbunker and placing the same bomb on a moving battle tank\nwhile under fire may both require Demolition Tests, but the\nlatter is clearly harder than the former. But how much harder\nis one from the other? This is where test difficulty and the roll\nof the GM both come into play.\nIn some cases, the difficulty of a test is pre-determined by\nthe rules; in other cases, the GM should decide the difficulty\nand consult Table 7–3: Test Difficulty, below, to determine\nthe appropriate modifier. The difficulty modifier is applied to\nthe governing Characteristic associated with the test.\nTable 7–1: Skill Tests\nType of Skill Effect on Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3679, + "rule_id": "pdf_skill_1173_characteristic", + "title": "Characteristic", + "content": "Mastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3680, + "rule_id": "pdf_skill_1174_characteristic_example_tests", + "title": "Characteristic Example Tests", + "content": "Weapon Skill Make an attack with a melee weapon.\nBallistic Skill Make an attack with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3681, + "rule_id": "pdf_skill_1175_toughness", + "title": "Toughness", + "content": "Resist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3682, + "rule_id": "pdf_skill_1176_agility", + "title": "Agility", + "content": "Determine Initiative, maintain balance\non a narrow surface, navigate treacherous\nterrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3683, + "rule_id": "pdf_skill_1177_intelligence", + "title": "Intelligence", + "content": "Recall an important detail, identify a\nfamiliar face, solve a puzzle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3684, + "rule_id": "pdf_skill_1178_perception", + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3685, + "rule_id": "pdf_skill_1179_example", + "title": "exaMple", + "content": "Codicier Raeigus is trying to decipher some ancient alien wards on\na tomb wall. Because of the nature of the wards and the age of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3686, + "rule_id": "pdf_skill_1180_forbidden_xenos_test_normal", + "title": "Forbidden (Xenos) Test. Normally Raeigus would make this", + "content": "test against his Intelligence of 47, however as this is a Hard test he\nsuffers a –20 penalty to his Characteristic for this test. Therefore to\npass the test he must roll 27 or less.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3687, + "rule_id": "pdf_skill_1181_assistance", + "title": "assistance", + "content": "In some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3688, + "rule_id": "pdf_skill_1182_example", + "title": "exaMple", + "content": "Ulfric is trying to get an ancient transponder to work so that his\nKill-team can call in support. This requires the Tech-use Skill,\nwhich Ulfric has trained in but is not well versed. Brother Tuteros,\na member of the Kill-team, is also on hand, however, and also has\nsome training in Tech-use, enabling him to help Ulfric and improve\ntheir chances of success. The GM declares the normal difficulty for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3689, + "rule_id": "pdf_skill_1183_becomes_ordinary_10_furthe", + "title": "becomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test,", + "content": "he automatically gains an extra Degree of Success.\nThe Role of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3690, + "rule_id": "pdf_skill_1184_using_fate_points", + "title": "USing FaTe PoinTS", + "content": "Fate Points allow a Battle-Brother to manipulate situations\nby mitigating bad results or turning a mishap into fortune.\nAmong other things, this allows players to take more risks,\nwhich makes the game faster and far more exciting. A BattlePoint is spent, that pool is reduced by one. Spent Fate Points\nare restored at the beginning of the next gaming session, or\npossibly under special circumstances in the middle of a game\nsession that the GM deems appropriate. A Fate Point can be\nused at any time, either on the character’s own Turn or in\nreaction to the action of another character. Spending a Fate\nPoint is a Free Action.\nSpending one Fate Point allows a Space Marine to do one\nof the following:\n• Re-roll a failed test once. The results of the re-roll are\nfinal.\n• Gain a +10 bonus to a test. This must be chosen before\ndice are rolled.\n• Add an extra Degree of Success to a test. This may be\nchosen after dice are rolled.\n• Count as having rolled a 10 for Initiative.\n• Instantly remove 1d10 Damage (this cannot affect\nCritical Damage).\n• Instantly recover from being Stunned.\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nTable 7–3: Test Difficulty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3691, + "rule_id": "pdf_skill_1185_difficulty_test_modifier", + "title": "Difficulty Test Modifier", + "content": "Trivial+60\nElementary+50\nSimple+40\nEasy+30\nRoutine+20\nOrdinary+10\nChallenging+0\nDifficult–10\nHard–20\nVery Hard–30\nArduous–40\nPunishing–50\nHellish–60", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3692, + "rule_id": "pdf_skill_1186_burning_fate", + "title": "buRning faTe", + "content": "Sometimes a re-roll or an extra Degree of Success is not going\nto be enough to save a Battle-Brother’s life. In these instances,\nthe character may choose to burn a Fate Point and permanently\nreduce his Fate Points by one. The result is that the character\nsurvives whatever it was that would have killed him, but only\njust. For example, if the character was shot with a lascannon\nand suffered a Critical Hit that would have killed him, instead\nhe is only hideously burnt and rendered unconscious with\nzero Wounds. In more extreme circumstances, such as being\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battleit has already been used for that gaming session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3693, + "rule_id": "pdf_skill_1187_gaining_additional_fate_points", + "title": "gaining addiTional faTe poinTs", + "content": "Battle-Brothers are awarded additional Fate Points (or allowed\nto replenish those that have been burnt) at the GM’s discretion.\nSuch rewards can be given out as the main adventure reaches\ncertain milestones, or for particular acts of heroism, cunning,\nor good roleplaying.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3694, + "rule_id": "pdf_skill_1188_movement", + "title": "Movement", + "content": "In many game situations, it is unnecessary to worry about\nhow fast a character can run or how long it takes him to\nwalk from the Emperor’s chapel to the proving ground. On\nthe other hand, there are also many situations that come up\nduring a game, such as a combat, where knowing how far\na character can move over a given period of time becomes\nvery important. During a combat Round, a character may\ntake a specific Action to move at one of four speeds: Half\nMove, Full Move, Charge, or Run. The number of metres a\ncharacter travels per Round at these various speeds determined\nby his Agility Bonus, see Table 7–4: Structured Time\nMovement below for details. Traits can modify some or all\nmovement speeds.\nIn some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nTable 7–5: Narrative Time Movement describes the\nstandard speeds a character can move at a leisurely pace under", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3695, + "rule_id": "pdf_skill_1189_narrative_movement_and_terrain", + "title": "naRRaTive MoveMenT and TeRRain", + "content": "Terrain conditions affect how fast a character can cover ground\nduring Narrative Time. Obviously, slogging through a waistthrough the steel corridors of an orbital space station. Halve\ndistances when moving through tightly packed foliage, dense\nurban areas, or similarly difficult terrain. The Game Master\ndetermines what, if any, modifiers apply to Narrative Time\ncaused by the environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3696, + "rule_id": "pdf_skill_1190_hurrying", + "title": "huRRying", + "content": "A character can pick up the pace, moving up to double his\nmovement in Narrative Time for a number of hours equal to\nhis Toughness Bonus. At the end of this time, he must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3697, + "rule_id": "pdf_skill_1191_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test or take 1 level of Fatigue.", + "content": "In addition, a hurrying character is less likely to pay attention\nto his surroundings and thus suffers a –10 penalty to all\nPerception-based Tests.\nA character may push on, even with these penalties, but he\nmust continue to make progressively more difficult Toughness\nTests to avoid accumulating additional levels of Fatigue. He\nsuffers a –10 penalty to his Toughness Test after the second\ntime period, a –20 penalty after the third period, and so forth.\nTable 7–4: Structured Time Movement\n(Metres/Round)\nAB Half Move Full Move Charge Run\n01/2123", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3698, + "rule_id": "pdf_skill_1192_1010203060", + "title": "1010203060", + "content": "Table 7–5: Narrative Time Movement\nAB Per Minute Per Hour Per Day†\n0 12m 0.75km 7km\n1 24m 1.5km 15km\n2 48m 3km 30km\n3 72m 4km 40km\n4 96m 6km 60km\n5 120m 7km 70km\n6 144m 9km 90km\n7 168m 10km 100km\n8 192m 12km 120km\n9 216m 13km 130km\n10 240m 14km 140km\n†Assumes 10 hours of walking.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3699, + "rule_id": "pdf_skill_1193_running_and_narrative_time", + "title": "Running and naRRaTive TiMe", + "content": "Characters can run during Narrative Time, but doing so is\ntiring. When running, a character triples his rate of movement,\nbut each hour of sustained running requires the character to\nmake a Toughness Test, with a cumulative –10 penalty per\nhour after the first, to sustain the pace. On a failed test, the\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nhurrying, characters can continue running after a failed test, but\npenalties gained from multiple failed tests are cumulative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3700, + "rule_id": "pdf_skill_1194_forced_marching", + "title": "foRCed MaRChing", + "content": "There’s nothing stopping characters from pushing themselves\nbeyond the standard 10 hours of marching. Characters may\nsafely push themselves for a number of extra hours equal to\ntheir Toughness Bonus. Beyond this, a character must make a\nToughness Test, with a cumulative –10 penalty per hour, for\neach hour he travels beyond his Toughness Bonus. A failed\ntest indicates that the character takes a level of Fatigue. It\nis possible to march oneself into unconsciousness. Fatigue\ntaken from forced marching is removed after the character\nhas rested for two hours for each hour he marched beyond\ntheir Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3701, + "rule_id": "pdf_skill_1195_movement_and_environment", + "title": "MoveMenT and enviRonMenT", + "content": "The movement rates for characters described on Table 7–4\nassume a relatively clear battlefield. There may be a few\nminor obstacles, but characters can still move at their standard\nrates. There are, however, some circumstances that reduce a\ncharacter’s speed. These can include rubble-strewn hallways,\ndeep snow, dense fog, thick underbrush, and a variety of\nother conditions that make it tough to navigate. In such\nenvironments, a character’s movement is halved. If a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3702, + "rule_id": "pdf_skill_1196_charges_or_runs_he_must_succe", + "title": "charges or runs, he must succeed at Challenging (+0)", + "content": "Agility Test or fall prone. The difficulty of this test can be\nmodified based on the terrain. See Table 7–6: Treacherous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3703, + "rule_id": "pdf_skill_1197_climbing", + "title": "Climbing", + "content": "There may be times during a character’s explorations when\nhe wants to scramble over a low wall, descend into a crevasse,\nclimb to an ideal rooftop sniper position, or shinny up a tree\nto escape the claws of vicious xenos. Climbing is divided into\ntwo general categories: simple climbs and sheer surfaces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3704, + "rule_id": "pdf_skill_1198_simple_climbs", + "title": "siMple CliMbs", + "content": "Simple climbs can include fences, steep hills, boulders, trees,\nor anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nhe takes his time and is not being distracted (such as being\nshot at).\nIf a character is trying to climb quickly, is being attacked,\nor is otherwise distracted, he needs to make a Strength Test\nor Climb Test to perform a simple climb. On a success, the\ncharacter ascends or descends at a rate of one-half his Half", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3705, + "rule_id": "pdf_skill_1199_move_speed_round_up_for_eac", + "title": "Move speed (round up). For each Degree of Success, the", + "content": "character climbs an extra metre. On a failed test, the character\nfalls from his starting climbing position. The GM can adjust\nthe difficulty of the test based on the nature of the climb\nand other conditions, but the default difficulty is Challenging\n(+0). Note that some acts of climbing, such as ascending a\nsturdy ladder, are so basic that no test should be necessary.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3706, + "rule_id": "pdf_skill_1200_sheer_surfaces", + "title": "sheeR suRfaCes", + "content": "Many surfaces are beyond the means of ordinary characters to\nclimb. A sheer cliff with overhangs and no visible hand-holds,\nan icy crevasse, and the exterior walls of most buildings all\nrequire skill to climb successfully. Such efforts always require\na test. A character may attempt to climb a sheer surface by\nmaking a Climb Test. On a success, the character ascends or\ndescends at a rate of one-half his Half Move speed (round\nup). For each Degree of Success, the character climbs an\nextra metre. On a failed test, the character falls from his\nstarting climbing position. Climbing difficulty varies with the\nnature of the climbing surface, though most tests should be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3707, + "rule_id": "pdf_skill_1201_abseiling", + "title": "abseiling", + "content": "A character can descend a sheer surface more quickly by\nabseiling. This requires some kind of climbing gear, such a\ndrop harness, or at the very least some long rope. An abseiling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3708, + "rule_id": "pdf_skill_1202_character_makes_a_challenging", + "title": "character makes a Challenging (+0) Agility Test. On a", + "content": "success, he descends at a rate of 10 metres per Round. On a\nfailure, he descent rate is only five metres per Round. Failure\nby two or more degrees requires to the character to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3709, + "rule_id": "pdf_skill_1203_challenging_0_strength_test", + "title": "Challenging (+0) Strength Test or lose his grip—if he is", + "content": "not wearing a drop harness, he falls.\nTable 7–6: Treacherous Environment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3710, + "rule_id": "pdf_skill_1204_jumping_and_leaping", + "title": "JUmPing and leaPing", + "content": "A jump is a controlled vertical ascent or descent where a\ncharacter attempts to either jump as high as he can, or jump\ndown safely without suffering damage. If a character is pushed\nover an edge, or is otherwise not in control of a descent, he is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3711, + "rule_id": "pdf_skill_1205_not_jumping_but_falling_see", + "title": "not jumping, but falling (see page 261). A leap is a horizontal", + "content": "jump where a character attempts to cover as much distance\nas possible. Both jumping and leaping can benefit from a\nrunning start. Performing any kind of jump or leap is treated\nas a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3712, + "rule_id": "pdf_skill_1206_standing_vertical_jumps", + "title": "sTanding veRTiCal JuMps", + "content": "From a standing position, an average character can jump\nabout half a metre straight up (measured from the ground to\nthe bottom of his feet). Jumping distance depends as much on\na character’s body mass as it does his Strength and Agility, so\nthis distance tends to vary only slightly between characters. A\ncharacter can jump up to reach an overhead ledge, or similar\nobject, that is as high as his own height, plus about one\nmetre for average arm length, plus another half a metre for\nan average standing jump. Usually, no test is required to make\nsuch a jump, though pulling oneself up onto a grabbed ledge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3713, + "rule_id": "pdf_skill_1207_agility_bonus_by_making_a_chal", + "title": "Agility Bonus by making a Challenging (+0) Agility Test.", + "content": "If he succeeds, he lands on his feet and takes no damage. If he\nsucceeds, but the jump is a greater distance than his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3714, + "rule_id": "pdf_skill_1208_bonus_he_must_take_falling_da", + "title": "Bonus, he must take Falling Damage (see page 261) equal to", + "content": "the distance jumped in metres beyond his Agility Bonus and\nends his Turn prone. If he fails the Agility Test, he suffers\nFalling Damage for the entire distance of the jump and ends\nhis Turn prone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3715, + "rule_id": "pdf_skill_1209_running_vertical_jumps", + "title": "Running veRTiCal JuMps", + "content": "If a character gets a running start by moving at least four\nmetres in a straight line, he can jump higher. At the end of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3716, + "rule_id": "pdf_skill_1210_up_in_metres_to_his_normal_ve", + "title": "up) in metres to his normal vertical jump distance (see above),", + "content": "plus an additional half metre for each Degree of Success. If he\nfails the test, he stumbles, which ends his Turn. For every four\nadditional metres beyond the first four that a character runs\nbefore making a Jump, he receives a +10 bonus to his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3717, + "rule_id": "pdf_skill_1211_difficult_10_agility_test", + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre\nfor each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3718, + "rule_id": "pdf_skill_1212_number_of_metres_equal_to_half", + "title": "number of metres equal to half his Strength Bonus (round up),", + "content": "and each Degree of Failure further reduces this distance by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3719, + "rule_id": "pdf_skill_1213_another_half_metre_to_a_minim", + "title": "another half metre (to a minimum of one-half metre). Should", + "content": "it be important, the height attained while leaping is equal to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3720, + "rule_id": "pdf_skill_1214_running_horizontal_leaps", + "title": "Running hoRizonTal leaps", + "content": "When performing a Running Horizontal Leap, a character\nmust move at least four metres in a straight line before\nmaking the Leap. At the end of his movement, he makes a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3721, + "rule_id": "pdf_skill_1215_challenging_0_agility_test", + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another\nhalf metre for each Degree of Success. On a failure, he only\nLeaps a number of metres equal to half his Strength Bonus\n(round up), and each Degree of Failure further reduces this\ndistance by another half metre (to a minimum of one-half\nmetre). For every four additional metres beyond the first four\nthat a character runs before making a Leap, he receives a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3722, + "rule_id": "pdf_skill_1216_10_bonus_to_his_agility_test", + "title": "+10 bonus to his Agility Test (maximum +30). Should it be", + "content": "important, the height attained while leaping is equal to one", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3723, + "rule_id": "pdf_skill_1217_swimming", + "title": "Swimming", + "content": "A character doesn’t need to make a Swim Test under ideal\ncircumstances, but hazardous conditions such as rough waters,\nhands being tied, or swimming whilst fighting all require\nSwim Tests to move. To swim under hazardous conditions,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3724, + "rule_id": "pdf_skill_1218_a_character_must_make_a_challe", + "title": "a character must make a Challenging (+0) Swim Test as a", + "content": "Full Action. A success indicates that the character moves in\nany direction up to a number of metres equal to one-half his\nStrength Bonus, or simply treads water at his option. A failed\nTest means that he makes no progress and cannot move. A\ncharacter can choose to swim underwater, but he must hold\nhis breath to do so. A character who is unable to swim for some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3725, + "rule_id": "pdf_skill_1219_reason_unconsciousness_paral", + "title": "reason (unconsciousness, paralysis, etc.) automatically goes", + "content": "underwater. While underwater, a character risks Suffocation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3726, + "rule_id": "pdf_skill_1220_due_to_drowning_see_page_261", + "title": "due to drowning (see page 261).", + "content": "Heavy equipment, especially armour, makes swimming\nextremely difficult. If a character is wearing armour or is\notherwise weighted down, all Swim Tests are Very Hard\n(–30) and a failed Swim Test automatically imposes one level\nof Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3727, + "rule_id": "pdf_skill_1221_swimming_and_narrative_time", + "title": "swiMMing and naRRaTive TiMe", + "content": "Prolonged swimming can be exhausting. A character may\nswim for a number of hours equal to his Toughness Bonus.\nAfter that point, he must make a Toughness Test each hour\nwith a cumulative –10 penalty per hour. On a failed test,\nhe takes one level of Fatigue. If a swimming character falls\nunconscious due to Fatigue, he goes underwater and begins to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3728, + "rule_id": "pdf_skill_1222_suffocate_see_page_261_to_d", + "title": "Suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time\nMovement and swap the character’s Strength Bonus for his\nAgility Bonus.\nCarrying, liFTing, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3729, + "rule_id": "pdf_skill_1223_pushing_objects", + "title": "PUShing obJeCTS", + "content": "Under normal circumstances, characters in Deathwatch do\nnot need to precisely calculate how much they can carry.\nCommon sense can serve as a guide for most purposes. In\ngeneral, most characters can reasonably carry one main", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3730, + "rule_id": "pdf_skill_1224_secondary_weapons_such_as_pis", + "title": "secondary weapons (such as pistols or melee weapons), plus a", + "content": "few clips of extra ammo and several pieces of miscellaneous\nequipment in a backpack, satchel, or similar container. On the\nother hand, it would not be at all reasonable for a character\n(even a very strong one) to be walking around with three\ndifferent heavy weapons and several thousand rounds of\nammo for each, or for a character to have a backpack with\none of everything from the equipment section in Chapter\nV: Armoury. However, there are likely to be instances when\nit is useful to know how much a character can lift or carry.\nThe amount of weight a character can move depends on the\nsum of his Strength Bonus and Toughness Bonus. Compare\nthe total to Table 7–7: Carrying, Lifting, and Pushing\nWeights to find out the limits of a character’s might. Note\nthat certain Traits may increase these values.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3731, + "rule_id": "pdf_skill_1225_carrying_weight", + "title": "CaRRying weighT", + "content": "A character’s Carrying Weight is how much he can comfortably\ncarry without suffering and penalties to his movement. If a\ncharacter carries more that this weight, he is Encumbered (see\nTable 7–7).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3732, + "rule_id": "pdf_skill_1226_lifting_weight", + "title": "lifTing weighT", + "content": "A character’s Lifting Weight represents the maximum amount\nof weight he can pick up off the ground. A character can\nattempt to move whilst holding a heavy load, but if the load", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3733, + "rule_id": "pdf_skill_1227_exceeds_his_carrying_weight_h", + "title": "exceeds his Carrying Weight, he is Encumbered (see below).", + "content": "Lifting a heavy load is treated as a Full Round Action. A\ncharacter can attempt to lift more than his usual limit by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3734, + "rule_id": "pdf_skill_1228_making_a_challenging_0_stre", + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s\nStrength Bonus and Toughness Bonus for the purpose of\ndetermining limits. If the test is failed by two degrees or\nmore, the character suffers one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3735, + "rule_id": "pdf_skill_1229_pushing_weight", + "title": "pushing weighT", + "content": "A character’s Pushing Weight represents the maximum\namount of weight he can shove across a smooth surface, such\nas a metal floor. Difficult Terrain can make pushing objects\nmuch more difficult. Pushing a heavy object is treated as a\nFull Round Action. A character can attempt to push more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3736, + "rule_id": "pdf_skill_1230_than_his_usual_limit_by_making", + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum\nof the character’s Strength Bonus and Toughness Bonus for\nthe purpose of determining limits. If the test is failed by two\ndegrees or more, the character suffers one level of Fatigue.\nTable 7–7: Carrying, Lifting & Pushing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3737, + "rule_id": "pdf_skill_1231_weight", + "title": "Weight", + "content": "00.9kg2.25kg4.5kg\n12.25kg4.5kg9kg\n24.5kg9kg18kg\n39kg18kg36kg\n418kg36kg72kg\n527kg54kg108kg\n636kg72kg144kg\n745kg90kg180kg\n856kg112kg224kg\n967kg134kg268kg\n1078kg156kg312kg\n1190kg180kg360kg\n12112kg224kg448kg\n13225kg450kg900kg\n14337kg674kg1,348kg\n15450kg900kg1,800kg\n16675kg1,350kg2,700kg\n17900kg1,800kg3,600kg\n181,350kg2,700kg5,400kg\n191,800kg3,600kg7,200kg\n202,250kg4,500kg9,000kg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3738, + "rule_id": "pdf_skill_1232_encumbered_characters", + "title": "enCuMbeRed ChaRaCTeRs", + "content": "If a character attempts to carry more than his normal carrying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3739, + "rule_id": "pdf_skill_1233_limits_but_less_than_his_lift", + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementpurposes of determining movement rates and Initiative. In\naddition, after a number of hours equal to his Toughness\nBonus have passed while carrying this weight, he must make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3740, + "rule_id": "pdf_skill_1234_throwing_objects", + "title": "ThRowing obJeCTs", + "content": "Chapter V: Armoury describes several weapons designed to\nbe thrown at targets, but a character can attempt to throw just\nabout any object that weighs up to half the character’s normal\nLifting Weight (as indicated by Table 7–7: Carrying, Lifting,\nand Pushing Weights). To throw an object, a character makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3741, + "rule_id": "pdf_skill_1235_a_challenging_0_strength_te", + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus.\nFor each Degree of Success, this distance increases by a factor of\none, so one degree means that the character throws the object a\nnumber of metres equal to twice his Strength Bonus, two degrees\nmeans that the object is thrown a number of metres equal to three\ntimes his Strength Bonus, and so forth. On a failed test, the object\nflies a number of metres equal to half his Strength Bonus (round\ndown; a result of 0 means it fell at his feet). If the object hits a\nhard surface such as a wall, it takes 1d10+SB Damage plus one\nfor every Degree of Success on the test. These rules do not apply\nto aerodynamic throwing weapons and grenades. Such weapons\nhave a range given on the weapons tables and have range brackets\nlike other weapons. If the object is being thrown at a specific\ntarget, it is treated as an improvised weapon and the throwing\ncharacter makes a Ballistic Skill Test instead of a Strength Test. A\ncharacter can attempt to throw an object that weighs more than", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3742, + "rule_id": "pdf_skill_1236_lighting", + "title": "lighTing", + "content": "Many adventures in Deathwatch take place under the cover of\nnight, in the shadowy depths of a space hulk, or in the dank and\nfetid underhive. As a result, the oppressive darkness becomes a\nconstant enemy, concealing countless terrors and monstrous threats\nin its depths. For these reasons, light sources are of paramount\nimportance when exploring the dark places of the Imperium. For\nsimplicity, Deathwatch uses three levels of light: Bright, Shadow\nand Darkness. Bright light is any light that allows normal vision,\nsuch as sunlight or being within the radius of a torch, gloand twilight hours on Earth-like planets, whenever a character\nor object is just beyond the range of a normal light source, or\nwhen that source is obscured by an effect such as fog. Darkness,\nnaturally enough, is the absence of light. Aside from the obvious\neffects of Darkness and Shadow, areas of Shadow and Darkness\ncan interfere with a character’s movement and combat capabilities.\nCharacters may move through areas of Shadow at no penalty, but\nmay move at only half speed or less through Darkness. Exceeding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3743, + "rule_id": "pdf_skill_1237_flying", + "title": "Flying", + "content": "This section describes rules for flying creatures, or characters\nwith specific technology that grants flight capability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3744, + "rule_id": "pdf_skill_1238_altitude", + "title": "alTiTude", + "content": "On a typical Earth-like planet, there are three broad altitude\nlevels: Hovering, Low Altitude, and High Altitude. A flying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3745, + "rule_id": "pdf_skill_1239_creature_can_change_altitude_b", + "title": "creature can change altitude by one level (up or down) during", + "content": "each Move Action taken. If a creature is using a Charge or\nRun Action, it can change altitudes by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3746, + "rule_id": "pdf_skill_1240_hovering_altitude", + "title": "hoveRing alTiTude", + "content": "Hovering means that a creature is skimming just above the\nground, no higher than two metres. It can move over low\nobstacles with ease. A hovering creature can both attack and\nbe attacked by other creatures and characters on the ground.\nSome creatures are capable of hovering, but incapable of\nflying at other altitudes. Such creatures have the Hoverer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3747, + "rule_id": "pdf_skill_1241_trait_see_page_132_a_creatu", + "title": "Trait (see page 132). A creature with the Hoverer Trait always", + "content": "stays at the same height above ground (usually within two\nmetres) even if it descends into low terrain, such as a pit.\nSuch creatures will not willingly descend into an area they\ncannot get out of, no more so than any normal creature would\nwillingly jump into a hole in which it could not escape.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3748, + "rule_id": "pdf_skill_1242_low_altitude", + "title": "low alTiTude", + "content": "This altitude indicates that a creature is flying at a height\nthat is beyond the melee attack range of other creatures or\ncharacters on the ground, but is still within the range of\nmost ranged attacks from such creatures or characters. A Low\nAltitude flier takes no penalties for shooting downwards, but\nthose firing up at it suffer a –10 penalty to their Ballistic Skill\nTests in addition to any normal penalties for range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3749, + "rule_id": "pdf_skill_1243_high_altitude", + "title": "high alTiTude", + "content": "When a creature is flying at High Altitude, it is far above the\nground beyond the range of all attacks, even those coming\nfrom Low Altitude. A High Altitude flier can only attack or be\nattacked by other creatures flying at High Altitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3750, + "rule_id": "pdf_skill_1244_flying_movement", + "title": "flying MoveMenT", + "content": "Flying creatures and characters are broken up into two categories,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3751, + "rule_id": "pdf_skill_1245_each_of_which_is_a_trait_see", + "title": "each of which is a Trait (see Chapter IV: Talents & Traits).", + "content": "They are Hoverers and Flyers. Hoverers can move through\nthe air, but are incapable of gaining more than two metres of\naltitude. A Flyer can ascend or descend to any altitude. Each\nTrait has an associated number in the creature’s description.\nThis number describes the character or creature’s Flying\nMovement. This works just like regular movement, but applies\nonly when the creature is flying. While flying or hovering, a\ncreature must devote a Movement Action to maintaining its\nflight each Turn, or it falls. Half Move, Full Move, Charge, and\nRun are all valid Actions for maintaining flight. If the creature\nat Hovering Altitude suddenly stops flying (by not devoting a\nMove Action or being Stunned, for example), it simply lands\non the ground unharmed. If it is instead at Low Altitude, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3752, + "rule_id": "pdf_skill_1246_suffers_falling_damage_see_pa", + "title": "suffers Falling Damage (see page 261) as if it fell 15 metres. If", + "content": "it is instead at High Altitude, it suffers Falling Damage as if it\nfell 25 metres, or more at the GM’s discretion.\nThe eFFeCTS oF graviTy\nAlthough the inhabited worlds of the Imperium may vary\nslightly in terms of gravity, the effects on game play are minimal.\nOnly when characters explore High Gravity or Low Gravity\nworlds are movement, lifting and other factors affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3753, + "rule_id": "pdf_skill_1247_low_gravity_worlds", + "title": "low gRaviTy woRlds", + "content": "On worlds of low gravity, all characters increase their Agility\nBonus by two for the purposes of movement and determining\nInitiative. In addition, characters add four to the total of their\nStrength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso add two to their Strength Bonus for determining how far\nthey can throw objects. Low gravity doubles all jumping and\nLeaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3754, + "rule_id": "pdf_skill_1248_high_gravity_worlds", + "title": "high gRaviTy woRlds", + "content": "On worlds of high gravity, all characters decrease their Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3755, + "rule_id": "pdf_skill_1249_bonus_by_two_to_a_minimum_of", + "title": "Bonus by two (to a minimum of one) for the purposes of", + "content": "movement and determining Initiative. In addition, characters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3756, + "rule_id": "pdf_skill_1250_subtract_four_to_a_minimum_ze", + "title": "subtract four (to a minimum zero) from the total of their", + "content": "Strength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso subtract two from their Strength Bonus (to a minimum\nof 0) for determining how far they can throw objects. Finally,\nhalve all Jumping and Leaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3757, + "rule_id": "pdf_skill_1251_zero_gravity", + "title": "zeRo gRaviTy", + "content": "Battle-Brothers are most likely to encounter zero gravity\nconditions in outer space when there has been a serious\ntechnological failure. Zero gravity is considered Difficult\nTerrain, meaning that a character’s movement is halved while in\nit, and if he attempts a Charge or Run Action, he must succeed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3758, + "rule_id": "pdf_skill_1252_at_a_hard_20_agility_test_o", + "title": "at a Hard (–20) Agility Test or drift out of control (treat as", + "content": "falling prone). Additionally, a character beginning a movement\naction in zero gravity must be adjacent to a floor, wall, ceiling,\nor other secure object, so he has something to push off from.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3759, + "rule_id": "pdf_skill_1253_cohesion", + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as\nmankind’s wall against the dark.”\n–Arch-Scribe Urtos, Memorite of the Book of Days and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3760, + "rule_id": "pdf_skill_1254_manoeuvres_known_as_squad_mode", + "title": "manoeuvres known as Squad Mode abilities (see page 215).", + "content": "Cohesion and The squad leadeR\nCohesion is generated at the start of each Mission depending\non which player-character has taken on the role of the squad\nleader (see page 228 for details on Missions and selection of\nthe squad leader). This reflects the leader’s command abilities\nand natural charisma, as well as his Battle-Brothers’ faith in\nhim. To work out the size of the Kill-team’s pool of Cohesion\npoints use the squad leader’s Fellowship Bonus as a base\nmodified using Table 7–8: Cohesion Modifiers.\nhis score can then be recorded by the squad leader on his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3761, + "rule_id": "pdf_skill_1255_example", + "title": "exaMple", + "content": "Andrew’s character is currently in the role of squad leader. He is\nRank 1 with a Fellowship Bonus of 3, and he has the Command", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3762, + "rule_id": "pdf_skill_1256_cohesion_damage", + "title": "Cohesion daMage", + "content": "In the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3763, + "rule_id": "pdf_skill_1257_when_a_battle_brother_is_in_sq", + "title": "When a Battle-Brother is in Squad Mode (see page 213),", + "content": "every time his character suffers 10 or more Damage from one\nof the following sources (before reduction from armour of\nToughness) his Kill-team will lose a point of Cohesion:\n• A basic ranged weapon with the Accurate quality (such\nas a sniper rifle)\n• A weapon with the Blast quality\n• Any weapon with the Devastating quality\nThis Cohesion damage can however be ignored if the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3764, + "rule_id": "pdf_skill_1258_squad_leader_can_pass_a_challe", + "title": "squad leader can pass a Challenging (+0) Command or", + "content": "Fellowship Test, rallying his men under fire. This test is a\nFree Action and is taken as soon as the damage occurs.\nSince damage to Cohesion relies on shock and confusion,\nthere are limits to the amount that a Kill-team can suffer in a\nsingle combat Round—additional explosions, storms of shells,\nand artillery have little additional effect. For this reason, a KillTurn, with any additional Cohesion damage being ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3765, + "rule_id": "pdf_skill_1259_creatures_with_the_fear_trait", + "title": "Creatures with the Fear Trait (see page 131) can also cause", + "content": "Cohesion damage to the Kill-team, but this damage is negated\nif the Kill-team Leader succeeds at a Willpower Test (see page\n277 in Chapter IX: The Game Master for full details on\nFear and how it affects Cohesion).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3766, + "rule_id": "pdf_skill_1260_example", + "title": "exaMple", + "content": "Battle-Brother Palarius and his Kill-team are in Squad Mode,\nfighting a vicious pitched battle with an ork warband. During a\nfurious assault, an Ork lobs a stikk bomb into the midst of Palarius’\nsquad, inflicting 13 points of Damage to Palarius. As Palarius is\nin Squad Mode and because a stikk bomb has the Blast quality,\nand inflicted more than 10 points of Damage, it may also inflict a\npoint of Cohesion damage, unless Palarius’ squad leader can pass a\nCommand or Fellowship Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3767, + "rule_id": "pdf_skill_1261_recovering_lost_cohesion", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Killonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3768, + "rule_id": "pdf_skill_1262_example", + "title": "exaMple", + "content": "Palarius and his Kill-team push back an Ork assault, completing\none of their Mission’s Secondary Objectives. By completing the\nObjective Palarius’ Kill-team recover a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3769, + "rule_id": "pdf_skill_1263_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3770, + "rule_id": "pdf_skill_1264_example", + "title": "exaMple", + "content": "A potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each BattleThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nTable 7–8: Cohesion Modifiers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3771, + "rule_id": "pdf_skill_1265_modifier_cohesion_bonus", + "title": "Modifier Cohesion Bonus", + "content": "Rank 4+ +1†\nRank 6+ +2†\nCommand Skill +1‡\nCommand Skill +10 +2‡\nCommand Skill +20 +3‡\n†Only the highest applies\n‡Only the highest applies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3772, + "rule_id": "pdf_skill_1266_and_solo_mode", + "title": "and Solo Mode", + "content": "“Stand fast brothers! We are the Emperor’s Fist, closed and ready\nto strike!”\n–Brother-Captain Heledorn of the Imperial Fists at the\nBattle of Broken Scythes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3773, + "rule_id": "pdf_skill_1267_their_squad_mates_the_group_o", + "title": "their squad mates (the group of characters) form stronger", + "content": "bonds, allowing them to unlock new abilities and upgrade\nexisting ones. Skillful use of both Solo Mode and Squad\nMode can make a significant difference on the battlefield and\nmay even mark the difference between victory or defeat.\nwhaT iS Solo mode?\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked\nto the rest of his squad in any special way and cannot benefit\nfrom Squad Mode actions or abilities used by his Battleabilities and may use these freely.\nwhaT iS SqUad mode?\nSquad Mode can only be entered deliberately by a character\nby using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\nother members of his team that are also in Squad Mode and\nmay benefit fully from Squad Mode actions and abilities.\nA character in Squad Mode can also initiate Squad Mode\nactions and abilities for the benefit of other team members\nalso in this mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3774, + "rule_id": "pdf_skill_1268_the_status_mode_sheet", + "title": "The sTaTus Mode sheeT", + "content": "To help keep track of which mode a Battle-Brother is in, as\nwell as which mode abilities he has access to, players should\nuse the Status Mode Sheet. This sheet is divided into two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3775, + "rule_id": "pdf_skill_1269_halves_see_page_399_with_one", + "title": "halves (see page 399) with one half detailing Solo Mode", + "content": "abilities and the other half detailing Squad Mode abilities.\nTo make things easier for both the GM and other players, the\nsheet can be placed on the table next to the owning player’s\ncharacter sheet, positioned so that his current mode is on top.\nThen when the player changes the mode of his character, the\nsheet can be flipped. In this way, everyone at the table can\ninstantly see which mode each character is in and each of the\nplayers can at a glance see the effects of their current mode as\nwell as the mode actions and abilities they have access to.\nAs an alternative, players can use other ways to denote the\nmode of their character (if for instance the game is not taking\nplace around a table or table space is at a premium). These\ncould include things such as placing a coin on their character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3776, + "rule_id": "pdf_skill_1270_sheets_each_face_denoting_a_d", + "title": "sheets (each face denoting a different mode), putting scraps", + "content": "of coloured paper under their miniatures (if they are using\ngaming figures) or even rolling up their sleeves or putting\ntheir hats on backwards.\nhe Status Mode Sheet can be found on page 399.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3777, + "rule_id": "pdf_skill_1271_support_range", + "title": "suppoRT Range", + "content": "Squad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Killand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3778, + "rule_id": "pdf_skill_1272_example", + "title": "exaMple", + "content": "Andrew wishes his character to use a Squad Mode ability. His\ncharacter is Rank 3, so he can only affect other members of his\nKill-team if they are within 30 metres and visible to him. Checking\nthe position of his Kill-team, there are two Battle-Brothers within\n30 metres, one Battle-Brother within 30 metres but out of sight and\none Battle-Brother more than 30 metres away. This means that when\nAndrew uses his Squad Mode ability, only two members of his squad\nwill be able to benefit from it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3779, + "rule_id": "pdf_skill_1273_changing_modes", + "title": "Changing Modes", + "content": "By default all characters start play in Solo Mode and need\nto actively enter Squad Mode by using an action or making\na Cohesion Challenge. Entering Solo Mode is a Free Action\nthat a Space Marine can take at any time during his turn. To\nenter Squad Mode, a Battle-Brother must adjust his tactics,\nnote the positions of his Kill-team, and prepare for close unit\nactions—all of which requires an effort on the part of the\nSpace Marine, one that comes easier with experience and the\nsupport of a loyal and trusted squad. Before a Battle-Brother\ncan enter Squad Mode, however, he must meet the following\nrequirements:\n• He must be in Support Range of at least one other\nmember of his Kill-team.\n• His Kill-team must have at least 1 point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3780, + "rule_id": "pdf_skill_1274_he_can_then_use_a_full_action", + "title": "He can then use a Full Action (effectively missing a Turn)", + "content": "and enter Squad Mode. No tests are required and the Battlenext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3781, + "rule_id": "pdf_skill_1275_example", + "title": "exaMple", + "content": "One of Palarius’ squad members has activated a Squad Mode ability\nand he wishes to enter Squad Mode so as to benefit from it. As it is not\nhis Turn, he must spend his Reaction and pass a Cohesion Challenge.\nUnfortunately for Palarius he fails the test. This means he does not\nbenefit from the Squad Mode ability of his Battle-Brother and he\nloses his next Turn as he enters Squad Mode anyway. From the start\nof his following Turn, however, he is in Squad Mode and is able to\nmake and benefit from Squad Mode actions as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3782, + "rule_id": "pdf_skill_1276_maintaining_squad_mode", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3783, + "rule_id": "pdf_skill_1277_example", + "title": "exaMple", + "content": "While in Squad Mode, Palarius has advanced ahead of his Killchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3784, + "rule_id": "pdf_skill_1278_abilities", + "title": "Abilities", + "content": "“Brothers, there are moments where only the fury of a true Son of\nSanguinius will serve. This is such a moment.”\n–Brother Nocturne of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3785, + "rule_id": "pdf_skill_1279_gaining_solo_mode_abilities", + "title": "gaining solo Mode abiliTies", + "content": "A character begins play with access to his own Chapter’s\nSolo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\nby the Battle-Brother (see Chapter II: Specialities for details\non Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\nabilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nonce he meets the Rank requirements he can use the ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3786, + "rule_id": "pdf_skill_1280_using_solo_mode_abilities", + "title": "using solo Mode abiliTies", + "content": "Solo Mode abilities function much like other special abilities\nsuch as Talents and Skills in that they either influence the\nactions of the Battle-Brother or give him new options in\ncombat. Provided that the Battle-Brother is in Solo Mode,\nhe can use his Solo Mode abilities freely. The exact game\neffects, as well as the actions required to activate them, can\nbe found in the individual descriptions of each of the Solo\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3787, + "rule_id": "pdf_skill_1281_codex_abilities", + "title": "Codex abiliTieS", + "content": "These abilities are the result of hard training and the Emperorlearn them, but only the mightiest will ever master them.\nCodex abilities are also those most frequently used by the\nAdeptus Astartes, many reflecting their dire reputation in\ncombat as well as their natural affinity for war. As with all\nother aspects of a Battle-Brother, these abilities are tied to his\nRank and greatly increase in power as he gains experience.\nbuRsT of speed\nRequired Rank: 1\nEffects: A Battle-Brother can call on reserves of speed when\nneeded, crossing great distances to close with the foe. Once\nper game session, a Battle-Brother can perform a Burst of\nSpeed. This ability increases the character’s Agility Bonus by\n2 with all the usual associated benefits for a number of\nRounds equal to his Rank.\nImprovement: At Rank 3 and above Burst of Speed also\nadds a +10 to all Agility tests based on movement. At Rank\n5 the bonus to Agility Bonus increases to +4. At Rank 7 this\nability allows the Battle-Brother to ignore the need to make\nAgility Tests when running or charging in difficult terrain\n(see page 206).\neMpeRoR’s gRaCe\nRequired Rank: 7\nEffects: A Battle-Brother is touched by the divine will of the\nEmperor, a piece of the Master of Mankind passed down to\nhim through his Primarch and the teachings of his Chapter.\nOnce per game session, a Battle-Brother can call on the\nEmperor’s Grace to recover spent Fate Points. For a number\nof Rounds equal to his Rank, whenever the Battle-Brother\nspends a Fate Point, he should roll 1d10. If he scores equal or\nless than his Rank, the Fate Point is immediately recovered.\nThis ability cannot restore Fate Points that have been burnt\n(see page 205).\nImprovement: This ability does not improve with Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3788, + "rule_id": "pdf_skill_1282_extreme_endurance", + "title": "exTReMe enduRanCe", + "content": "Required Rank: 5\nEffects: Battle-Brothers are born tough. Even before being\ngifted with their Chapter’s gene-seed, they are selected for their\nendurance and physical stamina, a trait that only strengthens over\ntime. Once per game session, a Battle-Brother may use his Extreme\nEndurance to fortify his constitution, granting him a re-roll on all\nToughness Tests for a number of hours equal to his Rank.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.\nfeaT of sTRengTh\nRequired Rank: 1\nEffects: Space Marines are genetically gifted with great strength\nfar exceeding. that or normal men. In times of need, a Battleimpressive feats. Once per day of game time, a Battle-Brother\nmay perform a Feat of Strength. This ability effectively increases", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3789, + "rule_id": "pdf_skill_1283_his_unnatural_strength_trait", + "title": "his Unnatural Strength Trait (see page 136) by one level, so for", + "content": "instance Unnatural Strength x2 becomes Unnatural Strength\nx3. This effect lasts for a number of Rounds equal to his Rank.\nImprovement: At Rank 3 and above Feat of Strength also\nadds +10 to all Strength Tests and Strength-based Skill Tests\nfor its duration. At Rank 5 and above Feat of Strength last for\na number of Rounds equal to twice the character’s Rank. At\nRank 7 and above Feat of Strength increases the character’s\nUnnatural Strength Trait by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3790, + "rule_id": "pdf_skill_1284_mental_fortress", + "title": "MenTal foRTRess", + "content": "Required Rank: 5\nEffects: The Adeptus Astartes are as strong of mind as they\nare of body, their training and devotion to the Emperor\nhardening their wills against the perils of a deadly universe.\nOnce per game session, a Battle-Brother may use the Mental\nFortress ability to re-roll a failed Willpower Test to resist a\nPsychic Power or an attempt to subvert his will.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3791, + "rule_id": "pdf_skill_1285_renewed_vigour", + "title": "Renewed vigouR", + "content": "Required Rank: 3\nEffects: A Space Marine’s physiology and his training give him an\nincredible tolerance to pain, injury, and wounds. Once per game\nsession, a Battle-Brother may call upon his Renewed Vigour. This\nis a Free Action that can be done at the start of any of his Turns.\nFor a number of Rounds equal to his Rank, he can ignore the\neffects of a single critical hit, such as Stunning, levels of Fatigue,\nor unconsciousness. Note, however, this does not allow the use\nof limbs that have been completely blown off or critical hits that\nresult in death. Also, any new critical hit effects suffered during\nthe Renewed Vigour affect the Battle-Brother as normal.\nImprovement: At Rank 5 the Renewed Vigour also restores a\nnumber of Wounds to the Battle-Brother equal to his Rank. At\nRank 7 the Battle-Brother can ignore all of the critical hit effects\nhe is currently suffering from for the duration of the ability.\nTable 7–10: Codex Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3792, + "rule_id": "pdf_skill_1286_rank_effects", + "title": "Rank Effects", + "content": "Burst of Speed 1 Increases Movement\nEmperor’s Grace 7\nRoll to recover spent", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3793, + "rule_id": "pdf_skill_1287_fate", + "title": "Fate", + "content": "Extreme Endurance 5 Re-roll Toughness Tests\nFeat of Strength 1 Increase Strength Bonus\nMental Fortress 5\nRe-roll failed Willpower", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3794, + "rule_id": "pdf_skill_1288_chapter_abilities", + "title": "ChaPTer abiliTieS", + "content": "Every Chapter is unique, with its own set of genetic gifts and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3795, + "rule_id": "pdf_skill_1289_subtle_or_sometime_not_so_sub", + "title": "subtle (or sometime not so subtle) variances to the Codex", + "content": "Astartes. These are the combat doctrines that often shape a\nBattle-Brother’s fighting style, his weapons of choice, and his\nactions on the field of battle. When a Battle-Brother joins the\nDeathwatch, he also brings these favoured skills with him,\ninfluencing his way of waging war. Remember that only a\nBattle-Brother of the appropriate Chapter can gain access\nto—or benefit from—Chapter Solo Mode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3796, + "rule_id": "pdf_skill_1290_righteous_zeal_black_templars", + "title": "RighTeous zeal (blaCk TeMplaRs)", + "content": "Required Rank: 1\nEffects: The Black Templars are well known for their fanatical\ndevotion to the Emperor and their burning hatred for psykers,\nwitches, and warp spawn. Once per combat, a Battle-Brother of\nthe Black Templars Chapter may call upon Righteous Zeal as a\nFree Action at the start of his Turn. While under the effects of the\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nToughness Bonus is increased by +4 when reducing Damage\nfrom attacks by creatures with the Daemonic Trait or Damage\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a\nnumber of Rounds equal to the Battle-Brother’s Rank.\nImprovement: At Rank 3 and above the Battle-Brother\ngains an additional +10 to hit and +2 to Damage rolls\nwhen making melee attacks against any creature with psychic\nabilities. At Rank 5 and above, the increase to Toughness\nBonus rises to +8. At Rank 7 and above the Warp Weapons\nTrait no longer has any effect on the Battle-Brother. All of\nthese improvements only apply during Righteous Zeal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3797, + "rule_id": "pdf_skill_1291_blood_frenzy_blood_angels", + "title": "blood fRenzy (blood angels)", + "content": "Required Rank: 1\nEffects: Blood Angels possess a savagery in combat that has\nits roots deep in the history of their Chapter. It is, however,\na trait that can serve them well in close quarters combat\nwhere strength and speed are vital. Once per combat, a\nBattle-Brother of the Blood Angels Chapter may summon up\na Blood Frenzy. While under the effects of this ability, the\nBattle-Brother may re-roll Damage dice with melee weapons.\nIn the case of melee weapons that inflict multiple dice of\nDamage, all dice or none must be re-rolled. In addition, such\nis the brutality of his attacks that he scores Righteous Fury\n(see page 245) on a dice result of 9 or 10 rather than just\n10. This ability lasts a number of rounds equal to the BattleImprovement: At Rank 3 and above the Penetration of any\nmelee weapon attacks by the Battle-Brother are increased\nby +2. At Rank 5 and above this additional melee weapon\nPenetration rises to +4. At Rank 7 and above the chance\nof scoring Righteous Fury increases to a dice result of 8, 9,\nor 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3798, + "rule_id": "pdf_skill_1292_stoic_defence_dark_angels", + "title": "sToiC defenCe (daRk angels)", + "content": "Required Rank: 1\nEffects: Dark Angels are stubborn in attack and intractable in\ndefence, holding their ground against even the most furious\nof assaults. Once per combat a Battle-Brother of the Dark\nAngels Chapter may enact a Stoic Defence. The Space Marine\ngains 6 Temporary Wounds and his maximum Movement\nRate is reduced to 1/2 his Agility Bonus, rounding up (most\nSpace Marines with this ability hold their chosen position\nand do not advance or retreat!). Unlike normal Wounds, these\nbonus Wounds are removed when affected by the Damage\nof any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nleaves his chosen location either by his own choice or\ninvoluntarily.\nImprovement: At Rank 3 and above the temporary Wounds\nincrease to 12. At Rank 5 and above the Battle-Brother may\nmove a number of metres equal to his Agility Bonus each\nround without losing the effects of the ability. At Rank 7 and\nabove the temporary Wounds increase to 18.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3799, + "rule_id": "pdf_skill_1293_wolf_senses_space_wolves", + "title": "wolf senses (spaCe wolves)", + "content": "Required Rank: 1\nEffects: As part of the genetic gifts of their Primarch Leman\nRuss, the Space Wolves have almost preternatural senses\nthat exceed even those of other Space Marines. Whenever a\nBattle-Brother of the Space Wolves Chapter is in Solo Mode\nhe may re-roll any failed Perception-based Tests and counts\nas possessing the Dark Sight Trait. However, it is important\nto note that none of these bonuses apply if the Space Wolf\nis wearing a helmet for a sealed set of armour (e.g., Power\nArmour, Artificer Armour, or Terminator Armour).\nTable 7–11: Chapter Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3800, + "rule_id": "pdf_skill_1294_gains_the_unnatural_perception", + "title": "gains the Unnatural Perception (x2) Trait while using this", + "content": "ability. At Rank 7 and above the Battle-Brother’s senses are\nsuch that once per game session he can automatically pass any\ntest based on Perception (for purposes of Opposed Tests the\nBattle-Brother is considered to have rolled a 01).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3801, + "rule_id": "pdf_skill_1295_thunder_s_call_storm_wardens", + "title": "ThundeR’s Call (sToRM waRdens)", + "content": "Required Rank: 1\nEffects: Storm Wardens often choose to prove their honour\nand bravery by facing foes in single combat and duelling to\nthe death. Once per combat as a Free Action, a Battle-Brother\nof the Storm Wardens Chapter may issue a Thunder’s Call\nagainst any single enemy which can both see and hear him\n(though it need not be able to understand his language). As\nlong as the Battle-Brother takes no Actions other than melee\nattacks against the target or moving him into melee with the\ntarget, and none of his allies attack the target, he gains +10\nto Weapon Skill Tests against it. In addition, as long as the\nBattle-Brother is engaged in melee combat with the target,\nit suffers –10 to make attacks against anyone but the Storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3802, + "rule_id": "pdf_skill_1296_warden_and_must_pass_a_challen", + "title": "Warden and must pass a Challenging (+0) Agility Test to", + "content": "move away.\nhis ability lasts until either the target is dead or withdraws", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3803, + "rule_id": "pdf_skill_1297_from_combat_i_e_it_retreats", + "title": "from combat (i.e. it retreats and combat ends) or the Battle-", + "content": "Improvement: At Rank 3 and above the Battle-Brother’s\nduelling skills mean that he may re-roll both Parry and\nDodge Tests against attacks from the target of his Thunder’s\nCall. At Rank 5 and above the target’s penalties to attack\nanyone other than the Storm Warden increase to –20 and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3804, + "rule_id": "pdf_skill_1298_agility_test_to_move_away_beco", + "title": "Agility Test to move away becomes Hard (–20). At Rank 7", + "content": "and above he may issue the Thunder’s Call to a group of foes\nup to his Rank in number.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3805, + "rule_id": "pdf_skill_1299_favoured_son_ultramarines", + "title": "favouRed son (ulTRaMaRines)", + "content": "Required Rank: 1\nEffects: The Ultramarines consider themselves a pure\nexpression of the Codex Astartes and among the truest of\nthe Emperors sons. This pride and unshakable personal belief\noften manifests itself in their leadership abilities and the\nexample they set to other members of the Adeptus Astartes.\nWhile in Solo Mode, a Battle-Brother of the Ultramarines\nChapter may re-roll any Fellowship Tests when dealing with\neither Space Marines or members of the Imperial armed forces\n(i.e. Imperial Guard, Imperial Navy, etc.).\nIn addition, their strength of leadership means that the\nBattle-Brother adds +1 to the Kill-team’s Cohesion if he is\nthe squad leader. This bonus to Cohesion remains active even\nwhen the Battle-Brother is not in Solo Mode.\nImprovement: At Rank 3 and above once per combat the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3806, + "rule_id": "pdf_skill_1300_5_and_above_the_dispositions", + "title": "5 and above the Dispositions (see page 276) of all Imperial forces", + "content": "and agents are improved favourably by one step when dealing\nwith the Battle-Brother. At Rank 7 and above the Battle-Brother\nadds +2 to his Kill-team’s Cohesion rather than +1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3807, + "rule_id": "pdf_skill_1301_abilities", + "title": "Abilities", + "content": "“With me, Brothers! Let us show them the wrath of the Angels of Death!”\n–Captain Aphael of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3808, + "rule_id": "pdf_skill_1302_sustained_see_page_220", + "title": "sustained (see page 220)", + "content": "Effects: A detailed description of how the ability works in\ngame, including how the Battle-Brother and his Kill-team can\nactivate and benefit from it.\nImprovement: Most abilities improve as the Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects. Rank is based on the\nBattle-Brother which uses the Squad Mode action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3809, + "rule_id": "pdf_skill_1303_abilities", + "title": "abiliTieS", + "content": "Squad Mode abilities are gained as a result of the Kill-team’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3810, + "rule_id": "pdf_skill_1304_choice_of_squad_leader_see_pa", + "title": "choice of squad leader (see page 228). Depending on the", + "content": "squad leader’s Speciality and Chapter, he will have access to\na different selection of abilities which his Kill-team may then\nuse during the course of the Mission. Part of preparing for a\nMission is choosing a leader that will provide the most useful\nset of abilities for the Kill-team and their current objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3811, + "rule_id": "pdf_skill_1305_using_squad_mode_abilities", + "title": "using squad Mode abiliTies", + "content": "Squad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3812, + "rule_id": "pdf_skill_1306_the_required_amount_of_cohesio", + "title": "the required amount of Cohesion (as indicated by the ability)", + "content": "and he must be in Squad Mode. He only needs spend this\ncost once, however, and once an ability has been activated, it\nremains so for the remainder of the Mission (if the ability is\nSustained) or for the duration of a single combat (if the ability\nis not Sustained) and may be used by either him or any other\nmembers of his Kill-team in Squad Mode.\nBoth the Battle-Brother using the action and any other\nmembers of his Kill-team within his Support Range may then\nbenefit from the effects of the Squad Mode ability. Full details\non the effects of each Squad Mode ability can be found in the\nindividual ability descriptions below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3813, + "rule_id": "pdf_skill_1307_example", + "title": "exaMple", + "content": "In his Turn, Andrew’s character Palarius uses the Squad Advance\nSquad Mode Action. Squad Advance costs 1 point of Cohesion to\nactivate, which Palarius spends from his Kill-team’s Cohesion pool.\nBoth Jim and Damien’s characters are also in Squad Mode and in\nhis Support Range. Jim decides that he wants his character to join the\nSquad Advance and so is affected by the ability. Damien however is\nhappy where his character is and decides not to use its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3814, + "rule_id": "pdf_skill_1308_using_chapter_specific_abiliti", + "title": "using ChapTeR speCifiC abiliTies", + "content": "Some Squad Mode abilities are Chapter specific, available only\nto Battle-Brothers of the indicated Chapter and only useable\nby them. In addition, such is the nature of these abilities that\nwhen they are used only Battle-Brothers of the same Chapter\nas the Chapter ability may benefit from their effects, while all\nother members of the Kill-team will be unaffected regardless\nof their Mode or if they are in Support Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3815, + "rule_id": "pdf_skill_1309_squad_actions", + "title": "squad aCTions", + "content": "Many Squad Mode abilities allow Battle-Brothers to take\nActions outside of their normal Turn, such as moving,\nshooting, or making close combat attacks. In all these cases, if\na Battle-Brother takes a Squad Mode Action or benefits from\none taken by another member of his Kill-team, he cannot\nbenefit or take another Squad Mode Action until at least the\nstart of his next Turn. Unless otherwise stated, all benefits of\nSquad Mode Abilities are Squad Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3816, + "rule_id": "pdf_skill_1310_example", + "title": "exaMple", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nbreak cover and charge at the enemy. Later in the Round, the other\nmember of the Kill-team, still in cover, uses the Fire Support Squad\nMode ability to give Palarius and his Battle-Brothers cover. Even\nthough they are still in Support Range, neither Palarius nor the\nBattle-Brothers who joined him in his Bolter Assault can benefit\nfrom this ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3817, + "rule_id": "pdf_skill_1311_sustaining_squad_mode_abilitie", + "title": "susTaining squad Mode abiliTies", + "content": "Many Squad Mode abilities can be maintained indefinably\nprovided that the Battle-Brother remains in Squad Mode. This\nis indicated in each ability’s description under the Sustained\nheading. To sustain an ability the Battle-Brother simply declares\nhe is sustaining the ability and then may keep it active from Round\nto Round provided he is in Squad Mode and does not active any\nnew Squad Mode abilities. The Battle-Brother may choose to stop", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3818, + "rule_id": "pdf_skill_1312_sustaining_an_ability_possibl", + "title": "sustaining an ability (possibly to active a new Squad Mode ability)", + "content": "as a Free Action at the start of any of his Turns.\nA Battle-Brother benefiting from an ability sustained by\nanother Battle-Brother loses its effects should he move out of\nSupport Range or leave Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3819, + "rule_id": "pdf_skill_1313_example", + "title": "exaMple", + "content": "Andrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3820, + "rule_id": "pdf_skill_1314_abilities", + "title": "abiliTies", + "content": "It is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3821, + "rule_id": "pdf_skill_1315_example", + "title": "exaMple", + "content": "Jim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\nkeeping TRaCk of squad Mode", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3822, + "rule_id": "pdf_skill_1316_abilities", + "title": "abiliTies", + "content": "As may be apparent, it is possible for a Battle-Brother\nto use numerous Squad Mode abilities during a single\ncombat. Within a single Kill-team there might also be\nseveral Squad Mode abilities being sustained at any\none time, and players may wish to jump from one to\nthe next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\neffects. Players should either make a mark, or place a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3823, + "rule_id": "pdf_skill_1317_marker_such_as_a_dice_or_coin", + "title": "marker (such as a dice or coin) on their Status Mode", + "content": "sheet next to the Squad Mode ability they are using or\nbenefiting from. This mark can then be moved as their\nability changes or removed completely if the sheet is\n‘flipped’ and they return to Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3824, + "rule_id": "pdf_skill_1318_attack_patterns", + "title": "aTTaCk PaTTernS", + "content": "All squads train in ways of working together to bring down\ntheir targets, be it cracking an enemy strongpoint, crossing\nopen ground under fire, or bringing down enemy armour.\nAttack Patterns are Squad Mode abilities that cover these\nmethods of attack and are most suited to aggressive tactics\nand assaults.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3825, + "rule_id": "pdf_skill_1319_codex_attack_patterns", + "title": "Codex aTTaCk PaTTernS", + "content": "The following attack patterns are suitable for Space Marines\nfrom any Chapter:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3826, + "rule_id": "pdf_skill_1320_bolter_assault", + "title": "bolTeR assaulT", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Space Marines are shock troops and excel at closing\nrapidly with the enemy, annihilating them in a storm of bolter\nfire. When the Battle-Brother calls a Bolter Assault, both he\nand those in Support Range may make an immediate Charge\nMove and a Standard Attack with a bolter, bolt pistol, or storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3827, + "rule_id": "pdf_skill_1321_bolter_including_variants_of", + "title": "bolter (including variants of these weapons). Alternatively,", + "content": "they may use their Standard Attack to throw a grenade.\nImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and the Kill-team can make Semi Auto Bursts and Full Auto\nBursts instead of a Standard Attack with their bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3828, + "rule_id": "pdf_skill_1322_fire_for_effect", + "title": "fiRe foR effeCT", + "content": "Action: Half Action\nCost: 2\nSustained: Yes\nEffects: Working as a single well-oiled machine, the Killpower is in effect, the Kill-team may use their Reactions to\nmake a Standard Attack with a ranged weapon.\nImprovement: If the Battle-Brother is Rank 4 or more,\nboth he and the Kill-team can make Semi Auto Bursts and\nFull Auto Bursts instead of a Standard Attack with their\nranged weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3829, + "rule_id": "pdf_skill_1323_fire_support", + "title": "fiRe suppoRT", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: All combat squads train in concentrating their fire\nand working as a team to achieve fire superiority over their\nfoes. While this ability is in effect, the Kill-team does not\nsuffer the normal –20 to hit when using the Suppressing Fire", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3830, + "rule_id": "pdf_skill_1324_and_overwatch_actions_see_pag", + "title": "and Overwatch actions (see page 241).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for Fire Support becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3831, + "rule_id": "pdf_skill_1325_furious_charge", + "title": "fuRious ChaRge", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Often the only way to break a foe is to charge into\ntheir midst and hack them down. Using this ability, the Battleimmediate Charge Move and a Standard Attack with a melee\nweapon. In addition, such is the fury of such an attack that all\nBattle-Brothers involved may re-roll Damage for their attacks.\nImprovement: If the Battle-Brother is Rank 5 or more then\nboth he and the Kill-team can make Multiple Attacks instead\nof a Standard Attack with their melee weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3832, + "rule_id": "pdf_skill_1326_squad_advance", + "title": "squad advanCe", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: Kill-teams move with a deadly precision across the\nbattlefield, covering each other as they advance and crossing\nground swiftly from cover to cover. While this ability is\nin effect, the Kill-team may use their Reactions to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3833, + "rule_id": "pdf_skill_1327_tactical_advance_see_page_243", + "title": "Tactical Advance (see page 243).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for a Squad Advance becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3834, + "rule_id": "pdf_skill_1328_tank_buster", + "title": "Tank busTeR", + "content": "Action: Free Action\nCost: 1\nSustained: No\nEffects: As small elite infantry squads, Kill-teams are well versed\nin the methods of dealing with large, hardened threats like\narmour and bunkers. When attacking such enemies, the squad\nwill typically use some members to draw fire while the others\ndispatch it with heavy weapons or demo-packs. The Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3835, + "rule_id": "pdf_skill_1329_either_a_heavy_weapon_or_an_ex", + "title": "either a heavy weapon or an explosive (this could be himself )", + "content": "to initiate a Tank Buster manoeuvre as part of an Attack Action\nagainst an armoured vehicle or fortification. For every member of\nthe Kill-team in Support Range, the nominated Battle-Brother\nmay add either +5 to his Ballistic Skill to attack or move 2 metres", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3836, + "rule_id": "pdf_skill_1330_closer_to_his_target_if_he_is", + "title": "closer to his target (if he is trying to plant a charge or grenade).", + "content": "Improvement: If the Battle-Brother is Rank 4 or more, the\nnominated Battle-Brother may add +10 to his Ballistic Skill\nor move 5 metres closer to his target for every member of the\nKill-team in Support Range.\nTable 7–12: Codex Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3837, + "rule_id": "pdf_skill_1331_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No\nFire for Effect Half 2 Yes\nFire Support Half 1 Yes\nFurious Charge Free 3 No\nSquad Advance Half 1 Yes\nTank Buster Free 1 No", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3838, + "rule_id": "pdf_skill_1332_chapter_attack_patterns", + "title": "ChaPTer aTTaCk PaTTernS", + "content": "The following attack patterns are limited to Space Marines of\na particular Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3839, + "rule_id": "pdf_skill_1333_holy_vengeance", + "title": "holy vengeanCe", + "content": "Chapter: Black Templars\nAction: Half Action\nCost: 2\nSustained: No\nEffects: The holy fury of the Emperor lives in the hearts of all\nBlack Templars, awaiting the time when it will be unleashed\nupon his foes. Until the start of his next Turn, whenever the\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an\nadditional Standard Attack with that same weapon, against\nthe same foe, as a Free Action. If this blow also hits, then they\nmay make an additional Standard Attack and so on, up to a\ntotal number of extra attacks equal to their Agility Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more,\nsummoning the Holy Vengeance is a Free Action.\nfuRy of sanguinius\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: The Blood Angels possess a fury on the battlefield\nthat can turn them into wild beasts intent only on rending\ntheir foes limb from limb. A Battle-Brother of the Blood\nAngels Chapter may call out to his Primarch Sanguinius to\nstrengthen his arm and fill him with rage against his foes.\nUntil the start of his next Turn, the Battle-Brother and those\nin Support Range of him add +10 to their Weapon Skill,\nStrength, and Toughness, including any corresponding\nincreases in Strength Bonus and Toughness Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more\nthe bonuses to Weapon Skill, Strength, and Toughness are\nincreased to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3840, + "rule_id": "pdf_skill_1334_sustained_suppression", + "title": "susTained suppRession", + "content": "Chapter: Dark Angels\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Dark Angels are masters of holding their ground and\nhave a keen understanding of the tactics of overlapping fields\nof fire and kill zones. While this ability is in effect, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3841, + "rule_id": "pdf_skill_1335_normally_while_maintaining_ove", + "title": "normally while maintaining Overwatch (see page 241), such", + "content": "as moving and making attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\ntest to avoid Pinning when caught in a kill zone created by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3842, + "rule_id": "pdf_skill_1336_tooth_and_nail", + "title": "TooTh and nail", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: The animalistic nature and fighting style of the Space\nWolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\nhim may re-roll all Opposed Tests in grapples, add an additional\n+10 to any bonuses for outnumbering foes in hand-to-hand,\nand add +10 to Dodge and Parry rolls against melee attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to outnumbering and to Dodge rolls increases to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3843, + "rule_id": "pdf_skill_1337_lighting_strike", + "title": "lighTing sTRike", + "content": "Chapter: Storm Wardens\nAction: Reaction\nCost: 2\nSustained: No\nEffects: The Storm Wardens know well the doctrine of strike\nfirst, strike fast and practise this both in personal duels and\ntheir squad tactics. A Battle-Brother of the Storm Wardens\nChapter may order a Lightning Strike at the start of any combat", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3844, + "rule_id": "pdf_skill_1338_where_neither_side_is_surprise", + "title": "where neither side is Surprised (see page 235). The Battle-", + "content": "a Surprise Round just as if they had Surprised their foes.\nImprovement: If the Battle-Brother is Rank 3 or more, in\naddition to gaining a Surprise Round, both he and those\nsupporting him may roll two dice and choose the highest\nwhen determining their Initiative for the following combat.\nlead by exaMple\nChapter: Ultramarines\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Of all the Chapters, the Ultramarines pride themselves\nas among the most loyal and bravest of all the Emperor’s\nchosen, a fact that they like to impress upon their fellow BattleTable 7–13: Chapter Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3845, + "rule_id": "pdf_skill_1339_defensive_stances", + "title": "deFenSive STanCeS", + "content": "Just as important as aggressive tactics are defensive unit actions\nto limit exposure to enemy fire, lay down withering suppressing\nfire, and fall back in an orderly fashion to regroup and counterthese methods of defence and can be used to safeguard the\nwell-being and integrity of the player’s Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3846, + "rule_id": "pdf_skill_1340_stances", + "title": "STanCeS", + "content": "The following defensive stances are suitable for Space Marines\nfrom any Chapter.\ndig in\nAction: Full Action\nCost: 3\nSustained: Yes\nEffects: Against fearsome weapons like plasma cannons\nand meltaguns, even Space Marines will use cover to their\nadvantage. A Battle-Brother may order his squad to Dig In,\nseeking out the most defensible firing positions. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can double the Armour Points provided by any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3847, + "rule_id": "pdf_skill_1341_cover_see_page_246_they_are", + "title": "cover (see page 246) they are currently using. This bonus to", + "content": "cover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3848, + "rule_id": "pdf_skill_1342_regroup", + "title": "RegRoup", + "content": "Action: Full Action\nCost: 2\nSustained: No\nEffects: A Kill-team stands united and is always stronger\nsupporting each other against their foes. As a Full Action,\nthe Battle-Brother may order a Regroup to allow himself and\nthose in Support Range of him to move up to twice their\nAgility Bonus in any direction, just as if they had made a Full\nMove Action. In addition, Regroup move does not trigger\nenemy Overwatch or Suppression Fire.\nImprovement: If the Battle-Brother is Rank 4 or more, in\naddition to this free movement, Battle-Brothers may reload\nany weapons they are currently carrying, provided doing so\nwould only be a Half Action or a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3849, + "rule_id": "pdf_skill_1343_soak_fire", + "title": "soak fiRe", + "content": "Action: Reaction\nCost: 2\nSustained: No\nEffects: While a good formation covers all angles of attack,\nit also shields the squad from directed fire. This is especially\ntrue of Space Marines, who use their bulk and armour to shrug\noff hails of bullets, bolts, and beams. A Battle-Brother may use\nthe Soak Fire ability whenever another member of his squad\ncurrently within his Support Range is hit by a Semi or Full\nAuto fire attack and would be eligible to make a Dodge Test to\navoid the attack. These hits are then divided evenly between the\noriginal target, the Battle-Brother, and those supporting him,\nprovided they would normally be eligible targets for the attack.\nRegardless of the number of Battle-Brothers soaking fire, the\noriginal target always takes at least one hit. Note that BattleImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and those supporting him may soak single-attack ranged\nweapons, such as a blast from a lascannon or a sniper’s bullet,\ndividing the Damage evenly between those involved.\nTable 7–14: Codex Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3850, + "rule_id": "pdf_skill_1344_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Dig In Full 3 Yes\nGo to Ground Reaction 1 No\nRegroup Full 2 No\nSoak Fire Reaction 2 No\nStrongpoint Full 3 Yes\nTactical Spacing Full 1 Yes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3851, + "rule_id": "pdf_skill_1345_strongpoint", + "title": "sTRongpoinT", + "content": "Action: Full Action\nCost: 3\nSustained: Yes\nEffects: Sometimes a Space Marine squad needs to hold\na position at all costs, setting up fields of overlapping fire\nand holding the enemy back with a hail of bolt shells. A\nBattle-Brother can establish a Strongpoint, nominating either\nhimself or a member of his Kill-team within Support Range\nas the Centre of the Strongpoint. The Centre must remain\nstationary for the ability to remain in effect. The Centre may\nthen Call Targets either as a Free Action in his turn or as\na Reaction. Battle-Brothers in Support Range of the Centre\n(including the Centre himself ) then gain a +20 to Ballistic\nSkill and Weapon Skill Tests against a Called Target, may reStandard Attacks against it. A target remains marked in this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3852, + "rule_id": "pdf_skill_1346_way_until_either_the_centre_mo", + "title": "way until either the Centre moves (ending the Strongpoint)", + "content": "or the Centre marks a new target.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3853, + "rule_id": "pdf_skill_1347_tactical_spacing", + "title": "TaCTiCal spaCing", + "content": "Action: Full Action\nCost: 1\nSustained: Yes\nEffects: Formation and spacing are an important part of a\nsquad’s function on the battlefield and influence their ability\nto warn each other of danger and defend themselves against\nattack. While this ability is in effect, the Battle-Brother and\nthose in Support Range of him can share their Reactions. For\nexample, one member of the Kill-team could give his Reaction\n(losing it for himself for the turn) to another member of the\nKill-team to use. If the Space Marine has extra reactions (such\nas the bonus reactions granted from the Step Aside Talent),\nthese may also be shared.\nImprovement: If the Battle-Brother is Rank 5 or more, in\naddition to being able to share Reactions within the group,\nall members gain an additional Reaction while this ability is\nin effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3854, + "rule_id": "pdf_skill_1348_stances", + "title": "STanCeS", + "content": "The following defensive stances are limited to Space Marines\nof a particular Chapter.\naRMouR of faiTh\nChapter: Black Templars\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Black Templars are among the most zealous and devoted\nof the Emperor’s chosen, turning aside even the powers of the\nwarp with their faith. A Battle-Brother of the Black Templars\nChapter may cloak himself and those around him in an Armour\nof Faith, usually by chanting prayers to the Emperor or singing\nbattle hymns. While this power is in effect, the Battle-Brother\nand those in Support Range of him add +10 to all tests made\nto resist Psychic Powers and add +4 to their Toughness Bonus\nwhen reducing Damage from physical attacks from creatures\nwith the Daemonic Trait and from Psychic Powers.\nImprovement: If the Battle-Brother is Rank 5 or more, the\nbonus to resistance tests increases to +20 and the bonus to\nToughness Bonus increases to +8.\nfeel no pain\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Blood Angels often fight on regardless of the damage\ndealt to them. Until the start of his next Turn, the Battleand the fiery will of the Blood Angel to ignore their wounds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3855, + "rule_id": "pdf_skill_1349_and_focus_on_the_attack_halvi", + "title": "and focus on the attack, halving all Damage (round up) after", + "content": "reduction for Armour Points and Toughness Bonus. While\nusing this ability, however, such is the Battle-Brothers’ rage\nthat they may not use their Reactions to Parry or Dodge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3856, + "rule_id": "pdf_skill_1350_must_use_an_action_with_the_at", + "title": "must use an Action with the Attack subtype (see page 236).", + "content": "Improvement: If the Battle-Brother is Rank 5 or more,\nthe restrictions on using Reactions to Parry or Dodge can\nbe ignored.\nTable 7–15: Chapter Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3857, + "rule_id": "pdf_skill_1351_immovable_defence", + "title": "iMMovable defenCe", + "content": "Chapter: Dark Angels\nAction: Full Action\nCost: 2\nSustained: Yes\nEffects: Stubbornness is a valued trait among the Dark\nAngels, especially in battle where they seldom give ground to\ntheir foes even in the face of overwhelming odds. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him gain a +10 to all Ballistic Skill Tests, a +10 to\nall Dodge Tests, and an additional +4 Armour Points to all\nlocations as long as they remain stationary.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to Ballistic Skill Tests and Dodge Tests is increased\nto +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3858, + "rule_id": "pdf_skill_1352_pack_tactics", + "title": "paCk TaCTiCs", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: No\nEffects: Space Wolves are skilled at baiting an opponent or\ndistracting an enemy at a critical time so that another Space\nWolf can attack unhindered. When a Space Marine attacks a\nsingle target, another Space Marine within support range may\nvoluntarily give up an unused reaction to distract the target.\nIf he does so, the first Space Marine’s melee or ranged attacks\nagainst that target may not be parried or dodged this turn.\nImprovement: If the Battle-Brother is Rank 3 or more,\nMelee attack rolls against the target affected by this ability\ngain a +10 bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3859, + "rule_id": "pdf_skill_1353_shield_and_sword", + "title": "shield and swoRd", + "content": "Chapter: Storm Wardens\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Many Battle-Brothers of the Storm Wardens Chapter\nfavour storm shields and power swords and train to fight side\nby side with these heavy weapons. The Storm Wardens have\nadapted this tactic to other forms of melee combat. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can Parry attacks directed against those by their", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3860, + "rule_id": "pdf_skill_1354_side_allies_within_2_metres", + "title": "side (allies within 2 metres). In addition, any time a Battle-", + "content": "use his Reaction to make a Standard Attack with a melee\nweapon back at the creature that attacked him.\nImprovement: If the Battle-Brother is Rank 5 or more,\nall those affected by this ability gain a +20 bonus to\nParry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3861, + "rule_id": "pdf_skill_1355_rally_cry", + "title": "Rally CRy", + "content": "Chapter: Ultramarines\nAction: Free Action\nCost: 0\nSustained: No\nEffects: Ultramarines are natural leaders and the embodiment\nof the Codex Astartes. In battle their purity and natural\nauthority is a power force, able to rally their fellow BattleBrother uses this ability, it instantly restores a number of\nCohesion equal to his Fellowship Bonus. The reverence the\nUltramarines hold for their Primarch and the strength of will\nrequired to make a Rally Cry is such that a Battle-Brother\nmay only use this ability once per game session.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3862, + "rule_id": "pdf_skill_1356_missions", + "title": "Missions", + "content": "“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\nthat there is at least one of these so-called Ethereals coordinating\noperations from the base, making it a vital target. It is my\nrecommendation that we deploy the Deathwatch Kill-team available\nto us and consider the matter closed...”\n–High Tactician Favius at the Battle of Blood Moon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3863, + "rule_id": "pdf_skill_1357_overview", + "title": "overview", + "content": "Missions are broken down into the following three broad steps:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3864, + "rule_id": "pdf_skill_1358_preparation", + "title": "pRepaRaTion", + "content": "This initial step occurs often in downtime before actual play\nbegins and represents the players preparing their characters\nfor the trials ahead. It covers the actions undertaken by the\nKill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\nchoosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nwhich the GM gives the players an overview of their Mission,\nits objectives, and any other information they are likely to\nhave access to. The briefing allows the players to get an idea\nof the kind of things they will be facing and the kind of tasks\nthey will be required to complete. With this information, they\ncan prepare themselves accordingly by choosing appropriate\nweaponry and armour or undertaking additional training.\nSelecting a Leader: At the start of every Mission, the\nplayers must select a Battle-Brother to lead their squad and act\nas its commander for the duration of their combat assignment.\nThere are a number of ways this leader can be chosen, but\nultimately the choice rests with the players. It is the leader’s job\nto make command decisions during the Mission and break the\ndeadlock should the Kill-team become divided in its choice of\nhow best to proceed. The choice of leader will also determine\nwhich oaths the Kill-team may take.\nOath-taking: Before every battle Space Marines take\noaths to their Chapter, their Primarch, the Deathwatch, and\nthe Emperor. This part of preparation covers the specific oath\nthe Kill-team takes before their Mission, and can include such\nthings as reaffirming their bonds of loyalty to their Battlethe Codex Astartes. Oaths grant both a bonus for the coming\nMission as well as access to Squad Mode abilities.\nArming: Once the players have been briefed, have chosen\na squad leader, and have taken their oaths, the final step is\nto select their weapons. Because a Space Marine’s equipment\nis provided by his Chapter, he has access to a great range of\nsome of the most destructive and potent weaponry known\nto the Imperium. Choosing the right weapons for a given\ntask, however, is a vital part of the Mission and can make the\ndifference between success and failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3865, + "rule_id": "pdf_skill_1359_execution", + "title": "exeCuTion", + "content": "This section covers the Mission proper and the bulk of\nactual play. Once all the preparation has been completed, the\nBattle-Brothers are thrown into the cauldron of battle and\nmust complete their objectives to successfully execute their\nMission orders. In addition to objectives, Missions also often\ninclude complications which can change the field of battle in\nunexpected ways.\nPrimary Objectives: These are the key tasks that must be\nperformed by the Kill-team to complete its Mission. Only when\nall Primary Objectives have been fulfilled can their Mission\nbe considered a success. As a result, Primary Objectives are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3866, + "rule_id": "pdf_skill_1360_tertiary_objectives_targets_o", + "title": "Tertiary Objectives (Targets of Opportunity): As well", + "content": "as both Primary and Secondary Objectives, many Missions\nalso include Tertiary Objectives, commonly known as Targets\nof Opportunity. These are objectives not vital to the success or\nfailure of the Mission but which are still considered important\nto the Imperium. These can include such things as killing\nofficers, destroying communications equipment, or capturing\nenemy intelligence.\nComplications: No Mission ever turns out exactly as the\nplayers expect. Complications are present in all Missions, and\nthe GM can use them to alter the field of battle and force\nthe players to think on their feet. Typical Complications can\nbe things such as bad intelligence, misdrops, or equipment\nmalfunctions. Complications add an element of the unknown\nto a Mission and help to create the fog of war into which the\nplayers are being dropped.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3867, + "rule_id": "pdf_skill_1361_rewards", + "title": "RewaRds", + "content": "Finally, when a Mission has been completed, the KillExperience and Renown. Rewards are almost always directly\ntied to the Kill-team’s performance on the battlefield, the\nnumber of objectives they managed to complete, and any\nother outstanding efforts made by either the squad as a whole\nor individual Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3868, + "rule_id": "pdf_skill_1362_briefing", + "title": "brieFing", + "content": "The first step before embarking on a Mission is the Mission\nBriefing. This is an overview of the Mission, outlining its\nobjectives and any other relevant data that would be available\nto the Battle-Brothers. This is important as it signals to the\nplayers that they are about to embark on a new Mission and\njust what is expected of them. When formulating a Mission\nBriefing, the GM should be careful only to give the players\ninformation that they would be likely to have, which could be\ncomplete and comprehensive or vague and sketchy depending\non the kind of Mission they are undertaking. In either case,\na Mission Briefing does not need to be exhaustive and can\nbe as simple as “go here, kill this.” The important part of this\nstep is that it lets the players know that orders have come\ndown directing them to do the work of the Emperor and\nthe Chapter.\nAlternatively if the players are working on their own\nrecognisance and setting their own mission objectives (as\ncan happen in the field), the briefing might be a request\nfor intelligence on their targets. The GM can then proceed\nmuch in the same way as if these were direct orders from the\nKill-team’s commander—be it the Chapter Master, an Ordo\nInquisitor, or other ranking member of the Imperium—and\nlay out an overview of the Mission and define any or all current\nobjectives. Players should remember that their commander’s\nknowledge may be limited or he may simply not pass on\ncertain information depending on his own motive or style of\ncommand. However a briefing occurs, the GM should make\nsure it includes the two key elements mentioned here:\n• What is the nature/foe/location of the Mission?\n• What are its known primary/secondary/tertiary\nobjectives?", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3869, + "rule_id": "pdf_skill_1363_open_adventures", + "title": "open advenTuRes", + "content": "While Missions provide solid guidelines for creating\nadventures based on military actions and Deathwatch\nassignments, some GMs may find them too restrictive for\nthe kind of campaign he wishes to run. For this reason,\nthe Mission framework has been left purposefully flexible\nand open so that it can be altered to suit the needs of the\nGM’s group. While being a member of the Deathwatch\ndoes mean a life dedicated to service of the Emperor\nand glory on the field of battle, there is also great\nscope within this for different kinds of adventures and\nfreedom for the players from the rigid military structure\nof the Deathwatch. For more information on alternate\nDeathwatch adventures and even alternate kinds of\ncampaigns see Chapter X: The Game Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3870, + "rule_id": "pdf_skill_1364_then_each_player_should_roll_1", + "title": "then each player should roll 1d10 (rerolling ties) with the", + "content": "highest scoring player taking on the role for the duration of\nthe Mission.\nAlternately the GM may nominate the leader (but only if\nthe players cannot choose their own). This may be especially\nappropriate if the nature of Mission is connected to one of the\nplayer-character’s specialities (see Chapter II: Specialities for\ndetails on these roles); it makes sense for a Mission involving\na piece of ancient technology to be led by a Techmarine.\nThe important thing to remember—and a point that the GM\nshould clearly spell out to the players—is that the leader does\nnot tell the other players what to do or order them around,\nbut rather helps to move the game forward when the squad\nneeds to make a unanimous decision.\nduTies of The leadeR\nThe mantle of squad leader is one that the players should not\ntake lightly. In the eyes of the Deathwatch, it is the squad\nleader who is responsible for the success or failure of the Killthe player chosen to be the leader for a particular Mission has\ntwo key responsibilities for that Mission:\n• If at any point the Kill-team needs to make a decision\non how to proceed with their Mission and they cannot\nreach an accord, then it falls to the squad leader to make\nthe choice. He should listen to the other players and\nmake a decision based on the majority. It is important\nto remember that making these calls does not mean that\nthe leader is allowed to boss the other players around.\nRather, he is there to guide the actions of the group.\n• The responsibility for the Mission and contact with the\nDeathwatch or the Kill-team’s commanders falls to the\nleader. He becomes the link in the chain of command\nthat ties the squad into the greater Imperial efforts in\ntheir theatre of operations, receiving orders and sending\nvox messages to appraise the higher-ups as to the\nsquad’s progress.\nbenefiTs of being The leadeR\nIn addition to the responsibilities of command, the squad leader\nis also useful in that he can use his position to improve the KillThis has the following game effects:\n• The leader can use his Fellowship or the Command skill to\nrally his squad and repair Cohesion Damage (see page 96\nfor details on the Command skill and its uses).\n• Once during the Mission, the leader and any Battleautomatically enter Squad Mode without the need to make\na test. This can be either at the start of the leader’s turn as a\nFree Action, or at any point by the leader as a Reaction.\nIn addition to these advantages the GM can also designate\nthe leader to carry any special mission-specific equipment or\nintelligence. So for instance, if the Mission required special pass\ncodes, or an experimental auspex scanner, the leader is typically\nentrusted with such items.\noaTh-Taking\nThe Adeptus Astartes hold their oaths to their Primarch, the\nEmperor, and their brothers above all other things in the\ngalaxy. Such pledges of valour given to their Primarch, BattleBrother’s existence and often take place before embarking\non a Mission. Oaths can come in many forms, and different\nBattle-Brothers may make different oaths before a battle\ndepending on their focus for that Mission.\nBefore embarking on a Mission, the players may choose\none oath for their Kill-team which will last for the duration\nof the Mission. All oaths have a prerequisite Career Path and\nmay only be chosen by the Kill-team if their current leader\nmeets this requirement. An oath will then provide the KillMode abilities, any or all of which may be activated during\nthe course of the mission. In addition to the listed Codex\nSquad Mode abilities the Kill-team will also have access to\ntheir leader’s Chapter Squad Mode abilities.\noaTh of The asTaRTes\nA Battle-Brother’s loyalty to his Chapter and Primarch is\nsecond only to his loyalty to the Emperor. Those who serve in\nthe Deathwatch are no different. These Space Marines learn\nto share this loyalty with their newfound brothers in arms.\nTaking the Oath of the Astartes means studying the Codex\nAstartes and drilling with squad tactics until the BattlePrerequisite: Tactical Marine, Assault Marine or Devastator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3871, + "rule_id": "pdf_skill_1365_marine", + "title": "Marine", + "content": "Effect: Those who take this oath have added faith in their\nBattle-Brothers and a keener understanding of the strength\nof their squad. A Kill-team which takes this oath before a\nMission may add +2 to their Cohesion for the duration of\nthat Mission.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nTactical Spacing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3872, + "rule_id": "pdf_skill_1366_oath_may_choose_a_single_kind", + "title": "oath may choose a single kind of foe (i.e. Ork, Tau, Tyranid),", + "content": "and for the duration of the Mission all members of the team\nwill gain a +10 to Weapon Skill and Ballistic Skill Tests\nagainst this chosen enemy with ranged or melee weapons.\nAlternatively a Librarian who takes the Oath of Knowledge\n(or is part of a Kill-team which selects it) may instead choose\nto study their powers more exhaustively and steel himself\nagainst the perils of the warp. This grants the Librarian\nthe ability to re-roll the results of any rolls on Table 6–1:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3873, + "rule_id": "pdf_skill_1367_psychic_phenomena_see_page_18", + "title": "Psychic Phenomena (see page 187) for the duration of the", + "content": "Mission.\nSquad Mode Abilities: Go to Ground, Dig In and\nStrongpoint.\noaTh of loyalTy\nAs important as loyalty to the Chapter is loyalty to one’s\ncomrades. Knowing they can be relied upon in combat to\nwatch a Battle-Brother’s back and support his attacks is key to\nthe squad’s strength and effectiveness. An Oath of Loyalty is a\nway of strengthening that faith within the squad and boosting\na Battle-Brother’s own connection with his Kill-team.\nPrerequisite: Tactical Marine or Apothecary\nEffect: Those who take the Oath of Loyalty spend time with\ntheir Battle-Brothers to strengthen their camaraderie. A KillChallenge rolls and their leader may add +10 to all tests to\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nOath of the Astartes\nTactical Marine, Assault Marine,\nor Devastator Marine\n+2 Cohesion\nTactical Advance, Bolter\nAssault, Tactical Spacing\nOath to the Emperor\nTactical Marine, Librarian, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3874, + "rule_id": "pdf_skill_1368_marine", + "title": "Marine", + "content": "+1 Renown per objective\nTactical Advance, Bolter\nAssault, Furious Charge\nOath of Knowledge Librarian or Apothecary\n+10 to WS and BS vs. a\nchosen enemy or re-roll Psychic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3875, + "rule_id": "pdf_skill_1369_strongpoint", + "title": "Strongpoint", + "content": "Oath of Loyalty Tactical Marine or Apothecary\n+10 to all Tests to resist\nCohesion Damage, +1 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3876, + "rule_id": "pdf_skill_1370_confirm_righteous_fury_see_pa", + "title": "confirm Righteous Fury (see page 245) with melee weapons", + "content": "for the duration of the Mission.\nSquad Mode Abilities: Fire Support, Fire for Effect and\nTank Buster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3877, + "rule_id": "pdf_skill_1371_arming", + "title": "arming", + "content": "This is the final stage of preparation before the Mission begins\nand involves each Battle-Brother choosing his weapons for battle\nfrom the Deathwatch armoury. Which weapons and armour\nare available to a Battle-Brother depends on his Renown and\nstanding within the Deathwatch, while the amount of weapons\nand armour that can be chosen for the whole Kill-team is based\non its set Requisition. Full details on setting Requisition can\nbe found in Chapter IX: The Game Master, while for more\ninformation on Renown and its effects on a Battle-Brother’s\naccess to weapons and armour see Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3878, + "rule_id": "pdf_skill_1372_execution", + "title": "Execution", + "content": "“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3879, + "rule_id": "pdf_skill_1373_mission_objectives", + "title": "miSSion obJeCTiveS", + "content": "All missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3880, + "rule_id": "pdf_skill_1374_primary", + "title": "pRiMaRy", + "content": "These are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\nhe should keep them as simple and as broad as possible. For\ninstance, a primary objective could be to destroy an enemy\nbase, leaving the method of its destruction up to the players.\nThe players should be aware, however, that to complete their\nMission, and reap any rewards as a result, they must complete\ntheir primary objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3881, + "rule_id": "pdf_skill_1375_secondary", + "title": "seCondaRy", + "content": "Most Missions have additional objectives attached to the\nprimary objective that reinforce the Mission’s success. For\ninstance, if the primary objective is to destroy an enemy base,\nit might also come with a secondary objective to destroy\nthe nearby enemy landing platform. Typically, secondary\nobjectives are smaller and easier to complete than primary\nobjectives, though they nonetheless require a degree of daring\nand effort on the part of the Kill-team. While completing\nsecondary objectives does not govern the success or failure of\nthe Mission in the same way as primary objectives do, their\ncompletion reinforces the Mission’s success and increases the\nplayers’ rewards.\nTeRTiaRy—TaRgeTs of oppoRTuniTy\nAfter primary and secondary objectives come tertiary\nobjectives, also known as targets of opportunity. These are not\nobjectives in the strictest sense and do not directly influence\nthe completion of the core Mission. They do, however,\npresent the Kill-team with a chance to earn more glory for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3882, + "rule_id": "pdf_skill_1376_player_created_objectives", + "title": "playeR CReaTed obJeCTives", + "content": "Neither the GM nor the players should feel that Mission\nobjectives are set in stone and prohibit the characters from\nthe freedom to change or alter the Mission in some way. To\nthis end, the GM can allow the players to come up with their\nown primary, secondary, or tertiary objectives during play if\ntheir planning and reasoning is good. For instance, if when\nsent to destroy an enemy spaceport the players decide that it\nwould be viable to plant an explosive on a cargo lighter, thus\ndelivering the bomb up into orbit, the GM can then create a\nnew objective to accommodate it. The GM should be careful\nto make sure that all player created objectives remain within\nthe general nature of their mission (such as attacking the\nenemy, securing a beachhead, or relieving a friendly force).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3883, + "rule_id": "pdf_skill_1377_mission_complications", + "title": "miSSion ComPliCaTionS", + "content": "No Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3884, + "rule_id": "pdf_skill_1378_players_roll_a_dice_the_playe", + "title": "players roll a dice. The player (or players in the case of ties)", + "content": "with the lowest roll suffers 1d5 points of Critical Damage\n(not reduced for armour or Toughness Bonus) to a random\nbody location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3885, + "rule_id": "pdf_skill_1379_bad_intelligence", + "title": "bad inTelligenCe", + "content": "Frequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3886, + "rule_id": "pdf_skill_1380_cut_off", + "title": "CuT off", + "content": "As can often happen in the chaos of war, a forward unit can\ndiscover its supply lines cut off as the frontlines shift suddenly.\nWith this complication, any reserves or outside support for\nthe Kill-team is unavailable. This could mean vox channels\nhave been jammed or a supporting orbital defence platform\nhas come under attack and cannot assist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3887, + "rule_id": "pdf_skill_1381_friendly_fire", + "title": "fRiendly fiRe", + "content": "During the Mission, the Kill-team is either mistaken for an\nenemy unit or finds itself in an area coming under Imperial\nsaturation bombing. This attack can occur at any time during\nthe Mission, usually from an unseen Imperial artillery unit in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3888, + "rule_id": "pdf_skill_1382_insertion_and_extraction", + "title": "inseRTion and exTRaCTion", + "content": "How the Kill-team reach the battlefield and how they\nleave it depends on the nature of the Mission. This could\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nfrom a forward base. Ultimately it falls to the GM, in\nthe role of the characters’ commanders, to decide how\nthey should be deployed. In certain circumstances, the\nplayers may be able to choose for themselves depending\non the level of freedom their Mission allows. In either\ncase, the strengths and weaknesses of each method can\nhave a big effect on the Mission. For instance, arrival by\ndrop pod can place a Kill-team deep behind enemy lines\nwith limited chance of extraction, while arriving as part\nof a massive assault (possibly involving other arms of\nthe Imperial war machine) means negotiating the chaos\nand havoc of battle to complete their objectives.\nTable 7–17: Mission Complications", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3889, + "rule_id": "pdf_skill_1383_dice_roll_complication", + "title": "Dice Roll Complication", + "content": "1 A Bad Beginning\n2 Bad Intelligence\n3 Cut Off\n4 Friendly Fire\n5 Logistical Failure\n6 Misdrop\n7 Race Against Time\n8 Rivalry\n9 They Knew We Were Coming...\n10 Unexpected Enemies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3890, + "rule_id": "pdf_skill_1384_logistical_failure", + "title": "logisTiCal failuRe", + "content": "A Space Marine can usually rely on his weapons and armour\nin battle, but sometimes the demands of battlefield logistics\nmean that supplies can be scarce. For this Mission, the Killwill just have to make every shot count and complete their\nobjectives regardless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3891, + "rule_id": "pdf_skill_1385_misdrop", + "title": "MisdRop", + "content": "The Kill-team is delivered to the wrong coordinates either\nas a result of heavy near-orbit ground fire or a tactical error.\nPossibly kilometres from their intended drop zone, the\nKill-team must find a way of crossing the distance quickly\nor alternatively try to hit a closer target. The GM should", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3892, + "rule_id": "pdf_skill_1386_roll_2d10_or_5d10_if_the_play", + "title": "roll 2d10 (or 5d10 if the players arrived by drop pod) to", + "content": "determine how many kilometres the Kill-team is from its\nprimary objective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3893, + "rule_id": "pdf_skill_1387_race_against_time", + "title": "RaCe againsT TiMe", + "content": "All Missions typically have some kind of timeframe in which\nthey must be completed. For a few, this can be very tight\nindeed. For some reason, this Mission must be completed\nin a very tight timeframe. Perhaps a vessel is moving into\norbital strike distance, ready to wipe out the forward Imperial\nbase, or perhaps the enemy is retreating, taking vital supplies\nwith them. The GM should roll 2d10 and multiply it by 10.\nThis is the number of minutes the Kill-team has to complete\nthe Mission. As this is game time, the GM should be a bit\nflexible by allowing the players time to plan and prepare\nduring play.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3894, + "rule_id": "pdf_skill_1388_rivalry", + "title": "RivalRy", + "content": "Even within the ranks of the Deathwatch, the old rivalries\nof Chapter and Primarch sometimes arise. This can lead to\ncompetition between Kill-teams and even between Battlewithin the players’ Kill-team or with another. The characters\nare encouraged to roleplay such rivalries. For its duration, the\nKill-team has their Cohesion reduced by 2.\nThey knew we weRe CoMing...\nSometimes the enemy’s intelligence is better than the Killcomplication means that any chance of complete surprise (if it\nexists) is lost and attempts at stealth (using the Concealment\nor Silent Move Skills) suffer an addition –20 penalty due to\nthe vigilance of the enemy. Finally, the added readiness of the\nenemy means they can add +2 to all their initiative rolls for\nthis Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3895, + "rule_id": "pdf_skill_1389_unexpected_enemies", + "title": "unexpeCTed eneMies", + "content": "Powerful foes can often lurk unseen and undetected within the\nranks of their lesser brethren and escape the notice of Imperium\nintelligence. The GM should add an additional powerful foe\nto the enemies’ ranks for this Mission, hidden somewhere\nclose to the Mission’s primary objective. Adversaries who are\nnaturally hard to detect, such as Daemonhosts or Tyranid\nLictors are good choices for this foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3896, + "rule_id": "pdf_skill_1390_rewards", + "title": "Rewards", + "content": "“To die in battle and be remembered in glory is the greatest gift the\nEmperor ever gave.”\n–Inscription on the Tomb of Thorns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3897, + "rule_id": "pdf_skill_1391_experience", + "title": "exPerienCe", + "content": "The primary reward for completing a Mission is Experience.\nExperience allows a Battle-Brother to advance in Rank and\nbecome more powerful, learning new Skills and Talents and\nunlocking new abilities. The amount of Experience that a Killthey were able to complete, as well as any outstanding feats\nof arms or bravery.\nDetails on awarding Experience, and how it relates to\nobjectives, can be found on page 269.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3898, + "rule_id": "pdf_skill_1392_renown", + "title": "renown", + "content": "In addition to Experience, Battle-Brothers can also earn\nRenown when undertaking Missions. Renown is a measure of\nthe Space Marine’s standing within the Deathwatch and his\nregard by his peers. It is important for the gaining of certain\nhonours and Deathwatch-specific abilities, as well as being\nused to determine what kinds of weapons and armour are\navailable to them from the Deathwatch armoury.\nDetails on awarding Renown can be found on page 270.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3899, + "rule_id": "pdf_skill_1393_lost_leadership", + "title": "losT leadeRship", + "content": "If a Kill-team’s Leader is slain or otherwise removed\nfrom the game (such as being taken prisoner or knocked\nunconscious), the group must then choose a new Leader.\nHowever, in this circumstance, no new Oath is taken,\nand the group is still bound by the initial Oath. At the\nGM’s discretion, circumstances may allow for the group\nto select a new Oath during the mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3900, + "rule_id": "pdf_skill_1394_combat", + "title": "Combat", + "content": "“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3901, + "rule_id": "pdf_skill_1395_structured_time", + "title": "structured time", + "content": "The passage of time is flexible in a game of Deathwatch and\nsubject to the GM’s discretion based on the needs of the story\nand the choices the players make. Sometimes the GM only\nneeds to convey a very loose sense of time, which is known\nas narrative time. In other situations, especially combats, more\nprecise time keeping is necessary, and the GM should adopt\nwhat is known as structured time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3902, + "rule_id": "pdf_skill_1396_narrative_time", + "title": "narratIve tIme", + "content": "Many situations in a game of Deathwatch do not require\nprecise time keeping. It is usually enough to know if a certain\naction takes a few minutes, or about an hour, or several weeks,\nor anything in between. Narrative time is most often used\noutside of combat and other situations where the precise\norder of actions is unimportant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3903, + "rule_id": "pdf_skill_1397_structured_time", + "title": "structureD tIme", + "content": "In contrast to the abstract approach of narrative time,\nstructured time is important for resolving complex encounters,\nsuch as combats, when every second counts and the order in\nwhich things happen is crucial. Structured time is divided\ninto Rounds, Turns, and Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3904, + "rule_id": "pdf_skill_1398_rounds", + "title": "rounDs", + "content": "A Round consists of every character participating in the\nencounter taking one Turn each. It assumed that characters\nact more or less simultaneously in an encounter, so a Round\nis approximately five seconds long, regardless of how many\ncharacters are involved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3905, + "rule_id": "pdf_skill_1399_turns", + "title": "turns", + "content": "Each character in an encounter gets one Turn each Round. During\na character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3906, + "rule_id": "pdf_skill_1400_actions", + "title": "actIons", + "content": "A character can perform one or more Actions on his Turn. If a\ncharacter is performing multiple Actions during his Turn, the\norder in which they are resolved may or may not matter. For\nexample, a character could draw his pistol and then move a\nfew metres, or he could move first and then draw his pistol,\nand either way the end result is the same. But, if the same\ncharacter wants to shoot his pistol, he obviously needs to\ndraw it first. Actions are described in detail on page 236.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3907, + "rule_id": "pdf_skill_1401_combat_overview", + "title": "combat overview", + "content": "Combat is usually resolved using structured time divided into\nRounds, Turns, and Actions. Each character, including NPCs,\ntakes one Turn each Round. The order in which Turns are\nresolved depends on Initiative Order. When a new combat\nbegins, follow these steps to determine what happens.\nstep one: surprIse\nAt the beginning of a combat, the GM determines if any characters\nare Surprised. This can only happen once at the beginning of\na combat, and there will be many combats where nobody is\nSurprised. A Surprised character loses his Turn on the first Round\nof combat because he has been caught unawares by his enemies.\nIf no one is Surprised, move immediately to Step Two.\nstep two: roll InItIatIve\nAt the start of the first Round, each character rolls for Initiative.\nEach character rolls 1d10 and adds his Agility Bonus (the\ntens digit of his Agility Characteristic). The result of the roll\napplies for all successive Rounds in the combat.\nstep three: DetermIne InItIatIve", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3908, + "rule_id": "pdf_skill_1402_order", + "title": "orDer", + "content": "The GM ranks all the Initiative rolls, including those of the\nNPCs, from highest to lowest. This is the order in which the\ncharacters their Turns during each Round of combat.\nstep Four: combatants take turns\nStarting with the character at the top of the Initiative Order,\neach character takes a Turn. The character currently taking\nhis Turn is known as the active character. During his Turn,\nthe active character can perform one or more Actions. Once\nhis Actions have been resolved, the next character in the\nInitiative Order becomes the active character and takes his\nTurn, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3909, + "rule_id": "pdf_skill_1403_surprise", + "title": "surprise", + "content": "Surprise only affects the beginning of a new combat. It is up to the\nGM to decide if any of the combatants are Surprised. Ultimately,\nthis comes down to a judgement call on the GM’s part, based\non the circumstances and the Actions of the various combatants\nleading up to the encounter. The GM should take the following\ninto account when determining Surprise:\n• Is anyone hiding? Successful use of the Concealment Skill\nbefore the combat may mean that some combatants are\nhidden. Extremely wary characters may oppose this with an\nAwareness Test.\n• Is anyone sneaky? Successful use of the Silent Move Skill\nmay have positioned some characters for an ambush. Again,\nwary opponents may oppose this with an Awareness Test.\n• Are there any unusual circumstances that would mask the\napproach of attackers? This can cover nearly anything, from\npouring rain to whining engines to nearby explosions.\n• Are there any distractions? It’s possible that something quite\ndistracting is going on. A cultist’s attention may be so fixated\non the sermon of his confessor that he doesn’t notice his\nattackers approaching.\nBearing all of this in mind, the GM must decide which\ncombatants are Surprised. Whilst it’s often the case that one\nentire side or the other is Surprised, there can be individual\nexceptions. For example, mutants may easily Surprise a unit of\ngreen Guardsmen, but not their keen-eyed commissar. If no one is\nSurprised, proceed with the combat as normal.\nA Surprised character loses his Turn in the first Round. He\ncan do nothing except stand dumbfounded. Furthermore, a\nnon-Surprised attacker receives a +30 bonus to Weapon Skill\nand Ballistic Skill Tests made to attack a Surprised target. After\nthe Surprise Round completely resolves, all Surprised characters\nrecover their wits and can act normally. All combatants then roll\nfor Initiative and the combat proceeds normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3910, + "rule_id": "pdf_skill_1404_example", + "title": "example", + "content": "While returning to his Kill-team, Helgath spots a sizable group\nof termagants scouring the area for biomatter. Rather than waiting\nfor the creatures to spot him, he decides to quickly plan an ambush.\nFinding a low rise in the termagants’ path, Helgath hides using his\nConcealment Skill. The GM then makes an Awareness Test for\nthe termagants, which is opposed by Helgath’s Concealment Test,\nwhich Helgath wins. The GM rules that the termagants are all\nSurprised, allowing Helgath to take any Combat Actions he wishes\nfor one Round. Additionally, any Weapon Skill and Ballistic Skill\nTests he makes to attack the termagants receive a +30 bonus. After\nthe Surprise Round is resolved, everyone involved in the combat,\nincluding Helgath, rolls for Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3911, + "rule_id": "pdf_skill_1405_initiative", + "title": "iNitiative", + "content": "Initiative determines the order in which participants act\nduring each Round. To determine Initiative, roll 1d10 and\nadd the result to the character or NPC’s Agility Bonus. The\nGM rolls the Initiative for any NPCs and creatures present.\nTo keep things simpler, it is recommended that the GM make\none Initiative roll for an entire group of similar enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3912, + "rule_id": "pdf_skill_1406_example", + "title": "example", + "content": "Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team\nwhich has just been attacked by a group of four Tyranid warriors. The\nthree players controlling the Battle-Brothers each determine their own\nInitiatives by rolling 1d10 and adding their Space Marine’s Agility\nBonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8,\nand Kalad gets 11. Since the four Tyranid warriors all have similar\nCharacteristics, the GM makes one Initiative roll for all of them and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3913, + "rule_id": "pdf_skill_1407_gets_9_after_each_combatant", + "title": "gets 9. After each combatant (or group of combatants) has determined", + "content": "his Initiative, the GM makes a list and places them in order, from\nhighest to lowest. This is known as the Initiative Order, which is the\norder the combatants act in each Round, until the combat is over.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3914, + "rule_id": "pdf_skill_1408_example", + "title": "example", + "content": "Using the Initiative rolls in the above example, the GM ranks them in\norder from highest to lowest. Kalad acts first with his Initiative of 11,\nfollowed by all of the Tyranid warriors with their Initiative of 9. Helgath\nand Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is\nhigher, so he acts third, followed by Myrdor who acts last.\nMost combats last for multiple Rounds, but each combatant’s\nInitiative is only determined once at the start of the combat.\nOnce the Initiative Order has been established, it usually\nremains the same from Round to Round. If new combatants\njoin in the middle of the fight, simply determine their Initiatives\nnormally and insert them into the Initiative Order.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3915, + "rule_id": "pdf_skill_1409_actions", + "title": "actioNs", + "content": "During each normal Round, every character gets a Turn to\nact. On his Turn, a character can take one or more Actions.\nThere are five types of Actions in Deathwatch, and every\nAction also has one or more subtypes.\ntypes oF actIons\nEvery Action is categorised into one of the following types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3916, + "rule_id": "pdf_skill_1410_full_actions", + "title": "Full actions", + "content": "A Full Action requires a character’s complete attention to\naccomplish. A character can take one Full Action on his Turn\nand cannot take any Half Actions. Grappling an opponent is\nan example of a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3917, + "rule_id": "pdf_skill_1411_half_actions", + "title": "Half actions", + "content": "A Half Action is fairly simple; it requires some effort or\nconcentration, but not so much that it consumes a character’s\nentire Turn. A character can take two different Half Actions on his\nTurn instead of taking one Full Action. A character cannot take\nthe same Half Action twice in the same Turn. Readying a weapon\nor making a Standard Attack are both examples of Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3918, + "rule_id": "pdf_skill_1412_reactions", + "title": "reactions", + "content": "A Reaction is a special Action made in response to some event,\nsuch as an attack. A character receives one Reaction each Round,\nwhich may only be used when it is not his Turn. Examples\ninclude making a Dodge Test or Parrying an attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3919, + "rule_id": "pdf_skill_1413_free_actions", + "title": "Free actions", + "content": "A Free Action takes only a moment and requires no real effort\nby the character. Free Actions may be performed in addition to\nany other Actions on a character’s Turn, and there is no formal\nlimit to the number of Free Actions one character can take.\nThe GM should use common sense to set reasonable limits on\nwhat can be done in a few seconds. Examples of Free Actions\ninclude dropping an item or speaking a few words.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3920, + "rule_id": "pdf_skill_1414_extended_actions", + "title": "extended actions", + "content": "Some Actions take more time than a single Round to complete.\nOnce a character commits to an Extended Action, he is considered\nto be working towards completing it for as long as necessary. If\nthe character abandons the Extended Action, or is interrupted,\nall progress towards completing the Extended Action is lost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3921, + "rule_id": "pdf_skill_1415_example", + "title": "example", + "content": "Athas, a Devastator, needs to reload his meltagun in the middle of a\ncombat. A meltagun’s reload time is two Full Actions. On his Turn,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3922, + "rule_id": "pdf_skill_1416_athas_shouts_for_his_companion", + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3923, + "rule_id": "pdf_skill_1417_action_subtypes", + "title": "actIon subtypes", + "content": "In addition to its type, every Action is also categorised into\none or more subtypes. Action subtypes don’t do anything in\nof themselves, but they are used to clarify what a character is\nand is not allowed to do in a variety of special circumstances.\nFor example, a character who is immobilised cannot perform\nany Actions with the Movement subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3924, + "rule_id": "pdf_skill_1418_using_actions", + "title": "usiNg actioNs", + "content": "During his Turn, a character may perform one Full Action or\ntwo different Half Actions. A character could, for example,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3925, + "rule_id": "pdf_skill_1419_make_a_charge_attack_full_act", + "title": "make a charge attack (Full Action) or aim and shoot (two Half", + "content": "Actions). It’s important to remember that a Round is only a\nfew seconds long, so the character’s Turn within that Round is\nbut a few moments. Any Action can be combined with talking,\nbanter, battle cries, and other short verbal expressions—these\nare considered Free Actions. It is left to the GM to decide\nwhat a player might be able to say in that amount of time.\nA wry aside to a companion or a terse insult to an enemy\nare always reasonable, but recounting the intimate details of\none’s seven duels-to-the-death between swings of a power\nsword should probably count as something more than just a\nFree Action.\nMost Actions are started and completed within the active\ncharacter’s same Turn. For example, a character does not\nbegin a Charge on one Turn and finish it on a later Turn\nor a later Round; he performs the entire Charge (which is a\nFull Action) at once on his Turn. But, there are two broad\nexceptions. Reactions are always performed when it is not the\nreacting character’s Turn, and Extended Actions always take\nmore than one Round to complete.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3926, + "rule_id": "pdf_skill_1420_action_descriptions", + "title": "actioN descriptioNs", + "content": "These Actions provide players with a variety of options\nin combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3927, + "rule_id": "pdf_skill_1421_aim", + "title": "aIm", + "content": "Type: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more\nprecise attack. Aiming as a Half Action grants a +10 bonus\nto the character’s next attack, while aiming as a Full Action\ngrants a +20 bonus to the character’s next attack. The next\nAction the Aiming character performs must be an attack or\nthe benefits of Aiming are lost. Aiming benefits are also lost\nif the character performs a Reaction before making his attack.\nAiming can be used with both melee and ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3928, + "rule_id": "pdf_skill_1422_all_out_attack", + "title": "all out attack", + "content": "Type: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of\npersonal safety. He gains a +20 bonus to his next Weapon\nSkill Test, but he cannot Dodge or Parry until the start of his\nnext Turn.\nTable 8–1: Combat Actions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3929, + "rule_id": "pdf_skill_1423_actiontypesubtype_s_descriptio", + "title": "ActionTypeSubtype(s)Description", + "content": "Aim Half/Full Concentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on\nthe character’s next attack, or target a specific body location.\nAll Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half Miscellaneous Prepare to fire a heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3930, + "rule_id": "pdf_skill_1424_called_shot_full", + "title": "Called Shot Full", + "content": "Attack, Concentration,\nMelee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.\nCharge Full Attack, Melee, Movement Must move 4 metres, +10 to WS.\nDefensive Stance Full Concentration, Melee\nGain an additional Reaction, opponents suffer –20 to\nWS.\nDelay Half Miscellaneous Before character’s next Turn, he may take any Half Action.\nDisengage Full Movement Break off from melee and move.\nDodge Reaction Miscellaneous Test Dodge to negate a hit.\nFeint Half Attack, Melee\nOpposed WS Test, if character wins, his next attack cannot be\nDodged or Parried.\nFocus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3931, + "rule_id": "pdf_skill_1425_melee", + "title": "Melee", + "content": "–10 WS, +10 to Parry and Dodge.\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove Half/Full Movement\nMove up to movement as a Half Action or twice movement as a Full\nAction.\nMultiple Attacks Full Attack, Melee or Ranged\nUse Swift Attack or Lightning Attack Talents to make\nmultiple attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3932, + "rule_id": "pdf_skill_1426_ranged", + "title": "Ranged", + "content": "Shoot targets coming into a set kill zone, –20 to BS.\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\nStand/Mount Half Movement Stand up or mount a riding beast or vehicle.\nStandard Attack Half Attack, Melee or Ranged Make one melee or ranged attack.\nStun Full Attack, Melee Try to Stun an opponent.\nSuppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS.\nTactical Advance Full Concentration, Movement Move from cover to cover.\nUse A Skill Varies Miscellaneous Character may use a Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3933, + "rule_id": "pdf_skill_1427_brace_heavy_weapon", + "title": "brace heavy weapon", + "content": "Type: Half Action\nSubtype: Miscellaneous\nHeavy weapons must be braced before they can be fired\naccurately. Bracing a Heavy weapon can involve using a\nbipod or tripod, propping the weapon up on a windowsill\nor sandbags, or simply assuming a wide stance or kneeling.\nWhen a Heavy weapon is fired without being braced, the\nattacker suffers a –30 to his Ballistic Skill Test. Once a Heavy\nweapon has been braced, the firer cannot move without losing\nthe benefits of bracing. However, the firer can still traverse\nhis weapon 45 degrees or more depending on the type of\nbracing. Melee, Thrown, Pistol, and Basic weapons gain no\nspecial benefit from bracing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3934, + "rule_id": "pdf_skill_1428_called_shot", + "title": "calleD shot", + "content": "Type: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nThe active character attempts to attack a specific or vulnerable\narea on his target. The attacker declares a location on his\ntarget (Head, Body, Left Arm, Right Arm, Left Leg, or Right", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3935, + "rule_id": "pdf_skill_1429_hard_20_ballistic_skill_tes", + "title": "Hard (–20) Ballistic Skill Test. If he succeeds, he skips the", + "content": "Determine Hit Location step of the attack and instead hits the\ndeclared location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3936, + "rule_id": "pdf_skill_1430_charge", + "title": "charge", + "content": "Type: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single\nmelee attack. The target must be at least four metres away,\nbut still within the attacker’s Charge Move. See Table 7–4:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3937, + "rule_id": "pdf_skill_1431_movement_meters_round_on_pag", + "title": "Movement (Meters/Round) on page 205. The last four", + "content": "metres of the Charge must be in a straight line so the attacker\ncan build speed and line up with his target. The attacker gains\na +10 bonus to his Weapon Skill Test made at the end of the\nCharge. If the Charging character is unarmed, he can attempt\nto Grapple his opponent instead of inflicting damage. See\nGrappling, page 240.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3938, + "rule_id": "pdf_skill_1432_defensive_stance", + "title": "DeFensIve stance", + "content": "Type: Full Action\nSubtype: Concentration, Melee\nThe character makes no attacks and instead concentrates\nentirely on self-defence. Until the start of his next Turn,\nthe character can make one additional Reaction, and all\nopponents suffer a –20 penalty to Weapon Skill Tests made\nto attack him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3939, + "rule_id": "pdf_skill_1433_delay", + "title": "Delay", + "content": "Type: Half Action\nSubtype: Miscellaneous\nnstead of acting immediately, the character waits for an\nopportunity. When a character chooses Delay, his Turn ends,\nbut he reserves a delayed Half Action for later use. Any time\nbefore the start of his next Turn, the character can perform a\ndelayed Half Action of his choice. If the delayed Half Action\nis not used before the start of the character’s next turn, it\nis lost. If two or more characters both attempt to perform\ndelayed Half Actions at the same time, they must make an\nOpposed Agility Test to see who acts first.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3940, + "rule_id": "pdf_skill_1434_example", + "title": "example", + "content": "It is Helgath’s Turn in the Initiative Order, and he wants to shoot\nthe lictor that is currently Grappling his Battle-Brother Myrdor. If\nHelgath shoots now, he suffers a –20 penalty to his Ballistic Skill\nTest for shooting into melee combat. But, he thinks Myrdor has a\ngood chance of breaking free of the alien’s Grapple on his Turn, so he\nchooses to Delay, which takes a Half Action and ends his Turn. Later\nin the same Round, it is Myrdor’s Turn. He breaks free of the Grapple\nand moves away from the lictor, which is exactly the opportunity\nHelgath was hoping for. Helgath now performs his Delayed Action,\nwhich must be a Half Action since that is all he has remaining, so he\nchooses Standard Attack and shoots the foul xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3941, + "rule_id": "pdf_skill_1435_dodge", + "title": "DoDge", + "content": "Type: Reaction\nSubtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\nto make the test. If the test succeeds, the character gets out\nof the way at the last moment and the attack is considered to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3942, + "rule_id": "pdf_skill_1436_have_missed_and_thus_no_damag", + "title": "have missed (and thus no Damage is rolled). If the Dodge Test", + "content": "fails, the attack connects and deals Damage normally. Dodge\ncan be used to avoid both melee and ranged attacks.\ndodging auto-Fire and area effect attacks\nSome attacks, such as those made with grenades, flamers,\nor guns firing semi-automatic or fully-automatic bursts, are\nespecially difficult to avoid. When Dodging an area effect", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3943, + "rule_id": "pdf_skill_1437_combat_abstractions", + "title": "combat abstractIons", + "content": "Combat in Deathwatch is fast and furious, designed\nso games don’t become bogged down with minutia.\nAs such, the rules take certain licenses with reality\nand assumptions must be made about what is really\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more\nfavourable combat positions. With this in mind, the\ndefault difficulty for all combat tests is Challenging\n(+0), unless a specific rule states otherwise.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3944, + "rule_id": "pdf_skill_1438_example", + "title": "example", + "content": "Brother Tehoc has just finished hacking apart a squad of Chaos\ncultists in the name of the Emperor when he is shot at by a mutant\nwith a heavy stubber. The mutant fires a Full Auto Burst and gets\ntwo Degrees of Success on his Ballistic Skill Test for a total of three\nhits on Tehoc. A veteran of countless battles, Brother Tehoc’s reflexes\nkick in and he uses his Reaction to attempt to Dodge the attack. His\nAgility is 38 and he has Dodge trained, so he needs to roll 38 or less\non his Dodge Test. He rolls a 15 and gets two Degrees of Success.\nHe has avoided all hits from the Full Auto Burst and escaped all\nDamage—now the mutant will pay for his impudence...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3945, + "rule_id": "pdf_skill_1439_disengage", + "title": "DIsengage", + "content": "Type: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a\nHalf Move. Opponents that were engaged with the character\ndo not gain any free attacks. See the Fleeing sidebar for\nmore details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3946, + "rule_id": "pdf_skill_1440_feint", + "title": "FeInt", + "content": "Type: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to\ntrick his opponent into a mistake. The character and his target\nmake an Opposed Weapon Skill Test. If the active character\nwins, his next melee attack against that same target cannot\nbe Dodged or Parried. If the active character’s next Action\nis anything other than a Standard Attack, the advantage of\nFeinting is lost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3947, + "rule_id": "pdf_skill_1441_focus_power", + "title": "Focus power", + "content": "Type: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3948, + "rule_id": "pdf_skill_1442_full_auto_burst", + "title": "Full auto burst", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3949, + "rule_id": "pdf_skill_1443_example", + "title": "example", + "content": "Brother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3950, + "rule_id": "pdf_skill_1444_his_ballistic_skill_test_roll", + "title": "his Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple", + "content": "Hits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3951, + "rule_id": "pdf_skill_1445_example", + "title": "example", + "content": "Helgath fires a Full-Auto Burst with a modified Astartes combat\nshotgun at a genestealer who is at Point Blank Range. The combat\nshotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is\n38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank\nRange, and –20 because he does not have training with the weapon,\nfor a modified total of 68. Helgath rolls a 37 on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3952, + "rule_id": "pdf_skill_1446_test_and_succeeds_with_three_d", + "title": "Test and succeeds with three Degrees of Success (68, 58, 48, 38).", + "content": "He scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3953, + "rule_id": "pdf_skill_1447_grapple", + "title": "grapple", + "content": "Type: Half or Full Action\nSubtype: Attack, Melee\nThis action is only used when a character is already engaged in a\nGrapple. See Grappling, page 246, for rules on starting a Grapple.\nIf the active character is controlling the Grapple, the first thing\nhe must do on his Turn is declare Grapple as a Full Action in\norder to maintain the Grapple; if he does not declare Grapple as\na Full Action, the Grapple immediately ends. After that, he can\nchoose one of the following Controller Grapple Options:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3954, + "rule_id": "pdf_skill_1448_controller_grapple_options", + "title": "controller grapple options", + "content": "• Damage Opponent: The controller of the Grapple can\nattempt to damage his opponent with brute force by making\nan Opposed Strength Test with the Grappled opponent.\nIf the active character wins, he inflicts unarmed Damage\n(1d5–3+SB with Armour Points counting double) to his\nopponent’s body location and one level of Fatigue. If the\nGrappled opponent wins the Opposed Strength Test, no\nDamage is dealt, but he is still Grappled. This action can\nbenefit from Assistance.\n• Throw Down Opponent: The controller of the Grapple\ncan attempt to wrestle his Grappled opponent to the\nground by making an Opposed Strength Test. This test\ncan benefit from Assistance. If the active character wins,\nthe Grappled opponent becomes prone.\n• Push Opponent: The controller of the Grapple can attempt\nto force his Grappled opponent to move. This is resolved\nwith an Opposed Strength Test, which can benefit from\nAssistance. If the active character succeeds, he pushes his\nopponent one meter in a direction of his choice, plus one\nadditional metre for each Degree of Success. This pushed\ndistance cannot exceed the active character’s Half Move\ndistance. The active character must move with his Grappled\nopponent in order to maintain the Grapple, or he can\nchoose to let go of his opponent, which ends the Grapple,\nbut allows the active character to keep his ground.\n• Ready: The controller of the Grapple can ready one\nof his own items. Or if the GM allows, he can use the\nReady Action to grab an item belonging to his Grappled\nopponent.\n• Stand: If both Grappling participants are on the ground,\nthe controller of the Grapple can regain his feet with this\naction. He can also attempt to drag his Grappled opponent\nup with him by making an Opposed Strength Test. This\ntest can benefit from Assistance. If the controller of the\nGrapple wins, both participants stand.\n• Use Item: The controller of the Grapple can use a\nreadied item.\nIf the active character is the target of the Grapple, the first\nthing he must do on his Turn is declare Grapple as a Half\nAction—this is part of the penalty for being Grappled. After\nthat, he can choose one of the following Grappled Target\nOptions:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3955, + "rule_id": "pdf_skill_1449_grappled_target_options", + "title": "grappled target options", + "content": "• Break Free: The Grappled target can attempt to break\nfree of the Grapple by making an Opposed Strength Test\nwith the controller of the Grapple. This test can benefit\nfrom Assistance. If the active character wins, he breaks\nfree and may perform any Half Action.\n• Slip Free: The Grappled target can attempt to wriggle", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3956, + "rule_id": "pdf_skill_1450_out_of_the_grapple_by_making_a", + "title": "out of the Grapple by making a Challenging (+0)", + "content": "Contortionist Skill Test. If he succeeds, he slips free and\nmay perform any Half Action.\n• Take Control: The Grappled target can attempt to take\ncontrol of the Grapple by making an Opposed Strength\nTest with his Grappling opponent. This test can benefit\nfrom Assistance. If the active character wins, he becomes\nthe controller of the Grapple and his opponent becomes\nthe Grappled target. The active character may then\nimmediately perform one of the Controller Grapple\nOptions, but he cannot take any other Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3957, + "rule_id": "pdf_skill_1451_example", + "title": "example", + "content": "Brother Tehoc is Grappling an ork atop an elevated platform. It is\nTehoc’s Turn in the Initiative Order, and since he is in control of the\nGrapple, he decides to attempt to push the ork toward the edge of the\nplatform. The GM calls for an Opposed Strength Test. Tehoc has a\nStrength of 45 and rolls a 44—a success. The Ork has a Strength of\n41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes\nthe Ork one meter toward the edge of the platform. Tehoc also moves\nwith the Ork because he wants to maintain control of the Grapple. On\nthe Ork’s Turn, it decides to attempt to take control of the Grapple\nby making an Opposed Strength Test with Tehoc. The Ork rolls a 29\nand gets one Degree of Success, and Tehoc rolls a 39 and gets a success.\nThe Ork wins the Opposed Test because he counted more Degrees of\nSuccess than Tehoc. The Ork is now in control of the Grapple and\nwill have more options available to it on his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3958, + "rule_id": "pdf_skill_1452_size_differences", + "title": "size differences", + "content": "If one participating Grappler is larger than the other (see page\n249), the larger Grappler counts an extra Degree of Success\nper size category difference on all successful Opposed Tests\nperformed within the Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3959, + "rule_id": "pdf_skill_1453_example", + "title": "example", + "content": "Tehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3960, + "rule_id": "pdf_skill_1454_guarded_attack", + "title": "guarDeD attack", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3961, + "rule_id": "pdf_skill_1455_manoeuvre", + "title": "manoeuvre", + "content": "Type: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3962, + "rule_id": "pdf_skill_1456_move", + "title": "move", + "content": "Type: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3963, + "rule_id": "pdf_skill_1457_multiple_attacks", + "title": "multIple attacks", + "content": "Type: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3964, + "rule_id": "pdf_skill_1458_overwatch", + "title": "overwatch", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3965, + "rule_id": "pdf_skill_1459_fleeing", + "title": "FleeIng", + "content": "Sometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3966, + "rule_id": "pdf_skill_1460_hard_20_pinning_test_or_bec", + "title": "Hard (–20) Pinning Test or become Pinned (see Pinning on", + "content": "page 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3967, + "rule_id": "pdf_skill_1461_parry", + "title": "parry", + "content": "Type: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3968, + "rule_id": "pdf_skill_1462_attack_by_making_a_challenging", + "title": "attack by making a Challenging (+0) Weapon Skill Test.", + "content": "If the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3969, + "rule_id": "pdf_skill_1463_ready", + "title": "reaDy", + "content": "Type: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3970, + "rule_id": "pdf_skill_1464_type_half_full_or_extended", + "title": "Type: Half, Full, or Extended Action (Varies by Weapon)", + "content": "Subtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3971, + "rule_id": "pdf_skill_1465_with_this_action_see_two_weap", + "title": "with this action (see Two-Weapon Fighting, page 246). The", + "content": "attacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3972, + "rule_id": "pdf_skill_1466_test_see_the_attack_page_244", + "title": "test (see The Attack, page 244). A character using this Action", + "content": "with a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3973, + "rule_id": "pdf_skill_1467_example", + "title": "example", + "content": "Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3974, + "rule_id": "pdf_skill_1468_succeeds_with_two_degrees_of_s", + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3975, + "rule_id": "pdf_skill_1469_example", + "title": "example", + "content": "Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3976, + "rule_id": "pdf_skill_1470_degrees_of_success_86_76_66", + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3977, + "rule_id": "pdf_skill_1471_standard_attack", + "title": "stanDarD attack", + "content": "Type: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3978, + "rule_id": "pdf_skill_1472_stun", + "title": "stun", + "content": "Type: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3979, + "rule_id": "pdf_skill_1473_the_attacker_makes_a_hard_20", + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3980, + "rule_id": "pdf_skill_1474_suppressing_fire", + "title": "suppressIng FIre", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3981, + "rule_id": "pdf_skill_1475_capable_of_fully_automatic_fir", + "title": "capable of fully automatic fire (see Rate of Fire, page 141). When", + "content": "Suppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3982, + "rule_id": "pdf_skill_1476_must_make_a_hard_20_ballist", + "title": "must make a Hard (–20) Ballistic Skill Test to determine if", + "content": "his wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3983, + "rule_id": "pdf_skill_1477_jammed_see_weapon_jams_page", + "title": "Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test", + "content": "succeeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3984, + "rule_id": "pdf_skill_1478_run", + "title": "run", + "content": "Type: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3985, + "rule_id": "pdf_skill_1479_tactical_advance", + "title": "tactIcal aDvance", + "content": "Type: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3986, + "rule_id": "pdf_skill_1480_other_actions", + "title": "other actIons", + "content": "If a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3987, + "rule_id": "pdf_skill_1481_status_conditions", + "title": "status conDItIons", + "content": "During combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3988, + "rule_id": "pdf_skill_1482_helpless_see_page_248_helpl", + "title": "Helpless (See page 248): Helpless characters can", + "content": "take no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3989, + "rule_id": "pdf_skill_1483_after_a_set_duration_usually", + "title": "after a set duration (usually one or two Rounds). Also, a", + "content": "Stunned Character can spend a Fate Point to no longer be\nStunned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3990, + "rule_id": "pdf_skill_1484_unaware_see_page_249_unawar", + "title": "Unaware (See page 249): Unaware characters can", + "content": "take no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3991, + "rule_id": "pdf_skill_1485_example", + "title": "example", + "content": "Helgath wants to use a Standard Attack action to shoot his bolt pistol at\na giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic\nSkill is 45 and he is at Short Range, which grants him a +10 bonus.\nHelgath spends a Half Action to Aim, granting him another +10\nbonus. However, there is a lot of heavy mist in the area so Helgath\nwill suffer a –20 penalty for that, and his target, the squig, is engaged\nin melee with Myrdor, so Helgath will also suffer –20 penalty for\nshooting into melee combat. After all bonuses and penalties have been\ncombined, Helgath will need to roll 25 or less on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3992, + "rule_id": "pdf_skill_1486_test_to_hit_the_squig_45_10", + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3993, + "rule_id": "pdf_skill_1487_example", + "title": "example", + "content": "Helgath makes a Ballistic Skill Test by rolling percentile dice and\ngets 14, which is less than his modified Ballistic Skill of 25. His\nattack hits the giant squig.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3994, + "rule_id": "pdf_skill_1488_dodge_and_parry_reactions", + "title": "DoDge anD parry reactIons", + "content": "When a target is hit by an attack, it may have a chance to\nnegate the hit with a Dodge or Parry Reaction. See Combat\nActions, page 236 for details on resolving each of these\nReactions. If the Dodge or Parry attempt is successful, the\nattack is negated and no Damage is dealt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3995, + "rule_id": "pdf_skill_1489_example", + "title": "example", + "content": "After Helgath’s bolt pistol shot hits the giant squig, the GM rules\nthat the creature will attempt to Dodge the attack. The creature’s\nAgility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nattack.\nstep three: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3996, + "rule_id": "pdf_skill_1490_hit_location", + "title": "hIt locatIon", + "content": "On a successful hit, the attacker needs to determine where the\nhit landed. Using the percentile dice result from the attacker’s\nWeapon Skill or Ballistic Skill Test, reverse the order of the\ndigits (e.g. a roll of 32 becomes 23, a roll of 20 becomes\n02, and so on) and compare this number to Table 8–2: Hit\nLocations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3997, + "rule_id": "pdf_skill_1491_example", + "title": "example", + "content": "Helgath’s Ballistic Skill Test to hit the giant squig resulted in\na percentile dice roll of 14. He reverses these digits and gets 41.\nConsulting Table 8–2: Hit Locations, he sees he has hit the giant\nsquig’s body.\nstep Four: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3998, + "rule_id": "pdf_skill_1492_damage", + "title": "Damage", + "content": "After the hit location has been determined, the attacker\ndetermines the Damage dealt by his attack. Each weapon has\na Damage listing, which is usually a die roll, plus or minus\nTable 8–3: Hit Locations", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 3999, + "rule_id": "pdf_skill_1493_rolllocation", + "title": "RollLocation", + "content": "01–10 Head\n11–20 Right Arm\n21–30 Left Arm\n31–70 Body\n71–85 Right Leg\n86-00 Left Leg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4000, + "rule_id": "pdf_skill_1494_righteous_fury", + "title": "rIghteous Fury", + "content": "When rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4001, + "rule_id": "pdf_skill_1495_example", + "title": "example", + "content": "Helgath has hit the giant squig with his bolt pistol and proceeds\nto make his Damage roll. A bolt pistol deals 2d10+5 points of\nDamage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds\n5 for a total of 23. In addition, as one of the dice results was a 10,\nhis attack is also a possible Righteous Fury! Helgath then makes a\nsecond attack roll identical to his first, which is a Ballistic Skill Test\nusing his modified Ballistic Skill of 25. Helgath makes a percentile\nroll and gets 22, which is a hit! He now makes a second Damage\nroll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4002, + "rule_id": "pdf_skill_1496_helgath_s_damage_total_for_thi", + "title": "Helgath’s Damage total for this attack is 38 (23+15=38). The", + "content": "Emperor has truly smiled upon Helgath this day.\nstep FIve: target applIes Damage\nFrom the Damage total, the target subtracts his Toughness Bonus\nand any Armour Points that protect the location hit by the attack.\nIf this reduces the Damage to zero or less, the target shrugs off\nthe attack. Any remaining Damage is recorded by the target as\nDamage. If the target’s Damage equals or exceeds his Wounds,\nhe notes any excess Damage as Critical Damage, and the GM\nconsults the appropriate table based on the type of Damage, the\nlocation hit, and the amount of Critical Damage accumulated. See\nCritical Damage on page 250 for more information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4003, + "rule_id": "pdf_skill_1497_example", + "title": "example", + "content": "Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total\nDamage. The GM notes the creature’s Toughness Bonus is 8 and it\ndoes not have any Armour Points protecting its body. He subtracts\neight points from the total Damage, leaving 30. The creature has\nonly 25 Wounds, so it thuds to the ground dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4004, + "rule_id": "pdf_skill_1498_unarmed_combat", + "title": "unarmeD combat", + "content": "Not every fight in Deathwatch requires bolters and power\nswords. Some conflicts can be settled the old-fashioned way\nwith fists (not to mention feet and, if the character is a dirty\nscummer, teeth). To make an unarmed attack, the attacker must\nbe engaged in melee with his opponent. The attacker then makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4005, + "rule_id": "pdf_skill_1499_is_armed_with_a_weapon_a_hard", + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4006, + "rule_id": "pdf_skill_1500_primitive_see_page_143_in_a", + "title": "Primitive (see page 143). In addition, a successful hit that inflicts", + "content": "Damage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4007, + "rule_id": "pdf_skill_1501_tactical_combat_maps", + "title": "tactIcal combat maps", + "content": "(optIonal)\nDuring large combats, some players may want visual\nreferences to help keep track of enemy positions, as well as\ntheir own. The GM can accomplish this by sketching out\nsimple overhead maps on paper. Many game stores also\nsell large game mats that you can draw on with wet-erase\nmarkers. These mats are usually pre-printed with squares\ngrids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nminiatures where a one inch square represents one square\nmeter. While tactical combat maps can be very useful, they\nare not necessary to play Deathwatch. Many roleplayers\nprefer to use rich narrative descriptions to allow fellow\nplayers to simply imagine all the action. This requires\nplayers to keep a snapshot of the relative positions of all\ncombatants in their heads, but it also allows for greater\nfreedom in detailing the events of a combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4008, + "rule_id": "pdf_skill_1502_spray_and_pray", + "title": "spray anD pray", + "content": "One of the basic requirements for making an attack is\nthat the attacker needs to be aware of his target. But why\ncan’t someone just blast away into the darkness in the\nhopes of hitting something that might be hiding there?\nThis is possible of course, but it shouldn’t be treated as a\nnormal attack. Instead, the GM should simply decide the\nlikely outcome of such an action, taking all appropriate\nfactors into consideration. For example, if the GM\nknows there is a hulking xenos monstrosity lurking in\nthe darkness, it makes sense that it would be hit by a\nrandom volley of gunfire shot in its general direction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4009, + "rule_id": "pdf_skill_1503_grappling", + "title": "grapplIng", + "content": "Instead of inflicting Damage with an unarmed attack, a\ncharacter can attempt to Grapple his opponent. Attempting\na Grapple is a melee attack that uses either a Charge Action\nor a Standard Attack Action. The attacker makes a Weapon\nSkill Test as normal. The target of the Grapple may use a\nReaction, if able, to avoid the attack. If the attack is successful,\nthe attacker and the target are Grappling, with the attacker\ncontrolling the Grapple. The controller of the Grapple can\nend it any time as a Free Action.\nIn a Grapple, all of the following apply:\n• Participants in a Grapple cannot use Reactions.\n• Participants in a Grapple are considered to be engaged\nin melee combat.\n• Participants in a Grapple can only use the Grapple Action\n(see page 240).\n• As a Free Action, the controller of the Grapple can\nvoluntarily end the Grapple on his Turn.\n• Other attackers gain a +20 bonus to Weapon Skill Tests\nto hit any target engaged in a Grapple.\nOnly two characters can be engaged in the same Grapple,\nbut up to two other characters can lend Assistance to each\nGrappler in certain situations. See the Grapple Action on page\n240 for details.\ntwo-weapon FIghtIng\nMany warriors fight with a weapon in either hand. There are\nadvantages and disadvantages to this style of fighting. While it\noffers some improved opportunities to make attacks, it reduces\nthe chances of successfully striking a target. Unless a two-weapon\nfighter has the Ambidextrous Talent, it is important to consider\nwhich hand is his primary hand and which is his secondary hand;\nplayers should have these details noted on their Battle-Brothers’\ncharacter sheets. The following apply when a character is fighting\nwith two weapons:\n• The character may use any melee weapons or ranged weapons\nthat can be reasonably used in one hand.\n• The character may use either hand to make an attack. Attacks\nmade using the character’s secondary hand suffer a –20\npenalty to Weapon Skill or Ballistic Skill Tests.\n• If the character has the Two-Weapon Wielder talent, he may\nuse the Multiple Attacks combat Action to attack with both\nweapons, but each suffers a –20 penalty to the Weapon Skill\nor Ballistic Skill Test. If the character has the Ambidextrous\nTalent, these penalties drop to –10.\n• If the character is wielding at least one melee weapon, he\nmay perform a Parry Reaction once each Round as normal\nwith this weapon, though he still may not Parry more than\nonce in a Round. This Weapon Skill Test is not an attack, and\ntherefore it does suffer the standard penalty for attacks made\nusing a secondary hand.\n• If a character with the Two-Weapon Wielder Talent is armed\nwith a melee weapon in one hand and a pistol in the other,\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\nweapon and Ballistic Skill for the pistol.\n• When firing a ranged weapon with each hand, the character\nmay fire each weapon on a different mode, for example, one\non full automatic and one on semi-automatic. When firing a\nfull automatic weapon in each hand, the character may only\nlay down one area of Suppressive Fire.\n• The character may fire two weapons at different targets,\nthough the targets must be within 10 metres of each other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4010, + "rule_id": "pdf_skill_1504_combat_circumstances", + "title": "combat circumstaNces", + "content": "Deathwatch offers endless potential for gripping, dramatic,\nwhite-knuckle action. Combat is an essential element for\nsuch action, and each combat, from simple corridor shootunique experiences. The combat circumstances described\nin this section offer many ways to help make every combat\nexciting, varied, and dangerous. Combat circumstances can\nbe used to reflect the effects of terrain, the weather, tactical\nsituations, and a variety of other factors. Many circumstances\nalter the difficulty of tasks by providing bonuses or penalties\nto tests, while others provide opportunities for characters to\nleverage good fortune, or exploit misfortunes that befall their\nenemies.\nBattle-Brothers should make as much use of beneficial\ncircumstances as possible. A good plan, suitable equipment, or\nskillful use of tactics can often make the difference between\nlife and death for a character. The following circumstances are\nsome of the most common ones encountered in combat. For\nsituations not covered here, use these as a guide. Remember,\nthe GM has the final say about the difficulty of any particular\ntest or the outcome of any unusual situation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4011, + "rule_id": "pdf_skill_1505_cover", + "title": "cover", + "content": "Cover is a vital part of surviving a firefight, and a good\nsoldier knows that you go for your cover first and then draw\nyour gun. There are no penalties to Ballistic Skill Tests made\nto attack targets standing partly behind cover. However, there\nis a chance that the shot may hit the cover rather than the\ntarget. It is up to the character to decide which parts of his\nbody he is exposing when behind cover, but as a general rule,\na character firing around or over cover will have his body\nand legs concealed. If the shot would hit a body location\nthat is concealed behind cover, work out the Damage against\nthe Armour Points of the cover instead, with any excess\nbeing applied to the target as normal (see Table 8–5: Cover\nExamples for a guide to the Armour Points of different kinds\nof cover).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4012, + "rule_id": "pdf_skill_1506_damaging_cover", + "title": "DamagIng cover", + "content": "Cover is not invulnerable. Attacks can damage or destroy the\nprotection afforded by cover. Each successful hit against cover\nthat deals any amount of Damage in excess of the Armour\nPoints it provides reduces the cover’s Armour Points by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4013, + "rule_id": "pdf_skill_1507_example", + "title": "example", + "content": "Myrdor has taken cover behind a small pile of sandbags while a gun\nservitor blasts at him with its twin autoguns. The gun servitor fires a\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nof Damage. Fortunately for Myrdor, all of the hits would have\nstruck either his legs or body, so they are absorbed by the sandbags\ninstead. The first hit is fully absorbed by the sandbags to no effect\nbecause they provide 8 Armour Points of protection. The second hit’s\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nis reduced by 7, leaving 1 point of excess Damage, which further\nreduces the sandbags Armour Points to 6.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4014, + "rule_id": "pdf_skill_1508_difficult_terrain_such_as_mud", + "title": "difficult terrain, such as mud, are Difficult (–10). Tests made", + "content": "whilst standing in arduous terrain, such as deep snow or slick", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4015, + "rule_id": "pdf_skill_1509_ice_are_very_hard_30", + "title": "ice, are Very Hard (–30).", + "content": "engageD In melee\nIf an attacking character is adjacent to his target, both the\ncharacter and his target are considered to be engaged in\nmelee. Characters that are engaged in melee can only make\nattack actions with the melee subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4016, + "rule_id": "pdf_skill_1510_combat_are_hard_20_if_one", + "title": "combat are Hard (–20). If one or more characters engaged", + "content": "in the melee are Stunned, Helpless, or Unaware, this penalty\nis ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4017, + "rule_id": "pdf_skill_1511_extreme_range", + "title": "extreme range", + "content": "Targets that are at a distance of more than three times the\nrange of a character’s weapon are at Extreme Range. Ballistic\nSkill Tests made to hit targets at Extreme Range are Very", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4018, + "rule_id": "pdf_skill_1512_difficulty_skill_modifier_exam", + "title": "Difficulty Skill Modifier Example", + "content": "Easy +30\nAttacking a Surprised or\nUnaware target.\nShooting a Massive target.\nShooting a target at Point\nBlank Range.\nRoutine +20\nMelee attacks against a foe\nwho is outnumbered three to\none or more.\nAttacking a Stunned\nopponent.\nShooting an Enormous\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nto one.\nAttacking a Prone opponent\nwith a melee weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4019, + "rule_id": "pdf_skill_1513_attacking_from_higher", + "title": "Attacking from higher", + "content": "ground.\nShooting a Hulking target.\nShooting a target at Short\nRange.\nChallenging +0 A Standard Attack.\nDifficult –10 Any test whilst Fatigued.\nAttacking or Dodging whilst\nin the mud or heavy rain.\nShooting a target at Long\nRange.\nShooting a Prone target.\nShooting a Scrawny target.\nHard –20 Shooting into melee combat.\nDodging whilst Prone.\nMaking an unarmed attack\nagainst an armed opponent.\nMelee attacks in darkness.\nShooting at a target in fog,\nmist or shadow.\nShooting a Puny target.\nUsing a weapon without the\ncorrect Talent.\nVery Hard –30\nAttacking or Dodging in\ndeep snow.\nFiring a heavy weapon that\nhas not been Braced.\nShooting a Minuscule target.\nShooting a target at Extreme\nrange.\nShooting at a completely\nconcealed target.\nShooting at a target in\ndarkness.\nTable 8–5: Cover Examples", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4020, + "rule_id": "pdf_skill_1514_fatigued", + "title": "FatIgueD", + "content": "When a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4021, + "rule_id": "pdf_skill_1515_fog_mist_or_shadow_are_hard", + "title": "fog, mist, or shadow are Hard (–20). While a character is", + "content": "concealed by fog, mist, or shadow, Concealment Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4022, + "rule_id": "pdf_skill_1516_are_ordinary_10", + "title": "are Ordinary (+10).", + "content": "gangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4023, + "rule_id": "pdf_skill_1517_helpless_targets", + "title": "helpless targets", + "content": "Weapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4024, + "rule_id": "pdf_skill_1518_higher_ground", + "title": "hIgher grounD", + "content": "Characters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4025, + "rule_id": "pdf_skill_1519_long_range", + "title": "long range", + "content": "Targets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4026, + "rule_id": "pdf_skill_1520_missing", + "title": "missiNg", + "content": "Sometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4027, + "rule_id": "pdf_skill_1521_pinning", + "title": "piNNiNg", + "content": "Being shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4028, + "rule_id": "pdf_skill_1522_damage_he_must_make_a_hard", + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4029, + "rule_id": "pdf_skill_1523_being_pinned", + "title": "beIng pInneD", + "content": "A Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4030, + "rule_id": "pdf_skill_1524_case_he_may_act_as_normal_in_h", + "title": "case he may act as normal in his next Turn. This test is Easy (+30)", + "content": "if the character is no longer under fire (i.e., no one tried to shoot", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4031, + "rule_id": "pdf_skill_1525_stray_shots_optional_rule", + "title": "stray shots (optIonal rule)", + "content": "GMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4032, + "rule_id": "pdf_skill_1526_point_blank_range", + "title": "poInt blank range", + "content": "When a character makes a ranged attack against a target that\nis two metres away or closer, that target is at Point Blank\nRange. Ballistic Skill Tests made to attack a target at Point", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4033, + "rule_id": "pdf_skill_1527_blank_range_are_easy_30_th", + "title": "Blank Range are Easy (+30). This bonus does not apply", + "content": "when the attacker and the target are engaged in melee combat\nwith each other. For weapons with a short range of less than\n3 metres, point blank range is 1 meter less than the weapon’s\nshort range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4034, + "rule_id": "pdf_skill_1528_prone", + "title": "prone", + "content": "A character is considered Prone any time he is lying on the\nground. Weapon Skill Tests made to attack Prone targets are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4035, + "rule_id": "pdf_skill_1529_targets_are_difficult_10_un", + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to\nWeapon Skill Tests and a –20 penalty to Dodge Tests. Unless\na character is engaged in a Grapple, he can drop Prone as a\nFree Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4036, + "rule_id": "pdf_skill_1530_short_range", + "title": "short range", + "content": "Targets that are at a distance of less than half the Range of\na character’s weapon are at Short Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4037, + "rule_id": "pdf_skill_1531_size", + "title": "sIZe", + "content": "Size is an important factor when shooting ranged weapons\nbecause it is usually easier to hit a larger target. All characters\nand creatures in Deathwatch have a defined size category, and\nit should be relatively easy for the GM to assign appropriate\nsize categories to objects as needed. Use Table 8–6: Target\nSize Modifiers for working out bonuses and penalties based\non a target’s size.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4038, + "rule_id": "pdf_skill_1532_stunned_targets", + "title": "stunneD targets", + "content": "Weapon Skill and Ballistic Skill Tests made to attack Stunned", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4039, + "rule_id": "pdf_skill_1533_unaware_targets", + "title": "unaware targets", + "content": "When a character has no idea that he is about to be attacked,\nhe is considered an Unaware target. Usually, this happens at\nthe beginning of a combat when one or more characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4040, + "rule_id": "pdf_skill_1534_weapon_jams", + "title": "weapon jams", + "content": "Such is the capricious whim of the 41st Millennium that many\nof the ranged weapons characters use will have an unfortunate\ntendency to malfunction, either through extreme age,\nmaltreatment of their machine spirit, or just plain poor design.\nTo represent these unfortunate occurrences, an unmodified\nresult of 96 to 00, in addition to being an automatic miss, also\nindicates the weapon has Jammed. A Jammed weapon cannot\nbe fired until it is cleared. Clearing a Jam is a Full Action which\nrequires a Ballistic Skill Test. If the test is successful then the\nJam has been cleared, though the weapon needs to be reloaded\nand any ammo in it is lost. If the test is failed, the weapon is\nstill Jammed, though the character can attempt to clear it again\nnext Round.\nNote: Some weapons, such as plasma guns, grenades, and\nmissiles, are particularly dangerous to use. For these weapons,\nrefer to their descriptions and Weapon Special Qualities (see\nArmoury). Semi-automatic and fully automatic fire also increases\nthe likelihood of Jamming. This is described within the Semiweather, smoke, anD unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4041, + "rule_id": "pdf_skill_1535_conditions", + "title": "conDItIons", + "content": "Weapon Skill and Ballistic Skill Tests made to attack whilst\nenduring harsh weather or unnatural conditions, such as\nheavy rain, an ash storm, or knee-deep in waves of fungus are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4042, + "rule_id": "pdf_skill_1536_injury", + "title": "iNjury", + "content": "A natural consequence of pushing one’s luck in the far\nreaches of the galaxy is getting hurt. Battle-Brothers can\nget into fights with an endless array of enemies, machinery\ncan malfunction, pilots can fail to perform manoeuvres,\nand careless psykers can invite all manner of warp horrors\nto show up and ruin everyone’s day. Common physical\ninjuries to Deathwatch characters are represented by Damage\nand Fatigue. Additionally, characters can also experience\nseveral types of Conditions and Special Damage such as fire,\nsuffocation, being Stunned, and the amputation of limbs.\nWith all these different types of punishment waiting to befall\ncharacters, it is important to know how much physical abuse\na character can take, and a key measurement of this is how\nmany Wounds he possesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4043, + "rule_id": "pdf_skill_1537_wounds", + "title": "wounDs", + "content": "Wounds are a measurement of how much punishment a\ncharacter can take before suffering debilitating effects and\nultimately, death. Every character in Deathwatch has a\nspecified number of Wounds. A character can often increase\nhis Wounds by spending Experience Points (see Chapter II:\nSpecialities). Wounds do not normally deplete. Even when a\ncharacter is injured, that injury does not decrease his Wounds.\nInstead, a character’s Wounds simply serve as a threshold,\nand the injury is recorded on his character sheet as Damage.\nWhen a character’s Damage exceeds his Wounds, he is in real\ntrouble.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4044, + "rule_id": "pdf_skill_1538_damage", + "title": "Damage", + "content": "Damage is physical trauma dealt to a character. Characters\ncan suffer Damage a number ways including being shot by a\nboltgun, lacerated by daemon claws, falling into a lava-filled\ncrevasse, exposure to the hard vacuum of space, and so forth.\nWhen a character suffers Damage, record the amount on his\ncharacter sheet. That Damage remains with the character\nuntil it is removed over time by natural healing, or the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4045, + "rule_id": "pdf_skill_1539_character_receives_medical_att", + "title": "character receives medical attention (see page 262). Damage", + "content": "is cumulative; each time a character suffers Damage, the\namount is added to any previous Damage he had. Each time\na character is dealt Damage, there may be an opportunity for\nhim to reduce it before it is applied to his total. By default, a\ncharacter reduces incoming Damage by an amount equal to\nhis Toughness Bonus. Armour can also help further reduce\nDamage. If the source of the Damage struck a body location\nprotected by armour, the incoming Damage is reduced by an\namount equal to the Armour Points provided by the armour.\nIt is important to note that some sources of Damage ignore\narmour and/or Toughness; such cases are always detailed in\nthe description of the Damage source. As long a character’s\ntotal Damage is equal to or less than his Wounds, his body\nstill functions normally. If a character’s Damage ever exceeds\nhis Wounds, he begins to take Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4046, + "rule_id": "pdf_skill_1540_example", + "title": "example", + "content": "Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his\nUnnatural Toughness trait). He is also wearing Adeptus Astartes\npower armour that provides 10 Armour Points of protection to his\narms, body, and legs. He is shot by a lascannon that deals 21 points\nof Damage to his body. His armour reduces the Damage by 10, and\nhis Toughness Bonus reduces it by another 8, leaving 3 points of\nDamage. Myrdor’s player records 3 Damage on his character sheet.\nLater, Myrdor is struck in the head by a genestealer for 19 points\nof Damage. Myrdor reduces the incoming Damage by 8, thanks to\nhis Toughness Bonus, but since he wasn’t wearing a helmet, that’s\nas much reduction as he’s going to get. Myrdor therefore suffers 11\nDamage, which is recorded on his character sheet by adding it to his\nprevious Damage. Myrdor has now suffered a total of 14 Damage,\nwhich is one less than his 15 Wounds. Another hit would likely\ninflict Critical Damage!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4047, + "rule_id": "pdf_skill_1541_damage_types", + "title": "Damage types", + "content": "All Damage is divided up into four types: Energy (lasers, fire,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4048, + "rule_id": "pdf_skill_1542_plasma_explosive_grenades", + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4049, + "rule_id": "pdf_skill_1543_critical_damage", + "title": "critical damage", + "content": "Whenever a character’s total Damage exceeds his Wounds,\nbe begins to take Critical Damage. Each time a character\nsuffers Critical Damage, he also suffers one or more Critical\nEffects. These are determined by consulting the appropriate\nCritical Effect Table based on the affected body location\n(Arm, Body, Head, or Leg) and the type of Damage (Energy,\nExplosive, Impact, or Rending). As with normal Damage,\nCritical Damage is cumulative and remains with the character\nuntil he either heals naturally over time or receives medical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4050, + "rule_id": "pdf_skill_1544_own_duration_including_perman", + "title": "own duration (including permanent). If a Critically Damaged", + "content": "character suffers more Damage, the amount is added to his\nexisting Critical Damage and a new set of Critical Effects are\napplied based on his total Critical Damage (assuming he is\nstill alive).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4051, + "rule_id": "pdf_skill_1545_sudden_death_critical_damage", + "title": "suDDen Death crItIcal Damage", + "content": "(optIonal rule)\nTo speed up combat involving a large number of enemies,\nthe GM can adopt Sudden Death Critical Damage instead\nof detailing every Critical Effect. With this method, all\nminor foes, minions, nameless goons, and so forth simply\ndie as soon as they take any amount of Critical Damage.\nSudden Death Critical Damage should not be used for\nPCs or important villains—they deserve to savour every\ngory detail offered by the full array of Critical Effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4052, + "rule_id": "pdf_skill_1546_example", + "title": "example", + "content": "Myrdor is hit by a boltgun shell to his right arm. After accounting\nfor his Toughness Bonus and armour, Myrdor suffers 10 points of\nExplosive Damage. Since he only currently has 8 Wounds, he suffers\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical\nEffects—Arm which says that Myrdor’s arm has been fractured,\nforcing him to drop anything he was holding, and Myrdor suffers\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nand armour, he suffers 3 points of Energy Damage. Myrdor has\nnow suffered 5 total points of Critical Damage. The GM consults\nthe Critical Damage 5 line of Table 8–11: Energy Critical\nEffects—Leg and determines that Myrdor has suffered a horrific\nburn that imposes one level of Fatigue (for three levels of Fatigue\ntotal) and reduces Myrdor to half speed for 2d10 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4053, + "rule_id": "pdf_skill_1547_removing_damage", + "title": "removIng Damage", + "content": "Characters automatically remove Damage (both ordinary and\nCritical Damage) over time through natural healing. Medical\nattention and some Psychic Powers can also remove Damage.\nRegardless of the method however, the rate of Damage\nremoval depends on several factors and is fully explained in\nHealing, page 261.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4054, + "rule_id": "pdf_skill_1548_fatigue", + "title": "Fatigue", + "content": "Not all injuries in Deathwatch are lethal. Exhaustion, combat\ntrauma, or swapping licks with bare fists can all leave a\ncharacter battered, but more or less intact. Fatigue measures\nthe amount of non-lethal injury a character can take over the\ncourse of game play. Characters gain Fatigue from certain\ntypes of attacks, Grappling, some Critical Effects, and other\nActions that push them beyond safe limits.\nFatigue is measured in levels. A character can take a number\nof levels of Fatigue equal to his Toughness Bonus and still\nfunction, albeit with some side-effects. Should a character\ntake a number of levels of Fatigue in excess of his Toughness\nBonus, he collapses unconscious for 10-TB minutes (minimum\nof 1); after the character awakens he automatically regains\none level of Fatigue. Characters suffering from any level of\nFatigue take –10 penalty to all tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4055, + "rule_id": "pdf_skill_1549_example", + "title": "example", + "content": "Myrdor has a Toughness Bonus of 8. He suffers one level of Fatigue\nthat imposes a –10 penalty to all of his tests. Myrdor can continue\nto take additional levels of Fatigue until he has 8 total levels of\nFatigue. These additional levels of Fatigue do not impose any further\npenalties beyond the –10 to all tests. But, when Myrdor suffers\na 9th level of Fatigue, he collapses unconscious for two minutes\n(10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of\nunconsciousness, he’ll awake and have a single level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4056, + "rule_id": "pdf_skill_1550_rest_not_counting_states_of_u", + "title": "rest (not counting states of unconsciousness) that includes no", + "content": "combat, no Psychic Powers, and no other strenuous activity,\nremoves one level of Fatigue. A full hour of rest will remove\nall levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4057, + "rule_id": "pdf_skill_1551_characteristic_damage", + "title": "characterIstIc Damage", + "content": "Some Psychic Powers, poisons, diseases, and other hazards\ncircumvent a character’s Wounds and deal Damage directly\nto a Characteristic. Characteristic Damage cannot reduce a\nCharacteristic below zero. Characteristic Damage may also\naffect the corresponding Characteristic Bonus. Table 8–7:\nEffects of Zero Characteristic Score summarises what\nhappens when a particular Characteristic is reduced to zero.\nIt should be noted that damage to a Characteristic affects\neverything associated with that Characteristic (i.e., reduced\nStrength means the character does less damage in melee,\nreduced Agility Bonus lowers the character’s Movement and\nInitiative rolls, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4058, + "rule_id": "pdf_skill_1552_removing_characteristic_damage", + "title": "removIng characterIstIc Damage", + "content": "Unless otherwise specified, Characteristic Damage is never\npermanent. A character automatically recovers one point of\nCharacteristic Damage each hour, regardless of his activity\nlevel. The GM may allow certain types of medical attention\nto remove Characteristic Damage at a faster rate.\nTable 8–7: Effects of Zero Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4059, + "rule_id": "pdf_skill_1553_zero_weapon_skill", + "title": "Zero Weapon Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4060, + "rule_id": "pdf_skill_1554_zero_ballistic_skill", + "title": "Zero Ballistic Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4061, + "rule_id": "pdf_skill_1555_zero_agility", + "title": "Zero Agility", + "content": "The character is paralysed, helpless,\nand can take no Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4062, + "rule_id": "pdf_skill_1556_zero_intelligence", + "title": "Zero Intelligence", + "content": "The character slips into a dreamless\ncoma and is treated as helpless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4063, + "rule_id": "pdf_skill_1557_zero_perception", + "title": "Zero Perception", + "content": "The character is bereft of his senses\nand suffers a –30 penalty to all Tests\n(except Toughness) until he recovers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4064, + "rule_id": "pdf_skill_1558_zero_willpower", + "title": "Zero Willpower", + "content": "The character collapses into a\nnightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4065, + "rule_id": "pdf_skill_1559_zero_fellowship", + "title": "Zero Fellowship", + "content": "The character withdraws into a\ncatatonic state. He may not speak or\ntake Tests based on this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4066, + "rule_id": "pdf_skill_1560_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4067, + "rule_id": "pdf_skill_1561_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4068, + "rule_id": "pdf_skill_1562_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.\n2 A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.\n3 The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4069, + "rule_id": "pdf_skill_1563_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.\n2 The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4070, + "rule_id": "pdf_skill_1564_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4071, + "rule_id": "pdf_skill_1565_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.\n2 The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.\n3 The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.\n4 The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4072, + "rule_id": "pdf_skill_1566_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A glancing blast sends the character backwards one metre.\n2 The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4073, + "rule_id": "pdf_skill_1567_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack numbs the target’s limb causing him to drop anything held in that hand.\n2 The strike leaves a deep bruise. The target takes 1 level of Fatigue.\n3 The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4074, + "rule_id": "pdf_skill_1568_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The impact punches the air from the target’s body, inflicting 1 level of Fatigue.\n3 The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.\n4 The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4075, + "rule_id": "pdf_skill_1569_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4076, + "rule_id": "pdf_skill_1570_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The slashing attack tears anything free that was held in this arm.\n2 Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4077, + "rule_id": "pdf_skill_1571_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4078, + "rule_id": "pdf_skill_1572_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4079, + "rule_id": "pdf_skill_1573_damage", + "title": "damage", + "content": "Common injuries are far from the only forms of bodily harm\nfacing those who dare to venture into the unknown. Space\nMarines may find themselves set on fire, suffering from\nmassive loss of blood, broken bones, or facing a permanent\namputation. All of these, and more, are collectively known as\nConditions and Special Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4080, + "rule_id": "pdf_skill_1574_amputated_limbs", + "title": "amputateD lImbs", + "content": "A character who loses body parts (except for his head, which\nalmost certainly means death) is also affected by Blood Loss\nand must be treated for it quickly. If the character lives,\nsomeone with the Medicae Skill must be found to adequately\ntreat the stump to ensure that it heals well. If no medic is\navailable, there is only a 20% chance that the stump will heal\nover. If it does not, the amputee dies a horrible death from\ninfection after 1d10 days. Whether or not it heals naturally\nor a medic treats it, the character does not start removing\nDamage for 1d10+2 days. Assuming the character survives\nall of the above, he’ll also have to cope with the disagreeable\nside-effects of the lost limb, which are explained below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4081, + "rule_id": "pdf_skill_1575_lost_hand", + "title": "lost hanD", + "content": "The character suffers a –20 penalty on all Skill and Characteristic\nTests that rely on the use of two hands and he cannot wield\ntwo-handed weapons. A shield can be strapped to the injured\narm, however. Should this be the character’s primary hand, he\nmust cope with the customary –20 penalty to Weapon Skill\nTests made to attack with weapons using his secondary hand.\nFor every 100 xp he spends, he can reduce this penalty by 10.\nIf a character loses both hands, he should either secure at least\none replacement or get someone to sharpen his teeth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4082, + "rule_id": "pdf_skill_1576_lost_arm", + "title": "lost arm", + "content": "As for a lost hand, but a character cannot strap a shield to\nthe arm since he no longer has it. Losing both arms is just as\nbad, plus it’s a bit difficult to reach those hard-to-clean spots.\nOnce again, either look into replacement limbs or consider\nrolling up a new character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4083, + "rule_id": "pdf_skill_1577_lost_eye", + "title": "lost eye", + "content": "Losing one eye permanently reduces a character’s Ballistic Skill\nby –10. In addition, he suffers a –20 penalty to all Skill and\nCharacteristics Tests that rely on sight. Should a character have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4084, + "rule_id": "pdf_skill_1578_lost_foot", + "title": "lost Foot", + "content": "The character permanently reduces all his movement by half\n(round up) and suffers a –20 penalty to all movement Actions\nas well as Skill and Characteristic Tests that rely on mobility,\nsuch as Shadowing. Losing both feet makes it hard to walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4085, + "rule_id": "pdf_skill_1579_lost_leg", + "title": "lost leg", + "content": "Treat this as a lost foot, but the character cannot use the\nDodge Skill. Losing both legs means the character is half the\nperson he was, but the good news is he also becomes half the\ntarget for his enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4086, + "rule_id": "pdf_skill_1580_blinded", + "title": "blInDeD", + "content": "A blind character automatically fails all tests based on vision\nand automatically fails all Ballistic Skill Tests. He also suffers\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily benefit from vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4087, + "rule_id": "pdf_skill_1581_blood_loss", + "title": "blooD loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage.\nCharacters suffering from Blood Loss have a 10% chance of dying\neach Round unless treated in some way. If the suffering character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4088, + "rule_id": "pdf_skill_1582_is_conscious_he_may_attempt_a", + "title": "is conscious, he may attempt a Difficult (–10) Medicae Test", + "content": "each Round to staunch the bleeding. If the character is also trying\nsimultaneously to engage in strenuous activity, such as running\naway from whatever caused the Blood Loss, attempts to staunch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4089, + "rule_id": "pdf_skill_1583_the_bleeding_instead_requires", + "title": "the bleeding instead requires a Very Hard (–30) Medicae Test.", + "content": "If the suffering character is not conscious, or doesn’t fancy his\nchances, another character may attempt the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4090, + "rule_id": "pdf_skill_1584_deafened", + "title": "DeaFeneD", + "content": "The character cannot hear at all, or at least not well enough\nto communicate with others. Until the character recovers or\nhas his disability repaired, he automatically fails any Skill or\nCharacteristic Test that relies on hearing. Apart from having\ntrouble communicating, the GM is free to decide what effects a\ndeaf character will have on the game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4091, + "rule_id": "pdf_skill_1585_fire", + "title": "FIre", + "content": "A character suffers Damage from fire each Round he is exposed to it.\nAt the beginning of each Round after the first in which a character\nis exposed to the same source of flames (or if he is hit by a weapon\nwith the Flame special quality), he must make a Challenging\n(+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4092, + "rule_id": "pdf_skill_1586_suffers_1d10_damage_with_no_r", + "title": "suffers 1d10 Damage (with no reduction from armour) and suffers", + "content": "1 level of Fatigue each Round until the fire is extinguished. All\nDamage from fire is treated as Energy Damage for the purpose\nof determining Critical Effects—if the location is not otherwise\nspecified, use the body location. If a character is on fire and is not\nwearing a fully enclosed suit of armour, the character must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4093, + "rule_id": "pdf_skill_1587_challenging_0_willpower_tes", + "title": "Challenging (+0) Willpower Test at the beginning of each of", + "content": "his Turns in order to be able to take Actions normally; otherwise,\nhe may only run around and scream, which counts as a Full Action.\nA character that is on fire may try to extinguish the flames himself", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4094, + "rule_id": "pdf_skill_1588_by_dropping_prone_and_making_a", + "title": "by dropping prone and making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or\nharder depending on environmental conditions and whether the\nblazing character is able to receive any help from nearby allies. If\nthe character is wearing fully enclosed armour (including Power\nArmour), he automatically passes the Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4095, + "rule_id": "pdf_skill_1589_falling", + "title": "FallIng", + "content": "Gravity is an ever-present danger to characters who have a nasty\nhabit of falling off all manner of things during the course of\ntheir adventures. Regardless of the reason, however, the results\nare usually the same. To work out Damage from falling, simply\nroll 1d10+1 for every meter the character fell. Use Table\n8–3: Hit Location, page 244 to determine which part of the\nbody hits the ground first. Armour offers no protection against\nfalls. Damage from falling is treated as Impact Damage for the\npurposes of determining Critical Effects. The GM may adjust\nthe Damage depending on the type of surface impacted as well\nabnormal gravity conditions, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4096, + "rule_id": "pdf_skill_1590_stunned", + "title": "stunneD", + "content": "In addition to Damage and Fatigue, characters may also\nbecome Stunned. A character can become Stunned due to\nthe effects of some Psychic Powers, Critical Damage, or the\nTakedown Talent. Weapon Skill and Ballistic Skill Tests to hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4097, + "rule_id": "pdf_skill_1591_stunned_characters_are_conside", + "title": "Stunned characters are considered Routine (+20). In addition,", + "content": "Stunned characters cannot take Actions or Reactions such as\nDodge. A Stunned character is not helpless or unaware.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4098, + "rule_id": "pdf_skill_1592_suffocation", + "title": "suFFocatIon", + "content": "There are many ways to suffocate, including drowning, smoke\ninhalation, and exposure to certain toxins. The rate of suffocation\ndepends on the character’s activity level. If a character is actively\ntrying to conserve oxygen, he can hold his breath for a number\nof minutes equal to his Toughness Bonus. If a character is instead", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4099, + "rule_id": "pdf_skill_1593_engaged_in_strenuous_activity", + "title": "engaged in strenuous activity (combat, swimming, and so forth)", + "content": "he may hold his breath for a number of Rounds equal to twice\nhis Toughness Bonus. While holding his breath, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4100, + "rule_id": "pdf_skill_1594_must_make_a_challenging_0_t", + "title": "must make a Challenging (+0) Toughness Test each minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous\nactivity). If he fails, he suffers one level of Fatigue. Remember,\nany amount of Fatigue imposes a –10 penalty to all tests, and\nif a character ever has a number of levels of Fatigue in excess\nof his Toughness Bonus, he immediately falls unconscious for\n10-TB minutes. If the character has not gained a fresh source\nof oxygen by the end of the allotted time, he automatically falls\nunconscious regardless of his levels of Fatigue. If a character is\nboth unconscious and deprived of a fresh source of oxygen, he\nsuffers 1d10 Damage each Round until he dies. Armour and\nToughness cannot reduce this Damage. It is important to note\nthat Space Marines with a functioning Multi-lung implant may\nbreathe water and thus do not drown.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4101, + "rule_id": "pdf_skill_1595_unconsciousness", + "title": "unconscIousness", + "content": "Unconsciousness is usually a temporary state that typically\nresults from excessive levels of Fatigue or Critical Damage.\nThe duration of a state of unconsciousness is usually included\nin the description of the effect that caused it, but if no other\nduration is given, unconsciousness lasts for 10-TB minutes. An\nunconscious character is completely unaware of his surroundings\nand cannot take any actions. He is also treated as a helpless target\n(see Combat Circumstances, page 246). If a character fell into\nunconsciousness due to excessive levels of Fatigue, he recovers\nsome of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4102, + "rule_id": "pdf_skill_1596_useless_limbs", + "title": "useless lImbs", + "content": "Certain Critical Effects indicate a risk of permanently losing\nthe use of a limb unless the affected character succeeds at a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4103, + "rule_id": "pdf_skill_1597_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. If a character with the", + "content": "Medicae Skill is present to assist the injured character, the victim\ngains a +20 bonus to such a test. Even if the test is successful,\nthe limb must be held in a sling for 1d5+1 weeks and is useless\nduring this time. Should the Toughness Test fail, the limb must\nbe removed, requiring a character with the Medicae Skill to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4104, + "rule_id": "pdf_skill_1598_succeed_at_a_difficult_10_m", + "title": "succeed at a Difficult (–10) Medicae Test. Should this fail, the", + "content": "limb still comes off, but the surgery inflicts 1d10 Damage to the\nlimb—almost always Critical Damage. Should the amputee live,\nthe limb comes off, but he suffers Blood Loss and must be treated\nfor it. Once this has been dealt with, the chirurgeon must treat the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4105, + "rule_id": "pdf_skill_1599_vacuum", + "title": "vacuum", + "content": "There is nothing good about being exposed to vacuum. There\nare two main ways this unfortunate event could occur: A\ncharacter can be suddenly thrust into an airless, pressureless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4106, + "rule_id": "pdf_skill_1600_environment_such_as_being_exp", + "title": "environment (such as being expelled from an airlock), or he", + "content": "can be slowly affected (such as being trapped on a starship\nas its atmosphere is vented into space). If suddenly exposed\nto vacuum, a character may survive unharmed for a number\nof Rounds equal to his Toughness Bonus. Unless he has an\noxygen source, he will also begin to suffer from the effects\nof suffocation. At the end of each Round after this, he suffers\n1d10+3 Explosive Damage from depressurisation. If he is\nin the vacuum of space, at the end of each Round make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4107, + "rule_id": "pdf_skill_1601_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. A failure indicates he also", + "content": "suffers 1d10 Energy Damage from the extreme cold. In both\ncases, any armour worn does not reduce the Damage incurred.\nIf a character dies in space, it takes five Rounds for his corpse\nto freeze. If a frozen corpse suffers any Damage, it shatters\ninto thousands of blood-red ice shards. There is precious little,\nexcept perhaps a daemonic pact, which can bring a character\nback from such a fate. If a character is trapped in a gradually\nworsening atmosphere, he may survive unharmed for a number\nof Rounds equal to twice his Toughness Bonus. At the end\nof this time, he will begin to experience suffocation will also\nbegin to feel the effects of depressurisation. From that point\nonwards, at the end of each Round he must make a Toughness\nTest with a cumulative –10 penalty. Success indicates that he\nonly suffers 1d5 Explosive Damage. Failure means that he\nsuffers 1d10 Explosive Damage. In both cases, armour cannot\nreduce the Damage incurred.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4108, + "rule_id": "pdf_skill_1602_healing", + "title": "HealiNg", + "content": "A character inevitably suffers Damage during his explorations\nof the galaxy. As a character accumulates Damage, he progresses\nthrough three different states: Lightly Damaged, Heavily\nDamaged, and Critically Damaged. Characters naturally\nrecover from Damage at a slow rate that varies depending on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4109, + "rule_id": "pdf_skill_1603_lightly_damaged", + "title": "lIghtly DamageD", + "content": "A character is considered Lightly Damaged if he has taken\nDamage equal to or less than twice his Toughness Bonus.\nA Lightly Damaged character removes 1 Damage per day\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nDamage equal to his Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4110, + "rule_id": "pdf_skill_1604_example", + "title": "example", + "content": "Brother Myrdor has a Toughness Bonus of 8. After a bloody mission\nhe has suffered 12 Damage. This amount of Damage is less than twice", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4111, + "rule_id": "pdf_skill_1605_his_toughness_bonus_2_x_8_1", + "title": "his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.", + "content": "He will naturally heal 1 Damage per day, but if he devotes an entire\nday to rest and recovery, he can remove 8 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4112, + "rule_id": "pdf_skill_1606_heavily_damaged", + "title": "heavIly DamageD", + "content": "A character is Heavily Damaged whenever he has taken more\nDamage than twice his Toughness Bonus. A Heavily Damaged\ncharacter removes 1 Damage per week through natural\nhealing. If a Heavily Damaged character devotes an entire\nweek to complete rest, he removes an amount of Damage\nequal to his Toughness Bonus. Once a Heavily Damaged\ncharacter’s Damage is equal to or less than his Toughness\nBonus, he becomes Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4113, + "rule_id": "pdf_skill_1607_example", + "title": "example", + "content": "After a tough fight with a Bloodletter, Myrdor has suffered 18\nDamage, which is more than twice his Toughness Bonus of 8. He\nis now Heavily Damaged and decides to spend an entire week in\nthe care of an Apothecary. At the end of that week, he removes 8\nDamage because his Toughness Bonus is 8. Because he now has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4114, + "rule_id": "pdf_skill_1608_critically_damaged", + "title": "crItIcally DamageD", + "content": "A character is Critically Damaged whenever he has taken\nDamage in excess of his Wounds. Critical Damage does\nnot heal on its own—it requires medical attention. With\nrest and medical attention, a character removes 1 point of\nCritical Damage per week. After all Critical Damage has been\nremoved, a character becomes Heavily Damaged instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4115, + "rule_id": "pdf_skill_1609_example", + "title": "example", + "content": "After a bitter battle against a Tyranid horde, Myrdor has suffered\n3 points of Critical Damage. Fortunately, his comrades managed to\ndrag him out of the combat zone and he can spend three weeks resting\nunder the constant supervision of one of the Chapter’s apothecaries.\nAt the end of these weeks, Myrdor has removed all 3 points of\nCritical Damage and is now only Heavily Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4116, + "rule_id": "pdf_skill_1610_death", + "title": "Death", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nmore points of Critical Damage depending on the type of\nDamage suffered and the body location struck. If a critical\nresult indicates that the character is killed, then he is dead, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4117, + "rule_id": "pdf_skill_1611_heroic_sacrifice_optional", + "title": "heroIc sacrIFIce (optIonal)", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nto choose the option of Heroic Sacrifice if they know that their\ncharacters have no other options to continue serving the Emperor\nor wish to sell their lives for the greater good. When a player’s\ncharacter is in a position to burn his final Fate Point to save his\ncharacter’s life (Space Marines would only make this choice if\nthere is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\na Heroic Sacrifice as a Free Action. Then, for a number of Turns\nequal to his Toughness Bonus (including the turn in which\nthe Sacrifice was declared), the character can ignore all further\ncritical effects with the exception of those which render limbs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4118, + "rule_id": "pdf_skill_1612_or_senses_useless_such_as_blo", + "title": "or senses useless (such as blown-off limbs and blindness). The", + "content": "character also receives one ‘free’ Fate Point each turn, which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4119, + "rule_id": "pdf_skill_1613_may_be_used_in_the_normal_fash", + "title": "may be used in the normal fashion (see page 204) though it is", + "content": "lost if not spent. At the end of this period, the character will die\nregardless of any other factors. Fate Points gained as part of the\nHeroic Sacrifice cannot be burnt to save the character’s life. It\nis important to note that a Space Marine would never willingly\nput himself in the position of heroic sacrifice where doing so\nwould make his gene-seed impossible to retrieve.\nIf the character’s sacrifice was particularly meaningful and\nmade a difference to the outcome of the Kill-team’s mission, the\nGM may award the player a bonus for his next character. For\nmore details on this see page 271 in Chapter IX: The Game\nMaster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4120, + "rule_id": "pdf_skill_1614_medical_attention", + "title": "meDIcal attentIon", + "content": "Medical attention is any Action taken to treat injuries. Such\nefforts can range from the application of healing drugs, a\nsuccessful Medicae Test, or even using Psychic Powers. Medical\nattention can provide immediate recovery or can speed the\nprocess of natural healing. For additional information, see the\nMedicae skill on page 102.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4121, + "rule_id": "pdf_skill_1615_replacements", + "title": "replacements", + "content": "It is possible to restore lost limbs with bionic replacements; in\nfact, sometimes a character may prefer to lop off a perfectly\ngood arm or leg to gain the benefits of having a cybernetic\nreplacement. The rules for both removing and attaching\ncybernetic, bionic, and bio-enhanced limbs, implants, and\nweapons are detailed fully in Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4122, + "rule_id": "pdf_skill_1616_game_master", + "title": "Game Master", + "content": "“For the Emperor!”\n–Favoured battle cry of the Adeptus Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4123, + "rule_id": "pdf_skill_1617_master", + "title": "masTeR", + "content": "In Deathwatch, as in many roleplaying games, one of the players", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4124, + "rule_id": "pdf_skill_1618_takes_on_the_role_of_game_mast", + "title": "takes on the role of Game Master (GM). The GM’s role is a vital", + "content": "one, as he is charged with creating, maintaining, and describing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4125, + "rule_id": "pdf_skill_1619_the_world_in_which_the_player", + "title": "the world in which the player characters (PCs) live. It is the role of", + "content": "the GM to set the scene, guide the plot, and decide the outcome\nof the player’s actions. In many ways, the GM is like the director\nof a film, setting the scene and telling the players (who are like\nthe lead actors) where they are and what they are doing. Unlike a\nfilm, however, a roleplaying game is a collaborative effort between\nplayers and Game Master, and while the GM may set the scene, it\nthen falls to the players to decide the actions of their characters.\nThis is where the other key role of the GM comes into play.\nIn addition to being the director and storyteller of the game, he\nis also its referee. As a game, Deathwatch uses rules to adjudicate\nthe actions of the characters and determine their success in many\nof their endeavours. The GM helps to decide when and where\nthese rules are used and also how they are interpreted, making\nsure that the game runs as smoothly as possible. It is the Game\nMaster’s job to be fair and impartial, like any referee, and ensure\nthat everyone is having a good time.\nBecause the GM sets the scene and describes the action, he\nalso creates the story or plot that the players follow. In roleplaying\ngames these plots are commonly known as adventures or scenarios.\nEverything the players know or want to know about their world\nis described by the GM, and he also takes the part of the other\ninhabitants of the universe, from the lowliest Imperial Guardsman\nto the most powerful Sector Lord, deciding how they react to the\ncharacters and the actions they take within the adventure.\nWhile at first glance the GM has a lot more work than the\nplayers, his job can also be one of the most rewarding, as he gets\nthe satisfaction of bringing enjoyment to the players and seeing\nhis stories come to life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4126, + "rule_id": "pdf_skill_1620_the_basics", + "title": "The Basics", + "content": "Since it is the role of the GM to shape and lead the story, he\nneeds to be more prepared than the other players. Before the\nGM accepts the mantle of running the game, there are three\nkey things he should consider.\nKnow the Rules: It is important that the GM know the\nrules better than, or at least as well as, the other players. This\nmeans that the GM should read as much of this book as\npossible before he runs his first game. Chapter VII: Playing\nthe Game is particularly relevant as these are the core\nmechanics of the game and are fundamental to its workings.\nKnowing the rules is also important for the GM as he is\nrequired to make judgments and adjudications on the actions\nof the characters. Helping the Game Master in this area is\nwhat the rules are designed to do.\nKnow the Plot: In a roleplaying game, the players and\ntheir characters are the heroes confronting the dark and\nforbidding universe of the 41st millennium. However, it is\nthe Game Master who creates the plot that they follow and\nchooSing thE gm\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\nGM taken up by the person that has organised the game\nin the first place—probably also the person that bought\nthis book. It is also common that over time several of the\ngroup’s players may take on the role of the GM, sharing\nthe work and creating their own adventures. This allows\nplayers a chance to make their own stories and can be very\nrewarding as GMs tag-team adventures leading to plots\nand campaigns with more depth and detail.\nDElEgating to PlayERS\nThere is little doubt that the Game Master has the lion’s\nshare of the work when it comes to running aroleplaying\ngame. He does not need to do all the work, however, when\nit comes to organising the adventure and getting together\nall of the ingredients for a successful game. This is where\nsome of the players can also help out, doing such things as\nbringing miniatures, dice, pencils and paper, or snacks.\nThe most important contribution players can make to\na game is in helping the GM to add detail and depth to\nhis setting. For example, rather than the GM creating the\ndetails of the Battle of the Grey March, an important part\nof a PC’s background, he could ask the player to write up\na little about it. This means that the player is adding to the\nworld and the GM also has some extra detail that he can\nadd into one of his plots later. These are also the kinds of\ntasks that players really enjoy. By allowing them to create\nthese kinds of background details, the GM’s task is made\neasier and the group’s adventures made richer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4127, + "rule_id": "pdf_skill_1621_setting", + "title": "Setting", + "content": "Only in death is duty’s price repaid.\n–Inscription on the Tomb of Heroes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4128, + "rule_id": "pdf_skill_1622_adventure", + "title": "aDvenTuRe", + "content": "In Deathwatch, the players take on the roles of elite warriors\nin the service of the Emperor, true gods among men with the\nstrength, skill, and abilities to best hordes of lesser foes. This\nstatus means that they are entrusted with the most dangerous\nmissions and foes faced by the Imperium and will be sent\ninto situations and places where others could not hope to\nsurvive, let alone succeed. Ostensibly, this means that most\nadventures involving Deathwatch Kill-teams centre around", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4129, + "rule_id": "pdf_skill_1623_combat_given_their_martial_na", + "title": "combat (given their martial nature). This is only the tip of the", + "content": "iceberg, however, when it comes to the role of the Deathwatch\nand the possibilities open to characters as members of its\nsacred ranks.\nOn the surface, the options for games involving genetically\nenhanced super soldiers with a fanatical devotion to duty\nmay seem limiting. However, as with all aspects of the\nWarhammer 40,000 universe, there are many different paths,\nthemes, and settings that can be explored and enjoyed. These\ncan range from anything from a simple search-and-destroy\nmission involving the extermination of a powerful foe, or a\ndaring rescue in the midst of a full-scale planetary invasion,\nto a secret Inquisitorial assignment where both objectives and\nenemies are unclear, or a volatile diplomatic mission to an\nalien world where the Battle-Brothers must do everything\nthey can to avoid bloodshed.\nBeing a Space Marine is more than simply being a potent\nand fearless warrior—it is also about protecting the Imperium\nand the rule of the Emperor wherever and however that may\ncome about.\nsTyles of Play\nThere are a number of styles of play that lend themselves to\nDeathwatch and focus on the different kinds of adventures\nthe Game Master might like to run. None of these styles is\nexclusive of course, and they can be mixed and matched as\nrequired by the GM’s plot.\nthE EmPERoR’S finESt\nSpace Marines are, by their nature and design, most commonly\nfound where the fighting is the thickest. Bred for war and\ntrained to excel in all aspects of battle, Battle-Brothers fit\neasily into adventures that focus on lots of combat. These\noften take the form of military missions where the characters\nfind themselves sent in to destroy targets, complete objectives,\nand bring glory to the Emperor by vanquishing his foes. While\nthere are many permutations and variations on the military\ntheme and the idea of an elite group of warriors tasked with\nspecial orders, they all share the common goal of annihilating\nthe enemy, usually in a hail of bolter shells and plasma bolts.\nMilitary-themed games also often focus on single actions and\nobjectives in the greater scheme of Imperial strategy. While\nthe Imperial battlefleet rains orbital barrages from above and\nthe Imperial Guard swarm across the blasted landscape, the\nDeathwatch Kill-team moves between the flames and shadows\nto strike at critical times and places. Against a backdrop of\nash, blood, and ruin, the Battle-Brothers wade through the\ncarnage aloof and elite, aware of their unique role in the tide\nof battle. Such games can also see the characters swept up\nin ongoing Imperial campaigns and dispatched from world\nto world or warzone to warzone at the whim of unseen\ncommanders and battle-hungry generals. This could see them\nstorming a lunar defence platform, followed by a low-orbit\ninsertion into a jungle warzone before being conveyed by\nThunderhawk gunship to a beach landing on the other side\nof the planet.\nThe advantage of military-style games is that they are easy\nto start and finish, existing only within the parameters of the\nmission and with the benefit of the Imperial war machine to\nferry, supply, and brief the characters without the need for\nthem to find their own way around the galaxy or shop for\nreplacement weapons or ammo.\nIdeas and concepts for military-style missions and more\ndetail on the Battle-Brothers’ role within the Imperial War\nMachine can be found in Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4130, + "rule_id": "pdf_skill_1624_inquisitorial_involvement", + "title": "inquiSitoRial involvEmEnt", + "content": "While the Deathwatch are drawn from the Adeptus Astartes,\nthey also form the chamber militant of the Ordo Xenos. They\nare an elite force within the Imperial war machine, but, they\nhave a special place within the structure of the Inquisition (like\nthe Grey Knights) dedicated to the eradication of a specific\nenemy of the Imperium. Games that feature the involvement of\nthe Inquisition are likely to be more subtle and detailed than\nthose in which the Kill-team is facing the foes of humanity\nin open battle. This can mean accompanying an Inquisitor\nand his servants into the depths of a hive world, some ancient\nand forgotten alien ruins, or the shadowy corridors of a space\nhulk, far from the support of the Imperial armies, where the\nKill-team must rely upon their own skills to survive and\nprotect their allies. Even the most arrogant Inquisitor knows,\nhowever, that petitioning a Watch Commander for the aid\nof a Kill-team is not to be done lightly. When the BattleInquisitor and his followers are counting on their strength of\narms. Another exciting and interesting aspect of working for\nthe Inquisition is the moral ambiguity it can create, leading\nthe Battle-Brothers to question their allegiances and even\ntheir own view of Emperor’s will.\nThe advantage of games with Inquisitorial involvement is\nthat it allows both the GM and players to explore some of the\ndarker and more shrouded aspects of the Imperium as well\nas better understand their own role in such affairs and the\nsharpened blade of the Ordo Xenos.\nFor more on the Inquisition’s role in the Deathwatch see\nChapter XII: The Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4131, + "rule_id": "pdf_skill_1625_kill_team_a_fearsome_combat_u", + "title": "Kill-team (a fearsome combat unit) to complete its goals and", + "content": "objectives without resorting to bolters and chainswords (at\nleast not right away).\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nadjudicating the actions of the players, the GM is also\ncharged with controlling the actions of anyone the PCs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4132, + "rule_id": "pdf_skill_1626_come_into_contact_with_these", + "title": "come into contact with. These non-player characters (NPCs)", + "content": "form a vital part of any game. NPCs can include close and\ntrusted allies, such as fellow Battle-Brothers or members of\nthe Deathwatch, as well as obvious and belligerent enemies\nsuch as bloodthirsty Orks or tainted Chaos worshippers.\nEnemies are fairly straight forward to run, as they are often\nencountered in combat situations where the rules for combat\nadequately cover their reactions. Details on common enemies,\ntheir tactics, and capabilities can be found in Chapter XIII:\nAdversaries.\nA substantial number of NPCs in any game, however,\nfall into a grey area between friend and foe. This is where\nthe GM needs to think more carefully about how they will\nreact to the PCs and how the PCs actions can either shift the\nNPCs’ reactions one way or the other. For more details on\nDispositions and how the players can influence the reactions\nof NPCs see Interaction on page 275.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4133, + "rule_id": "pdf_skill_1627_guidelines_for_running_npcs", + "title": "guiDElinES foR Running nPcS", + "content": "While every NPC will be different and can be played with his\nown unique style and flavour, there are a few guidelines that\nthe GM should bear in mind. These are intended to help the\nGM in situations where he is unsure what an NPC would do\nor how he would react to the actions or words of the player\ncharacters.\nWhat are their motivations?: The most important\naspect of running any NPC is knowing what motivates him.\nAn Inquisitor working with the Kill-team will react very\ndifferently to the group’s actions if he is in fact an agent of\nthe Ruinous Powers plotting their destruction. An Imperial\ncommander, driven by his own lust for glory (at the cost of his\nmen), may issue orders or make reckless decisions that could\nplace the Kill-team in peril. For most NPCs, motivations do\nnot need to be too complex and usually centre around some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4134, + "rule_id": "pdf_skill_1628_selfish_or_selfless_goal_su", + "title": "selfish (or selfless) goal, such as personal wealth and glory or", + "content": "loyalty to allies or faith in the Emperor. The important thing\nis that it gives the GM a clear guide for how the NPC reacts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4135, + "rule_id": "pdf_skill_1629_when_things_get_messy_as_they", + "title": "when things get messy (as they always do).", + "content": "nPc BattlE-BRothERS\nA unique kind of NPC the players often encounter are\nfellow Space Marines, either of the Deathwatch or one of\nthe Adeptus Astartes Chapters. All Space Marines share", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4136, + "rule_id": "pdf_skill_1630_a_bond_even_if_they_don_t_lik", + "title": "a bond (even if they don’t like each other) that separates", + "content": "them from the bulk of humanity. Where a Battle-Brother\nmay tolerate a certain behaviour or action from a normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4137, + "rule_id": "pdf_skill_1631_human_whatever_his_station_h", + "title": "human (whatever his station) he would not accept it in a", + "content": "fellow Space Marine who he sees as an equal. Members\nof a PC’s own Chapter are even more given to this kind\nof attitude, viewing the PC as family and reacting as\nsuch to his actions. The GM should consider this kind\nof reaction whenever the players encounter other Battlein battle or across the briefing table.\nthE RolE of thE kill-tEam\nIn a game of Deathwatch, the characters are formed\ninto a small combat unit known as a Kill-team. A Killa significant place in the ranks of the Deathwatch,\nInquisition, and Imperial war machine. For the GM, the\nKill-team also represents a tool with which he can guide\nthe players through the rigid military structure of the\nAdeptus Astartes while allowing them a decent degree\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nThe missions a Kill-team is assigned are special,\nand the team itself comprises members chosen for their\nindependence and resourcefulness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4138, + "rule_id": "pdf_skill_1632_machine", + "title": "machine", + "content": "Perhaps the most significant group of NPCs the players\nregularly deal with are members of their Chapter, members of\nthe Imperial Guard and Imperial Navy, and representatives of\nthe Imperium in general. Collectively these NPCs are known\nas the Imperial war machine, the lumbering behemoth of\nthe Emperor’s war on the galaxy. The Imperial war machine\nis different from other kinds of NPCs the Battle-Brothers\nencounter, as typically they are constantly working with,\nabove, or under its members and ostensibly their goals\ncoincide. The Battle-Brothers will also doubtless come to\nloath and despise many arms of the Imperial armed forces as\nthey confound, confuse, and complicate their own missions as\noften as they help complete them.\nThe Imperial war machine can be best brought to life by\napplying military thinking to its workings and members. Just\nas in the real world, the Imperial military is a labyrinth of\npolicies, procedures, and protocol. Everything must be done\nin an exact order; the chain of command must be followed.\nDifferent commanders have different authorities depending\non the theatre of operations, and the various arms of the war\nmachine, such as the Navy, Guard, or Adeptus Astartes seldom\nwork smoothly together.\nRewards: The\nMark of Duty\n“My life is the Emperor’s and all my achievements are his.”\n–Part of the “Warriors Oath to the Emperor”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4139, + "rule_id": "pdf_skill_1633_the_most_common_kind_of_reward", + "title": "The most common kind of reward is Experience Points (xp).", + "content": "More than anything else, XP measures a character’s personal\npower. Players use Experience Points to buy new Skills\nand Talents as well as Advances. The more xp a character\npossesses, the better he is at dealing with challenges in play,\nsuch as overcoming foes in combat, solving problems, or\ndominating social encounters. Because xp relates directly to a\ncharacter’s power, how much and how often the GM awards\nExperience Points to his players determines how quickly their\ncharacters rise to power and how able they are at defeating\nany challenges he should throw at them.\nThere are two main ways for the GM to award experience to\nhis players: the Abstract Method and the Detailed Method.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4140, + "rule_id": "pdf_skill_1634_abstract_method", + "title": "aBStRact mEthoD", + "content": "This is the easiest and recommended (certainly for beginning\nGMs) way to award Experience Points. It relies simply on the\namount of time spent gaming and ensures a steady and smooth\nrise in power for the characters. For each game session, each\nplayer should receive 500 xp. This method assumes a game\nsession lasts about 4 hours; for longer or shorter sessions, the\nGM can adjust the xp rewards accordingly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4141, + "rule_id": "pdf_skill_1635_detailed_method", + "title": "DEtailED mEthoD", + "content": "A more detailed method of awarding Experience Points is also\npossible, in which each reward is broken down on a case-by-case\nbasis, and players gain Experience Points for completing specific\ntasks. For this method to work however the GM must assign a\nvalue to each encounter. For example he might have a session that\nincludes a dangerous drop-point insertion into hostile territory, a\nbattle against a Tyranid lictor, and a tense negotiation with some\nparanoid Imperial settlers. In this case, each of the three encounters\nwould be worth a set amount of xp that would be awarded to the\nplayers when the encounters were completed or overcome.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4142, + "rule_id": "pdf_skill_1636_missions_and_detailed_experien", + "title": "miSSionS anD DEtailED ExPERiEncE", + "content": "An alternative method of awarding detailed Experience\nPoints is to tie it to Mission Objectives. If the GM is using\nMissions in his games, he can assign an xp reward to each\nObjective based on its importance and difficulty using Table\n9–2: Detailed Experience for Missions. To work out\nhow much xp an Objective is worth, simply add together", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4143, + "rule_id": "pdf_skill_1637_its_importance_primary_secon", + "title": "its importance (primary, secondary, tertiary) with its difficulty", + "content": "(novice, skilled, veteran). For more details on Missions and\nObjectives see Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4144, + "rule_id": "pdf_skill_1638_example", + "title": "ExamPlE", + "content": "Completing a Skilled Secondary Objective would be worth 200 XP\n(Skilled=50 + Secondary=150).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4145, + "rule_id": "pdf_skill_1639_roleplaying_awards", + "title": "RolEPlaying awaRDS", + "content": "The GM may also offer Experience Points for good roleplaying.\nThese awards can be as large or small as the GM feels is fair,\ntypically anywhere between 100 xp and 500 xp, and are given\nto players that the GM felt did a good job in portraying their\ncharacters, such as playing up the rivalry between Chapters.\nThe GM should be careful, however, only to give out these\nawards when he feels they are really deserving and usually\nonly when the player does something beyond the norm, such\nas taking an action that he knows may place his character in\ndanger because it is “what their character would do.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4146, + "rule_id": "pdf_skill_1640_renown_rewards", + "title": "REnown REwaRDS", + "content": "As well as Experience Points, characters can also be rewarded\nwith Renown Points. This is a measure of a character’s\nstanding within the Deathwatch and his reputation among his\npeers, usually earned as a result of glory earned in battle. The\ngreater a character’s Renown, the more equipment, weapons,\nand favours he will be granted by the Chapter as detailed in\nChapter V: Armoury. Renown is most commonly earned as\na reward for completing missions.\nFor each mission a Battle-Brother undertakes, he\nshould receive:\n• 1 Renown Point if all of the Mission’s Primary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Secondary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Tertiary Objectives\nhave been completed.\n• 1 Renown Point if he completed five or more Objectives\nof any kind.\n• 1 Renown Point if he completed three or more Veteran\nObjectives.\nThe GM can, of course, award Renown at any time for\nacts of individual bravery or exceptional heroism, such as\nsingle-handedly defeating a powerful foe or saving the entire\nKill-team from certain death. As a general rule, such rewards\nshould be between 1 and 3 Renown Points depending on the\ndegree of the deed, and should never be handed out more\nthan once per game session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4147, + "rule_id": "pdf_skill_1641_awarding_fate_points", + "title": "awaRDing fatE PointS", + "content": "It is also possible that the Game Master may reward players\nwith a permanent Fate Point for truly remarkable deeds. The\nGM should use such rewards sparingly, however, and only\naward them for something incredible. Fate is a rare resource\nfor players and one that should never be taken lightly.\nwhEn to uSE REwaRDS\nMost rewards are awarded at the end of a game session, when\nthe GM can tally up the PCs’ achievements for that session.\nIf he likes, however, the GM may wish to wait until the start\nof the next game session to hand out rewards, using the time\nbetween games to work out what the PCs have accomplished.\nSome rewards might be handed out during play as they are\nearned, granting the players an immediate bonus.\nTable 9–1: Encounter Difficulty\nDifficulty XP Award\nEasy 50\nRoutine 70\nOrdinary 100\nAverage 130\nChallenging 170\nHard 200\nVery Hard 250\nTable 9–2: Detailed Experience for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4148, + "rule_id": "pdf_skill_1642_missions", + "title": "Missions", + "content": "Objective/Difficulty XP Award\nEach Primary Objective 300\nEach Secondary Objective 150\nEach Tertiary Objective 50\nEach Veteran Objective 100\nEach Skilled Objective 50\nEach Novice Objective 25", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4149, + "rule_id": "pdf_skill_1643_heroic_sacrifice_and_harvestin", + "title": "hERoic SacRificE anD haRvESting", + "content": "gEnE-SEEDS\nSometimes characters die, though it is in the nature of their\npassing that they are distinguished. This is especially true of\nSpace Marines, whose lives are never expended lightly in the\nservice of the Imperium.\nWhen a player completes a Heroic Sacrifice (see page\n262) and his character dies, the GM can reward him (if he\ndistinguished himself well and died for a noble reason in\nthe service of the Emperor) by granting him bonus xp for\nhis next character equal to 200 xp per Rank of his deceased\ncharacter, in addition to any other starting Experience Points,\nsuch as that required to be of equal Rank to the rest of the\nKill-team.\nWhen a character dies, his Battle-Brothers must harvest his\ngene-seed and return it to his Chapter (see the Medicae Skill\nin Chapter III: Skills for more details on harvesting genecharacter’s player receives an additional Fate Point and +5 to\nany one Characteristic when generating a new Battle-Brother.\nIn addition, his new character receives any xp or Renown\nearned by the group for the Mission he died on.\nNote that it is possible for a character who dies in a Heroic\nSacrifice and then has his gene-seed harvested to receive both\nbonuses. The GM may, of course, vary the amount of either\nreward or change their nature as appropriate, perhaps granting\nother bonuses such as Talents, Traits, or extra Renown.\nhonouRS:\nEwaRDS of gREat imPoRt\nThere are a number of special awards and honours\nthat a Space Marine may earn through his service. A\nSpace Marine is not simply given such an honour—he\nmust earn it through mighty and significant deeds.\nNaturally, the Space Marine must first have acquired a\nhigh number of Renown. A rough guideline for what\nkinds of deeds and achievements merit such an honour\nare listed below:\n• Destroyed a potent and powerful threat single• Performed a deed that significantly altered the\noutcome of a battle (i.e., held the bridge alone\nagainst a horde, eliminated the enemy leader in\nsingle combat, etc.).\n• Reached a high level of achievement with\nhonour and courage (i.e., carried the Company\nBanner through twelve engagements, served with\ndistinction for six decades, etc.).\n• Completed an important objective critical to the\nmission single-handedly.\n• Rescued or saved the entire Kill-team from a\ndeadly threat.\nThe decision to award an honour is normally at\nthe GM’s discretion. One optional alternative to this\nmethod is to allow the other players to informally vote\n(the outcome requires a unanimous consensus!) on\nwhich one of them deserves the award the most.\nSome of these honours include the Imperial Laurel,\nthe Marksmanship Honour, and the Purity Seal. The\nbenefits of these honours, and a more detailed system\nfor awarding them, is beyond the scope of the core\nrulebook but will appear in a future supplement. An\nexample of such an honour is included below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4150, + "rule_id": "pdf_skill_1644_the_crux_terminatus", + "title": "thE cRux tERminatuS", + "content": "A Space Marine who particularly distinguishes himself\nmay earn one of the most significant honours of the\nAdeptus Astartes. This award is known as the Crux\nTerminatus, and it signifies not only that the Space\nMarine is a celebrated veteran with many heroic actions\nunder his belt, it also represents the fact that the Space\nMarine has the training necessary to use the ancient\nsuits of Terminator Armour reserved for such heroes.\nThe Crux Terminatus is worn as a badge on the Space\nMarine’s power armour, taking the shape of a skull\nwithin a cruciform shape, often adorned with bones\nor lightning bolts. This same symbol is incorporated\ninto the shoulderplate of each Terminator Armour suit,\nsaid to contain a sliver of the incomparable armour\nworn by the Emperor himself. For more information\nabout Terminator Armour, see page 164. The Space\nMarine must have 60 Renown to be considered for\nthis honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4151, + "rule_id": "pdf_skill_1645_missions", + "title": "Missions", + "content": "“Orders coming in, sir!”\n–Vox officers across the Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4152, + "rule_id": "pdf_skill_1646_setting_objectives", + "title": "seTTinG oBjecTives", + "content": "All Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty.\nPrimary Objectives: These are at the core of the Mission\nand vital to its success. A Mission that revolved around the\nrecovery of a dangerous xenos artefact, for example, would\nhave securing the artefact as its Primary Objective.\nSecondary Objectives: These are supplemental to the\nsuccess of Primary Objectives and enhance the success of the\nMission. In the above example of recovering an artefact, a\nSecondary Objective could include also recovering any lesser\nartefacts found in the same locale.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4153, + "rule_id": "pdf_skill_1647_tertiary_objective_targets_of", + "title": "Tertiary Objective (Targets of Opportunity): These", + "content": "are bonus objectives not directly tied to the success of the\nMission but no less important. Continuing the example of\nrecovering a xenos artefact, a target of opportunity might\nbe the extermination or capture of those responsible for\nsmuggling the artefact into the Imperium.\nSEtting a miSSion’S Difficulty\nOnce objectives have been set, the next step is to determine\nthe difficulty of each Objective. All objectives are not created\nequal; exterminating a nest of genestealers does not compare\nto boarding and destroying a Tyranid hive ship. The difficulty\nof a mission directly determines its rewards (such as Experience\nand Renown) and the amount of resources available for its", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4154, + "rule_id": "pdf_skill_1648_completion_requisition", + "title": "completion (Requisition).", + "content": "Novice: These kinds of Objectives are relatively simple and\nshould only require a small amount of effort from the Kill-team\nor a very limited expenditure of their resources. Securing a drop\nzone against a platoon of traitor Guardsmen, for example, would\nprove no great challenge for a Kill-team.\nSkilled: These kinds of Objectives are the standard of most\nObjectives the Kill-team will face and represent a significant\nchallenge. Using the above example, if the guardsmen were led\nby a cadre of Chaos Space Marines, the Kill-team would be in\nfor a real fight.\nVeteran: These kinds of Objectives are extremely difficult\nand will require a sustained and substantial effort on the part\nof the Kill-team. To continue the example above, if one of the\nChaos Marines was in fact a Daemonhost possessed of a Greater\nDaemon of Khorne, the Kill-team will need to use all their luck\nand skill if they are to triumph.\nIf an Objective is very difficult or complex, the GM may\nconsider breaking it down into a number of Objectives, possibly\nof reduced difficulty. For instance, if the Mission is to capture a Tau\nethereal deep within the heart of a Tau orbital command post, the\nGM might break it up into a number of Primary Objectives: board\nthe orbital, find and capture ethereal, and escape the orbital.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4155, + "rule_id": "pdf_skill_1649_kill_markers", + "title": "Kill maRKeRs", + "content": "So when is an Objective complete? Usually this is self evident—\nthe characters have completed their Objective of destroying a\nbridge when the bridge has been destroyed. Some Objectives are\nless clearly defined, and the GM may require a way of further\nbreaking these down so he can keep track of the Kill-team’s\nprogress. This is where Kill Markers can be used. They are a\nsystem of points that measure the players’ progress through the\nObjective, with elements of the Objective being worth differing\namount. If the Objective was to successfully complete a hit and\nrun attack against a Chaos cruiser and required 100 Kill Markers\nto complete, the GM might decide that every significant on-board\nship system destroyed was worth 50 KM while every officer or\ncommander killed was worth 25 KM. Thus as soon as the Killany combination of the two totalling 100 KM or more), then\ntheir Objective would be complete.\nThe amount of Kill Markers required to complete an Objective\nis based on its difficulty as detailed on Table 9–3: Setting Kill\nMarkers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4156, + "rule_id": "pdf_skill_1650_objective_themes", + "title": "oBjEctivE thEmES", + "content": "Objective themes give both the GM and players an idea of the\nnature of an Objective. They relate directly to the elements of\nthe Objective, such as the foes or challenges the Kill-team must\novercome to complete it, or how it might best be resolved by\nusing a particular tactic such as stealth or frontal assault. The key\nrole of Objective themes, however, is their relationship to some\nSkills, Talents, or pieces of equipment. Typically, if an ability or\nitem is linked to a theme, it increases the amount of Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4157, + "rule_id": "pdf_skill_1651_earned_for_that_objective_spe", + "title": "earned for that Objective (speeding its completion), reflecting", + "content": "the aid that such specialisation brings. Details on the exact effects\nof such abilities or items, as well as the amount they increase Kill\nMarkers, can be found in their own relevant sections.\nThere are six main Objective themes listed below, but they are\nby no means exhaustive and the GM should feel free to create\nhis own.\nStealth: Some Objectives require the Kill-team to avoid\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\nAssault: Battle-Brothers are no strangers to war, and many\nof the Missions they embark on are laden with combat. Assault\nObjectives are best resolved with extreme violence and the\napplication of heavy firepower—fortunately, something most\nKill-teams have in spades.\nDefence: Battle-Brothers are not always on the attack and\nsometimes they must hold their ground, usually while heavily\noutnumbered and without support. Defence Objectives focus on\nprotecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nRecon: Intelligence gathering is a vital part of any Mission\nand can mark the difference between success and failure. Recon\nObjectives revolve around procuring information, such as the\nlocation of an enemy stronghold or the code to opening an\nancient xenos device.\nDaemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nand hungering for human souls. Daemonic Objectives involve a\nlarge degree of daemonic influence, either in the form of warpXenos: It is the duty of the Deathwatch to deal with any alien\nthat would soil the Emperor’s domain with its presence. Xenos\nObjectives contain a significant alien element and often require\nthe Kill-team to go toe-to-toe with such terrifying monsters as\nTyranid hive tyrants or Ork warlords.\nThe GM can set Objective themes as he sees appropriate\nwhen establishing his Mission Objectives. Note, however, that\nnot all Objectives require a theme, while some may have two or\nmore depending on its major elements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4158, + "rule_id": "pdf_skill_1652_setting_requisition", + "title": "seTTinG RequisiTion", + "content": "The final part of creating a mission is to set its Requisition\ntotal. This is the amount of resources that each Battle-Brother\nhas to draw weapons, armour, and equipment from the Chapter\narmouries for use in the field. Typically, the more difficult the\nMission, the more Requisition is allocated to it. The GM can\nraise or lower this number to reflect other factors, such as\nweapon shortages or logistic problems, the nature of the Killmission, or proximity to a forge world, which might cause an\ninflux of arms and material. Table 9–4: Setting Requisition\ndetails the amount of Requisition a Mission should have based\non its Objectives and their difficulties.\nTable 9–3: Setting Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4159, + "rule_id": "pdf_skill_1653_objective_difficulty_kill_mark", + "title": "Objective Difficulty Kill Markers", + "content": "Novice25\nSkilled50\nVeteran100\nTable 9–4: Setting Requisition\nObjective/DifficultyRequisition\nEach Primary Objective +20\nEach Secondary Objective +15\nEach Tertiary Objective +5\nEach Veteran Objective +10\nEach Skilled Objective +5\nEach Novice Objective +1", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4160, + "rule_id": "pdf_skill_1654_pooling_requisition", + "title": "Pooling REquiSition", + "content": "Requisition is divided among each Battle-Brother\nequally, but it also reflects the Kill-team’s total available\nresources and can be shared out among the group as\nthey see fit. Should the players choose, they may pool\ntheir Requisition and purchase equipment collectively.\nThis stock of gear may then be divided up using\nwhatever method they choose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4161, + "rule_id": "pdf_skill_1655_example", + "title": "ExamPlE", + "content": "A GM creates a mission with one Skilled Primary Objective, one\nVeteran Secondary Objective and two Novice Tertiary Objectives.\nAdding these together gives a total of 62 Requisition for each\nBattle-Brother.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4162, + "rule_id": "pdf_skill_1656_mission_archetypes", + "title": "mission aRcheTyPes", + "content": "While Missions can take any form of the GM’s choosing,\nKill-teams often find themselves deployed for tasks based on\ntheir unique skills and abilities. These tasks often represent\ndifficult and dangerous jobs unsuited to anyone but the best\nthe Imperium has to offer.\nListed below are six typical Mission archetypes for a\nDeathwatch Kill-team that the GM can use as the basis for\ncreating his own Missions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4163, + "rule_id": "pdf_skill_1657_assassination", + "title": "aSSaSSination", + "content": "By its nature, a Deathwatch Kill-team excels at exterminating\ndangerous and powerful enemies of the Imperium. Where an\narmy might fail, a small squad of elite highly trained warriors\ncan succeed in infiltrating the ranks of the enemy and\neliminating their leaders. Typically Assassination Missions\ninvolve being dropped behind enemy lines or deployed onto", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4164, + "rule_id": "pdf_skill_1658_an_enemy_vessel_sometimes_in", + "title": "an enemy vessel (sometimes in the midst of a space battle)", + "content": "and seeking out a particular foe. They can sometimes be more\nsubtle and take place in relatively safe surroundings, such as\nImperial worlds or on diplomatic missions. In this latter case,\nthe Kill-team must tread lightly and use their wits to uncover\ntheir foes before bringing down the righteous fury of the\nEmperor and sending them screaming into the dark.\nAn Assassin Mission always has at least one Primary\nObjective focused on killing the target, which is then graded\nin difficulty based on the strength and deadliness of the foes\nthey need to exterminate. Secondary and Tertiary Objectives\nusually either cover the elimination of additional targets (such\nas bodyguards or lieutenants of the main target) or entering or\nexiting secure enemy territory or fortresses. Assassin Missions\noften involve themes such as Stealth and Recon as well as\nXenos or Daemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4165, + "rule_id": "pdf_skill_1659_sabotage", + "title": "SaBotagE", + "content": "Kill-teams are not always solely interested in eliminating enemy\ntroops and commanders. Sometimes vital structures, equipment,\nand devices of the enemy need to be destroyed. This can range\nfrom something as simple as sabotaging a teleporter beacon or\ndestroying a vital bridge to shutting down a city’s power supply\nor even crippling an enemy battle cruiser. Sabotage Missions\nusually involve the Kill-team ranging far beyond the protection\nof the Imperial war machine and deep into the domain of the\nenemy. This could be part of a daring hit and run attack deep\nin space or a stealth drop into an enemy held world.\nA Sabotage Mission always has at least one Primary Objective\ncentred around the destruction of an enemy structure or device,\nwhich is then graded in difficulty based on its size or complexity.\nSecondary or Tertiary Objectives can cover the destruction of\nlesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\ninclude reconnaissance for objectives of special interest to the\nDeathwatch, Inquisition or Imperium. Sabotage Missions often\ninvolve themes such as Stealth and Recon as well as Xenos or\nDaemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4166, + "rule_id": "pdf_skill_1660_vanguard", + "title": "vanguaRD", + "content": "Space Marines constantly find themselves in the thick of the\nfighting, deployed where their skill and strength is vital to\nthe success of a battle or attack. A Kill-team will sometimes\nfind itself pressed into this kind of service, clearing a landing\nzone, opening the gates of an enemy fortress or destroying an\nenemy’s advance guard. These kinds of missions can also be\nthe stepping off point for larger or more complex missions\nwhere the Deathwatch must first secure a toehold on a world\nor vessel before pushing further into enemy territory.\nA Vanguard Mission’s Primary Objective usually focuses on\nthe taking of a particular area or fortification and then holding\nit until the bulk of Imperial forces arrive. The difficulty of this\nobjective is then determined by the strength and nature of\nthe foes, as well as the size of the area or the time it must\nbe held. Secondary and Tertiary Objectives can involve such\nthings as completely wiping out the foe, recovering important\nintelligence before the enemy retreats or securing a larger\narea. Vanguard Missions often involve themes such as Assault\nand Defence as well as Xenos or Daemonic depending on the\nnature of the foe they face.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4167, + "rule_id": "pdf_skill_1661_recovery", + "title": "REcovERy", + "content": "Kill-teams are not always used for the purposes of\nexterminating the enemy. Battle-Brothers sometimes find\nthemselves dispatched to rescue an important Imperial agent,\nrecover a vital artefact, or even capture an enemy commander\nfor Imperial interrogation. Recovery Missions are almost\nalways more difficulty than simple search-and-destroy\nMissions, as the Battle-Brothers must ensure the protection of\ntheir item, be a person or object. Conveying a captured enemy\nor rescued prisoner can also create its own special problems if\nthey are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\nA Recovery Mission’s Primary Objective is typically the\nsuccessful capture or rescue of the person or item and its return\nto the Deathwatch. The difficulty of this objective can then\nbe altered to reflect the nature of the person or object and\nits current location. Secondary and Tertiary Objectives can\ninclude the recovery of additional targets or objectives related\nto the primary target (such as advisors and family in the case\nof people, or ciphers and keys in the case of objects). They\ncan also include intelligence gathering or the elimination of\ntargets of opportunity while the Kill-team is behind enemy\nlines. Recovery Missions often involve themes such as Stealth\nand Recon as well as Xenos or Daemonic depending on the\nnature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4168, + "rule_id": "pdf_skill_1662_recon", + "title": "REcon", + "content": "Kill-teams excel at operating alone and independent of the\ngreater Imperial war machine. Recon Missions are a catch-all\ntype of Mission that covers these instances when the Kill-team\nis deployed to a world or enemy territory to wreak havoc\nwithout specific orders to guide them. The Deathwatch trusts\nits Space Marines to be able to adapt and react to any kind\nof combat situation and chooses them for their independence\nand initiative. For this reason, Kill-teams can be sent roaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4169, + "rule_id": "pdf_skill_1663_into_enemy_territories_someti", + "title": "into enemy territories (sometimes for months or even years) to", + "content": "operate alone and without support to exterminate vital enemies,\ndisrupt their logistics, or simply sow terror in their hearts.\nPrimary Objectives for Recon Missions can be just about\nanything but are usually based on some kind of quota, such as\ndispatching a certain amount of the enemy or inciting a shift\nin the enemy’s plans by inflicting massive damage on them.\nDifficulty for these kinds of Missions can be set based on the\nstrength of the enemy and the duration of the Mission; the\nmore there are to kill and the longer it takes, the harder the\nMission will be. Secondary and Tertiary Objectives can be\nas equally broad as the Primary Objective, covering a Killrecovering intelligence and artefacts, or securing areas for later\nImperial occupation. Recon Missions unsurprisingly usually\ninvolve Recon themes, but can also include any of the others\ndepending on the nature of their foes and the exact specifics\nof their objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4170, + "rule_id": "pdf_skill_1664_bodyguard", + "title": "BoDyguaRD", + "content": "In certain circumstances a Kill-team may be tasked with the\nprotection of an important Imperial personage such as an Inquisitor\nor diplomatic envoy. This is not a request the Deathwatch concedes\nto lightly, however, and the Battle-Brothers can be sure that if they\nare charged with keeping a person alive, then it is for a reason vital\nto the Imperium. As part of their role as bodyguards, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4171, + "rule_id": "pdf_skill_1665_of_imperial_diplomacy_sometim", + "title": "of Imperial diplomacy (sometimes even to alien worlds) or the", + "content": "shadowy goals of the Inquisition, aiding Inquisitors, Agents, and\nAcolytes in their endeavours. For the most part, the intimidating\nblack armour and towering stature of a Deathwatch Space Marine\nis enough to dissuade attackers, however they can be assured their\npresence would not be requested if trouble was not expected.\nA Bodyguard Mission’s Primary Objective is usually the\nsuccessful protection of the Kill-team’s charge. The difficulty\nof this and the Mission’s other Objectives can be based on the\nstrength of the foes they face and the importance of the person\nthey must protect. Secondary and Tertiary Objectives can include\nsuch things as keeping persons important to their charge (such as\nfamily, lieutenants, or lovers) alive as well as recovering intelligence\non the nature of the threat against the person they are protecting.\nSometimes a Bodyguard Mission can be a means to an end and\nmay be linked to other kinds of Missions, such as Assassination or\nSabotage, in which the Kill-team uses its position as members of\nan Imperial envoy’s entourage to get close to the true Objective.\nBodyguard Missions often involve themes such as Defence and\nRecon, as well as Xenos or Daemonic depending on the nature\nof the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4172, + "rule_id": "pdf_skill_1666_interaction", + "title": "Interaction", + "content": "Some battles cannot be won with a bolter.\n–Volume XXV, Chapter LXVI Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4173, + "rule_id": "pdf_skill_1667_interaction_skills", + "title": "inTeRacTion sKills", + "content": "Chapter III: Skills presents a number of Interaction Skills\nsuch as Charm, Command, Deceive, and Intimidate. These are\nbasic Fellowship Skills, meaning any characters can employ\nthem, albeit at a reduced rate if he doesn’t have the Skill.\nTo befriend another, a player would use Charm; to issue an\norder, he would use Command; to fool or dupe, he would use\nDeceive; and to frighten, he would use Intimidate. Together,\nthese Skills offer the discreet tools for interacting with the\npeople of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4174, + "rule_id": "pdf_skill_1668_using_interaction_skills", + "title": "uSing intERaction SkillS", + "content": "Usually, a player doesn’t need to test Skills to interact with\nother characters. He simply plays the role of his character. The\ninteractions between the player, in the role of his character, and\nthe GM, in the role of the NPC, determine the outcome of the\nconversation. As in any situation with dramatic consequences,\nthough, a player should make an appropriate test if there are\nconsequences for failure, or if success would advance the plot\nin a considerable way. Examples that would require a test\ninclude trying to convince an NPC to do something that he\nor she would ordinarily not do, such as spilling information\nabout a secret, accepting a bribe and so on. Ultimately, when\na player does or does not make a test is up to the GM. He has\nfinal say about the circumstances of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4175, + "rule_id": "pdf_skill_1669_example", + "title": "ExamPlE", + "content": "Brother Helgath is trying to get a PDF commander to commit his\ntroops in the face of a Tyranid assault. Because the commander is\nconfused, untested, and distressed, the GM decides that Helgath\nneeds to make a Command Skill Test to get him to issue this order\nand send his reserves into battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4176, + "rule_id": "pdf_skill_1670_dispositions", + "title": "DiSPoSitionS", + "content": "When testing an Interaction Skill, circumstances can dictate\nthe Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nPlayer Character—how the character regards him and what\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the\nbase Difficulty. Other factors can adjust the Difficulty up or\ndown as the situation demands. Table 9–5: Dispositions\nprovides sample dispositions based on the test a player is\nattempting and the corresponding Difficulty.\nOn a successful test, the target’s Disposition improves by\none step, plus one step per Degree of Success. On a failed\ntest, the target’s Disposition remains unchanged and worsens\nby one step for each Degree of Failure. Generally, a target\nmust at least be Indifferent to do as requested, and then the\ntarget will only do what the player wants 50% of the time if\nleft to his own devices. Each step above Indifferent indicates\nthat the target is 10% more likely to do as requested. Under\nsupervision, the base chance increases by 20%.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4177, + "rule_id": "pdf_skill_1671_interaction_and_groups", + "title": "intERaction anD gRouPS", + "content": "When a player uses an Interaction Skill against a group of\nindividuals, he resolves the test in the way already described,\nbut the GM sets the Disposition based on the overall attitudes\nof the group. The player makes the test as normal, but if he\nsucceeds, his character can affect a number of individuals\nequal to his Fellowship Bonus. The total indicates the number\nof targets the player affects with his successful test. Note that\ncertain Talents can increase the number of targets a player\ncan affect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4178, + "rule_id": "pdf_skill_1672_damnation", + "title": "Damnation", + "content": "“The enemy shall know fear.”\n–Captain Davian Thule of the Blood Ravens", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4179, + "rule_id": "pdf_skill_1673_insanity_points_ip_and_corru", + "title": "Insanity Points (IP) and Corruption Points (CP) are Characteristics", + "content": "that characters gain during play. Both of these scores begin at 0\nwhen a player starts and increase over time as damage is done", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4180, + "rule_id": "pdf_skill_1674_to_a_character_s_state_of_mind", + "title": "to a character’s state of mind (IP) and the purity of his soul", + "content": "(CP). The higher these scores, the more tainted, damaged and\ndebilitated a character becomes, and should either of these scores\never reach 100, the character is either slain by his own Battleenemy of the Imperium. In either case, he can no longer serve the\nDeathwatch and is lost in the eyes of the Emperor and must be\nretired from play. For a Space Marine, this number is known as the\nPurity Threshold.\nTable 9–5: Dispositions\n—Dispositions by Skill—\nDifficulty Modifier Charm Command Deceive Intimidate\nEasy +30 Infatuated Fanatical Gullible Terrified\nRoutine +20 Affectionate Devoted Trusting Frightened\nOrdinary +10 Favourable Loyal Accepting Startled\nChallenging +0 Indifferent Indifferent Indifferent Indifferent\nDifficult –10 Disdainful Resentful Suspicious Brave\nHard –20 Contemptuous Disloyal Sceptical Courageous\nVery Hard –30 Disgusted Mutinous Disbelieving Foolhardy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4181, + "rule_id": "pdf_skill_1675_fear", + "title": "feaR", + "content": "Fear comes into effect when a person faces unnatural horrors\nand mind-bending foes, or when he is called on to battle\nagainst terrifying aliens, insane perversions of science, and\nnightmarish entities from the warp. When a PC is confronted\nby such a frightening event or adversary, he must take a Fear\nTest; this is a Willpower Test, modified by how frightening\nthe thing is. If the PC passes this test, then he may continue\nto act as normal. If he fails, however, he succumbs to Fear.\nanD thEy Shall know no fEaR...\nSpace Marines do not deal with Fear as do other men. They\nare only marginally affected by fearsome foes and then\nonly by those of truly mind-breaking terror. The Fear rules\npresented in this section are intended to be used either on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4182, + "rule_id": "pdf_skill_1676_the_players_allies_such_as_i", + "title": "the players’ allies (such as Imperial agents or citizens) or", + "content": "on their foes (it is quite possible for the Battle-Brothers to\ncause Fear themselves). For a Battle-Brother, Fear has the\nfollowing effects, and then only when in the presence of\nFear-causing foes:\n• When facing a Fear causing foe a Battle-Brother must\nfight both its physical form as well as the horrifying\nnature of its presence. This additional effort imposes a\n–10 penalty to Willpower Tests if he is in Solo Mode for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4183, + "rule_id": "pdf_skill_1677_each_degree_of_fear_the_creatu", + "title": "each Degree of Fear the creature possesses (see below).", + "content": "If the Battle-Brother is in Squad Mode, the Kill-team\nsuffers a point of Cohesion Damage for every Degree of\nFear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers,\nsee below). When facing multiple Fear-causing foes, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4184, + "rule_id": "pdf_skill_1678_battle_brother_only_counts_the", + "title": "Battle-Brother only counts the highest (or most fearsome)", + "content": "source each Round. Unless otherwise stated, Cohesion\nDamage from Fear only occurs once per encounter with\nthe Fear-causing creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4185, + "rule_id": "pdf_skill_1679_creatures_counts_as_fear_2_f", + "title": "creatures counts as Fear (2) Frightening creatures.", + "content": "In all other respects, Fear does not apply to Battle-Brothers,\nand they may even find its effects hard to understand in their\nallies, as it is truly an alien emotion to them.\nTable 9–6: Fear Test Difficulties\nDegree of Fear Test Modifier", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4186, + "rule_id": "pdf_skill_1680_fear_4_terrifying_30", + "title": "Fear (4) Terrifying –30", + "content": "Table 9–7: The Shock Table\nRoll a d100 and add +10 for every Degree of Failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4187, + "rule_id": "pdf_skill_1681_rollresult", + "title": "RollResult", + "content": "01–20\nThe character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act\nnormally.\n21–40\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\nencounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\n41–60\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\nthe object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\n61–80\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\nmakes all tests with a –10 penalty for the rest of the encounter.\n81–100\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\nonly take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\n101–120\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\nis still shaken and takes all tests with a –10 penalty until the end of the encounter.\n121–130\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\nand drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\n131–140\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\nwhatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\n141–160\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\nnothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\n171+\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\nsuccessful, he falls catatonic for 1d5 hours as above.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4188, + "rule_id": "pdf_skill_1682_failing_the_fear_test", + "title": "failing thE fEaR tESt", + "content": "If in a combat situation a character fails a Fear Test, he must\nimmediately roll on Table 9–7: The Shock Table, adding\n+10 to the result for each Degree of Failure. The effects listed\nare applied immediately to the character. If in a non-combat\nsituation the character fails a Fear Test, he becomes unnerved\nand suffers a –10 penalty to any Skill or test that requires\nconcentration. This penalty lasts while the character remains\nin the vicinity of the object of its Fear (simply leaving and\ncoming back again doesn’t stop this). In addition, if a nonthe character also gains +1d5 Insanity Points.\nShock anD SnaPPing out of it\nCharacters may be able to shake off some of the effects of\nFear after the initial shock has worn off. Where specified on\nTable 9–7: The Shock Table that a character may “snap\nout of it,” he can make a Willpower Test in his next Turn. If\nsuccessful, he regains his senses, shrugs off the effects, and\nmay act normally. If he fails, the effect continues and the\ncharacter may try again when it is his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4189, + "rule_id": "pdf_skill_1683_insanity", + "title": "insaniTy", + "content": "Even the hardened mind of a Space Marine is not immune\nto the worst horrors of the galaxy, though he is far more\nresistant. While lesser men turn into raving lunatics or\nmurderous villains, a Battle-Brother’s psycho-conditioned\nbrain suppresses or discounts such delusions, instead\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\na belief in the unreal or intangible, but rather a heightening\nof their own personal flaws and the flaws inherited from their\nChapter. This typically means the effects of Insanity Points\nmanifest themselves in two distinct ways in a Battle-Brother:\neither in Battle Traumas or the Primarch’s Curse. How severe\nthey are and when, or if, a character is affected by either of\nthese conditions depends on the number of Insanity Points he\naccrues and the strength of his will to resist the results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4190, + "rule_id": "pdf_skill_1684_insanity_points", + "title": "inSanity PointS", + "content": "While Battle-Brothers are not at risk of gaining Insanity Points\nas a result of failed Fear Tests, many sources of Insanity still\naffect them. This could include encounters with warp spawn or\nplaces where reality is tainted by the touch of the warp (both\nof which usually also inflict Corruption Points). It could also\ninclude acts of betrayal by fellow Battle-Brothers or trusted\nallies, or exposure to dangerous alien devices or schools of\nthought. Certain Psychic Powers or unusual attacks may also\ndeal Insanity Points to the characters. Ultimately, however, it\nfalls to the GM to decide when an event or encounter is worthy\nof inflicting Insanity Points. As a rule, only the most terrible of\nsights or outcomes warrant more than a few points.\nHow many Insanity Points a character has determines when\nhe is required to make tests to avoid or gain Battle Traumas and\nwhen he suffers from his Primarch’s Curse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4191, + "rule_id": "pdf_skill_1685_very_bad_things", + "title": "vERy BaD thingS", + "content": "Fear Tests in non-combat situations are very much the\nGM’s call as to when and where they occur and should\nnot be considered to be automatic. They can be best\nused to bring home the horrific nature of a location\nor artefact and even at important junctures to weaken\nthe players’ allies—such as having Inquisitorial\nagents refuse to accompany the Battle-Brothers into a\nbuilding or chamber out of terror. The following are\nsome guidelines for setting Degrees of Fear outside of\ncombat:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4192, + "rule_id": "pdf_skill_1686_fear_1_disturbing_0_viewing", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nweeping statues, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4193, + "rule_id": "pdf_skill_1687_fear_2_frightening_10_meet", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "know to be dead, being buried alive, major supernatural\nor psychic phenomena—the skies raining blood, a\npainting forming shrieking mouths, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4194, + "rule_id": "pdf_skill_1688_fear_3_horrifying_20_sudde", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "inexplicable death (the man next to you on the shuttle\nsuddenly dies, vomiting maggots), hideous moments\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\nacross a whole planet, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4195, + "rule_id": "pdf_skill_1689_fear_4_terrifying_30_exper", + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "is responsible for the deaths of millions, staring\nunprotected into the warp.\nTable 9–8: The Insanity Track\nInsanity Points Trauma Modifier Effect\n0–30 +0 —\n31-60 –10\nPrimarch’s Curse\nLevel 1\n61–90 –20\nPrimarch’s Curse\nLevel 2\n91–99 –30\nPrimarch’s Curse\nLevel 3\n100+ —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4196, + "rule_id": "pdf_skill_1690_insanity_tests", + "title": "inSanity tEStS", + "content": "For every 10 Insanity Points a character gains, he must test\nWillpower to see if his insanity has manifested as literal\ndamage to his mind. This roll is modified depending on the\nnumber of Insanity Points the character already possesses\nas noted on Table 9–8: The Insanity Track. If the test is\nfailed, the character’s mental state is affected. These mental\nwounds are known as Battle Trauma, and are randomly rolled\non Table 9–9: Battle Trauma. If a player rolls a result that\nhe has previously suffered for failing a previous Insanity Test,\nhe must roll again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4197, + "rule_id": "pdf_skill_1691_battle_rage", + "title": "BattlE RagE", + "content": "The Battle-Brother singles out particular enemies for the\nEmperor’s fury and becomes fixated on killing them. This\nmost often occurs when facing powerful foes such as enemy\ncommanders or war machines. The Battle-Brother is driven to\ndestroy them without regard for lesser foes or anything less\nthan vital Mission Objectives.\nWhenever the Battle-Brother scores Righteous Fury (see\npage 245) on a foe, he becomes fixated on its destruction and\nmust kill it. The Space Marine must then direct his attacks\nagainst this target to the exclusion of all else until it is slain.\nWhen Battle Rage is triggered, the Battle-Brother may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4198, + "rule_id": "pdf_skill_1692_a_challenging_0_willpower_t", + "title": "a Challenging (+0) Willpower Test to avoid its effects. The", + "content": "GM may also allow a similar Willpower Test if the Battlepowerful source.\nEaR of thE EmPERoR\nAll Battle-Brothers pray to the Emperor to guide their hand\nin battle and help them to do their righteous duty. Some,\nhowever, hear his voice and even converse with him through\ntheir dreams and mediations. For the most part this has no\neffect on the Battle-Brother’s daily existence, and even his\nfellow brothers will see little unusual in his constant prayer\nand religious muttering. Sometimes the Emperor can demand\nunusual service from the Battle-Brother, which may be at\nodds with the goals of his Kill-team.\nAt the start of a Mission, the GM rolls a dice. If the result\nis odd, then the Emperor has chosen the PC for a special\nObjective which the GM tells him about in secret. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4199, + "rule_id": "pdf_skill_1693_should_be_a_tertiary_objective", + "title": "should be a Tertiary Objective (see page 230) and can be", + "content": "literally anything, even something that is completely at odds\nwith the Mission’s primary goal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4200, + "rule_id": "pdf_skill_1694_ancestral_spirits", + "title": "ancEStRal SPiRitS", + "content": "All Space Marine revere their ancestors, tracing the line of\nheroes and commanders back to their primarch and the\nfounding of their Chapter. Some experience this connection far\nmore vividly than others and can even find themselves having\nmemories of things they didn’t do or places they have not\nvisited. This is known as ancestral spirits, the mind of a longthat in times of stress can even push its way to the surface.\nThe GM secretly chooses a trigger for the Battle-Brother\nbased on an event or encounter related to his ancestral spirit.\nThis could be meeting a member of a specific Chapter,\nfacing a remembered foe in battle, or visiting a certain kind\nof world. When the trigger event occurs, the Battle-Brother", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4201, + "rule_id": "pdf_skill_1695_makes_a_challenging_0_willp", + "title": "makes a Challenging (+0) Willpower Test or his ancestor", + "content": "surfaces for 1d5 hours. During this time he still has control", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4202, + "rule_id": "pdf_skill_1696_of_himself_this_is_not_after", + "title": "of himself (this is not, after all, possession) but his personality", + "content": "may change, he will choose actions that might be out of\ncharacter, and he may muse wistfully about his role in battles\ncenturies past.\nThe GM should have the player develop his ancestor’s\npersonality independently and encourage him to roleplay it\nwhen affected by this Trauma.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4203, + "rule_id": "pdf_skill_1697_righteous_contempt", + "title": "RightEouS contEmPt", + "content": "While Space Marines begin their life as men, the implantation\nof their Chapter’s gene-seed shapes their flesh and mind\ninto something far greater and in the end no longer entirely\nhuman. All Battle-Brothers accept this superiority as part of\nreaching their pinnacle as a warrior and serving the Emperor,\nbut for some it can make them scornful or dismissive of\n“lesser” beings.\nThe Battle-Brother has no time for those not of the\nAdeptus Astartes and has, to a degree, lost touch with his\nhumanity. When dealing with humans (i.e. those not of the\nAdeptus Astartes) the character’s Fellowship is lowered by\n–20. In addition, he never willingly seeks the help of humans,\nwho he views as weak and untrustworthy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4204, + "rule_id": "pdf_skill_1698_endless_redemption", + "title": "EnDlESS REDEmPtion", + "content": "Some Battle-Brothers feel the weight of the Imperium on their\nshoulders and consider themselves solely responsible for the\npreservation and protection of the Emperor’s domain. This is\nwhere the lines of duty and fanaticism can become blurred,\nand the reality of battle becomes mired in the individual’s\npersonal zeal. This is known as the endless redemption, a sin\nof duty carried by the Battle-Brother that can never be repaid\nregardless of the amount of glory or blood laid at its feet.\nThe Battle-Brother is driven by duty and must not fail at\nall costs. When undertaking a Mission, he must attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4205, + "rule_id": "pdf_skill_1699_complete_or_push_his_kill_tea", + "title": "complete (or push his Kill-team to complete) all Objectives", + "content": "regardless of cost and danger. In extreme circumstances the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4206, + "rule_id": "pdf_skill_1700_gm_may_allow_the_character_a_c", + "title": "GM may allow the character a Challenging (+0) Willpower", + "content": "Test to resist this duty and retreat if attempting an Objective\nwould mean almost certain death.\nTable 9–9: Battle Trauma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4207, + "rule_id": "pdf_skill_1701_roll_battle_trauma", + "title": "Roll Battle Trauma", + "content": "1–2 Battle Rage\n3–4 Ear of the Emperor\n5-6 Ancestral Spirits\n7-8 Righteous Contempt\n9-0 Endless Redemption", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4208, + "rule_id": "pdf_skill_1702_burn_the_witch_black_templars", + "title": "BuRn thE witch (Black tEmPlaRS)", + "content": "Black Templars are filled with a righteous power and hatred\nfor the witch and heretic even beyond that of the other\nChapters. It is a religious madness that is often expressed\nwith valour and fearlessness on the battlefield, but it can also\nturn the Battle-Brother against all creatures touched with the\npsyker’s gift, be they friend or foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4209, + "rule_id": "pdf_skill_1703_level_1_fear_the_witch_the", + "title": "Level 1 (Fear the Witch): The Battle-Brother is", + "content": "uncomfortable around psykers and feels their dark powers\ncrawling on his flesh and burrowing into his brain. All\nFellowship based tests used on characters with psychic\nabilities suffer a –20 penalty, as the Battle-Brother’s disquiet\nshows through.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4210, + "rule_id": "pdf_skill_1704_level_2_hate_the_witch_the", + "title": "Level 2 (Hate the Witch): The Battle-Brother can", + "content": "scarcely stand the presence of psykers and abhors their sight.\nIf there is a psyker in the Battle-Brother’s Kill-team (such as\na Librarian Player Character) or he must work with a psyker\nally, his Kill-team’s Cohesion is reduced by 1 (until such time\nas the psyker leaves or is killed).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4211, + "rule_id": "pdf_skill_1705_level_3_kill_the_witch_the", + "title": "Level 3 (Kill the Witch): The Battle-Brother cannot", + "content": "stand any psykers to live and flies into a rage when he sees\nthem. When fighting enemy psykers, the Battle-Brother must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4212, + "rule_id": "pdf_skill_1706_seek_them_out_choosing_the_mo", + "title": "seek them out (choosing the most obviously powerful first)", + "content": "and kill them to the exclusion of all other foes. This can be\nespecially problematic for the Kill-team, should they need to\ntake a psyker alive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4213, + "rule_id": "pdf_skill_1707_black_rage_blood_angels", + "title": "Black RagE (BlooD angElS)", + "content": "Deep in the minds of all Blood Angels lurks the memory of their\nprimarch’s demise at the hands of Horus and the rage and blood\nof that battle. Such is the imprint left by Sanguinius that it echoes\ndown his lineage and into the minds of all Battle-Brothers of the\nChapter. In battle this memory can, over time, manifest in Blood\nAngels, turning them savage and blinding them to everything\nbut the brutality of battle and a thirst for killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4214, + "rule_id": "pdf_skill_1708_level_1_bloodlust_the_battl", + "title": "Level 1 (Bloodlust): The Battle-Brother cannot stand to", + "content": "leave an enemy alive or end a fight without even a single kill.\nIf an enemy surrenders or a fight looks like it will end without\na foe’s death, the Battle-Brother must make a Challenging\n(+0) Willpower Test to avoid finishing them off or hacking\ndown at least one foe. The GM may increase or decrease the\nmodifier for this test depending on the circumstance and the\nramifications of the killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4215, + "rule_id": "pdf_skill_1709_level_2_close_quarters_killin", + "title": "Level 2 (Close Quarters Killing): Those in the grip", + "content": "of the Black Rage favour close melee combat, where the\nblood of their foes stains their armour red. Unless there is\nno possible way to close with a foe, the Battle-Brother will\nalways favour melee combat over ranged combat and will\ncharge into the fray, discarding the bolter for the hungry\nteeth of a chainsword.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4216, + "rule_id": "pdf_skill_1710_level_3_uncontrollable_thirst", + "title": "Level 3 (Uncontrollable Thirst): The Black Rage is also", + "content": "intertwined with another of the Blood Angels flaws: the Red\nThirst. In extreme cases, the Red Thirst translates into a literal\nthirst for blood. Once a battle is over, a Battle-Brother with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4217, + "rule_id": "pdf_skill_1711_uncontrollable_thirst_must_mak", + "title": "Uncontrollable Thirst must make a Hard (–20) Willpower", + "content": "Test or spend at least a few minutes drinking the blood of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4218, + "rule_id": "pdf_skill_1712_the_secret_dark_angels", + "title": "thE SEcREt (DaRk angElS)", + "content": "The Dark Angels have a shadowy past hidden by the weight\nof history and shrouded in the smoke and blood of the Horus\nHeresy itself. Few outside the Chapter can even guess at the\nexact facts surrounding the Chapter’s beginning, and those\nwithin its ranks guard their secrets well. Such weighty secrets\ncan come to press heavily on a Battle-Brother’s soul.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4219, + "rule_id": "pdf_skill_1713_level_1_dark_dreams_the_bat", + "title": "Level 1 (Dark Dreams): The Battle-Brother is beset with", + "content": "memories of past times and deep, hidden secrets that cast a\nshadow over periods of rest and meditation. At the start of\nany mission, the Battle-Brother must pass a Challenging\n(+0) Toughness Test or begin play with a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4220, + "rule_id": "pdf_skill_1714_level_2_scorn_of_outsiders", + "title": "Level 2 (Scorn of Outsiders): The Dark Angel has", + "content": "grown to view those outside the Chapter as misguided or\nignorant of the truth and cannot bring himself to deal with\nthem any more than necessary. The Battle-Brother cannot use\nthe Command Skill on anyone who is not either a member of\nhis Kill-team or a fellow Dark Angel.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4221, + "rule_id": "pdf_skill_1715_level_3_deep_suspicions_tra", + "title": "Level 3 (Deep Suspicions): Trained in an atmosphere", + "content": "of silence and secrets, the Dark Angel has become very\ndistrustful of anyone outside his Chapter and cannot take the\nwords or promises of others at face value. Unless the BattleCohesion is reduced by 2.\ncuRSE of thE wulfEn\n(SPacE wolvES)\nThere is a savagery and animal fury that lurks in the hearts of\nall Space Wolves making them powerful warriors and deadly\ncombatants. This bestial nature can lead them astray and\noverpower their natural reason and sense of order, as they are\nruled by their animal instincts and react not as the man but\nas the warrior wolf.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4222, + "rule_id": "pdf_skill_1716_level_1_shadow_of_the_wolf", + "title": "Level 1 (Shadow of the Wolf): The wolf lurks close to the", + "content": "surface in the Battle-Brother and he feels its call in his blood.\nThis can be unsettling for others, especially those not of the\nAdeptus Astartes. The Battle-Brother’s Fellowship is reduced\nby –10 when dealing with Space Marines who are not part of\nhis Kill-team, and –20 when dealing with everyone else.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4223, + "rule_id": "pdf_skill_1717_level_2_prey_s_scent_the_ke", + "title": "Level 2 (Prey’s Scent): The keen senses of a Space", + "content": "Wolf can be as much a curse as a boon. Sometimes they can\noverpower the Battle-Brother, temporarily robbing him of his\nsenses. The first time a foe is bloodied by the Space Wolf in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4224, + "rule_id": "pdf_skill_1718_he_must_make_an_easy_20_per", + "title": "he must make an Easy (+20) Perception Test. If he passes", + "content": "the test, he may only take a Half Action on his next Turn as his\nnostrils are flooded with the spore of his prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4225, + "rule_id": "pdf_skill_1719_level_3_fight_or_fight_the", + "title": "Level 3 (Fight or Fight): The Battle-Brother finds it hard", + "content": "to back down from fights in the face of naked aggression.\nWhenever the Space Wolf would be required to give ground or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4226, + "rule_id": "pdf_skill_1720_thirst_for_glory_storm_warden", + "title": "thiRSt foR gloRy (StoRm waRDEnS)", + "content": "The martial traditions of the Storm Warden have been passed\ndown for centuries and form as much a part of their existence\nas their flesh, blood, or bone. These traditions come with a\nrigorous adherence to honour and burning hunger for glory\nthat can lead a Storm Warden to make reckless decisions to\nuphold the name of his Chapter and earn himself renown\namong his peers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4227, + "rule_id": "pdf_skill_1721_level_1_no_challenge_unanswer", + "title": "Level 1 (No Challenge Unanswered): The Storm", + "content": "Wardens pride does not let him refuse a challenge or the\nchance for glory. Whenever an enemy challenges or taunts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4228, + "rule_id": "pdf_skill_1722_the_battle_brother_he_must_ma", + "title": "the Battle-Brother, he must make a Challenging (+0)", + "content": "Willpower Test or engage it in combat, favouring melee\nattacks unless this would clearly not be possible.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4229, + "rule_id": "pdf_skill_1723_level_2_a_fair_fight_overwh", + "title": "Level 2 (A Fair Fight): Overwhelmed with a need to", + "content": "act honourably and satisfy his peers within the Chapter, the\nBattle-Brother uses only weapons of equal measure when\nanswering a challenge. This means that if the foe is armed\nwith only a sword, he too will only use a sword or the next\nnearest equivalent. In extreme cases, if the foe is armed with\nweapons far inferior to that of the Storm Warden, he will\ncast aside bolter and chainsword and settle the matter with\nhis fists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4230, + "rule_id": "pdf_skill_1724_level_3_honour_and_blood_st", + "title": "Level 3 (Honour and Blood): Storm Wardens seldom", + "content": "back down once a challenge has been accepted, and once\nblood has been shed it can end only one way. If the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4231, + "rule_id": "pdf_skill_1725_make_a_hard_20_willpower_te", + "title": "make a Hard (–20) Willpower Test to disengage or stop", + "content": "fighting his foe until it is dead (unless compelled by Psychic\nPowers of similar means).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4232, + "rule_id": "pdf_skill_1726_pride_of_ultramar_ultramarine", + "title": "PRiDE of ultRamaR (ultRamaRinES)", + "content": "Battle-Brothers of the Ultramarines Chapter know well their\nplace among the Adeptus Astartes and the importance of their\nChapter to both the Imperium and the Emperor. They have\nthe pride in knowing that theirs is the pinnacle of the Codex\nAstartes and the legacy of the loyalist legions which served\nthe Emperor in his darkest days. It is a pride, however, that\ncan sometimes blind them to reality and make them arrogant\nand uncooperative when the battle would dictate they work\nwith lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4233, + "rule_id": "pdf_skill_1727_level_1_the_emperor_s_finest", + "title": "Level 1 (The Emperor’s Finest): Ultramarines consider", + "content": "themselves the Emperor’s favoured sons and the pride of\nthe Imperium. This can lead members of the Chapter to\nconsider others incapable or unable to complete missions that\nshould by rights fall to the Ultramarines. The Battle-Brother\nalways volunteers his Kill-team for the most dangerous or\nchallenging Missions whenever possible and always ensures\nhis team is where the fighting is the thickest.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4234, + "rule_id": "pdf_skill_1728_level_2_sons_of_the_codex_t", + "title": "Level 2 (Sons of the Codex): The Battle-Brother has", + "content": "been trained to follow the Codex Astartes to the letter\nand interpret its teachings flawlessly. Understandably, he is\ndistrustful of those Chapters that do not adhere to the Codex.\nThe Battle-Brother cannot benefit from Squad Mode Actions\ncalled by Space Marines of the Space Wolves or Black\nTemplars Chapters, as he will simply not follow their orders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4235, + "rule_id": "pdf_skill_1729_level_3_leaders_not_followers", + "title": "Level 3 (Leaders not Followers): Ultramarines are", + "content": "natural leaders and make excellent battlefield commanders at\nall levels of command. This pride and training, however, can\nlead to them scorning or disregarding the leadership of those\nfrom other Chapter or Imperial forces. Unless the Battleor the leader is a fellow Ultramarine, his Kill-team’s Cohesion\nis reduced by 2.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4236, + "rule_id": "pdf_skill_1730_your_character", + "title": "youR chaRactER", + "content": "With the GM’s permission, a character may use XP to remove\nInsanity Points. It costs 100 xp to remove a single Insanity\nPoint. A character may never go down a degree of madness\n(as indicated by Table 9–8: The Insanity Track) and so will\nnever lose his Primarch’s Curse—though he may forestall it\ngetting worse. All buying back of Insanity Points should be\nproperly represented as time and effort spent by the character\nin game. For a Battle-Brother this means long hours of prayer\nand the attention from the Deathwatch Chaplains as he\ncontemplates his duty and service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4237, + "rule_id": "pdf_skill_1731_corruption", + "title": "coRRuPTion", + "content": "The most insidious threat facing humanity, and indeed\nthe very survival of the Imperium, is the corrupting taint\nof Chaos. Encounters with daemons, dark rituals, and\neven the knowledge that such things are possible are all\npaths to corruption. Quite aside from the malevolency and\nmanipulation of daemons and their mortal followers, there\nis immense danger in exposure to the substance of the\nwarp itself. The swirling tempest of psychoactive energies\nand pseudo-matter that makes up the fabric of warp space\nis more deadly than any radiation. It can instantly destroy,\nbut it can also inflict hideous transformations on body and\nmind, far beyond anything found in a sane universe. To most,\ncorruption is a doom to be avoided at all costs. Some, once\nthey find themselves walking the path to damnation, seek to\nembrace the darkness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4238, + "rule_id": "pdf_skill_1732_corruption_and_space_marines", + "title": "coRRuPtion anD SPacE maRinES", + "content": "Space Marines are far more resistant to the effects of Corruption\nthan ordinary men and retain their senses and personal will\nlong after others would have become mindless monsters. Their\nbodies are also incredibly resistant to mutation, changing only\nafter long exposure to the warp and often as a result of the\nBattle-Brother’s failed will. For this reason, Corruption is\na deep and insidious power that slowly bores into a Space\nMarine, taking years or even centuries to manifest fully.\nIn Deathwatch, the GM can use Corruption Points as a way\nof reminding the players that there is a price for their exposure\nto the powers of the warp and that they may only battle things\nfor so long before their enemies infect them with their taint.\nSpace Marines have a mechanic that is known as the Purity\nThreshold. Unlike normal men, Space Marines have armoured\ntheir souls against the taint of corruption. There are no direct\ngame effects of Corruption until the Battle-Brother’s Purity\nThreshold of 100 is reached (i.e., he has acquired 100 or more\nCorruption Points), at which time he is removed from play as\nhis taint is too great for him to continue to serve the Emperor.\nBefore this point, however, the GM can have a character’s\nlevel of Corruption influence those around him, such as fellow\nSpace Marines who might be distrustful of one so soiled by\nthe warp, or psykers who can sense corruption in others, or\ndaemons who see a potent warrior of the Emperor ready\nto fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4239, + "rule_id": "pdf_skill_1733_corrupting_npcs", + "title": "coRRuPting nPcS", + "content": "While Battle-Brothers are resistant to the worst effects of\nCorruption, many of their allies are not. Should the GM wish\nto keep track of Corruption Points in the character’s human\nallies, he can use the following guidelines:\n• For every 10 CP an ally gains, he suffers 1d10 Damage\nto a random Characteristic, reflecting the decay of his\nbody and mind.\n• For every 20 CP the ally gains, he mutates, randomly\ngaining one of the following Traits: Blind, Burrower,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4240, + "rule_id": "pdf_skill_1734_size_either_hulking_or_weedy", + "title": "Size (either Hulking or Weedy), Sonar Sense, or Toxic.", + "content": "Should a human ally ever reach 100 CP, he has become\nirrevocably touched by the dark powers and tainted beyond", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4241, + "rule_id": "pdf_skill_1735_redemption_he_gains_the_daemo", + "title": "redemption. He gains the Daemonic Trait (see page 130) and", + "content": "either flees the characters’ service or turns on them.\nSouRcES of coRRuPtion\nIn Deathwatch there are numerous sources of Corruption,\nmost usually connected with the Ruinous Powers. The exact\nlevel of Corruption Points inflicted by a particular event,\nrevelation, or encounter is determined by the GM. The\nfollowing presents some guidelines:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4242, + "rule_id": "pdf_skill_1736_rending_the_veil", + "title": "Rending the veil", + "content": "Characters caught in a full-blown intrusion of the warp into\ncorporeal reality gain Corruption Points from the experience.\nJust how many depends on what occurs and the severity of\nthe breach. This might be anywhere from a single point to\nseveral d10s in value.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4243, + "rule_id": "pdf_skill_1737_sorcery", + "title": "sorcery", + "content": "The practice of sorcery, witnessing dread rituals, and invoking\ndaemons are all causes of Corruption, regardless of the reason.\nNormally minor rituals cause 1d10 Corruption Points and\nmajor ceremonies can cause many more.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4244, + "rule_id": "pdf_skill_1738_blasphemous_lore", + "title": "Blasphemous lore", + "content": "Knowledge itself can corrupt, and the study of certain\ntomes, pict-logs, and even some debased artwork can cause\nCorruption in the viewer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4245, + "rule_id": "pdf_skill_1739_vile_persuasion", + "title": "vile Persuasion", + "content": "Many daemons and cult leaders are masters of insidious\ntemptation and are able to sow the seeds of doubt in a faithful\nheart. Their words and arguments can corrupt where force\nalone would fail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4246, + "rule_id": "pdf_skill_1740_the_imperium", + "title": "The Imperium", + "content": "of Man\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million\nworlds in our domain, a million times a million lives have been\nsacrificed, that Mankind might stand but one day more.”\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4247, + "rule_id": "pdf_skill_1741_imperium", + "title": "IMPERIUM", + "content": "“The loyal slave learns to love the lash.”\n–Common saying amongst menials and scriveners.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4248, + "rule_id": "pdf_skill_1742_the_administratum", + "title": "The AdminisTrATum", + "content": "The Administratum is by far the largest of all of the branches\nof the Adeptus Terra, and is responsible for assessing and\nlevying tithes, distributing resources and countless other\nadministrative functions vital to the functioning of the\nImperium. Its members are, for the most part, scribes and\npetty officials, the hereditary slaves of a galaxy-spanning\nbureaucracy. The heart of the organisation lies within\nthe Emperor’s Palace, a vast complex with soaring gothic\ntowers that cover much of Terra’s surface, and cavernous\nvaults that extend far below ground. The Administratum\nis probably the most powerful organisation in the entire\nImperium, and its many departments, offices and subordinate\norganisations maintain a presence in every corner of the\nEmperor’s Domains.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4249, + "rule_id": "pdf_skill_1743_telepathica", + "title": "TelepAThicA", + "content": "The Adeptus Astra Telepathica is dedicated to the recruitment\nand training of psykers for service throughout the Imperium.\nThe headquarters of the organisation are on Earth, but its\nspaceships travel the Imperium and its offices extend over most\nof human space. Its chief responsibility is to train psykers to\nserve as Astropaths through the Scholastica Psykana. It is the\nAdeptus Astra Telepathica that maintains the League of Black\nShips. These ships travel around a huge circuit, visiting each\nworld every hundred years or so. As the fleet approaches its\ndestination, the ruling Imperial Commander is instructed to\nprepare the customary levy of psykers. Once the levy has been\ncollected, the Black Ships’ captains make an initial evaluation\nof their cargo before proceeding to the next world in their\ncircuit. When the holds are full, the Black Ships\nturn towards Earth. There, the suitable are trained as psykers\nin the Scholastica Psykana. Some become sanctioned psykers,\ndestined to serve the armies of the Imperial Guard and other\norganisations. Others undergo the Soul Binding and become\nAstropaths, The rest are judged too dangerous to live and are\nsacrificed to the psychic fire of the Astronomican.\nThe Astropaths of the Adeptus Astra Telepathica are\nvital to human society because they afford the only means\nof communicating over interstellar distances. Astropaths are\ncapable of sending telepathic messages across space and they\ncan receive messages sent by other Astropaths if their minds\nare correctly attuned. Telepathic messages travel through the\nwarp faster than light, although not instantaneously and not\nwithout the risk of becoming garbled or unintelligible. The\nneed for Astropaths is enormous. They are a common sight\nin the Imperium and are easily distinguished by their green\nrobes. Astropaths serve in the Fleet as ship-board and shore-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4250, + "rule_id": "pdf_skill_1744_the_adeptus_arbites", + "title": "The AdepTus ArbiTes", + "content": "The ‘Judges’ of the Adeptus Arbites are empowered to enforce\nthe Law of the Imperium. In the Imperium, law and government\nare indistinguishable. Rebellion and failure are crimes, and\nany transgression of the Imperial will meets with swift and\nuncompromising retribution. Of petty misdemeanours and\ntransgressions the Judges care nothing; such matters are\nleft to local Enforcers to deal with according to planetary\ncodes. The judges are concerned with more weighty issues.\nIt is their task to bring the rebellious to trial, to hunt down\nenemies of the Imperium, and to destroy those who threaten\norder from within. On many worlds, the Arbitrators’ fortified\nCourthouse is the only point of contact between that planet\nand the Imperium. Often, it is the last redoubt in the event\nof rebellion and invasion, its warriors holding out as anarchy\nswamps the world, their mission to warn the Imperium and\nthus bring about retribution even should they fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4251, + "rule_id": "pdf_skill_1745_ministorum", + "title": "minisTorum", + "content": "Also known as the Ecclesiarchy, the Adeptus Ministorum is\nnot part of the Adeptus Terra. It is a wholly independent and\nself-appointed organisation whose power is derived from the\ncommon belief in the Emperor’s divinity. The organisation\nmaintains a presence on every world in the Imperium, from\nwhich it promulgates the Imperial Cult in any one of a million\ndifferent forms.\nWhile forbidden to keep ‘men under arms’ by ancient decree,\nthe Ecclesiarchy instead maintains a fighting arm of female\nwarriors, called the Adepta Sororitas, or the Sisterhood. The\nBattle Sisters of the Adepta Sororitas are driven by zeal and are\nfanatical in their commitment. They are equipped to the very\nhighest standards, and rank alongside the Space Marines in\ntheir dedication to the defeat of the enemies of Mankind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4252, + "rule_id": "pdf_skill_1746_the_adeptus_custodes", + "title": "The AdepTus cusTodes", + "content": "The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\ngalaxy at the side of their master, but now they never leave\nthe Imperial Palace on Terra, their duty being to defend the\nEmperor of Mankind for all time.\nThe holy orders of The\nemperor’s inquisiTion\nThe Inquisition is often described as the left hand of the\nEmperor. It is a secretive organisation whose members are\nbound by no law or authority except their own. The sole duty\nof the Inquisition is to investigate any possible or potential\nthreat to the future of Humanity, and to take whatever\nmeasures it considers appropriate to expose and destroy that\nthreat. Aggressive aliens, gross genetic deviancy, political\ncorruption, the machinations of treacherous planetary\ngovernors, incompetence, treason and heresy are threats\nenough to keep the Inquisition permanently occupied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4253, + "rule_id": "pdf_skill_1747_the_adeptus_astartes", + "title": "The AdepTus AsTArTes", + "content": "The Space Marines of the Adeptus Astartes are the geneticallyis equipped with the very finest weapons and armour, and\nare all but immune to pain and fear. They are organised into\nindependent armies of around one thousand warriors, called\nChapters, a thousand of which are spread out across the\nImperium, ready to react to any threat no matter its nature.\nA million or so warriors may not seem a large number to\ndefend an entire galactic empire, but such is the strength and\ndevotion of the Adeptus Astartes that each is the equal of\ndozens of lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4254, + "rule_id": "pdf_skill_1748_the_imperial_navy", + "title": "The imperiAl nAvy", + "content": "The Imperium is the largest stellar empire Humanity has ever\nknown, and its worlds are spread impossibly thin across the\ntrackless voids. The Imperial Navy patrols the warp routes\nthat link the Imperium’s scattered worlds, defends distant\nsettlements against alien aggression, and prosecutes wars\nagainst alien empires that threaten the Imperium. Without the\nImperial Navy, there simply would not be an Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4255, + "rule_id": "pdf_skill_1749_the_imperial_guard", + "title": "The imperiAl GuArd", + "content": "The vast bulk of Humanity’s armies come under the command\nof the Imperial Guard. Entire regiments are raised from the\nbest of a planet’s indigenous defence forces, and shipped\nto nearby warzones in response to alien invasions, mutant\nuprisings, Chaos incursions, rebellions and a hundred more of\nthe dangers that threaten the Imperium constantly. While the\nSpace Marines are few, but elite, the warriors of the Imperial\nGuard are almost literally numberless. Armed with little more\nthan faith and duty, they stand before whatever horrors the\ngalaxy has to throw at them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4256, + "rule_id": "pdf_skill_1750_the_navigator_houses", + "title": "The nAviGATor houses", + "content": "The Navigators are an ancient strain of human. They have\nlived amongst Mankind since time immemorial and it is not\nknown how they came into existence, though some say the\nEmperor himself had a hand in their creation. Navigators\nrepresent a singular form of human mutant and they must\nintermarry to breed true. As such, each is a member of a large\ninterrelated family called a Navigator House. Navigators bear\na special gene that allows them to see through the warp and\nguide a vessel as it crosses that otherworldly dimension. Using\ntheir third, or warp eye, the Navigator is able to see into the\ndepths of the warp and detect the psychic beacon that is the\nAstronomican on Earth, and by its light navigate the length\nand breadth of the Imperium. Without a Navigator, a human\nvessel would become hopelessly lost upon the ever-shifting\ntides of the warp, never to return.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4257, + "rule_id": "pdf_skill_1751_the_officio_munitorum", + "title": "The officio muniTorum", + "content": "The Officio Munitorum provides strategic command and support\nfor the Imperial Guard. It is responsible for raising and supplying\nregiments and armies in response to developing threats, and\nfor coordinating their deployment across entire sectors of the\nImperium. It is to the ranks of the Officio Munitorum’s general\nstaff that especially successful regimental commanders are\npromoted, and it is from amongst these glorious leaders that the\nlords militant who lead armies of millions are drawn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4258, + "rule_id": "pdf_skill_1752_mechanicus", + "title": "mechAnicus", + "content": "The Tech-Priests of the Adeptus Mechanicus are the guardians\nof Humanity’s ancient knowledge. The Adeptus Mechanicus\nowns and administrates the factory planet of Mars, whose\nvast orbital workshops turn out the majority of the weapons,\nspacecraft and other technologically sophisticated machinery\nused in the Imperium. The Adeptus Mechanicus is as much an\narcane cult as a scientific body, and its knowledge goes beyond\nmere technology and into the realms of techno-arcana.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4259, + "rule_id": "pdf_skill_1753_officio_assassinorum", + "title": "officio AssAssinorum", + "content": "The Office of Assassins is a vital tool of Imperial government.\nIf planetary governors prove rebellious, assassination may be\nthe most practical remedy. Even the ranks of the Adeptus Terra\nare not safe from the attentions of the dreaded assassins.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4260, + "rule_id": "pdf_skill_1754_rogue_traders", + "title": "roGue TrAders", + "content": "Rogue Traders form a class of nobility that exists almost\nentirely outside of the convoluted strata of the Imperium’s\nruling structures. They wield a Warrant of Trade that empowers\nthem to expand the Imperium’s borders, going out into the\nforbidden depths and conquering all in the Emperor’s name.\nMost wield personal fortunes far greater than the average\nplanet’s total wealth, and it is the desire to expand their\ndynasty that drives such men and women ever onwards.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4261, + "rule_id": "pdf_skill_1755_lost_technologies", + "title": "lOsT TeChnOlOGies", + "content": "Standard Template Constructs were created during the\nDark Age of Technology to provide all the technical\ninformation needed to construct anything that settlers\nmight need to survive upon a recently colonised world.\nEven the least technically-accomplished person could\nbuild a vehicle, aircraft or weapon given time. One\nresult of the STC system and its pivotal place in human\ncolonisation is that human material culture is very\nsimilar, even on worlds which are many thousands of\nlight years apart.\nToday, there are no known surviving STC systems,\nand only a very few examples of first-generation texts.\nFor thousands of years the Adeptus Mechanicus has\npursued all information about the STC. Any scrap of\ninformation is eagerly sought out and jealously hoarded.\nAny rumour of a functional system is followed up and\ninvestigated in force. There are thought to be many\nthousands of lost human colonies scattered across the\ngalaxy. Any single one might own a functioning STC\nsystem, and the slightest suspicion is often enough for\nentire crusades to be fought for the possession of one.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4262, + "rule_id": "pdf_skill_1756_the_ages_of_humanity", + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\nother mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity\non the brink of extinction.\n30th Millennium—The Great Crusade\nEarth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp\nstorms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and\ncreates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that\nlasts for two hundred years.\n31st Millennium—The Horus Heresy\nWarmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and\nleads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single\ncombat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension\nto the life-sustaining Golden Throne can save him. The Age of the Imperium begins.\n31st to 41st Millennia—The Age of the Imperium\nHumanity is bound within the organisations and societies of the Imperial administration. The\nEmperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human\nsacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad\nperils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance\nof the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge\nin ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp\ncreatures and alien domination are steadily gaining power in spite of every effort to suppress them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4263, + "rule_id": "pdf_skill_1757_the_emperor", + "title": "THE EMPEROR", + "content": "“None can truly say how many worlds Mankind rules. A million\nseems a sound estimate. But do we count only those with a duly\nappointed Imperial Commander, and overlook those without? Then\nshall we count those worlds with which there has been no contact in\na generation, two generations, three? What of those worlds known\nto be populated, but that none have seen any point in visiting? How\nmany lost worlds must exist beyond the light of the most blessed\nAstronomican? We say a million, for our puny human minds are\nsatisfied with such a number, but only the Emperor, in his ultimate\nwisdom, knows the truth of it.”\n–Lord High Consul Grasticus Vak", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4264, + "rule_id": "pdf_skill_1758_the_warp", + "title": "The WArp", + "content": "“The warp is a strange and terrible place. You might as well throw a\ntraveller into a sea of sharks and tell him to swim home as send him\nthrough the warp unprotected. Better it is not to let common man\ntravel through the stars. Better still, let him not know such a thing\nis feasible.”\n–Fra Safrane, 5th aide to Navigator De’el.\nThe reason why the spacecraft of the Imperium can move quickly\nover the entire galaxy, while other races suffer more restricted and\nslower spaceflight, is a combination of three factors. The first is the\nmaintenance of ancient technology by the Adeptus Mechanicus,\nthe Tech-Priests of Mars who preserve the lore of ancient science\non behalf of the Adeptus Terra. Without the technological\nadvantage of efficient warp engines, it would be impossible for\nthe Imperium to defend its scattered planets. The second factor is\nthe existence of human mutants known as Navigators, a race apart\nwhich traces its origins to the uncertain times of the Dark Age of\nTechnology. Only a Navigator can pilot a ship within warp space.\nHis swollen cranium houses a mind which is sensitive to the tides\nand currents of the warp, enabling him to guide his ship through\nwarp space to its eventual destination. Other races must rely upon\nguesswork and endless corrective manoeuvres to travel even short\ndistances through the warp. The third factor which makes warp\ntravel possible is the immeasurably powerful psychic beacon called\nthe Astronomican. Broadcast by a choir of psykers from Terra, the\nAstronomican reaches out through warp space, guiding spacecraft\nto their destination. Only a Navigator can sense the guiding light\nof the Astronomican, and only he can follow its psychic signal. It\nis the Astronomican which allows a Navigator to use his powers\nto the fullest; without it, not even the most powerful Navigator\ncould pilot his ship over the immense distances which separate\nthe worlds of the Imperium.\nWarp space is an alternate dimension composed of energy, as\nopposed to the physical space of the material universe. There are\nhazards within the warp which can wreck spacecraft and carry\nthem off course: unexpected turbulence, warp storms, and loops\nthat can trap a ship for eternity. These perils, though considerable,\nare nothing compared to the greater and unimaginable dangers\nthat lurk in warp space.\nWarp space is composed entirely of psychic energy. It is\nthis psychic energy that a human psyker draws upon to use his\npowers: to send telepathic messages hurtling through the warp\nfrom world to world, or to propel a psychic bolt of energy against\na foe. Warp space is not empty but inhabited by many strange and\ndangerous creatures, the most dangerous of which are the Great\nGods of Chaos and their legions of daemons.\nDaemons lust after the flesh and blood of living creatures. They\nwant only to destroy Mankind, to drag the souls of men back\nto their shadowy realm, to obliterate the material universe and\nengulf it within the energy of warp space. Fortunately, daemons\ncannot exist for long in the material universe and they need to\nfind psychic gateways in order to leave the warp. Such gateways\nexist, but they are rare. The most vulnerable gateways of all are\nthe minds of psykers. A psyker’s powers open up a path between\nreality and the warp, a path which a daemon may find and follow\nstraight to the mind of the psyker himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4265, + "rule_id": "pdf_skill_1759_imperium", + "title": "imperium", + "content": "“On this world, my word shall be heeded as that of the Emperor. The\nsouls of my subjects belong to Him, but their bodies belong to me.”\n–King Lamok, Imperial Commander and ruler of Woebetide\nThe vast majority of the Imperium’s worlds are ruled by\nan individual called an Imperial Commander or Imperial\nGovernor. Those that are not are most likely to fall under the\ndirect control of one of the Imperium’s organisations, such as\nthe Space Marines or the Adeptus Mechanicus, and in such\ncases a senior member of that organisation holds the additional\nrank of Imperial Commander.\nEach world in the Imperium is, to all intents and purposes,\nautonomous. Of course, this self-rule is subject to various\nconditions, the greatest of which is that its leader renders due\ntithes to the Imperium, in the form of resources and military\nunits, and maintains a strict cull of its psyker population.\nBeyond these responsibilities, planets are largely free to\nadminister themselves as they see fit.\nAlthough every planet has an individual who holds the\nrank of Imperial Commander, the exact form of governance\nvaries enormously. On most worlds, the Imperial Commander\nhas inherited the title from a long line of predecessors, perhaps\nbeing able to trace the lineage back to the world’s first colonists,\nliberators or conquerors. Other planets are ruled by a council,\nthe chair of which holds the rank of Imperial Commander so\nlong as he presides. On a small number of worlds the populace\ndecides who will rule them, though such regimes rarely survive\nin the age of war that is the 41st Millennium.\nAlthough each world is effectively independent, the\nImperium is divided up into sectors and sub-sectors. The\nworlds of these regions are often interdependent to some\ndegree. For example densely populated Hive worlds rely\non nearby agricultural worlds to feed their populations.\nEven if not directly dependent, there exists some manner\nof federation, for the benefit of trade and mutual defence,\nwhich is normally presided over by a Sector Lord, a powerful\nindividual appointed by the Adeptus Terra. Sector Lords do\nnot have direct control over Imperial Commanders and their\nworlds, but they do have a lot of control over trade and other\nmatters affecting how the world interacts with the Imperium at\nlarge, a fact that often gives them great influence and leverage\nover Imperial Commanders that rely on other planets to\nsustain themselves.\nThe Administratum has devised a characteristically complex\nsystem for cataloguing the functions of the Imperium’s worlds.\nWhile some relate to the world’s environment, most describe\nthe function the planet serves within the Imperium itself. The\nmore common types are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4266, + "rule_id": "pdf_skill_1760_hive_worlds", + "title": "hive WOrlDs", + "content": "By far the most densely populated of all of the Imperium’s\nplanets, Hive worlds are characterised by vast cities, usually\nseparated by trackless, polluted wastes. Such worlds generally\nserve as centres for the manufacture of relatively low-tech\nproducts, goods that require little more than serf-labour\nas opposed to those that require the jealously guarded\ntechniques of the Adeptus Mechanicus to produce. The age\nof the Imperium and the largely isolated nature of its planets\nmeans that Hive worlds are relatively common, with most\nsectors hosting at least a handful. They are entirely reliant\non nearby Agri Worlds to feed their vast populations, and\neven a brief period of isolation, perhaps caused by warp storm\nactivity cutting off trade routes, can result in entire populations\nrising up against their masters, and often reverting to barbaric\ncannibalism merely to survive. It is the brutal reality of life\nin the Hive worlds that anarchy is only one missed meal\naway, making the application of the very harshest methods of\ncontrol necessary. Despite, or perhaps because of this brutal\ncontrol, the lowest, most decrepit areas of the hives are often\nlawless wastes, the home of criminals, madmen, heretics,\nrebels and worse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4267, + "rule_id": "pdf_skill_1761_civilised_worlds", + "title": "CiviliseD WOrlDs", + "content": "The term ‘civilised’ is something of a misnomer, for most\nworlds of the Imperium are ruled over by the most brutal and\noppressive regimes ever known to Mankind. Such worlds are\ngenerally self-sufficient and largely stable, which is not to say\nthat they are untouched by rebellion, merely that insurgent\nelements are largely kept in check by the iron rule of the\nplanet’s Imperial Commander and his Enforcers. Civilised\nworlds tend to have an average technological base, although\nthey still rely on more advanced worlds for the provision of\nmore sophisticated technology, such as star ships. Failing\nany other classification or sub-type, most of the Imperium’s\nworlds fall in to this broad category.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4268, + "rule_id": "pdf_skill_1762_agri_worlds", + "title": "aGri WOrlDs", + "content": "These worlds are given over almost exclusively to the\nproduction of foodstuffs or other vegetable or animal-based\ngoods. They provide raw materials, and sometimes processing\nfacilities, though this is just as often undertaken off-world.\nThe populations of Agri worlds tend to be low, and are\nentirely devoted to the growing of crops or the husbanding\nof animals. On some worlds, a large degree of automation\nis utilised, with vast harvesting machines manned by only a\nhandful of crew able to reap and process thousands of tons\nof crops in a single day. Agri worlds rarely house populations\nsufficient to defend themselves against invasion, but many are\nhost to a garrison of off-world Imperial Guard, intended as\nlittle more than a deterrent to rebellion or pirate attack. Such\ndetachments are in reality little more than tripwires, intended\nto get the word out should a large scale invasion occur, for the\nloss of an Agri world may have dire consequences on other\nnearby planets that rely on it to feed teeming populations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4269, + "rule_id": "pdf_skill_1763_feral_worlds", + "title": "feral WOrlDs", + "content": "The galaxy is strewn with worlds that play host to human\npopulations that have long since reverted to barbaric savages.\nThis may have happened long ago, in the distant Age of\nStrife before the Emperor reunited the lost worlds of Man,\nthe populations never having regained the technological level\nof their colonist forefathers. Indeed, in most cases, it is in\nthe Imperium’s interests to keep such worlds in their barbaric\nstate. Their populations make ideal recruits into the Imperial\nGuard and the Space Marines, possessing a fierce warrior spirit\nthat can be harnessed if the subject can survive the inevitable\nshock of being shipped off-world and confronted with the\ngalaxy beyond. A member of the privileged noble class may\nbe the Imperial Commander of such a world. Alternately, the\nAdeptus Terra may appoint someone directly. In either case,\nthe Imperial Commander may reside in an orbital facility, safe\nfrom the savages under his rule, rarely even setting foot upon\nthe world below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4270, + "rule_id": "pdf_skill_1764_feudal_worlds", + "title": "feuDal WOrlDs", + "content": "Feudal worlds are a step above Feral worlds in terms of\ntechnological and societal development, yet not so advanced\nas the so-called Civilised worlds. They typically feature largely\nhomogenous, planet-wide cultures, the ruling classes of\nwhich provide the individual who holds the rank of Imperial\nCommander. Feudal worlds often have highly formalised\nwarrior classes, the members of which exhibit refined martial\ncodes which make them ideal for service in the Imperial\nGuard, and occasionally in the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4271, + "rule_id": "pdf_skill_1765_dead_worlds", + "title": "DeaD WOrlDs", + "content": "In a galaxy riven by war, it is inevitable that some worlds are\nlost to the terrible weapons unleashed upon the battlefields\nof the 41st Millennium. Such planets are classified as Dead\nworlds, and they are often so blighted by poison, radiation,\nbiological contaminants or any of a thousand other curses\nthat they are interdicted by the Imperial Navy against any\nsetting foot there again. Other Dead worlds are host to the\nremains of long-since vanished alien civilisations, or have\nbeen reduced to such a state by no cause that the Adeptus\nMechanicus can ascertain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4272, + "rule_id": "pdf_skill_1766_death_worlds", + "title": "DeaTh WOrlDs", + "content": "A great many planets are desirable due to a concentration of\nrare natural resources, yet too dangerous to readily support\na human population. Such worlds vary enormously in\nclimate and environment; some are home to jungles teeming\nwith predators and carnivorous plants, while others might\nbe covered in oceans of lava. Some might be irradiated,\npoisoned, or wracked by plasma storms. Some Death worlds\nare so inimical to human life that they are said to be possessed\nof some malevolent intelligence that actively musters every\npossible defence against intrusion. Despite the dangers, some\nDeath worlds have been settled, though life there is often\nshort and brutal. Death worlders are amongst the best recruits\nfor the Imperial Guard and the Space Marines. The mere fact\nthey have survived to adulthood marks them as amongst the\ntoughest and most resourceful individuals in the galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4273, + "rule_id": "pdf_skill_1767_research_stations", + "title": "researCh sTaTiOns", + "content": "Research stations are found on a multitude of worlds,\nestablishing a human presence on a planet not otherwise\nclaimed by the Imperium or ruled by an Imperial Commander.\nThey carry out a wide range of functions, such as weapons\ntesting, the study of dangerous life forms and the development\nof recently rediscovered technology. Others are watch posts,\never alert for any sign of invasion from the dark voids of\nthe galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4274, + "rule_id": "pdf_skill_1768_forge_worlds", + "title": "fOrGe WOrlDs", + "content": "These worlds are the exclusive domains of the Adeptus\nMechanicus, and form planet-wide factories. On such worlds,\nthe Tech-priests and their servitors construct the mightiest\nof war machines and create examples of technology that\ncannot be produced anywhere else. Forge worlds often serve\nas the base of operations for one of the Titan Legions, and are\nessential to the supply of arms and armour to the Imperium’s\nmilitary forces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4275, + "rule_id": "pdf_skill_1769_shrine_worlds", + "title": "shrine WOrlDs", + "content": "Shrine worlds are the domain of the Adeptus Ministorum, and\noften mark a planet once trod by one of the many venerated\nsaints of the Imperial Cult. They are populated by millions\nof priests and clerics, and the cities are often vast shrines,\nmausoleums or monasteries. They are often the subjects of\nvast pilgrimages, the faithful flocking from light years around\nto pay homage to the most celebrated of historical figures and\nImperial heroes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4276, + "rule_id": "pdf_skill_1770_pleasure_worlds", + "title": "pleasure WOrlDs", + "content": "While the teeming masses of Humanity are fortunate to reside\nin anything more than a crowded hovel or a dormitory at\ntheir place of labour, the very rare, privileged few may own\nan estate upon a Pleasure world. Such planets are the exclusive\nreserve of the impossibly wealthy, and it is to such places\nthat the very highest lords of the Adeptus Terra might wile\naway their last days. To most however, Pleasure worlds are no\nmore than a legend, a utopian paradise populated by indolent\npleasure seekers. It is hardly surprising that below the surface\nof such societies, heresy seethes as the bored scions of noble\nlines seek ever more extreme forms of distraction from the\ntediums of life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4277, + "rule_id": "pdf_skill_1771_space_marine_home_worlds", + "title": "spaCe marine hOme WOrlDs", + "content": "While some Space Marine Chapters are fleet-bound, the\nmajority lay claim to a single planet which is exclusively their\nown. Such planets are inevitably the best defended in the entire\ngalaxy, for they are home to Humanity’s most potent military\nforces. These worlds are generally chosen because they are\nhome to the sorts of cultures that produce the best recruits for\nthe Adeptus Astartes, and although the Space Marines rule\nover the populations, they rarely interfere with their daily\nlives, preferring instead to maintain whatever conditions have\nproduced such warlike peoples. Many Chapter-Fortresses\nare therefore situated in regions of the planet inaccessible\nto the natives, such as atop the highest mountain ranges or\neven on a moon. In most cases, the Space Marines are all but\nunknown to the local population, perhaps visiting them once\na generation to preside over the rigourous trials in which the\nyoung men strive to prove themselves worthy of selection by\nthe legendary ‘Sky Warriors’. On a few worlds, the Space\nMarines form a ruling class that administers the society\ndirectly, such as is the case with the Ultramarines Chapter,\nwhich maintains an entire region of space called Ultramar.\nA GAlAXy AT WAr\n“The galaxy itself cries out for our extinction; it reaches forth to\nsnuff out the light of our existence. In reply, we bellow our defiance,\nand strike the claw that seeks to engulf us.”\n–Lord Militant Hectus Gryff\nEvery human being loyal to the Imperium is but a statistic,\na tiny spark lost against the backdrop of stars. The 41st\nMillennium is a dark age for Humanity, a bloody age, an age\nin which technology is but a half-remembered myth, in which\nthe promise of progress, understanding and individuality have\nlong since been cast aside in favour of war and bloodshed and\nthe ceaseless struggle for survival.\nOnly by force of arms may the Imperium be held together,\nand only by the deaths of millions can it endure. Enemies\nattack from all sides. Every aspect of the Imperium is geared\ntowards the struggle for survival. The galaxy resounds with\nthe clash of weapons and the thunder of mighty guns. The\narmies of the Emperor can afford no mercy, no weakness and\nno respite from their unending wars. The Imperial Navy sends\nfleets from its many sector bases to do battle. Most Naval\nvessels — vast, city-sized constructions — are thousands of\nyears old. They are ancient gothic leviathans with terrifyingly\npowerful weapons and whole squadrons of fighters and\nbombers within their hanger decks. Entire battlefleets cross\nthe gulf of space to bring ruin upon the foes of the Emperor;\nto destroy their ships, and pound their worlds into dust. The\nships of the Imperial Navy also provide a forcible reminder\nto planetary governors of the might of the Imperium, and the\narrival of only a single ship is often enough to bring many\ndefiant worlds to heel.\nAs well as fleets of warships, the Imperial Navy is also\ntasked with the sacred duty of transporting the Imperial Guard\nfrom warzone to warzone. Forbidden by ancient decree from\nmaintaining their own fleets, the Imperial Guard is beholden\nto the Navy to ferry its regiments across the galaxy. Packed\ninto colossal transports, tens of thousands of warriors and\ntheir wargear are shipped to distant star systems to fight and\ndie on planets most have never heard of.\nThe vast armies of the Imperial Guard are the sledge\nhammer with which the enemies of Mankind can be smashed\nasunder. Covering the battlefields of the Imperium in their\nmillions, the soldiers of the Emperor are as numerous as the\nstars themselves. When the Imperial Guard goes to war, the\nvery earth shakes with the rumble of tanks, the thunder of\nartillery and the pounding of marching feet. Raised from\nevery world in the Imperium, the Imperial Guard is a hugely\ndiverse organisation, with each regiment having all manner of\nspecial skills that it can bring to bear. The Catachan regiments\ncome from one of the most lethal Death worlds in the galaxy\nand are expert jungle fighters. The Tanith First and Only are\nstealth troopers without equal, and the Narmenian Armoured\nbrigades specialise in lightning-fast attacks with heavy tanks.\nThe Imperial Guard fights vast crusades to liberate entire\nstar systems or sectors from alien or rebel domination. Led by\nWarmasters, powerful men in whose hands the fate of billions\nrests, the Imperial Guard fights on countless worlds, with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4278, + "rule_id": "pdf_skill_1772_space_marines", + "title": "spaCe marines", + "content": "Sometimes, a sledgehammer approach to war is too slow to\nreact to developing war zones. When a rapid strike is required,\nit is the Space Marines of the Adeptus Astartes who will fight.\nGenetically enhanced super-beings created by the Emperor at\nthe very dawn of the Age of the Imperium, the Space Marines\nare the greatest warriors in the galaxy. They fight with a depth\nof faith and courage that no mortal man can match.\nWith the best weapons and armour in the Imperium, the\nAdeptus Astartes are the Angels of Death, striking as bolts\nof lightning from an empty sky and destroying key enemy\npersonnel and installations before they can react.\nOrganised into Chapters of a thousand warriors, the\nSpace Marines are the supreme fighting force in the galaxy.\nStronger, faster and tougher than almost any foe imaginable,\ntheir bioengineered bodies can fight in any environment and\nsurvive the most traumatic of wounds. This resilience enables\na Space Marine to fight up to the point that his body is utterly\ndestroyed. It is said that the enemies of the Imperium fear\nmany things: discovery, defeat, despair and death. Yet there\nis one thing they fear above all: they fear the wrath of the\nSpace Marines.\nThe mAny fAces of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4279, + "rule_id": "pdf_skill_1773_enemy", + "title": "enemy", + "content": "“Look first for the traitor, for he covets your rule. Look then for the\nxenos, for it hungers for your flesh. Look then for the fiend, for it\nseeks to consume your very soul.”\n–Arch Deacon Drass Corothis, Confessor to Lord Solar Fell.\nWhile the Imperium may be heralded as the greatest empire\nHumanity has ever built, it is in fact a crumbling edifice, its\nfoundations rotten and its future at best uncertain. Some\nmaintain that the Imperium is so vast that no force in the\ngalaxy can possibly topple it, for even were great swathes\nof its territory to fall, others would, in time, rise up to\nreplace them. Each year, entire worlds are lost, yet others are\nconquered, regained, liberated or colonised. Whether or not\nthe constant struggle balances out remains to be seen, though\ndoubtless the Imperium could survive, barring some galaxyIn a universe in which life itself appears to resent\nHumanity’s dominion of the stars, the threats that face the\nImperium can be broadly summarised as those from within,\nwithout and beyond.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4280, + "rule_id": "pdf_skill_1774_rebellion_the_enemy_within", + "title": "rebelliOn (The enemy WiThin)", + "content": "There are many that hold that the greatest threat to the Imperium\nis not the ravening hive fleets consuming the Eastern Fringe, or\nthe barbarous anarchy of the Ork empires. They claim instead\nthat the most dangerous foe of Mankind is Mankind itself.\nOn thousands of worlds, rebellion seethes just below\nthe surface. Rebels and malcontents plot against Imperial\nCommanders, resentful of the brutal measures that must be\ntaken to maintain order in the face of a hostile galaxy. The\nEnforcers of most worlds are engaged in ceaseless antiSometimes, these movements get lucky, and actually do manage\nto overturn their planet’s government and install their own\nleaders. In most cases, these new leaders prove just as despotic\nas the regime they ousted, and the cycle of oppression and\nrebellion continues. As far as the Imperium at large is concerned,\nthese changes in regime often go entirely unnoticed. So long as\nthe tithes are rendered in a timely fashion and the psyker culls\nundertaken, the Adeptus Terra sees little point in interfering.\nWhen the High Lords do decide a response is needed however,\nwoe betide the rebels, for that response may be some time\ncoming, but it will be devastating in the extreme.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4281, + "rule_id": "pdf_skill_1775_alien_incursion", + "title": "alien inCursiOn", + "content": "(The enemy WiThOuT)\nThe Imperium may be the largest empire in the galaxy, but it\nshares space with countless other civilisations, any of which\ncould one day spell its doom. The entire galaxy is infested\nwith Ork empires for example, and while they fight one\nanother as much as other races, if they were to unite under\na single leader, they might drown the entire Imperium under\nthe much-feared ‘green tide’. The Tyranid Hive Fleets have\nrecently appeared in the extreme galactic east, and no one\nknows how many of the galaxy’s worlds they have already\nstripped bare of resources, or how many more fleets are\nbearing down on other regions. The Tau are an example of\na small, yet dynamic alien empire with designs on the larger\ngalaxy. While no one empire such as the Tau represents a\nthreat to the Imperium at large, their sheer number means\nthat many will continue to exist, and be a threat to human\nworlds, for a long time to come.\nThe average human subject of the Imperium has precious\nlittle knowledge of the alien; what he does know is gleaned\nfrom the tirades of the Ecclesiarchy’s fanatical preachers. Orks\nmight be held up as the ultimate example of crude barbarism,\nwhile the Eldar are presented as a caution against hedonism\nand decadence. These races might be known across the galaxy,\nwhile on other worlds races only present in the local stellar\narea might be blamed for the ills that assail human worlds.\nOn outlying worlds, some contact with alien races does\noccur, generally taking the form of limited trading relations.\nOccasionally, local defence forces make common cause with\nalien warriors against a threat that endangers both. Although\nthis runs counter to the doctrines of the Imperial Cult, reality\non the frontiers often makes such arrangements a necessity.\nEven worlds well within the Imperium’s borders might be\nisolated for decades, even centuries, by warp storms or simple\nneglect, and reach all manner of agreements with nearby\nraces. Such a situation may be reversed should an Inquisitor\narrive and denounce it as heretical, or a preacher declare a\ncrusade against the ‘unclean xenos’.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4282, + "rule_id": "pdf_skill_1776_daemonic_infestation", + "title": "DaemOniC infesTaTiOn", + "content": "(The enemy beyOnD)\nThe things that lurk in the warp, slavering for the soul of\nMankind, might be the product of nightmare, but they\nare very real nonetheless. For the most part, Daemons are\nrestricted to the Sea of Souls, unable to manifest in the\nmaterial universe for more than a brief period of time. There\nexist several methods by which such horrors may incur upon\nthe Domains of the Emperor.\nThe first method is by way of an unprotected psyker.\nWithout the ritual of the Soul Binding, very few psykers are\nstrong enough of spirit to resist the attentions of the things\nof the warp, to which their souls shine as bright beacons\nwhile a normal man’s is no more than a guttering spark. As\nan ‘unsanctioned’ psyker grows in power, so are more and\nmore daemonic predators drawn to him, as a shark is attracted\nto blood. As he unleashes his powers, the beasts seek a route\nthrough to the material universe, and inevitably possess the\nunfortunate psyker. So possessed, the psyker is likely to draw\nmore daemons through the portal, until a full scale Daemonic\nIncursion is initiated, and entire worlds condemned.\nAnother method is by way of a warp/real space overlap.\nSuch conditions come into being in regions of space that are\nafflicted by warp storms, within which the daemonic may find\npurchase. In regions such as the Eye of Terror, entire worlds\nmay be swallowed by such storms, becoming the cursed\ndomains of the infernal.\nPerhaps most terrible of all are those instances when a\nmortal man has deliberately called forth the powers of the\nwarp, creating, by way of proscribed ritual or technology, a\ngateway through which the things descend upon the material\nplane. While most such individuals imagine they can bind\nthe Daemons to their will, more often than not they are the\nbeast’s first victim, but far from their last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4283, + "rule_id": "pdf_skill_1777_strategic_command", + "title": "sTraTeGiC COmmanD", + "content": "The Imperium’s military might is as varied as it is limitless,\neach body having its own doctrines, chains of command\nand even rivalries. It ranges from such disparate forces as the\npious Battle Sisters of the Adepta Sororitas to the lumbering\nOgryns of the Imperial Guard Abhuman Auxilias. Every one\nof the myriad forces is a potent military presence, but when\ncombined they are unstoppable. The only problem is that\nforging a coherent military force from such varied units is a\ntask that only the most dedicated, influential and charismatic\nof leaders can achieve.\nSuch men are sometimes called Warmasters, though many\nprefer the title Lord Solar, because of the deeds of the archthe command of the High Lords of Terra themselves, and\ngiven the very highest of tasks to perform. Such missions\nmight demand the retaking of entire sectors lost to the\nenemies of Mankind, or the eradication of an entire alien\nempire. Many decades might be spent mustering the vast\narmies these leaders will command, and every one of the\nImperium’s fighting arms are represented, from the Titan\nLegions to the Inquisition.\nWarmasters and Lords Solar are individuals whose\nnames the entire Imperium will celebrate should they prove\nsuccessful in whatever task they have been set. They are often\nthe founding fathers of entire sectors, with cities, even planets\nnamed after them. If they are defeated, a million worlds will\ncurse their names, holding them up as examples of failure to\nnot repeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4284, + "rule_id": "pdf_skill_1778_space_marine_command_councils", + "title": "spaCe marine COmmanD COunCils", + "content": "When the forces of two or more Space Marine Chapters find\nthemselves fighting alongside one another, the leaders of\neach often convene a council and elect a leader to act and\nspeak for their interests. This individual is the warrior that\ncommands the greatest respect and admiration amongst the\nassembled Space Marine leaders, and he is entrusted with the\nultimate command of the Space Marines’ combined forces.\nWhen serving in a larger army, Space Marine Command\nCouncils normally ratify the orders of the Warmaster, and act\non them as they see fit. It is not unheard of, however, for the\nSpace Marines serving in a Warmaster’s force to pursue their\nown objectives, which may or may not converge with his\nown. Very occasionally, a Command Council will decide not\nto ratify a Warmaster’s commands and may openly disobey\nthem. It takes a very special kind of leader to command the\nrespect of such leaders as serve on the Space Marine Command\nCouncils, and it is the ultimate testament to a Warmaster’s\nskills and authority if he can do so.\nWAr on All fronTs\n“He who would stay his hand, he who would show mercy, he who\nwould speak of peace; he is a traitor, and nothing in this universe is\nas low as a traitor.”\n–Pator Norak, prior to the Battle of Griffin’s World.\nOver ten thousand years of constant warfare throughout the\nentire galaxy, the Imperium has fought every variation of conflict\nimaginable. From gruelling sieges lasting decades to the bitter\none-on-one fighting of a cityfight, there is no expression of the\nart of war that Mankind has not experienced, or mastered. Some\nof the more common types of warfare are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4285, + "rule_id": "pdf_skill_1779_total_war", + "title": "TOTal War", + "content": "When the Imperium goes to war, it does so with total\nconviction, for its leaders know that ultimately the very survival\nof Mankind is at stake. Every possible resource is mustered in\nthe pursuit of victory, with entire planetary populations turned\nover to supporting the war effort, no matter the cost. Many of\nthe Imperium’s wars have escalated over the centuries, perhaps\nstarting out as mere backwater rebellions before developing\ninto full-scale wars engulfing entire sectors and involving every\npossible arm of the Imperium’s military.\nSuch total war sees millions-strong armies grinding into one\nanother across crater-strewn wastes littered with the blackened\nbones of previous waves of attackers. Entire cities are reduced to\nrubble, bitter enemies fight hand-to-hand in the ruins, refusing\nto surrender a single city block. Worlds afflicted by total war\nsoon become a blackened wasteland bearing no resemblance\nto their former state. Planets once blessed by verdant forests\nare reduced to ashes, enemies clashing amidst the skeletal\nremains of the trees. Hive cities are transformed into towering\nmausoleums, their corridors and domes choked with the dead\nand riddled with disease.\nAfter several years of total war, it is possible that the\nbelligerents have forgotten the initial cause of hostilities. Of\ncourse, most wars fought by the Imperium are viewed as a\nmatter of racial survival, so no justification is required. Equally,\nan army of rebels or secessionists may have seen its more\nfanatical members killed off or martyred in the initial battles,\nbut continue to fight because to surrender would be to face the\ninevitable vengeance of the Imperium’s justice. Most alien races\nrequire no reason to make war other than their essential nature;\nfor such races as the Orks and the Tyranids, war is fundamental\nto existence, and requires no rationalisation whatsoever.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4286, + "rule_id": "pdf_skill_1780_planetary_assaults", + "title": "planeTary assaulTs", + "content": "Planetary assaults are a common type of warfare in the Imperium.\nOften a world will fall before aid can arrive, and the Imperium’s\narmies must force a contested landing in order to reclaim it.\nSome planetary assaults are undertaken by small, elite formations\nsuch as Space Marines, striking at the very heart of the enemy.\nCommand bunkers, defence installations, communications\nnodes and logistical centres are all targeted, with Space Marines\ndeploying via drop pods into the midst of their foe. Very few\ndefenders can withstand such an attack, and it is not uncommon\nfor the entire chain of command to collapse when the upper\nechelons are attacked in this way.\nThe other type of planetary assault is the massed landing.\nFar from the surgical strike of Space Marine insertion, a massed\ndrop involves thousands of troops deploying by drop ships large\nenough to carry entire regiments of infantry or hundreds of\nbattle tanks. There is no subtlety to such landings. The Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4287, + "rule_id": "pdf_skill_1781_cityfights", + "title": "CiTyfiGhTs", + "content": "Cityfights develop when a city holds some value to both sides in\na war, whether military, logistical or simply symbolic. If only one\nside places any value in the city, the other is likely to use whatever\nstrategic means it has available to deny it to the other, ranging\nfrom long range bombardment to the unleashing of ordnance\nfrom battleships in orbit high above. When two armies decide\nto fight one another for possession of a city, the conflict is sure\nto become a bitter and bloody meat grinder, for in the cratersmash through the wreckage of once proud buildings, but they\nare vulnerable to lone enemies armed with tank-busting melta\nweapons. Snipers become the lords of the battlefield, able to strike\ndown enemy leaders, heavy weapons crew and tank commanders\nfoolish enough to expose themselves to their all-seeing scopes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4288, + "rule_id": "pdf_skill_1782_armoured_warfare", + "title": "armOureD Warfare", + "content": "The industrial might of the Imperium’s Forge worlds and\nHive worlds makes it possible for entire armies to be equipped\nwith the mightiest of armoured war machines. These range\nfrom agile walkers such as the Sentinel to super-heavy tanks\nsuch as the gargantuan Baneblade. When the terrain and\nstrategic conditions require it, the Imperium is able to field vast\nformations of armoured vehicles, forming a titanic mailed fist\nable to smash aside any opposition. Furthermore, there have\nbeen many instances when environmental conditions have\nmade it impossible for Imperial Guard infantry to operate, and\nonly the sealed tanks can be fielded. Races such as the Tyranids\nare capable of wreaking such havoc upon a planet’s eco-system\nthat this is the only way of fighting them face-to-face.\nThe mightiest of the Imperium’s armoured war machines\nare not tanks at all, but the Titans of the Adeptus Titanicus.\nThese so-called ‘god machines’ tower over the battlefield, their\nevery stride capable of crushing to a pulp entire platoons of\nenemy infantry. Furthermore, a Titan is able to carry weapons\nnormally only seen in planetary defence emplacements or in\nthe turrets of the battleships of the Imperial Navy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4289, + "rule_id": "pdf_skill_1783_trench_warfare", + "title": "TrenCh Warfare", + "content": "When war grinds to a stalemate and neither side has the ability\nto break the deadlock, the opposing armies will fortify what\npositions they have claimed and resolve to defend them no\nmatter the cost. Entire continents become crossed with trench\nlines thousands of kilometres in length. Mighty bastions are\nconstructed along the defence lines, each an impenetrable\nredoubt armed with fearsome arrays of anti-personnel weapons\nable to cut down entire waves of enemy attackers. Furthermore,\neach front features multiple defensive lines, so that should one\nfall, an in-depth defence can be enacted and counter-attacks\nlaunched from subsequent lines. A common feature of this\nstyle of warfare is the unimaginable cost in lives of taking any\nground at all. Entire regiments attack over a front of a few\nhundred metres, thousand laying down their lives in exchange\nfor taking a position that will almost certainly be retaken\nwithin hours. War in the 41st Millennium is not subject to\nmoral laws or strategic logic; it is a matter of faith, and faith is\nthe one thing for which men will willingly die.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4290, + "rule_id": "pdf_skill_1784_suppressions", + "title": "suppressiOns", + "content": "A suppression is a punitive war, launched against a world for\nthe security of the surrounding region. It may be fought against\ninsurgent elements on an Imperial world, or against the Imperial\nCommander himself, who has perhaps withheld tithes, given\nsuccour to traitors or otherwise refused to adhere to the dictates\nof the Adeptus Terra. A suppression might be launched against\nan alien civilisation that has threaten the Imperium’s worlds or\nin order to forestall an anticipated invasion.\nSuch punitive wars are normally intended to be sharp and\nshort, and to bring about a specific set of strategic circumstances.\nOf course, suppressions may fail in their objectives, and escalate\ninto full blown wars consuming millions of lives and lasting\nmany years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4291, + "rule_id": "pdf_skill_1785_purges", + "title": "purGes", + "content": "Although the Adeptus Terra prefer to leave the administration\nof the Imperium’s worlds to the duly appointed Imperial\nCommanders, there are times when circumstances dictate that\nelements of that world’s population be removed for the good of\nthe entire region. It may be that insurgent or pirate activity has\nreached such a pitch that the local government cannot contain it\nany longer and the security of an entire sub-sector is threatened. It\nmight be that mutant or psyker populations have been allowed to\nexpand unchecked. It may even be the case that a local expression\nof the Imperial Cult has been declared heretical, and its adherents\nmust be hunted down and punished. On some worlds, such cults\nprove to be a cover for the worship of the Ruinous Powers of the\nwarp, or are dominated by alien overlords.\nPurges are brutal affairs, and often trigger a full-scale uprising.\nThey have a habit of escalating as that which the Imperium\nseeks to excise proves to be far more widespread than previously\nthought. Few planetary militias will stand idly by and watch as\nImperial Guard units from off-world conduct pogroms against\ntheir kin and burn their homes to the ground. Unless conducted\nwith swift, overwhelming efficiency, a purge may soon become a\nwar of attrition.\nPurges are often led by individuals such as Inquisitors, whose\npowers are not subject to Imperial law and who will not flinch\nat doing what is necessary to locate and punish his targets. The\nwarriors conducting the purge are likely to be drawn from elite\nunits such as the Space Marines, who are able to attack swiftly, with\noverwhelming force, before the enemy can react. In the aftermath\nof the purge, there is likely to be a period of severe oppression in\nwhich thousands are put on trial and executed. Although harsh,\nHumanity can afford no less in the battle for its very survival.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4292, + "rule_id": "pdf_skill_1786_civil_war", + "title": "Civil War", + "content": "In a galaxy in which Mankind is beset with foes on all quarters,\nit is a tragedy of epic proportions that worlds should go to war\nagainst one another. Yet such conflicts are common, as Imperial\nCommanders vie for territory and seek to settle old scores.\nWars of secession, fought between rival factions each believing\nthemselves the rightful heirs to the rulership of an Imperial\nworld, reduce entire planets to wastelands even without the\nactions of hostile invaders or rebellious elements. Trade wars\nescalate to open conflicts and the planetary militias are used not\nto defend against attackers but to capture territory from bitter\ncompetitors. It is rare for such conflicts to involve the Imperial\nGuard or other military organisations, for the belligerents\nwould not wish to draw the attentions of the Adeptus Terra,\npreferring instead to resolve the conflict with their own forces.\nAs far as the Imperium at large is concerned, these ‘bush wars’\nare insignificant to the larger strategic situation, unless of course\nthey interfere with the rendering of tithes or the raising of new\nImperial Guard regiments. Should either of these occur, then\nthe Imperium is likely to launch an attack of its own, forcibly\nousting the warring parties and installing a new Imperial\nCommander more likely to maintain the status quo.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4293, + "rule_id": "pdf_skill_1787_the_military_machine", + "title": "The miliTAry mAchine", + "content": "“Every one of us is a soldier in the Emperor’s armies. From the\ninductee-cadet learning for the first time how to field-strip his lasgun,\nto the most accomplished Chapter Master of the Adeptus Astartes.\nAll of us must fight, or all of us shall die.”\n–Fundaments of Service, Verse I.\nEvery world in the Imperium must look first to its own defence,\nfor aid against external aggression or mass uprising can take\nmonths to arrive, by which time the Imperial Commander’s head\nis likely to be mounted upon a spike over the burned out ruins\nof his former palace. In order to defend against pirate attack,\nrebellion, alien invasion or any other threat, each world maintains\nsome form of planetary militia. The number and nature of such\na force varies enormously, dependent upon the type of world. A\ndensely packed Hive world, for example, is able to raise many\nmillions of troops, and due to its huge industrial base is likely to\nbe able to equip its forces well. A less populated world is able to\nraise far fewer troops, but may be able to make up for the lack of\nnumbers in specialised skills. The Jungle Fighters of the Death\nworld of Catachan are a case in point. Few warriors in the entire\ngalaxy are able to match them in their native environment, and\nthey are such tough and determined soldiers that their skills are\never in demand regardless of the nature of the warzone.\nIn addition to his duty of providing troops, the Imperial\nCommander must also render heavy equipment, in the form of\ntanks, troops transports, artillery, and the like. Due to the nature\nof the Standard Template Construct, these are likely to be of\na standardised type common to most worlds in the Imperium.\nSometimes a world may produce equipment of an unusual pattern,\nbut these rarely join the ranks of the Imperial Guard due to the\ndifficulties in maintaining them. The Imperial Commander is\nalso obliged to provide massive reserves of arms and ammunition\nto the regiments raised from his world, and to maintain such\nstocks against future emergencies in nearby warzones.\nPlanetary defence forces go by any number of names and\nare organised and equipped according to the vagaries of local\ncustom. Some appear more ceremonial than functional, wearing\ngaudy uniforms and ornate armour, yet are recruited from highly\naccomplished warrior classes. The warriors of other militias\nappear more like rag-tag bandits, but are nonetheless hard bitten\nveterans and the match for any Imperial Guard unit.\nWhen required to provide troops for the Imperial Guard,\nthe Officio Munitorum demands the very best of an Imperial\nCommander’s defence forces. Withholding his elite units has\nproven the downfall of many an Imperial Commander, for often\nhe is held accountable for the performance of those troops he\nhas provided. If required by ongoing wars to provide more\nregiments, it is quite possible for a world’s militia to be stripped\nof its manpower entirely, making mass conscription a necessity,\nregardless of the effects on the planet’s economy.\nUpon joining the ranks of the Imperial Guard, the troopers of\nthe defence forces may come into contact for the very first time\nwith a whole range of troops they have never seen before. They\nmay fight beside lumbering Ogryns or stealthy Ratlings, and\nmay even share a battlefield with the legendary Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4294, + "rule_id": "pdf_skill_1788_the_imperial_guard", + "title": "The imperial GuarD", + "content": "The Imperial Guard represents the elite of the planetary militias,\ncalled upon to fight across the myriad warzones of the galaxy.\nThe basic building block of the Imperial Guard is the regiment,\na formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\nequipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nin the ubiquitous Leman Russ battle tank. Others still are more\nesoteric or specialised, such as the Elysian Drop Troops, who\nare unparalleled amongst the Imperial Guard in the use of\nairborne insertions and massed combat drops. Some regiments\nare drawn from the noble warrior elite of the civilised worlds,\nwhile others are little more than Feral world savages more used\nto wielding a spear than a lasgun. Regardless of their source,\nthe Imperial Guard are the bastion of Humanity, its numbers\nare, to all intents, limitless, and they bear the brunt of every\nwar the galaxy has thrown against the Imperium.\nThe number of Imperial Guard committed to a war can\nvary enormously. At the lowest end of the scale, an increase\nin pirate activity in a system might result in a regiment being\ndespatched to bring it under control, and the companies and\nplatoons of that unit being split up and deployed across entire\nworlds. An Agri world threatened by intermittent raids, for\nexample, might have a single company assigned to its defence,\nintended more as a deterrent than a serious defence. At the\nopposite extreme, an Imperial Guard force sent to dislodge an\nalien presence from a strategically vital region might consist\nof many hundreds of regiments. Such was the case when the\ngreat hero of the Imperium, Lord Solar Macharius, launched\nhis seven year campaign into the Halo Stars of Segmentum\nPacificus, commanding seven entire army groups in the\ngreatest conquest of recent times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4295, + "rule_id": "pdf_skill_1789_the_storm_trooper_regiment", + "title": "The sTOrm TrOOper reGimenT", + "content": "The Storm Troopers are a specialised formation that represents\nthe most dedicated, well-trained and superbly equipped\nregiment in the entire Imperial Guard. Each Storm Trooper", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4296, + "rule_id": "pdf_skill_1790_is_in_most_cases_the_orphan", + "title": "is (in most cases) the orphan of an Imperial servant, raised in", + "content": "a Schola Progenium and schooled in the doctrine of selfless\nservice to the Imperium. Those who have shown a propensity\nfor war from an early age undertake a punishing training\nregime, which turns them into the elite of the Imperial Guard\nand second in skill and dedication only to the Battle-Brothers\nof the Adeptus Astartes and the Battle-Sisters of the Adepta\nSororitas. Storm Troopers are equipped with the very finest\nweapons and armour the Officio Munitorum can provide, and\nthey often go to war in Valkyrie airborne carriers, leaping\ninto battle as they descend upon grav-chutes.\nThe Storm Troopers are never fielded as a whole regiment,\nbut are instead fielded as individual companies in warzones\nwhere they are most needed. Unlike the Space Marines, they\nare fully integrated into an army’s chain of command, and\ncan therefore be relied upon to spearhead Imperial Guard\nassaults, infiltrate enemy territory or provide a highly effective\nrapid reaction force to exploit breakthroughs or counter\nenemy attacks.\nIt is often said that members of the regular Imperial Guard\nregiments are resentful of the attentions afforded to the elite of\nthe Storm Troopers. This is hardly surprising, for an Imperial\nGuardsmen might serve his entire career (which equates to\nthe remainder of his entire lifetime) manning the same squalid\ndugout, while the Storm Troopers rarely stay in one theatre\nof war for long. It rarely pays to voice such bitterness openly\nhowever, for many of the Storm Troopers who survive their\nterm of service go on to become Commissars, tasked with\nkeeping discipline amongst the ranks of the Imperial Guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4297, + "rule_id": "pdf_skill_1791_the_imperial_navy", + "title": "The imperial navy", + "content": "The warships of the Imperial Navy bear the most devastating\nweapons in the Imperium’s arsenal, and they can be brought\nto bear across the length and breadth of the Imperium and\nbeyond. No other navy belonging to any other species or\ncivilisation in the galaxy wields such brutal power.\nThe Imperial Navy is charged with many tasks. Its primary\nmission is to ensure that the scattered worlds of the Imperium\nremain part of the galaxy-spanning empire of Humanity; that\nthe vital space lanes are kept open and free from attack from\nany quarter. Should pirates threaten a particular space lane, even\nthe smallest of the Imperial Navy’s squadrons are generally\nsufficient to deter further piracy, and if the problem persists, the\nNavy will hunt the pirates down, locating their hidden bases\nand destroying them utterly. Should a more concerted enemy\nthreaten a region, the Imperial Navy are likely to be the first\nline of defence, and many an invasion has been halted in its\ntracks before even making planetfall by way of mighty battles\nfought in the outer regions of a threatened star system.\nAnother task performed by the Imperial Navy is that of\ntransporting the land forces of the other military arms across\nspace. By ancient decree, the Imperial Guard may not maintain\nor operate its own interstellar spacecraft, forcing it to rely\nupon the navy for transport from one planet to the next. Entire\nregiments can be transported in the cavernous holds of the\nImperial Navy’s troop transports, and deployed via drop ship\nto the surface of any planet.\nA further role that the Imperial Navy performs is that of\nsupporting wars prosecuted upon a world’s surface. Many\nImperial Guard regiments have gunnery officers and observers\nattached to them from the bridge crews of orbiting Imperial\nNavy warships, the smallest of which carries as much firepower\nas an entire Imperial Guard regiment. These officers call down\nheavy orbital barrages with unerring precision, supporting\nImperial Guard advances and bringing the Emperor’s wrath\nto the enemy, no matter where in the vast galaxy he seeks to\nhide.\nThe sisTers Of baTTle\nThe Battle-Sisters of the Adepta Sororitas are the militant\narm of the Ecclesiarchy. Though relatively few in number\ncompared to the infinite ranks of the Imperial Guard, this\nall-female warrior order is zealous in faith and equipped with\nthe finest equipment the Adeptus Ministorum can obtain.\nThe Sisters of Battle are tasked with carrying out Wars of\nFaith against those their masters declaim as heretics, and of\nguarding the many sacred sights and pilgrim routes against\nthose who would attack the faithful. They often take part in\nthe Imperium’s crusades, for the Adeptus Ministorum desires\nits place in the glories of war, and ever seeks to ensure its\nposition after the victories are won.\nThe Sisters of Battle are often called upon to serve\nalongside the Witch Hunters of the Inquisition’s Ordo\nHereticus. So fervent and unshakeable are the Battle-Sisters\nin their faith that they can endure heresies of the very worst\norder and, with bolter, flamer and melta, scour the worlds of\nthe Imperium of the traitor, the mutant and the witch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4298, + "rule_id": "pdf_skill_1792_the_adeptus_mechanicus", + "title": "The aDepTus meChaniCus", + "content": "The Tech-Priests of Mars maintain their own military forces,\nwhich are often called upon to fight alongside the other arms\nof the Imperium’s war machine.\nBy far the greatest are the Titans of the Adeptus Titanicus.\nTitans are immense fighting machines, towering monstrosities\nseveral hundred feet tall. They instil terror by their mere\npresence and little can equal their bristling arsenals of\nweaponry. Few enemies, apart from other Titans, can stand\nagainst them. Created during the founding of the Imperium,\nthe Titan Legions have crushed the Emperor’s foes in\ncountless battles and wars. Protected by banks of void shield\ngenerators, Titans can soak up damage that would smash apart\ntank companies and infantry regiments. They march into the\nthick of battle with their mighty guns blazing, gouging huge\nholes in the enemy’s line with a fusillade of rockets, shells\nand plasma, paying little heed to the troops advancing in\ntheir wake. The Titan Legions are maintained by the might\nof the Adeptus Mechanicus and are sent into battle only\nwith the blessing of Mars itself. Each Legion is based on a\nForge world, and the Forge worlds are spread throughout the\nImperium so that at any given time at least one Titan Legion\ncan respond to a call to arms. The Legions are an immensely\npowerful force in their own right, and the presence of Titans\nhas decided the outcome of many campaigns during the long\nhistory of the Imperium.\nAlongside the Titan Legions, the Adeptus Mechanicus\nalso commands the might of the Centurio Ordinatus. This\norganisation controls immense war engines, which are\nspecialised to fulfil very particular roles. Some, like Ordinatus\nArmageddon, mount a single huge cannon capable of blasting\napart enemy war engines and fortifications. Others carry rack\nupon rack of huge missiles designed to spread wholesale\ndevastation. Some even mount experimental weapons such\nas the Sonic cannon put to use by Ordinatus Mars, which\nshatters enemy attacks and leaves the foe vulnerable to a\ncounter-attack by the Imperium’s forces. These Ordinatus\nare deployed sparingly, and many of them date back to the\nGreat Crusade and have been meticulously maintained for\nmillennia. They are seen as living icons of the Machine-God\nand the Cult Mechanicus reveres them as such.\nThe bulk of the Machine Cult’s armed forces are forge guards\nknown as Skitarii: human soldiers with bionic augmentations\nfor communication, weapons links and sensory feeds. With\nthe manufacturing power of the Adeptus Mechanicus behind\nthem, the Skitarii are amongst the best equipped soldiers in\nthe Imperium. Although most Forge worlds maintain whole\nregiments of Skitarii, their dominant role is to bolster the\nalready considerable power of the gigantic war machines of\nthe Titan Legions and crew the Centurio Ordinatus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4299, + "rule_id": "pdf_skill_1793_the_space_marines", + "title": "The spaCe marines", + "content": "The Space Marines are organised into Chapters, each of which\nis a completely autonomous organisation with its own chain of\ncommand, star ships, objectives and logistical support system.\nSpace Marines are the very finest warriors the Imperium can\nfield, and the presence of only a small number of Battledecades. The degree to which the Space Marines integrate into\nthe armies of the Imperium depends very much on the Chapter\nin question, but they never form a permanent component of the\norders of battle. Instead, the Lords Militant must negotiate the\nSpace Marines’ aid, drawing on ancient debts of honour and\ninvoking the great victories of the past. While some Chapters\nare all too willing to engage in the Imperium’s crusades and\nwars, others will only do so in line with their own agendas,\nwhich they rarely, if ever, make known to anyone outside of\nthe Chapter.\nAlthough the greatest weapon at a Space Marine Chapter’s\ndisposal is its Battle-Brothers, each is able to field a staggering\narray of devastating weaponry, vehicles and space ships.\nMany Chapters have the means to construct such machinery\nthemselves, while others hold solemn pacts with specific Forge\nworlds, whom they are supplied by in return for aid in time of\ncrisis. The huge range of equipment available to a Space Marine\nChapter, combined with the fact that the equipment itself is of\na far greater quality than that issued to many Imperial Guard\nunits, means that a Chapter can undertake missions that belie\nthe comparatively small number of its warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4300, + "rule_id": "pdf_skill_1794_the_grey_knights", + "title": "The Grey KniGhTs", + "content": "A secretive Space Marine Chapter whose very existence is\nunknown even amongst the upper echelons of the Imperium’s\nmilitary, the Grey Knights were created for one purpose: to fight\nthe Daemon. While most mortal warriors are reduced to gibbering\nwrecks at the mere sight of a fiend of the warp on the battlefields\nof the material universe, the Grey Knights are amongst the very\nfew able not only to stand before them, but to cast the Daemons\nback to the warp from whence they came. Every Grey Knight is\na psyker, his very mind a keen-edged weapon in the fight against\nthe creatures of the warp. Each is a potent warrior, the master of\nthe daemon-bane swords and glaives he wields in battle. Each\nis incorruptibly pure of heart, and it is said that in a universe in\nwhich even the most beloved son of the Emperor himself turned\nagainst all he loved, no single Grey Knight has ever foresworn his\nvows and turned to serve those powers he was created to fight.\nThe Grey Knights undertake desperate missions against the\nforces of Chaos, and while they are based in a secret Fortressfastest warships, which allow them to respond to any threat,\nanywhere in the Imperium. The Grey Knights often serve at the\nbehest of the Daemon-hunting Ordo Malleus of the Inquisition,\nforming the first, and often last, line of defence against threats\nuncovered by the Daemonhunters. Although unhallowed, without\nthe deeds of the Grey Knights, the Imperium might long since\nhave been submerged beneath an unstoppable tide of howling\ndaemonic madness, its worlds haunted by fiends and its people\nthe playthings of the vile servants of the Ruinous Powers.\nThe Origins Of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4301, + "rule_id": "pdf_skill_1795_deathwatch", + "title": "Deathwatch", + "content": "“How many have given their lives in service to Humanity, their\nnames never to be recorded, their deeds never to be celebrated? The\nDeathwatch seek not laurels; it is sufficient that the Emperor knows\nour names and our deeds.”\n–Deathwatch Brother Sergeant Ghalis (three days before his\ndeath at the claws of an Uberlord of the Nebulax Diaspora).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4302, + "rule_id": "pdf_skill_1796_the_deathwatch", + "title": "The DeaThwaTch", + "content": "The Deathwatch operates under conditions of great secrecy;\nits existence is not widely known nor are its victories widely\ncelebrated. The Chapter’s origins are even more shrouded in\nsecrecy, for they are born of a solemn pact made between the\nInquisition and the Adeptus Astartes.\nCenturies ago, a conclave of Inquisitor Lords—the\nApocryphon Conclave of Orphite IV—convened with the\nsole purpose of formulating an Imperium-wide strategy to\ncombat the many xenos threats that assailed Mankind. The\nmembers of this conclave were, in the main, drawn from the\nranks of the Ordo Xenos, all of whom shared the belief that\none day, there would come a time when Humanity would be\nconsumed by slavering xenos beasts, or enslaved to creatures\nof unutterably alien origins. They foresaw an age when every\nalien life form in the galaxy, and others from beyond it, might\nrise up and the Age of the Imperium would come to an end.\nThey had no inkling when such a terrible age might come,\nbut they knew with dreadful certainty that it surely would,\nand they determined that no effort should be spared to avert\nsuch an end.\nThe conclave sat for many years, and bitter debate raged\nback and forth between Inquisitor Lords of many different\npositions. Some believed that every trace of alien life should be\npurged from the galaxy, while a few advocated the formation\nof alliances with those races that could be tolerated. Some\nspoke of ancient, god-like beings that have slumbered since\nbefore the creation of Mankind awakening to enslave the\ngalaxy, while others foresaw that death would come at the\nhands of invasion from other galaxies entirely. While many\nInquisitor Lords declared the conclave itself an admission of\ndefeat for even countenancing that Mankind might not prevail\nagainst these threats, wiser counsel prevailed, and a strategy\nwas eventually formulated. The conclave would request an\naudience with the assembled Chapter Masters of the Adeptus\nAstartes, and ask of them a solemn undertaking.\nHow many Chapter Masters assembled to hear the\nwords of the conclave is not known, for such an event has\nonly occurred a handful of times in the long history of the\nImperium. Nor were the words of the Inquisitors recorded\nfor posterity. Certainly, enough Chapter Masters must have\nanswered the call, for a quorum of sorts was convened. The\nconclave presented its prophecy to the Chapter Masters,\nevoking the galaxy-wide threat of the ravening xenos. The\nChapter Masters, every one a veteran of a thousand campaigns\nagainst the terrors of the void, listened to the Inquisitors’\nwords, and withdrew to consider the matter.\nThe results of the Chapter Masters’ deliberations were\ndelivered to the conclave at sunrise the next day. Each of the\nMasters and Inquisitors undertook a solemn oath together.\nThey would form a new Chapter, consisting of veteran Space\nMarines highly experienced in combating the xenos. This\nChapter was dubbed the ‘Deathwatch’, for it would stand\nguard against the doom foretold by the conclave. Thus, to\nthis day, this joint oath still stands. The Battle-Brothers of\nthe Deathwatch take the war against the alien to the very\ndarkest reaches of the void, bringing to bear such force\nas no individual Inquisitor could hope to muster. In this\nmission, the Ordo Xenos and the Deathwatch are equals,\nthe Inquisitors rooting out the foes for the Deathwatch to\neradicate. While neither party is subject to the command of\nthe other, both work in concert towards their common goal,\naccording to those oaths made centuries ago. The two work\nclosely together, ever watchful for that fateful day when the\nprophecies of the conclave are realised.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4303, + "rule_id": "pdf_skill_1797_deathwatch", + "title": "DeaThwaTch", + "content": "The Deathwatch has at its disposal all of the resources of\nany other Chapter, and more, yet it is organised along\nentirely different lines more suited to its unique mission.\nThe key tactical unit into which Deathwatch Space Marines\nare organised is the ‘Kill-team’. This small, highly flexible\nunit represents a band of warriors utterly dedicated to their\nmission and to one another. The Kill-team may consist of as\nfew as three Battle-Brothers or as many as a dozen, and their\nmissions are assigned to them by a Watch Captain. A number\nof Kill-teams are brought together under the command of a\nWatch Commander, who is responsible for coordinating the\nmissions of all of the Kill-teams under his command.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4304, + "rule_id": "pdf_skill_1798_watch_captains", + "title": "waTch capTains", + "content": "Watch Captains are Battle-Brothers that have served in the ranks\nof the Kill-teams with great distinction, and have undertaken\nmultiple tours of duty with the Deathwatch. It is not uncommon\nfor especially skilled Battle-Brothers to be called to serve many\ntimes, and at some point, such veteran alien-hunters are likely\nto be afforded the honour of assuming the rank of Watch\nCaptain. In accepting this role, the individual knows that he\nwill not return to his Chapter for many years, for the time for\nwhich he serves as Watch Captain is generally counted as a\nsingle ‘mission’ in itself.\nThe role of the Watch Captain is to oversee one or more Killtraining, equipping and deployment. It is also the Watch\nCaptain’s duty to record the Battle-Brothers’ deeds in battle,\nand to ensure that, if possible, the remains of the fallen are\nreturned to their parent Chapters with all due honour.\nIt is relatively unusual for a Watch Captain to accompany his\nwarriors on a mission, but he occasionally does so if especially\ndangerous foes are being faced and his personal intervention\nmight turn the battle. In many cases, the Watch Captain oversees\na mission from nearby, often in a Thunderhawk gunship\nespecially equipped to serve as a combination of command\ncentre, emergency surgery, arsenal and quarantine facility for\ncaptured foes. From his gunship, the Watch Captain is able to\nmonitor the progress of the mission, seeing exactly what each\nBattle-Brother sees by way of the multi-band sensors built into\ntheir power armour. He can also monitor the physiological\ncondition of his warriors, ensuring that no alien biological\ncontaminants are transmitted onwards on their return.\nWhen the Watch Captains do take to the battlefield, their\npresence can turn the tide of combat. A Watch Captain is both\na leader, with experience in commanding troops and inspiring\ndeeds of great heroism, and a fearsome warrior in his own right.\nHe has seen every horror the galaxy has to offer, and stood\nfirm against them all. He can remain unshaken even in the face\nof a gargantuan alien terror capable of wiping out an entire\narmy, and discern immediately its most vulnerable weakness.\nThe Watch Captains of the Deathwatch are amongst the most\nheroic of the Imperium’s servants, even if their names and their\ndeeds are never known to any but their Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4305, + "rule_id": "pdf_skill_1799_watch_commanders", + "title": "waTch cOMManDers", + "content": "The Watch Commanders of the Deathwatch are amongst the\nmost experienced Space Marine xenos-fighters in the entire\ngalaxy. Prior to their secondment to the Deathwatch, a Watch\nCommander is likely to have progressed to the rank of Captain,\nand some have even served as Chapter Masters. The role of\nWatch Commander, like any other position in the Deathwatch\nis, in theory, only a temporary one. However, most of these who\ntake up the position do so in the knowledge that they may never\nreturn to their Chapter again, such a vital and heavy burden is the\nrank. As such, the duty is a lonely one, for the Watch Commander\nsees countless Battle-Brothers serve under him before they return\nto their Chapter, and he knows that he will, in all likelihood never\ndo so.\nThe process by which an individual is elevated to the rank\nof Watch Commander varies from case to case, but most have\nserved in the capacity of Watch Captain. The promotion may\ncome about by default, as the previous incumbent is killed in\nthe line of duty and the most senior Watch Captain under his\ncommand simply takes over. Sometimes the process is driven by\nthe Watch Captains electing one of their number to take overall\ncommand, while on other occasions an Inquisitor of the Ordo\nXenos may make the appointment, which must be ratified by\nthe Watch Captains and other Watch Commanders. In a handful\nof cases, a Watch Commander has actually joined the ranks of\nthe Inquisition, appointing his replacement before he leaves the\nWatch Fortress.\nWatch Commanders hold a position of great authority and\nresponsibility, for they have access to records and archives otherwise", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4306, + "rule_id": "pdf_skill_1800_watch_fortresses", + "title": "waTch fOrTresses", + "content": "A Watch Commander and all of the Kill-teams under his\ncommand are based in a Watch Fortress. Such places can take a\ngreat many forms; some are mighty deep space stations, while\nothers are imposing, fortified keeps on a planet’s surface. Some\nare impenetrable installations many miles below ground, while\nothers still are hollowed out asteroids bristling with weaponry\nand protected from prying eyes by arcane cloaking systems.\nWithin each Watch Fortress the Kill-teams train and prepare\nfor coming missions. Each fortress combines the functions of\ncommand centre, keep, archive, garrison and more. The Watch\nCommander often coordinates the monitoring of a hundred\ndifferent threats; or his attentions might be focused exclusively\non one single, overriding concern towards which all of his\nefforts are turned. The commander is assisted in his duties by a\ncadre of specialists, some of whom are Space Marines, such as\nTechmarines, Apothecaries and the likes, while many more are\nthe equivalent of Chapter Serfs. Some are specialists seconded\nfrom the staff of one or more Inquisitors, while the greatest\nnumber are mono-task Servitors.\nAmongst the most important members of the staff are the\nAstropaths, several of whom are always present in any Watch\nFortress. At all times, at least one Astropath is locked in an\narmoured saviour-chamber (sometimes referred to as the ‘ebon\ncoffin’) with its own life-support system, which is isolated from\nthat of the fortress. In the event of the facility being overrun,\nit is intended that this Astropath will survive long enough to\ntransmit a message to the nearest Inquisitorial bastion or Space\nMarine home world. Getting such a message out is far more\nimportant than the Astropath’s survival of course, and many\nhave committed suicide rather than fall into enemy hands, once\nreasonably certain their message has been received. That being\nsaid, one Astropath in the service of the Inquisition is known\nto have survived for six months within his saviour-chamber,\nwhile hideous Drugh slithered around the fortress and rasped\nineffectually at the chamber’s armoured hatch. By the time the\nfortress was retaken, the poor soul was quite insane, and put\nout of his misery soon after.\nThe number of Kill-teams stationed in any given Watch\nFortress varies enormously. Some are home to only a handful\nof Battle-Brothers, while others host several dozen Kill-teams.\nDespite the small number of warriors stationed on even the\nlargest Watch Fortress, it would be suicide for an enemy\nto attempt an attack on one, even if its location could be\ndetermined. Each bristles with weaponry, much of it controlled\nby hard-wired Servitors or fired remotely by the Watch\nCommander’s staff. Some are even said to be protected by\ngreat cannons and banks of missiles controlled by autonomous\nmachine spirits.\nAt the heart of each fortress is to be found a sealed vault,\ncontaining the most sensitive and valuable of assets. It is said\nthat some of these vaults are encased within stasis fields;\nthat time stands still within and even the most ancient and\ncrumbling parchments can be preserved. Other vaults are said\nto be encased within quantum-displacement fields, so that they\nare not actually located in the Watch Fortress at all, but exist out\nof phase with it so that even should the fortress be destroyed\nthe contents at its heart will survive. Exactly what is kept\nwithin these vaults depends upon the mission of the fortress\nand the threats it guards against. Some contain vast libraries\nof forbidden texts, knowledge so terrible they may only be\nconsulted when the very fate of Humanity itself hangs in the\nbalance. Alien artefacts of unknown or devastating potency\nmight also be sealed within the vault, affording the savants of\nthe Ordo Xenos the opportunity to study them whilst they are\nkept out of the hands of those who would use them for the\ndetriment of Mankind. Some Watch Fortresses even maintain\na stock of the most exotic of weapons, which are kept safe in\nthe vault and only brought forth in the most dire of situations.\nHere are found the warheads of the cyclonic torpedoes used to\nenact Exterminatus upon a world. Some weapons are unique\nand so potentially devastating they may never be disturbed, the\nsingular relics of the Dark Age of Technology. This includes\nsuch artefacts as the anti-baryon detonator held in a Watch\nFortress at the heart of the Ghoul Stars, and the super-massive\n‘starbane’ vortex cascade generator secreted within the eonAside from these sealed stocks of weaponry, each fortress\ncontains vast stores of more conventional arms and ammunition.\nSufficient stores to last for centuries without re-supply are held\nin the Watch Fortresses, as well as all of the heavy equipment\nnormally utilised by the Space Marines such as artillery and\nvehicles. Many of the weapons are venerated relics, crafted by\nlong-dead master-artisans whose names have become legendary\namongst the Space Marines.\nThe larger of the Watch Fortresses are home to all manner\nof training facilities. In vast domes, unique environments can be\nrecreated in which the Battle-Brothers can perfect their battle\ndrill and rehearse their missions. Some of these domes have\nbeen stocked with life forms, such as Death world flora and\nfauna, in order to create the most realistic training conditions\npossible. It has even been known for captured aliens to be set\nloose in the training domes, to be hunted down by the KillAlthough no resource is spared the Kill-teams, it is usual\nthat each Battle-Brother lives an austere existence in the Watch\nFortress. It is common for each to maintain a personal shrine,\nat which he undertakes the devotions and rites particular to his\nown Chapter. A Battle-Brother seconded from the Ultramarines\nChapter, for example, might maintain a simple chapel dedicated\nto the Primarch Roboute Guilliman, while one drawn from the\nMortifactors Chapter might keep vigil before the flensed skulls\nof a hundred slain enemies. When not engaged upon a mission\nor a training exercise, and not meditating at his own chapel, the\nSpace Marine may rest in a cell which is seldom more than a\nbare, stone-walled chamber. Space Marines require little sleep\nhowever, and most of the their time is spent either in battle, or\npreparing for it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4307, + "rule_id": "pdf_skill_1801_watch_stations", + "title": "waTch sTaTiOns", + "content": "While Watch Fortresses are relatively scarce, there are far more\nof the smaller facilities known as Watch Stations. These are\noften no larger than a small escort ship, and some are little\nmore than a rockrete bunker situated upon a lonely mountain\ntop. Watch Stations are located so as to provide watch against a\nspecific threat, or to guard a particular location. They may have\nbeen placed centuries ago, perhaps on the word of a mystic’s\nprophecy or an especially auspicious reading of the Emperor’s\nTarot, or it may be that a great enemy was defeated at that\nlocation and its possible return is being guarded against.\nAs with the Watch Fortresses, Watch Stations can take\nmany forms. A great many are silent sentinels in orbit around\na world, while others are lonely towers standing guard over a\nlong dead battlefield. Watch Stations provide facilities for little\nmore than a single Kill-team and the Battle-Brothers are rarely\nstationed on one for any great length of time; the resources\nof the Deathwatch too scarce for every such station to be\npermanently staffed. Instead, Watch Stations may be used as\na staging point should a threat become apparent, and to this\nend they are always stocked with vast reserves of ammunition,\narms and equipment.\nWhile they are not always manned by Battle-Brothers, many\nWatch Stations are home to a skeleton crew of sensor-techs\nand watch-serfs. These live out their entire lives performing\ntheir duty, ever watchful for the threat of the alien and ready\nto call upon their masters should such an event occur. Many of\nthese serfs have lived and died and never met a Battle-Brother,\nyet all are indoctrinated and conditioned into their duty, and\ntheir watch never tires.\nA great many Watch Stations are not crewed by men at\nall, but are controlled by machine spirits. It is only by the\nblessings of the very highest acolytes of the Machine God that\nthis is possible, for such devices that can be entrusted are rare\nindeed. Orbiting many a Dead world might be found, by one\nwho knows to look, a silent mechanical picket, its glass eyes\nscrutinising the surface far below, its transmitters trained upon\ndistant relay stations.\nThe primary task of any Watch Station is to gather\ninformation and to pass this back to the Watch Fortress.\nThe nature of the information may be detailed activity logs\ncompiled by watch-serfs, or at the other extreme, it may be the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4308, + "rule_id": "pdf_skill_1802_quarantined_worlds", + "title": "Quarantined Worlds", + "content": "There are some worlds in the galaxy that are known to harbour life forms\nso dangerous or vile that the Imperium has imposed a quarantine upon them,\nthat none may set foot upon the surface. Many of these are classified as\nDeath Worlds, planets that teem with life forms so predatory that even\nthe most seasoned and well-equipped explorer is likely to be slain within\nminutes of disembarking his lander. Other quarantined worlds might\nharbour the remains of long extinct alien civilisations, and be host to\nthousands of sealed tombs within which lay relics too dangerous to be\nallowed to fall into the wrong hands. Some worlds harbour microscopic\nlife so deadly that to simply breathe the air would cause one to die\nhorribly within minutes.\nMany of these worlds are guarded by lonely Watch Stations, but there\nare simply too many of them across the galaxy for all of them to be\nwatched over in this way. Around these are placed beacons, warning\nany approaching spacecraft that to trespass further is to invite the\nretribution of the Inquisition. Those foolish enough to ignore these\nwarnings rarely survive whatever it is the beacons are warning against,\nbut their identities are logged nonetheless, so that the Inquisition might\nhunt down any survivors and punish them for their crime. Many are the\nbands of outcasts, rebels and pirates that have somehow survived the\nperils of a Death World, only to be hunted down and slain by a Deathwatch\nKill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4309, + "rule_id": "pdf_skill_1803_recruitment", + "title": "recruiTmenT", + "content": "Those Chapters which undertook the great oath that created\nthe Deathwatch provide their most experienced xenos-fighters\nto serve in the Kill-teams, as do many other Chapters whose\nmasters were not present to take the original oath, but who\nhave since undertaken it. There are some particular Chapters\n(the Crimson Fists and Mantis Warriors amongst them) who\nmake it a point of pride to send many of their Space Marines\nto serve with the Deathwatch. Most Battle-Brothers are\nveterans of a hundred alien wars before being inducted into the\nDeathwatch, but selection is not made upon length of service\nalone. In theory, even a Scout that shows exceptional skill at\narms against the xenos may be selected to serve, although\nsuch an event is extremely rare. In the main, it is those Battlenot only survived, but prevailed, learning and passing on new\nmethods of defeating such foes. These warriors have faced\nhordes of Tyranid creatures so vast they spill over the horizon,\nand never once given an inch of ground. They have stood facewalked away the victor. They are masters at hunting down such\ndread beasts as the Ambull and the Clawed Fiend, and know\nevery deceitful ploy the Eldar are likely to utilise.\nAside from the obvious skill the warrior has displayed,\nperhaps more important is his purity of heart and his soundness\nof mind. To face the xenos is to bear witness to the most vile,\ndepraved horrors that creation can produce, as if the universe\nhad mutated and life itself turned against Mankind. Space\nMarines, above all others, are created to defend the Imperium\nfrom against the most severe of threats, and recognise the\ndangers aliens pose to Humanity. There are some intelligent\nraces that are so utterly different in form and nature that just\nto consider them is challenging, and to look upon them is\nmind shattering. In fact, some are so utterly alien that only an\nexperienced xenos fighter would recognise them at all, for they\nmay appear as pools of slime, a cloud of darting motes or a\nnoxious mist creeping along the ground.\nMany aliens make war upon Humanity in ways quite\nunimaginable to the common man. In fact, many are not making\nwar at all, from their own perspective at least, but are instead\nhunting prey, harvesting sustenance or subjugating recalcitrant\nslaves. A Space Marine inducted into the Deathwatch must be\nable to face all of these truths, and stand firm, his sanity intact.\nAnother theatre of war that the Space Marines are uniquely\nequipped to fight in is that of the microscopic. Every alien\nrace is the product of a unique biological inheritance, having\nevolved, in most cases, in an eco-system of limitless variety.\nEven non-violent contact with an alien might result in\nmicrobial contamination that would cause a normal man to\nsicken and die within hours. Space Marines are sealed within\nnigh-impenetrable armour and blessed with the very toughest\nof bio-engineered immune systems, and most importantly, well\nversed in the proper first contact doctrine (point one of which\nis to shoot first).\nThe process by which a Battle-Brother is selected for\nservice in the Deathwatch varies, but the most common is\nby recommendation of the Chapter’s Captains, Apothecaries", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4310, + "rule_id": "pdf_skill_1804_training", + "title": "Training", + "content": "Any Battle-Brother serving in the Deathwatch is by definition\namongst the most experienced of xenos-fighters in the entire\ngalaxy, yet he cannot possibly be as well-schooled in the\nmatter as a veteran Watch Captain or commander. The Brother\nmight have experienced combat against a hundred different\nalien races, but there are many thousands more he may never\nhave encountered or even heard of. The Deathwatch takes it\nupon itself to pass on every shred of knowledge possible to\nits warriors, through a myriad of different means.\nThe newly recruited Brother is initially subjected to a\ngruelling regime of hypno-indoctrination, in which his\nsubconscious mind is filled to overflowing with the details of\nevery known intelligent race, and many classed as mindless,\nyet highly dangerous animals. This process merely lays the\ngroundwork for further schooling and study, which unlocks\nthe full potential of the Space Marine’s superior mental\ncapacity. A warrior faced with a foe he has never before\nencountered may thus find that he recalls the exact weak spot\nthat must be targeted in order to it strike down.\nHypno-indoctrination is but the lesser part of a Deathwatch\nSpace Marine’s preparation, however, and he undertakes\nconstant training in the methods required to combat specific\nenemies. While much of this training is theoretical, some is\nvery real indeed. The Brother may be required to enter a\nsealed beast-chamber in which a captured alien combatant\nis entrapped. He is not allowed to exit until he has killed it,\noften armed with only his combat knife, with his bare hands\nand teeth or without his armour. Only when the Brother’s\nWatch Captain is satisfied that he is ready, and the Watch\nCommander concurs, is he authorised to take his place in a\nKill-team and undertake his first mission.\nheralDry Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4311, + "rule_id": "pdf_skill_1805_deathwatch", + "title": "DeaThwaTch", + "content": "Upon joining the ranks of the Deathwatch, the Battle-Brother\nenacts a ritual in which his armour is repainted black. Not all\nof the armour is repainted however, for the right shoulder\nplate is left in its original colour so that the Brother’s parent\nChapter may be known. To obscure one’s Chapter icon is\nregarded as an act that would anger the armour’s war-spirit\ngreatly and invite its ire at a crucial moment in battle. Thus,\nthe origins of any Deathwatch warrior are clearly visible by\nthe heraldry displayed upon his right shoulder.\nOn the warrior’s left shoulder he bears with great pride\nthe ornate heraldry of the Deathwatch. The shoulder plate\nand the entire left arm is electroplated silver, and polished\nto a high shine. At the centre of the plate is the icon of\nthe Deathwatch — the Inquisitorial ‘I’, mounted with a\ndeath’s head and crossed bones. Around the icon passages\nfrom various devotional texts are engraved, including the\nCatechism of the Xenos and the Third Abjuration of Terra.\nSuch passages remind the Brother of his duty at all times, and\nit is not uncommon for him to recant the lines of such prayers\nin battle, steeling his heart and those of his comrades against\nthe evil of the xenos.\nAside from these details, the armour of a Deathwatch\nwarrior is often decorated with a combination of purity seals\nand holy icons and symbols unique to his parent Chapter.\nSpace Wolves, for example, commonly adorn their armour\nwith all manner of runes and talismans derived from the culture\nof their home world of Fenris, and these can often be seen\non the armour of Space Wolves serving in the Deathwatch.\nBlood Angels Space Marines are known to bear many small\nteardrop icons, while the Battle-Brothers of the Dark Angels\nChapter often carry small winged sword pendants.\nThe longer he serves in the Deathwatch, the more adorned\nwith purity seals and devotional scripts a warrior’s armour\nbecomes. Having faced the vilest horrors of the galaxy, the\nBattle-Brother knows that ultimately, it is faith that defeats\nthe xenos. While he carries the very finest arms and armour\navailable, purity is the most deadly weapon the Deathwatch\ncan bring to bear against their foe.\nwargear Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4312, + "rule_id": "pdf_skill_1806_deathwatch", + "title": "DeaThwaTch", + "content": "The Inquisition and the Deathwatch have access to a huge\nrange of weapons and artefacts that even the Space Marines\ndo not have. Quite apart from the highly specialised or unique\nitems, every single Deathwatch Space Marine is equipped with\nthe best wargear possible. Every boltgun is an artificer-crafted\nwork of art, created and maintained by the finest weapondown through generations of warriors, and is imbued with\nthe spirit of each. Every Space Marine that takes up a weapon\ngives unto it something of himself, and in return is blessed\nwith the protection of his forebears.\nMany of the weapons and suits of power armour in the\narmoury of the Deathwatch are revered as holy icons. Many\nhave individual names, taken from a former bearer or a great\ndeed performed. There are boltguns with names such as ‘Brother\nKalk’s Reaper’ and ‘Bane of Piscea’. There are suits of power\narmour called ‘Lord Odeck’s Deliverance’ and ‘Iron Spirit’.\nIn addition to the masterful craftsmanship with which each\nitem of wargear is maintained, much of the equipment of the\nDeathwatch utilises improvements and modifications known\nonly to the most senior of tech-adepts. It is a testament to the\nChapter’s status that it has access to the very highest echelons\nof the Cult Mechanicus, and to technological marvels beyond\neven the reach of the Space Marines. Perhaps the most obvious\nexpression of this access is to be seen in the many types of\nhighly specialised ammunition the Chapter uses. Through\ncountless engagements, the Chapter has developed specialised\npoisons keyed to the biology of specific aliens, and these can be\ndelivered by way of specialised bolt rounds. The Deathwatch\nmakes use of tracking devices that utilise otherwise lost\nbranches of technology, including electro-magnetic scanners,\nmotion detectors and co-efficient prognostication units. Each\nBattle-Brother commonly bears equipment only carried by\nspecialists in his own Chapter, ranging from melta-bombs to\nthe highly prized vortex grenade.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4313, + "rule_id": "pdf_skill_1807_hands_or_claws_tentacles_or", + "title": "hands (or claws, tentacles or pseudopods) of the enemy. A", + "content": "vortex detonator is dangerous enough in the hands of a fully\ntrained Space Marine, but in the possession of a time-phasing\nalien infiltrator it could be devastating. In the rare event\nof such an item being lost on the field of battle, it is not\nuncommon for the Deathwatch to mount further missions,\nto recover or, if that is not possible, to destroy the item. The\nmost precious and dangerous assets are occasionally fitted\nwith denial-charges, in order to render them useless in the\nevent of their loss. Nevertheless, such items have occasionally\nfallen into the possession of the enemy, as was the case when\nthe third moon of Liberty became unstable in its orbit and\ncrashed to the planet’s surface, ultimately wiping out all life\non that world. This catastrophic event was caused by the\nloss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the\nDark Age of Technology that fell into the hands of the alien\nAntipath. Whether or not the Antipaths intended to detonate\nthe catalyst when they did, or whether its was a terrible\naccident, will never be known, but serves to demonstrate the\npotency of some of the weapons of the Deathwatch, and the\nconsequences of their loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4314, + "rule_id": "pdf_skill_1808_the_xenos_threat", + "title": "The XenOs ThreaT", + "content": "“Do not ask, ‘Why kill the alien?’ rather ask, ‘Why not?’”\n–Battle-Brother Artemis\nThe threat posed by the many alien species of the galaxy\nmanifests itself in many different forms. Some species are\novertly hostile, while others are more pernicious. Some regard\nMankind as nothing more than a food source, while others\nseek to twist and manipulate it to their own advantage. There\nare those alien empires that would dominate Humanity, and\nothers that would simply eradicate every last trace of it.\nAside from the obvious threat of outright war and invasion,\nand the loss of worlds, lives and resources that accompanies\nit, the dangers posed by the xenos can be far more insidious\nand subtle. Some races seek to infiltrate individual societies\nand corrupt them from within, weakening them against the\neventual invasion, or precipitating outright revolution in\nwhich the aliens themselves are installed as masters. There\nare those foolish or dispossessed of some communities that\nwillingly turn to the xenos for salvation when their own\nlot appears so desperate that even faith in the Emperor is\ninsufficient. Alien emissaries and demagogues move amongst\nthe outcasts and the desperate, establishing themselves\nas saviours or visionaries, and slowly replacing the GodSometimes this is accompanied by simple guile, but all too\noften domination is achieved by way of psychic or genetic\nmanipulation, enslaving entire planetary populations to the\nwill of the xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4315, + "rule_id": "pdf_skill_1809_the_deathwatch_and_the_codex_a", + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\nKill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced.\nIt is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience\na period in which they must adjust to this foreign mode of organisation. This is especially the case when it\ncomes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors.\nIn practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that\ndo are often the most highly effective of warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4316, + "rule_id": "pdf_skill_1810_the_tyranid_hive_fleets", + "title": "The TyraniD hive fleeTs", + "content": "“We must scour them from the stars before they do the same to us.”\n–Chaplain Cassius of the Ultramarines\nThe Tyranids are the most alien of the races to curse the galaxy\nwith their existence. An elemental force, they mass in voidstop. The Tyranids are believed to have migrated from beyond\nthe known galaxy in search of new systems to consume;\nravening swarms descending upon planets and stripping them\nof all life. Every living thing is consumed, brought back to\nthe hive ships and dissolved into a rich biological gruel from\nwhich new Tyranid organisms are grown. When the Tyranids\nmove on in search of fresh prey, they leave planets as nothing\nbut balls of scoured rock in their wake.\nUnlike many other alien threats facing Mankind, the\nTyranids are an entirely new enemy. The arrival of this galactic\nthreat first came to light when Inquisitor Kryptman of the\nOrdo Xenos recovered a data-slate from the barren husk\nthat had once been the Imperial world of Tyran. The alien\nfleets were composed of an innumerable tide of living craft,\nfrom biological attack vessels to gargantuan, tentacled hive\nships — all cells in a single alien organism that threatened to\ndevour the Imperium. Codified as ‘Behemoth’, the Tyranid\ninvasion devoured entire sectors, and culminated in one of\nthe largest space battles in the Imperium’s history, around\nthe rings of Circe. Both the Ultramarines and Battlefleet\nTempestus suffered terrible casualties before the invasion was\nfinally broken.\nDespite the great victory won at Circe, it was soon\ndiscovered that defeating the Tyranids was not such a simple\nmatter. Although the vast bulk of the Tyranids’ vessels were\ndestroyed, the smaller ones scattered, and soon small ‘splinter\nfleets’ were appearing across the Eastern Fringe. But a fraction\nof the size of Behemoth, even the smallest of the splinter fleets\nis capable of laying waste to an entire world, and the largest\nthat have been faced, in particular those currently active in\nthe Jericho Reach region, consist of vast swarms capable of\noverrunning entire star systems.\nDuring the bitter fighting against Behemoth, the\nDeathwatch undertook a number of vital missions, including\nnigh-suicidal boarding actions against the largest of vessels,\nwhich were theorised to have some sort of control function\nover the hive fleet. During these missions, much vital\nexperience was earned, and this was soon expanded as Space\nMarines of the Ultramarines Chapter, which had borne the\nbrunt of the fighting, took service in the Deathwatch.\nMany in the higher echelons of the Imperium’s command\nstructure believe the dire threat represented by Behemoth\nto have been averted. While efforts to defeat the remaining\nsplinter fleets are ongoing, the leaders give thanks that the hive\nfleet was destroyed, even if the cost was almost unbearably\nhigh. There are many in the Ordo Xenos who are not so\nsure however, and counsel vigilance against the return of the\nTyranids. Many are the Watch Stations of the Deathwatch\nthat have turned their unblinking eyes upon the darkness of\ninterstellar space, ever watchful for the stars being snuffed out\nby the innumerable vessels of another Tyranid hive fleet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4317, + "rule_id": "pdf_skill_1811_eldar_warhosts", + "title": "elDar warhOsTs", + "content": "“Compared to them we are but children. Sadly, it is the way of things\nthat children never learn from the errors of previous generations, and\nare ever doomed to repeat them.”\n–Inquisitor Czevak\nAs a race, the Eldar are largely gone from the galaxy, their power\nhaving waned long ago due to their own folly. Now, this once\nhighly advanced race of graceful aesthetes clings to existence\naboard lonely world-vessels slowly plying the void. Yet millennia\nago, these enigmatic and otherworldly aliens ruled the entire\ngalaxy; they seeded whole worlds, and wielded the power of the\nvery gods. Still, it is said that the Eldar refuse to fade into the\nblackness of the void, and that the race is a powerful force yet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4318, + "rule_id": "pdf_skill_1812_tau_expansions", + "title": "Tau eXpansiOns", + "content": "“Their time shall come, fear not. Let them believe themselves\nour betters, let them think they can turn our worlds to their sick\nphilosophy. They think in decades; we think in centuries. When the\ntime is come, we’ll crush this so-called ‘Empire’ completely, and grind\nit to dust beneath our heels.”\n–Lord-Consul Lastant at the Treaty of Gharak\nThe Tau are a young race, only recently come into contact with\nHumanity. They seek to bring the enlightenment and unity\nof the ‘Greater Good’ to those who will join them. While the\nImperium is beset on all sides, the Tau Empire grows stronger\nand stronger. In the Eastern Fringe, far from the power of\nTerra, world after world has fallen to their dynamic expansion.\nWhere a world refuses to join the Tau Empire, all resistance is\nswept aside, whether it is philosophical or military, for the Tau\nbelieve that the Greater Good can overcome any obstacle.\nThe relatively small size of the Tau Empire belies the\nreal danger it poses to the Imperium. While the race is not\novertly hostile, and is perfectly willing to trade and treat\nwith the Imperium, the philosophy of the Greater Good is\nconsidered pernicious and insidious. While the peoples of\nthe Imperium are ruled according to the brutal realities of\nsurvival in a hostile galaxy, the Tau preach that all should\nbe equal, and only then can the entire empire go forward, as\none. They are guided by a caste of rulers and spiritual leaders\ncalled Ethereals, who appear to be able to inspire in the Tau a\ncurious combination of duty and contentment. The Imperium\nhas no concern if its citizens are content, so long as they do\ntheir duty; to the Tau the two concepts are one and the same.\nThere are those amongst the Imperium’s highest echelons of\ncommand that worry that the Tau’s doctrine of collectivism\nmight spread through the populations of human worlds they\ncome into conflict with. Were that to happen, it is feared,\nsurely chaos and anarchy would follow.\nWhile the Imperium has fought one major, and many\nsmaller wars against the Tau Empire, there has been a fair\ndegree of contact, and at times, cooperation. The Tau, it\nappears, appreciate that they will not conquer the Imperium\nby military force, and instead await the time when Humanity\nwill see the wisdom of the Greater Good and join the Tau. The\nconfrontations that have occurred are, in the main, confined\nto small regions, although the recent conflict in the Jericho\nReach has caused many to suspect the Tau of escalating their\nattacks for greater gains.\nThe Ordo Xenos seeks to study the Tau, for some amongst\nits number covet the selfless willingness with which they\nfollow and obey the Ethereals. It is not currently known\nwhether the Ethereals exert some form of low level psychic\nmind control over their subjects, the effect is pheromonevery nature. Needless to say, there are those who would relish\nthe chance for further study.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4319, + "rule_id": "pdf_skill_1813_enslaver_plagues", + "title": "enslaver plagues", + "content": "“Call them what you will—Krell, Psyrens or Enslavers. Just one\nwitch, unsanctioned, caused the destruction of Hive Skorpios when\none of those things used her brain as a gateway to this world. Within\nthree days the entire hive’s population was reduced to drooling mindbecause the governor thought his family should be exempt from the\npsyker cull and refused to give his daughter to the Black Ships.”\n–Inquisitor Mallen, Ordo Xenos\nThe Enslavers represent a form of life entirely anathema to\nany other in the galaxy. Though biological, these beings\nappear to exist primarily in the warp, yet no details of their\nnature are known. What makes the race dangerous to the\nImperium, and indeed to all life in the galaxy, is the fact\nthat the Enslavers make incursions into the material universe\nwhich, if not checked, soon escalate into planet-wide plagues.\nIn such a case, Exterminatus is a merciful end to the planet’s\nenslaved population.\nWhat is known of the Enslavers is that, from the warp, they\nare able to detect the presence of powerful, yet unprotected\npsykers in the material realm, and use their minds to create\na portal between the two dimensions. This process is a gross\nblasphemy in itself, for the unfortunate victim’s body is\ntransformed into a distended, writhing archway, the pulsating\ndarkness of the abyss at its core. Through this gateway, the\nEnslavers pour in ever-greater numbers. Having established\nthemselves in the material universe, these vile creatures\nenslave any and all intelligent life forms within range, taking\ncomplete control of their bodies, and using them as an army\nof mind-slaved drones.\nTo be enslaved is said to be amongst the worst possible fates\nthat can befall a man. While his mind remains fully aware of\nhis plight, his body is no longer his to control. He is nothing\nbut a puppet of the Enslavers, to be used as they wish. The\naliens have no knowledge or concern for the physical well\nbeing of their drones, and use them until they fail, whether\nthrough starvation, neglect or wounding. The drones stumble\nforward under the crude control of their masters, forced\nagainst their will to bear arms against their own. As the\nEnslaver Plague, as these catastrophes are known, progresses,\never greater numbers of meat-puppets are enslaved, until vast,\nuncountable hordes of drones overwhelm the planet. What\nhappens once the Enslavers’ victory is achieved is unknown,\nand frankly too horrible to consider.\nAlthough not as prevalent a threat as other alien races,\nthe Enslavers are nonetheless guarded against with utmost\nvigilance. Punitive Deathwatch actions are launched at\nthe slightest suspicion of imminent plague, for the span of\ntime between the appearance of the first gateway and total,\noverwhelming infestation can be shockingly rapid. Predicting\nwhere such plagues might occur is nigh impossible, except\nperhaps with frequent and skilled recourse to the Emperor’s\nTarot. Ultimately, the only way to be sure that no plagues\ntake place is by way of stringent psyker culls and the eternal\nmission of the Black Ships.\nrise Of The ancienTs\n“There are shrivelled things laying in cold tombs far below the\nsurface of dead worlds that once bestrode the galaxy. And there are\nthose who by their deeds would awaken such creatures. Not on my\nwatch...”\n–Brother Fenrik Red-Eye of the Deathwatch\nThe galaxy is truly ancient, and evidence of extinct stellar\nempires abounds. Countless human cities have been built\nover the crumbling remains of far older civilisations, with\nno concern of what might slumber in dusty tombs far below\nthe ground. There exist entire hive cities hollowed into the\ninnards of miles-high alien structures. Even on the most long\nsettled and heavily populated worlds, out in the wilderness\nzones might stand wind-wracked obelisks built by unknown\nmasons. In many cases, the world’s original colonists would\nhave fought a war of extermination against whatever intelligent\nlife dwelled there first; on others, the aliens had died off or\ndeparted millennia before Mankind even set foot there.\nThere are those whose mission it is to ensure that the myriad\nlost empires of the galaxy stay that way. Inquisitors of the\nOrdo Xenos and their Deathwatch allies hunt down any trace\nof these extinct galactic empires, and seek out signs of their\ncontinued existence. This is because despite the fact that the\nlost empires are no longer a power, there are those who would\nsee them returned to their former status. These might be the\nfallen alien descendents of the once-mighty ancients, lurking\nin the wilderness and working unseen to renew their ancestors’\npower. In some cases, deluded humans work to resurrect lost\nalien civilisations, perhaps having acquired a fragment of lost\nand forbidden knowledge, or having fallen under the power\nof some artefact recovered from a sacred site.\nSome Inquisitors within the Ordo Xenos discern patterns\nof alien activity wherever they look. While those at the\nfrontlines may only perceive that which they face in the heat\nof battle, the oldest and wisest of Inquisitors and savants take\nnote of locations of tomb-worlds across entire sectors, regions,\nsegmentae and indeed, the galaxy. While many take their dire\nwarnings as the ravings of blasted old men, others see truth\nin their words, and fear what might become of Mankind were\nthese patterns to align, were the ancients themselves to awaken\naccording to some aeons-old configuration. The Jericho Reach\nis a region where such dark patterns have emerged, though\ntheir meaning defies human intelligence and sanity.\nSome amongst the Ordo Xenos believe that Mankind’s\ndoom will not come at the hand of any of the races extant\ntoday, but due to the deeds of the ancients themselves. They\nclaim that the Emperor’s Tarot is revealing ever more dire\nportents, warning of an age when the soulless minions of\nlong dead gods will rise from their tombs and harvest every\nlife form in the galaxy. They speak of alien savages lurking in\nthe jungles of distant fringe worlds casting off the mantle of\nignorance and reclaiming that which was once theirs. They\nspeak of the very gods themselves returning to do battle\nagainst one another; a war in which Mankind may be the\nfirst casualty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4320, + "rule_id": "pdf_skill_1814_deathwatch_missions", + "title": "DeaThwaTch missiOns", + "content": "“He who allows the alien to live, shares its crime of existence.”\n–Inquisitor Apollyon\nThe ancient oaths under which the Deathwatch was formed bind\nit to the combating of the xenos menace, wherever it may be\nfound and whatever form it might take. The missions undertaken\nby the Deathwatch are many and varied, and range from standing\nsentinel against a general threat to accompanying an alienknown space. Despite the variety of mission profiles in which\nthe Deathwatch excels, there are a number that form the basis of\nmost operations.\nOne of the simplest, yet arguably the most taxing, duties of\nthe Deathwatch is to stand eternal vigil against the actions of the\nxenos. This is the basis of the system of Watch Fortresses and\nWatch Stations. Each is located in an area where there exists a\nknown threat, or in a strategically significant region through which\nsuch a threat might approach Imperial worlds. An example of the\nformer would be a Watch Station placed on the outer reaches of\na system known to harbour the remains of an ancient xenos race,\nwith its mission being to guard against the enemy’s return. An\nexample of the latter would be a Watch Fortress positioned at the\nconfluence of known warp routes, along which alien invasions are\nknown or are likely to travel.\nInvestigation of potential threats is a vital task of the Deathwatch.\nIndividual Kill-teams are often called upon to perform sweeps of\nareas in which dangerous aliens are suspected of operating. Newly\ndiscovered worlds, visited by Explorators or Rogue Traders may\nbe judged as dangerous, and require a Deathwatch investigation,\nsometimes accompanied by an Inquisitor or other specialists. Such\nmissions can be perilous and the Kill-teams must be well prepared\nto face any threat. They are frequently undertaken far from any\npossibility of reinforcement or rescue should things go awry, so\nthe Battle-Brothers must look to each other for support, and\ncarry with them as much ammunition as possible. Investigation\nmissions can take the Kill-team to a staggering variety of worlds\nand environments, all of which its members must be prepared for.\nThe Battle-Brothers might be expected to cross a burning desert\nof jagged sulphur crystals, or acid swamps infested with alien\npredators. In all likelihood, intelligence as to the nature of any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4321, + "rule_id": "pdf_skill_1815_joint_operations", + "title": "JOinT OperaTiOns", + "content": "While the vast majority of the missions the Deathwatch\nperforms are undertaken alone, far from witnesses, they\nsometimes form part of a larger, strategic picture. It might be,\nfor example, that a massive push by the Imperial Guard is only\nmade possible because a Deathwatch Kill-team disabled the\nenemy’s high command structure, sending the entire xenos\narmy into disarray. In all likelihood, the Kill-team’s actions go\nunheralded, for as the Chamber Militant of the Ordo Xenos,\nthe Deathwatch must remain in the shadows lest the myriad\nalien foes of Mankind learn of its activities.\nNonetheless, there are times when an Imperial Guard trooper\nfinds himself fighting alongside a black-clad Space Marine,\nif only for a brief period before the tides of battle separate\nthem once more. To witness such a mighty warrior in action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4322, + "rule_id": "pdf_skill_1816_catechism_of_the_xenos", + "title": "CATECHISM OF THE XENOS", + "content": "To be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho•\nThe DoMains of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4323, + "rule_id": "pdf_skill_1817_reach", + "title": "Reach", + "content": "“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\n–Words spoken during a reading of the Emperor’s Tarot at\nthe outset of the Achilus Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4324, + "rule_id": "pdf_skill_1818_using_the_jericho_reach", + "title": "usinG The Jericho reach", + "content": "This chapter presents a view of the Jericho Reach,\nimportant locations within it, and some details of the\nmomentous events that are unfolding within it. This\ninformation is intended to provide Game Masters\nwith a ready-made setting for their Deathwatch games\nand campaigns and to act as the context for future\nsupplements and adventures. The Jericho Reach is\nintended to show the many faces of the Imperium at\nwar: its dynamism, hubris, heroism, and blindness.\nIt also provides an example of the enemies that the\nImperium faces and how they can interact to produce\na deadly situation in which victory for one side or the\nother is not assured. It also shows one example of how\nthe Deathwatch can operate and how their traditions\nand duty set them apart from the other forces of the\nImperium that also fight in the Jericho Reach.\nIt is important to note that a Game Master should\nfeel encouraged to use and modify the Jericho Reach as\nit is presented here: make it the setting you want, take\nwhat you like, discard what you do not, and modify it\nas you need. This is your game, and the universe it is set\nin is for you to realise as you see fit. Keep your bolt gun\nloaded, your eyes vigilant for dark patterns, and enjoy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4325, + "rule_id": "pdf_skill_1819_the_well_of_night", + "title": "THE WELL OF NIGHT", + "content": "“The greatest gift Mankind is blessed with is an inability to conceive\nof its true place in the universe—that of a pitiable shred of matter\nlost in an endless sea of crushing darkness—a gift without which the\nentire species would have slit its collective throat at birth.”\n–The Arch-Heretic Elak Sarda\nhe Well of Night is the name the first Imperial probe ships\nthat passed through the Maw-side aperture of the Warp Gate\ngave to the stellar dead zone that awaited them on the other\nside. An immense swathe of chill nothingness devoid of stars or\nworlds, its empty wastes are broken only by drifting invisible\ndust clouds of particulates that can shred hull armour as surely\nas a missile salvo and deadly null-energy reefs that can leave\na ship floundering and powerless before the merciless cold\nvoid. At the heart of this killing darkness, seemingly static\nand unmoving, stands the Jericho Gate aperture.\nSince the Warp Gate’s discovery, repeated attempts have\nbeen made to fashion a permanent base in proximity to the\nJericho aperture. This has met with repeated failure, both due\nto the transitory perils of the Well of Night itself and the\ninfrequent but deadly gravitic distortions and energy waves\nput off by the gate. As a compromise, the Adeptus Mechanicus\nmaintains a warship, usually of no less than cruiser class, on\nrotating station near the gate aperture to monitor it and serve\nas a relay point for ships transiting through. Although the\nnominal tenure for these ships is ten months, it is rumoured\nin Imperial Navy circles that no single vessel during the last\ndecade has lasted more than seven months before having to\nsend for relief and quit its post thanks to hull degradation and\nmounting damage. In fact, an orbital dock above the Forge\nworld of Lathe-Het in the Calixis Sector is now set aside\npermanently to attend to this ongoing need for repair.\nSuffice to say, once passing through the Warp Gate, ships\nseldom tarry long in the Well of Night before travelling on\nunder normal warp drive to their selected destination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4326, + "rule_id": "pdf_skill_1820_deathwatch", + "title": "Deathwatch", + "content": "“Vigilance shall be our fortress and the future its protectorate.”\n–attributed to Roboute Guilliman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4327, + "rule_id": "pdf_skill_1821_information_or_in_the_last_r", + "title": "information, or (in the last resort) hold the line against the", + "content": "many enemies of Mankind that infest the Jericho Reach. The\nDeathwatch move between these secret domains using rapid\nstrike vessels and reconnaissance craft, often unseen by both\nenemies and allies.\nThe Jericho reach, calixis secTor, anD Koronus expanse\nThe Jericho Reach is bound by the ancient alien Warp Gate to two regions of space that lie on the other side of the Galaxy.\nhe Calixis Sector is a province of the Imperium that borders the Halo Stars in Segmentum Obscurus. Conquered by a\nCrusade in the last few millennia, it is a young sector that is untouched by conflict on the scale that wracks the Jericho Reach.\nThe peace of Calixis Sector, however, is a false skin, beneath which boils conspiracies and heresies of the most terrible potential.\nHaunted by an unnatural phenomena known as the Tyrant Star, and bound to a fate written in bloody prophecies, the Calixis\nSector moves blindly into the future.\nSeparated from the Calixis Sector by a boundary formed by the great warpstorm region known as the Maw lies the Koronus\nExpanse. An unexplored region of the Halo Stars, the Koronus Expanse is the haunt of lost planets, alien secrets, and the Rogue\nTraders who would tame them for the God-Emperor of Mankind. Hidden in the passage between the Calixis Sector and the\nKoronus Expanse is the terminus of the Warp Gate that connects both to the Jericho Reach. These three regions of the galaxy\nare bound together so tightly that the fate of one is the fate of all.\nMore information on the Calixis Sector may be found in the Dark Heresy Rulebook and supplements, while the rogue\nTraDer Rulebook and supplements contain further details of the Koronus Expanse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4328, + "rule_id": "pdf_skill_1822_the_long_watch", + "title": "The lonG waTch", + "content": "The presence of the Deathwatch in the Jericho Reach is the\nconsequence of an ancient resolution and sacrosanct order.\nMade under conditions of utmost secrecy, this resolution’s\ncause and purpose remain obscure even to those Adeptus\nAstartes that carry out its terms. The order’s effect, however,\nwas to place the Jericho Reach directly under the eyes of the\nDeathwatch in perpetuity, through safety and peril, in a cause\nthat over-rode all other concerns in the area. To fulfil this\ncompact, the Deathwatch built their hidden Watch Fortress in\nthe dead system of Erioch on the ruins of an artefact ancient\nbefore man first walked the soil of Holy Terra. At the fortress’s\nheart, they constructed the Omega Vault and sealed within it\nthe terrible truths of a future yet to be born.\nFor millennia, the Deathwatch have ensured that some of\ntheir number have remained in this dark place, there to stand\nwatch. Their determination has never wavered. Come what may,\nwhether disaster, invasion, or civil war, they have held their\nwatch. The Battle-Brothers of the Deathwatch have fought\nand died, have known both victory and defeat, and continue\nto fight against the myriad enemies that swarm in the Jericho\nReach like vermin in a midden. They do so to honour their\nlong watch and to guard against the greater darkness to come.\nhe true nature of this secret threat remains hidden from\nthe Deathwatch that bide in the Jericho Reach, hidden until\nits fated hour approaches. Something of the truth is known by\nthe Watch Commander and the Inquisitors of the Ordo Xenos\nadmitted into the Chamber of Vigilance. This information\nis passed down one to another over the centuries, and that\nknowledge guides the missions assigned to the Deathwatch of\nWatch Fortress Erioch. In recent times, portions of the Omega\nVault’s intricate mechanisms have unlocked themselves, as if\nin response to changing events in the Jericho Reach and the\nmission logs entered by the Deathwatch into its antediluvian\nengines. In some cases, an ancient weapon, device, or task has\nbeen revealed to the Deathwatch as a result. In other cases, the\nOmega Vault has yielded data that has drawn Kill-teams to\ndistant parts of the Jericho Reach, sent into certain death, never\nto return. Watch Fortress Erioch stirs now as never before, and\nonly a few locks remain before the Omega Vault opens fully—a\ndire portent, indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4329, + "rule_id": "pdf_skill_1823_watch_fortress_erioch", + "title": "WATCH FORTRESS ERIOCH", + "content": "“A warrior’s heart should be as iron: Unforgiving, unyielding, and\nuncaring of all except duty. With such a heart, a warrior can stand\nagainst the terrors of the universe unbowed and unbroken.”\n–Attributed to Ferrus Manus\nWatch Fortress Erioch is a vast space bastion that lies in the\nouter reaches of the Erioch system in the untamed void between\nthe Canis and Acheros salients. It is situated in a stellar dead\nzone populated by only a handful of failing, ancient stars—of\nwhich Erioch itself is one. A brutal mass of armoured basilica,\ndomes, and spires, the Fortress bristles with enough armament\nto rival a sizable battlegroup of warships, largely concealing the\nfact that underneath the Imperial ceramite and firepower, it is\nbuilt on a ruined artefact that was old when Terra’s star was\nfirst forming. Within it is a vast maze of echoing, dust-carpeted\ncorridors that wander past silent chapels and armoured vaults\nsealed with adamantine doors. Beneath war-tattered banners of\nglories past, the Battle-Brothers of the Deathwatch in residence\nmove between cells, practice ranges, armouries and briefing\ntheatres like spectres in a dead city, their numbers swallowed by\nthe vast and labyrinthine nature of the fortress.\nWithin the Watch Fortress, the Deathwatch gathers to rearm,\ntrain, and report. From here, Kill-teams are dispatched on\nmissions to every corner of the Jericho Reach, and sometimes\nbeyond. The Fortress contains vast command cathedrals where\nWatch Captains come to discuss strategy, developments within\ntheir assigned vigils, and consult with the Inquisitor of the\nChamber and Master of Vigilance. Alongside the towering\nAdeptus Astartes scurry the far more numerous servitors and\nhooded, mind-wiped serfs that keep the Fortress alive and\nfunctioning. These lobotomised or oath-bonded servants crew\nthe Watch Fortress’s weaponry, and serve under the eyes of the\nForge Master in the maintenance of its machine spirits, their\npasts shorn from them by mental conditioning. They remember\nnothing of their history, and know no life beyond the fortress\nand the demands of their duty.\nhe Watch Fortress could hold an entire Chapter of Adeptus\nAstartes with ease, but its records show that there are rarely\nmore than a few score Deathwatch garrisoning it at any time.\nEven during the grim events of the Council of the Ascension", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4330, + "rule_id": "pdf_skill_1824_living_quarters", + "title": "livinG QuarTers", + "content": "The Adeptus Astartes aboard Watch Fortress Erioch are\nhoused in sparse single cells. By the traditions of the Watch\nFortress, each is bare and unadorned. The walls in each cell are\nformed of unrendered stone or unpolished metal, containing\nno more than a stone plinth to lie on, and housings for the\nstorage of a Battle-Brother’s personal weaponry, devotional\nitems, and other equipment. These simple quarters are the\nsame regardless of whether the Space Marine is a standard\nBattle-Brother or an honoured Watch Captain (however, some\nparticularly individual Space Marines flout this tradition by\ndisplaying trophies, keepsakes, or other reminders of their\nhome Chapter). By the same traditions, Battle-Brothers\narriving at the Watch Fortress are grouped together in cells\nnext to Battle-Brothers already in residence with no division\nby rank or fighting formation. Likewise, the taking of food and\ndrink is traditionally done together in one of the refectories,\nwith the Battle-Brothers sitting on stone benches beside iron\ntopped tables beneath the light of devotional candles.\nhough the Watch Fortress is the domain of the Adeptus\nAstartes of the Deathwatch, other men and women live and\nserve within it. Serfs and other important functionaries, such\nas the fortress’s Astropathic choir, are housed in enclaves\nwell-removed from the Battle-Brothers of the Deathwatch\nand sealed away from ready access to the deep places of the\nfortress and its many vaults. The Inquisitor of the Chamber of\nVigilance traditionally keeps residence in the Tower of Brass,\nwhich juts into the vacuum from the upper hull of the fortress\nlike a blade tip projecting from the back of a skewered foe.\nThis tower, while part of the fortress, is left alone by the\nDeathwatch out of courtesy, unless duty or suspicion call\nthem there. Within this vast edifice, the Inquisitor of the\nChamber houses his personal staff and entourage. It is, in\neffect, his personal domain to maintain as he wishes. Other\nInquisitors who come to the Watch Fortress are often made\npersonal guests by the Inquisitor of the Chamber and housed\nwithin the Tower of Brass. Some, however, are either not\ngiven the honour of such an invitation, or prefer to keep their\nown company, and are housed in one of the fortresses many\nsets of state rooms which lay empty until needed.\nreliQuaries of The Tools of war\nThe armouries of the Fortress are located deep beneath its\narmoured hull, secured behind the thickest blast doors and\ninternal layers of void shielding of the kind more commonly\nused to protect Battle Titans. This is the realm of metal and\nactinic light, of the beat of hammers and the fire of forges\nthat arm and armour the Emperor’s angels of death. Made\nup of workshops, magazines and armouries, these are the\ndomains of the Techmarines that serve in the Deathwatch,\nand all fall under the ultimate authority of the Forge Master\nof the Watch Fortress. Chainswords, power axes, bolters, drop\npods, tanks, thunderfire cannons, and all of the tools of the\nAdeptus Astartes are held here; their war-like machine spirits\nsoothed by the machine buzz of servitors and the touch\nof sacred oils until they are needed. There also are billions\nof rounds, charges, and cylinders of ammunition from the\nsimplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nIn the deepest reaches of the armouries, curled in waiting\nsleep, are the ancients of the Deathwatch. Those who have\nbeen grievously injured in serving with the Deathwatch may,\nwith the blessing of his Chapter, be granted the honour\nof being installed in the cyborganic web of an armoured\nsarcophagus so that in times of great need, they may once\nagain serve alongside their Battle-Brothers as a Dreadnought.\nThere are believed to be three such rare and mighty ancient\nDreadnoughts currently dormant within the armouries of\nWatch Fortress Erioch, though they have not been awakened\nto war in over a century. Only the Forge Master knows the\ntruth of their number and state.\nMany of the most exotic and potent weapons of the\nfortress, however, are held within sealed vaults deep within\nthe Watch Fortress, accessible only to those who bear the\nsecret of their opening. Some vaults only open to members\nof a particular Chapter or those who bear the gene-seed of a\nparticular Primarch, being gifted or left in trust by one of that\nChapter’s number. Others only open to particular members\nof the Inquisition or Adeptus Mechanicus. Most secret of\nall are the terrible devices kept in the outer catacombs of\nthe Omega Vault, the great sealed chamber at the heart of\nWatch Fortress Erioch. Such weapons include vortex torrent\nimploder charges, dread canisters of the life-eater virus, and\nthe imprisoned nightmare childe. These weapons are only\nyielded one at a time and by the will of the systems that lie\nat the centre of the Vault’s many chambers, watching and\nwaiting for the future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4331, + "rule_id": "pdf_skill_1825_defences_and_void_docks", + "title": "Defences anD voiD DocKs", + "content": "The exterior of Watch Fortress Erioch bristles with weaponry.\nIts sides are studded with the maws of macro canons, missile\nclusters, Thunderhawk launch bays, and plasma mortars, while\nthe spires that rise from its surface are serrated with hundreds\nof defence laser cupolas. The Watch Fortress has firepower\nenough to vaporise a battleship in a single volley or to shatter\na small moon should the need arise from any quarter.\nBeyond these fearsome weapons, separate defence\nplatforms spin in thruster-corrected orbits, each armed with\ndeadly lance batteries and torpedo launchers. Additionally,\npatrols of defence monitors roam in the cold void, cutting\nsecret paths through deadly minefields; heavily armed and\narmoured space craft that together are capable of matching\nthe firepower of a capital ship.\nWatch Fortress Erioch also has extensive void docks in\nwhich a dozen capital ships or battle barges could be docked\nand resupplied at the same time. However, most vessels that\ncome to the Watch Fortress are smaller ships such as the\nDeathwatch’s rapid strike vessels or the occasional vessel\nbearing a visiting dignitary.\nBoth defences and docks are crewed by legions of servitors\nand ratings that are supervised by human serfs that are oathoverall command of the Watch Fortress and its defences is\ntaken by the Master of the Vigil as its presiding castellan.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4332, + "rule_id": "pdf_skill_1826_watch_stations", + "title": "WATCH STATIONS", + "content": "“A warrior’s eye should seem to see everything: The movement of the\nenemy’s blade, the intent in their eyes, the doubt in their heart. But to\nachieve this, you must know where to place your gaze, and most of\nall, when to do so.”\n–Attributed to Rogal Dorn\nhe Watch Stations are fortified outposts used by the\nDeathwatch in the Jericho Reach. There are many Watch\nStations scattered across the worlds, moons, and cold void\nof the Reach, and no two Watch Stations are quite the same.\nSome take the form of single-blocked armoured bastions from\nwhich eagle-headed gargoyles glare out at the silent expanses\nof Dead worlds. Others are complexes of forbidding towers\nstrung through the peaks of lunar mountain ranges, while yet\nothers are small, jagged stations that watch from the blackness\nof space, bristling with auspex arrays and seer-webs.\nNo matter their location, all Watch Stations exist to serve\nthe Deathwatch as bases of operation, and as an ever-vigilant\ngaze on the Jericho Reach. Each station is fitted with highly\nadvanced sensors that constantly gather information about\nthe area around them. These sensors gaze far into space, scour\nthe air for communications of all types, and even skim the\nwarp with powerful witch-sight augurs. All the information\ngathered by a Watch Station is stored in data reservoirs in the\nheart of the station.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4333, + "rule_id": "pdf_skill_1827_watch_station_arkhas", + "title": "waTch sTaTion arKhas", + "content": "Watch Station Arkhas is an armoured space station resembling\na spiked iron pinwheel floating on the outer reaches of the\nArkhas system. The Watch Station is small, with space to\naccommodate no more than a dozen Battle-Brothers. Most of\nthe station is given over to the systems of its massive sensor\narrays designed to both monitor the Arkhas system and gaze\nbeyond it. Unusually, Watch Station Arkhas is home as a matter\nof course to an assigned Astropath dedicated to its service.\nThe current Astropath is a deeply experienced practitioner\nof his craft called Varrus. However, it has been many months\nsince he has been able to personally send or receive messages\nthrough the Warp with any reliability or clarity, thanks to the\ngrowing shadowy presence that moves in Warp blocking out\nboth Astropathic signals and filling the Watch Station’s augurs\nwith static that buzzes like a swarm of locusts.\nhe Arkhas system itself has a number of planetary bodies,\nincluding two that are capable of supporting life. However,\nboth are desert worlds, possessed of little or no water from\nwhich jagged spines of black rock emerge like the bones of\ngreat fossilised beasts. There are a few sand-eroded remains\nwhich indicate that these worlds played host to intelligent\nlife in the distant past; possibly even human colonies, though\nnothing of them now remains.\nhe system has long merited the Deathwatch’s vigil. It\nhas been both battleground of man and alien and the site of\nseveral strange energy phenomena which remain unexplained.\nThe airless third moon of Arkhas II still bears the charred\nremains of an Ork Terror Ship brought down by a Deathwatch\nboarding action centuries ago.\nIn the last few months, the system and its inhabited worlds\nhave formed the centre of an attempt by the Crusade forces,\nunder the command of General Casterlix, to regroup and digrising from the rimward depths. Casterlix and his forces are, so\nfar, entirely ignorant of the Watch Station’s presence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4334, + "rule_id": "pdf_skill_1828_watch_station_midael", + "title": "waTch sTaTion MiDael", + "content": "Watch Station Midael sits on a Dead world shrouded in\nmetallic grey dust that lies close to the spinward extent of the\nChaos-held Charon Worlds. The Watch Station takes the form\nof a single armoured tower that rises from a spur of rock above\none of the world’s dust plateaus. Watch Fortress Erioch has not\nreceived word from this station in over three decades.\nIn truth, it is a dead and lifeless place, inhabited by a lone\nDeathwatch Battle-Brother, cut off from the outside by the\nspreading baleful influence of the Charon Stars. For more than\nthirty years, he has waited for others of the Deathwatch to\ncome and relieve him, standing guard over the thing that is\nheld in the deepest chamber of the tower.\nSlowly, the Watch Station’s servitors have failed and died,\nand the tower’s systems have become corrupted and atrophied.\nEvery few years, enemy forces come again to claim it. So\nfar, however, they have failed to defeat the lone brother of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4335, + "rule_id": "pdf_skill_1829_watch_station_oertha", + "title": "waTch sTaTion oerTha", + "content": "Watch Station Oertha is a bastion under siege, situated on a\nsemi-arid world within one of the primary warzones of the\nCanis Salient. The forces of the Tau Expansion believe the\nplanet of Oertha possesses vast resources of fuel and primary\nmaterial. It has been set in the Tau agenda for some time\nas a prime candidate for exploitation and colonization. The\nworld’s largely uninhabited status has led the Tau to lay claim\nto the planet; a claim that is disputed by the Watch Station\nand the forces within it. Watch Station Oertha is a sprawling\nand heavily fortified compound that stands concealed in the\nmaze-like ravines of the equatorial Berrick Mountains. In a\nrare instance of overt and ongoing cooperation between the\nCrusade forces and the Deathwatch, Watch Station Oertha has\nnow become the keystone of the efforts to deny the planet\nto the Tau. Twenty Deathwatch Battle-Brothers, under Watch\nCodicier Kurita, and fifty allied Space Marines of the Storm\nWardens Chapter have garrisoned the Watch Station, using\nit as a base from which to launch a campaign of devastating\nraids against the Tau. So far, these raids have made it all but\nimpossible for Tau expansion on the planet. As matters stand\nnow, both sides are awaiting reinforcements, and only time\nwill ultimately determine the fate of Oertha.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4336, + "rule_id": "pdf_skill_1830_warships", + "title": "WARSHIPS", + "content": "“Do not value strength and power too much, for they alone are no\nguarantee of victory. Value speed and accuracy first: If you do this,\nthen power and strength will do naught but snap at your heels.”\n–Attributed to Jaghatai Khan\nhe Deathwatch in the Jericho Reach maintains a number\nof warships, light craft, and other diverse vessels for their\nown uses. Most of these ships operate alone, transporting\nDeathwatch Battle-Brothers to where they are needed,\ncombating space-borne threats, and providing orbital support\nto Deathwatch operations. The majority of these craft take the\nform of destroyers, frigates, and other classes of rapid strike\nvessel, along with modified Hunter-class destroyers known\nas Dark Hunters. Larger warships and also several captured\nraider vessels and merchantmen are held in reserve should a\nparticular mission warrant their use.\nhe lighter classes of vessels suit the needs of the\nDeathwatch admirably, as their missions most commonly\nneed to deploy and extract very small numbers of Deathwatch\nBattle-Brothers with great speed, precision, and when called\nfor, subterfuge. Like other Space Marine vessels, the warships\nof the Deathwatch are primarily crewed by servitors and\noath-bonded serfs, with a handful of Battle-Brothers serving\nas command crew. These ships are often highly sophisticated\nin design, outfitting, and armament, even over those used by\nother Chapters of the Adeptus Astartes.\nThunDer’s worD\nThe Thunder’s Word is a modified Gladius-class Frigate that\nhas served the Deathwatch in the Jericho Reach for over two\nmillennia. It is whispered that it was built in the holy orbital\ndocks above Mars itself under the direct supervision of the Archanything that might be expected of its class, this warship can\nonly deploy a relative handful of Battle-Brothers into action\nowing to the internal space given over to its massed batteries\nand powerful engines.\nCommanded by the venerable Battle-Brother Pellas, the\nThunder’s Word has been used in some of the most dangerous\noperations undertaken by the Deathwatch in the Jericho Reach.\nIts list of battle honours has become legendary: over three\nscore of raider and xenos ship-kills to its name. Its most lauded\nmission remains the daring raid in which it slipped past the\nChaos fleets above Samech to recover the records from the lost\nWatch Station known as the Slaughterhouse. It was also the\nThunder’s Word that first glimpsed the bio-ships off the moons of\nFreya and warned of the Great Devourer’s advance through the\nrimward systems. The Thunder’s Word remains one of the Master\nof Vigil’s favoured instruments should a Deathwatch Kill-team\nneed to be deployed deep inside enemy-held territory.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4337, + "rule_id": "pdf_skill_1831_keepers_of_the_watch", + "title": "KEEPERS OF THE WATCH", + "content": "“Look to your brothers. Know their hearts as you know your own.\nFor if you do not, then all will be broken and lost to darkness.”\n–Attributed to Lion El’Johnson\nhe established Deathwatch presence in the Jericho Reach\nmeans that, at any given time, there are a number of senior\nmembers of the Deathwatch within its borders. These senior\nBattle-Brothers consist of the Watch Captains, Epistolary\nLibrarians, Forge Masters, and others of distinguished service\nor mark.\nIn addition to the Deathwatch themselves, members of\nthe Inquisition have a close concern with the Deathwatch’s\nundertaking in the Reach, and their members, throne agents,\nand acolytes are those most likely to have close contact with\nthe Deathwatch.\nwaTch coMManDer MorDiGael:\nMasTer of The viGil\nWatch Commander Mordigael is a quick and decisive\ncommander of men with a natural charisma bound to a\nterrifying skill in battle. A Blood Angel by origin, Mordigael\nis a paragon of the qualities and traditions of his Chapter.\nHis features are sharp and handsome, as if cut from a pale\nstone statue of an Imperial saint, while his eyes burn with\nalmost feverish intensity. He delights in the perfection of all\nhis undertakings, from practice in the martial disciplines to\nthe contemplation on the future implications of all things of\nnote that bears on his sacred duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4338, + "rule_id": "pdf_skill_1832_epistolary_axineton", + "title": "episTolary axineTon", + "content": "Epistolary Axineton is a Librarian of the White Consuls\nChapter who has only recently come to serve in the Jericho\nReach. Lean-featured, dark-haired, and possessing a grimly\nsuperior demeanour, Axineton is caustic and blunt to his\npeers. Never does he allow a flaw that he perceives rest\nunmentioned, nor a failing unpunished, and his manner has\ncreated a reputation for sneering arrogance and pedantry\namong some. Despite this, he is a warrior of unquestionable\nability and a psyker of great power; a power that he can wield\nwith the subtlety of a torturer’s razor or the brute force of\nan executioner’s axe. As a past veteran of war against the\nTyranid menace, he has already provided valuable insight for\nhis peers.\nAxineton has been fascinated by the secret nature of the\nDeathwatch’s mission in the Jericho Reach since learning\nof it, and his hungry mind has devoured all he can of the\nlore and history of the Omega Vault. He is a constant, but\noften silent, presence during gatherings of the Chamber of\nVigilance, sometimes speaking only to condemn.\ninQuisiTor carMillus:\ninQuisiTor of The chaMBer\nInquisitor Hezika Carmillus of the Ordo Xenos has served\nthe Holy Ordos for over three centuries. In that time, she\nhas led pogroms that have scoured xenos infestations from a\ndozen worlds, condemned and executed Lord Commanders\nand Admirals, broken influential and traitorous Rogue\nTraders, and denounced radicalism amongst her own kind.\nTall and blade-thin, she wears exoskeletal enhanced armour\nat all times and keeps a court of diverse and deadly warriors,\ncollected from dozens of worlds, at her beck and call. Her\nvoice is silken honey at one moment and unyielding steel the\nnext as she desires. She will not, under any circumstances,\nallow herself to be perceived as anything other than what\nshe is: a warrior savant in the service of the God-Emperor of\nMankind. She is undaunted by the super-human killers whose\ncompany her duty now bids her keep, and she will brook no\nchallenges to her authority, in particular by other Inquisitors,\nalthough she is ever-conscious of its limitations.\nInquisitor Carmillus has been the Inquisitor of the\nChamber and mistress of the Tower of Brass for sixteen years\nand has executed her sworn tasks with precise dedication and\nutter ruthlessness. While possessing a warlike temperament,\nshe is also highly intelligent and subtle. These traits make her\nan ideal emissary to the domain of the Deathwatch and well\nequipped to deal with its Adeptus Astartes masters. She\nhas voiced the opinion in the Chamber that, although\nshe is in favour of the Achilus Crusade, a contingency\nplan should be drawn up to destroy the Warp Gate\nshould the Crusade suffer catastrophic failure. She\nbelieves that the Warp Gate possesses a vast threat if\nit is no longer under the Imperium’s direct control.\nMuch of her other motivations, however, remain a\ntightly-held secret.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4339, + "rule_id": "pdf_skill_1833_crusade", + "title": "Crusade", + "content": "“I will see the God-Emperor’s domain extended to the furthest\nreaches. To the places where the light of stars and moons shines on\nruin and casts only shadows, and the unclean walk unpunished. I\nwill see those that have turned away at the tip of the sword, and the\ndefilers beneath the hammer. I will see my own blood run out before I\nturn from this path.”\n–From the oath of Tiber Achilus, taken at the\ncommencement of the Crusade into the Jericho Reach", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4340, + "rule_id": "pdf_skill_1834_the_gate_opens", + "title": "The GaTe opens", + "content": "The catalyst for the launching of the Achilus Crusade was the\nunexpected discovery of an active Warp Gate in the turbulent\nHalo Margins close to the Calixis Sector, in Segmentum\nObscurus. This ancient and vastly cyclopean alien device\nof unknown age proved to be both active and stable, with\na corresponding gate-aperture into Realspace far on the\nother side of the Galactic Core at the edge of the Jericho\nReach. Though the Jericho Reach had at one time been\nunder Imperial control, the existence of this gate within its\nboundaries had never been discovered; a further mystery that\nhas never been solved. The Warp Gate and the possibilities it\noffered only came to light in 755.M41, when the Navigator\nof the Imperial Flag-Frigate Spear of Tarsus sensed something\ncausing a localised area of calm in the great warp storm border\nthrough which she was steering passage. Dropping out of the\nWarp close to the source of this tranquil sea, the frigate found\nitself in the presence of a vast Warp Gate of xenos design,\nplaced in the cold blackness of interstellar space far from the\norbit of any star; a gate that, though undoubtedly ancient,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4341, + "rule_id": "pdf_skill_1835_had_been_activated_or_re_acti", + "title": "had been activated (or re-activated at any rate) in the recent", + "content": "past. With this discovery, a chain of events were set in motion\nthat would cause the Achilus Crusade to be launched across\nthe stars.\nOnce the Spear of Tarsus had returned to Imperial space\nbearing news of its discovery, it was not long until a secret\nexpedition was launched to discover the nature of the gate\nand where it led. Ships serving the Adeptus Mechanicus\nExplorators and the Ordo Xenos sent scouting ships through,\ncrewed with their most able agents and experienced Navigators.\nTheir swift return not only told of another gate, also hanging\nin the empty void far from any star, but also of the certain\ntruth that this other gate lay in the Segmentum Obscurus,\nnear the Jericho Reach on the other side of the galaxy. With\nthat realisation, a plan was born within the minds of the great\nlords of the Imperium: The possibility of using the gate to\nlaunch a Crusade into the Jericho Reach and reclaim it for the\nImperium as a stepping stone to other conquests. The idea\nfound favour with the High Lords, who gave it their blessing,\nand so the idea of a most singular Crusade grew in possibility\nin the minds of the great until Lord Militant Achilus was given\nmandate to make it a reality. The High Lords were mindful,\nhowever, that the existence of the gate and what it portended\noffered dire peril as well as possibility, and decreed that the\nCrusade was to be launched from a staging point far from the\nterritory it intended to conquer under a shroud of the deepest\nsecrecy. But, like so many other great campaigns launched in\nthe millennia that the Imperium has stood, it was intended to\nbring swift victory and to use the light of the God-Emperor\nto drive back the darkness.\nOn the eve of the Feast of the Emperor’s Ascension in\n777.M41, countless millions of Imperial Guard, thousands\nof Adepta Sororitas, and as many as a dozen Space Marine\nChapters advanced to conquer the worlds of the Jericho Reach\nin the shadow of Battle Titans and to the thunder of the guns\nof the Imperial Navy. It was a bold and fiery beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4342, + "rule_id": "pdf_skill_1836_the_death_and_ascension", + "title": "The DeaTh anD ascension", + "content": "Lord Militant Achilus was a war-forged veteran of many\ncampaigns before the Aquila, primarily against the Orks\nand other alien threats such as the Khrave and the Ylarian\nCollective in the Formorian Sector wars where he had earned\nhis fame. He was also stubborn, blunt, and somewhat cautious\nin nature, favouring a tried and tested strategy of ‘attack, pacify,\nand fortify’ over great sweeping advances. Acting on the best\nintelligence he possessed, he had also badly underestimated just\nhow entrenched or dangerous ‘native’ resistance to the Crusade\nwould be within the Jericho Reach.\nHis core belief was that the Crusade had been launched\nprimarily to open a new front against the alien Tau, and laid\nhis plans to this long term goal, perhaps to the detriment of\nthe Crusade as a whole. Whether or not he was correct in\nhis assumptions, he would not live long enough to know, as\nAchilus did not survive to see the end of the first decade of\nhis Crusade.\nWhile travelling to review the progress of the primary\nforward battlegroups aboard the grand cruiser Proclamation of\nWrath in 786.M41, the ship suffered a catastrophic Gellar Field\nfailure and was lost with all hands. The Lord Militant and his\ncommand staff were among those drowned in the raw energies\nof the Warp.\nUntil his death, Achilus had pursued a strategy that focused on\nsecuring a stable, fortified base of operations near the Warp Gate;\na careful campaign to bring the Reach under his heel, followed by\na drive by the Crusade directly against those parts of the Jericho\nReach threatened by Tau expansion and perhaps beyond. His\nhope was to swiftly secure the coreward swathe of the Reach and\ncontinue to press mercilessly on, but aside from an initial string", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4343, + "rule_id": "pdf_skill_1837_of_successes_the_crusade_forc", + "title": "of successes, the Crusade forces (often parcelled out piecemeal)", + "content": "met with repeated delays and, in some theatres, outright defeat\nat the hands of the vile and heretic inhabitants of the Reach’s\ncore worlds. Meanwhile, the Tau appeared to press the matter by\ntheir incursions into the region. The Crusade had begun to stall\ndangerously, its forces slowly declining from hundreds of minor\nengagements, while Achilus’s intransigence caused discontent\nwith his Space Marine and Mechanicus allies who pressed for\nmore decisive action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4344, + "rule_id": "pdf_skill_1838_segmentum_reserve", + "title": "Segmentum Reserve", + "content": "Cadian Shock Troops: 2 Regiments\nTekarn Armoured: 1 Regiment\nIaxian Tithe Guard: 2 Regiments\nTerrax Guard: 3 Regiments\nHarakoni Warhawks: 1 Regiment\nMordian Iron Guard: 1 Regiment\n29th Descaal Lancers: 1 Regiment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4345, + "rule_id": "pdf_skill_1839_calixis_sector_levy", + "title": "Calixis Sector Levy", + "content": "Scintillan Heavy Infantry: 2 Regiments\nScintillan Guard: 3 Regiments\nMaccabian 5th “Drusus’s Own” Guard\nMaccabian 16th Janissaries\nMortressan 14th Highlanders: 1 Regiment\nGunmetalican 13th Armoured\nVolg 3rd “Mercy Bringers”\nLandrian 202nd Light Infantry\nMonrass 25th Scythewind Recon\nMerov Penitentiary Indenture: 4 Penal Legions\nGathalamor Heavy Grenadiers: 8 battalions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4346, + "rule_id": "pdf_skill_1840_known_adeptus_astartes_conting", + "title": "Known Adeptus Astartes Contingents", + "content": "Angels Vermillion: 1 Company\nSpace Wolves: 1 Battle Company\nWhite Consuls: 2 Companies\nDark Sons: 3 Companies\nGrey Knights [RESTRICTED]\nBlood Swords: 2 Companies\nRelictors: 1 Special Detachment\nStorm Wardens: 7 Companies\nAlso elements of the Death Spectres,\nSubjugators, Disciples of Caliban, and Iron\nSnakes represented in a sanctioned Crusader\nCompany as guardians of the Holy Crusade\nBanner.\necorded Contingents of the Adepta", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4347, + "rule_id": "pdf_skill_1841_sororitas", + "title": "Sororitas", + "content": "Order of the Valorous Heart: 1 Commandery\nOrder of the Bloody Rose: 4 Commanderies\nOrder of the Argent Shroud: 1 Preceptory\nOrder of the Fiery Tear: 1 Mission\nOrder of the Crimson Oath: 2 Missions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4348, + "rule_id": "pdf_skill_1842_assassinorum", + "title": "Assassinorum", + "content": "Assassins [RESTRICTED]\necorded Contingents of the Adeptus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4349, + "rule_id": "pdf_skill_1843_mechanicus", + "title": "Mechanicus", + "content": "Adeptus Titanicus—Legio Venator: 3 Battle\nManiples, 2 Scout Maniples\nCenturio Ordinatus: 1 Ordinatus\nSkitarii Tech Guard: 4 Regiments\nOrdo Reductor: 2 Siege Formations\nKorvath Knight Household: 2 Formations\nLegio Cybernetica: 1 Division\necorded Contingents of the Imperial", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4350, + "rule_id": "pdf_skill_1844_fleet", + "title": "Fleet", + "content": "+Vessels of Note\nBelial – Emperor Class Battleship\nExecution – Eternal Oberon Class Battleship\nProclamation of Wrath – Vengeance Class Grand\nCruiser [lost with all hands 786.M41]\nEternal Requiem – Exorcist Class Grand Cruiser\nCaelestis Dictatio – Mars Class Battlecruiser", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4351, + "rule_id": "pdf_skill_1845_munitorum", + "title": "Munitorum", + "content": "Reclamation & Provender Army Inc.:\n3 Pioneer Regiments\n2 Field Enforcement Regiments\n4 Labour Battalions\n1 Administratum Assay Corps.\necorded Contingents Holy Ordos of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4352, + "rule_id": "pdf_skill_1846_forces", + "title": "Forces", + "content": "The Vassals of Rogue Trader Kazandus Lan [5\nships of the line, equiv/3 Regiments Militant]\nForces of the God-Emperor of Mankind\nDisposition at the Outset of the Achilus Crusade circa 7252.777.M41\nCompiler’s Note: Cross-Ref: Secret Order Lamas-V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4353, + "rule_id": "pdf_skill_1847_salient", + "title": "Salient", + "content": "“In ancient times it is said that men prayed to keep the monsters\nof the seas from rising from the black depths. Now I look out at\nthe darkness between these stars and I feel the same prayers coming\nunbidden to my lips.”\n–Captain Ahabron to his first officer on the Deep Range\nCruiser Admiral Ishmael, missing in Action 814.M41\nhe Orpheus Salient is the rimward-most advance of the Achilus\nCrusade’s penetration into the Jericho Reach. Intended by Lord\nMilitant Tetrarchus to advance swiftly through what were largely\nuncontested and barren systems, the Orpheus Salient was once\nthe most successful of the Achilus Crusade, gaining ground\nrapidly ahead of the others and bringing more than sixty systems\nunder the Crusade’s control. These successes are no more, and its\nforces are now shattered and scattered, while the majority of its\ncommanders are lost and likely dead.\nhe doom that came upon the Orpheus Salient very recently\nhas come out of the distant void like a surging tide sweeping\naway all past gains in a welter of confusion and death. In four\nyears, the all-devouring xenos-horror known as the Tyranids has\ncome to besiege and consume all before it. Unprepared for its\nfury, the Salient’s Crusade forces have crumbled into a bloody\nshambles. Only a few worlds are known to be holding out for\ncertain against the onslaught of the Great Devourer, and dozens\nare believed to have perished. Others yet may be desperately\nfighting the enemy, their plight unknown, or huddling ignorant\nand fearful in the silent dark, not knowing that the jaws of a\nmonstrous enemy are fastening around them.\nhe possibility of complete disaster now looms, as\nonly one thing is certain: what has happened so far is only\nthe beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4354, + "rule_id": "pdf_skill_1848_victory_and_disaster", + "title": "VICTORY AND DISASTER", + "content": "The Orpheus Salient was launched a year after Solomon\nTetrarchus ascended to the position of Lord Militant\ncommanding the Crusade into the Jericho Reach. At that\ntime, intelligence possessed by the Crusade’s High Command\nstrongly suggested that the systems running to the rimward\nof the Reach were made up of sparsely populated frontier\nworlds and a few formally Imperial worlds. These planets,\nwhile much regressed, had kept faith with the Imperial Creed\nand carried on in much the same way as they had before the\nloss of the Jericho Reach to its millennia old Age of Shadow.\nSome had even maintained very haphazard contact with the\nImperium and provided the Crusade’s scouting forces with\naid and intelligence. It was felt that if these and other nearby\nworlds could be quickly brought back into Imperial control,\nthey could both provide valuable resources to the Crusade\nand act as the staging point to open a second front against the\nforces of the Archenemy that were already exacting a heavy\ntoll on the forces of Acheros Salient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4355, + "rule_id": "pdf_skill_1849_hive_fleet_dagon", + "title": "Hive Fleet Dagon", + "content": "The Tyranid attack into the Jericho Reach has left the forces of the Imperium confused and disordered.\nIn part, this is because the Tyranids spread a shadow in front of their advance which disrupts the\nAstropathic communication on which the Imperium relies. Additionally, the Achilus Crusade has no\nmeans of knowing how many Tyranids swarm in the void towards the rim. This confusion has meant\nthat no accurate verified estimation of the strength of the Tyranid forces has been made by the High\nCommand, and both the Space Marines (and more importantly, the Deathwatch) have not shared their\nfindings openly with the Crusade forces.\nIn an atmosphere of rising panic and little information, some have claimed that the Tyranids must have\nvast numbers, while others judge that there is no evidence that supports anything other than an attack\nby a small splinter fleet, numbering perhaps a score of bioships. Most examining the unfolding situation,\nhowever, agree that they are facing a splinter of Hive Fleet Behemoth which became detached before or\nduring the breaking of the great hive fleet in 745.M41.\nAlthough some amongst the Magos Biologos, Ordos Xenos and Administratum disputed the correctness\nof attaching a new designation to the Tyranid forces facing the Jericho Reach, such a designation was\ngiven on 989814.M41 by Lord Militant Tetrarchus. Once, it may have begun as a splinter of a greater\nfleet, but it was now a threat in and of itself—a threat of the present, not the victorious past. As such,\nit was given a name from ancient times that spoke of dooms and monsters dreamed of in an archaic age.\nThat name is Hive Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4356, + "rule_id": "pdf_skill_1850_castobel", + "title": "casToBel", + "content": "“And the stars will be blotted out, and men shall despair saying that\nthey are without light. And in that moment of heresy they doom\nthemselves most surely”\n–From the sermons of Sebastian Thor\nCastobel is a battered Hive world, ruled by a noble-born elite,\nthat remained loyal to the Imperium’s ways through the Jericho\nReach’s long Age of Shadow. It is also a world that is now all\nbut alone, facing any enemy that wants nothing more than to\nconsume it utterly. While other worlds fell to anarchy and the\nlure of false gods, Castobel remained true to the Imperial Creed\nand faithful to the belief that, in time, the Imperium would\nreturn to restore it to its glory. Through the application of\nbrutal authority, a council of nobles called the Aquilan Pluracy\nkept the population in order, the cathedrals un-profaned, and\nthe forges and manufactorums fed by resources harvested from\nthe lesser planets in its system. The Pluracy helped Castobel’s\nhard-pressed defences weather the storms of intermittent\nraiders and xenos predators from beyond. When the Crusade\nforces reached Castobel, they were welcomed. The Crusade\nfound a world willing and able to give support and eager\nto rejoin the Imperium. Since then, Castobel has revelled in\nits importance to the prosecution of the Crusade; its rulers\napply greater and greater brutality to its somewhat threadbare\npopulation in order to yield up weaponry, provisions, and\nregiments of troops to aid the Crusade.\nHive Fleet Dagon arrived without warning, and Castobel\nwas once again severed from all contact with the Imperium.\nThanks to their brutal iron-fisted control, the Pluracy averted\nmass panic turning into riot, but soon, stories began to circulate\nof unholy things stalking the lightless depths of the hives and\nrumours spread of the dark fates that befell the Crusade in the\ncold void beyond. Work and production levels have fallen,\nand the reports of seditious whispers from the Pluracy’s vast\nnetwork of informers have risen almost exponentially across\nthe entire system. Desperate attempts have been made to reand beleaguered Crusade ships managed to make it to port\nto re-arm and re-fit. The crews of these ships spread tales of\nmonsters stalking the stars and terrible battles lost. Afterwards,\na great dark mass appeared in the night sky above Castobel,\nblotting out the light of the stars. Troops were mustered and\ndesperate and largely unheard pleas to the Crusade forces were\nscreamed by the planet’s remaining Astropaths. On the eve\nof 817.M41, dark spores began to fall on Castobel, despite\nthe many more gunned into oblivion by the world’s ancient\ndefence networks. Deserted and doomed, many of the planet’s\nruling elite became lost to despair and flung themselves from\nthe highest spires of Hive Cressos, while others determined to\nsell the world dearly to the inhuman enemy. Castobel is now\na world at war against the most terrible enemy imaginable,\nits hive cities besieged and its hardy population fighting for\ntheir very survival. Its fate, however, is yet to be sealed, as the\nTyranid forces that have descended upon it were but a part of\nthe greater whole, and were not so numerous as to overwhelm\nCastobel quickly or completely. The world’s barren surface\nof lifeless wind-scoured deserts and volcanic plains have also\nproved an advantage in resistance, as they take their toll on the\ninvader and offer little biomass to fuel the enemy’s onslaught.\nWhile two of Castobel’s six major hive complexes have fallen,\none turned itself into an atomic funeral pyre while dying,\nwhich robbed the enemy of its flesh. The others are holding\nout, however precariously, for the moment. The Deathwatch\nhas also become aware of Castobel’s plight, and is now\nconsidering its own plans for possible intervention.\nhe fate of Castobel remains in the balance, although\none thing is certain—its future is even now being written\nin blood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4357, + "rule_id": "pdf_skill_1851_eleusis", + "title": "eleusis", + "content": "“Blasphemy is an older pursuit of Humanity than piety. It is rooted\ndeeper in the soul, and from there, it is likely to hatch when the mind\nproves too weak for the horrors of this universe.”\n–Witchfinder Paulos, in the First Principles of Persecution\nEleusis is a world of shrines and piety whose light flickers in the\nenveloping maw of Hive Fleet Dagon and where fear threatens\nto overturn holiness in favour of the promises of false gods. In\nthe time before the Age of Shadow fell across the Jericho Sector,\nEleusis was a Shrine world. Most of the surface of Eleusis was\ncovered with great seas, and on its few land masses, ten thousand\ntemples and glass-blazoned shrines to the God-Emperor were\nbuilt, forming the great Shrine cities. These wonders basked\nin serene holiness for five thousand years, becoming a place\nof pilgrimage for aspirants from as far afield as Macragge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4358, + "rule_id": "pdf_skill_1852_freya", + "title": "freya", + "content": "“Just as the dead were once as we are now, so the dead places of this\ngalaxy may once have equalled our most mighty or glittering worlds.\nAs the cold wastes are now, then so too may our worlds be in times\nyet unborn.”\n–Admonishment from the Seven Books of Vigilance\nBefore the Jericho Reach fell into its Age of Shadow, Freya\nwas a mining world across which millions of indentured\nworkers toiled in vast open-cast mines to feed the now lost\nForge worlds of the Reach. During the long millennia of the\nAge of Shadow, the world fell into disorder and anarchy; its\nmine-scarred surface the battleground for countless gangs\nof techno-barbarians, dark-souled cultists, and flesh-eating\nmutants. The last fragment of Imperial dominion remained in\nspace; a sensor array circling one of Freya’s many moons. This\nspecial Astropathic relay was one of many scattered throughout\nthe reach that served the Deathwatch in their secret vigil. In a\nwarning of what was soon to befall the entire Orpheus salient,\nthe Freya relay (which had endured through thousands of years\nof darkness and cold) fell suddenly silent. On 001814.M41, the\nDeathwatch warship Thunder’s Word entered the Freya system to\ninvestigate the troubling silence. It found no trace of the relay\nand no trace of any life in the Freya system. Preparing to leave\nthe system, Thunder’s Word encountered two Tyranid drone\nships that had been lurking in the orbits of Freya’s moons—a\nrear guard left in the wake of larger predators—and did battle.\nIts hull scored and pitted with acid and its magazines nearly\nexhausted, Thunder’s Word arrived at Watch Fortress Erioch\nlike a messenger riding before a storm: the Tyranids had come\nto Jericho Reach. Subsequently, no attempt has been made to\nreturn to Freya.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4359, + "rule_id": "pdf_skill_1853_hethgard", + "title": "heThGarD", + "content": "“May the gates hold against the beast without.\nMay the stones of the wall be firm beneath my feet.\nMay my blade drink deep of the foe and never be satisfied.\nMay I not feel the touch of fear at the death that is my service.\nMay I stand a warrior, and if I fall, may I fall with my blade in my\nhand.”\n–Spoken by Ivar Ravensclaw, Wolf Guard of the Space\nWolves Chapter, on the morning of the first spores falling\non Hethgard\nHethgard is an Imperial Fortress world and the location\nthat has most recently come under attack from the Tyranid\nthreat. Hethgard was a once mining world whose mountains\nand chains of dormant volcanoes were long ago stripped of\nthe great wealth of rare metallic ores they contained. What\nremained afterwards were plains of shattered stone that\nglimmered with a metallic sheen, broken mountains riddled\nwith echoing passages, and numberless unmapped shafts.\nAlthough sucked dry of resources, the fortress engineers of\nthe Achilus Crusade found Hethgard was perfectly suited for\nLord Militant Achilus’s strategic needs. Many of Hethgard’s\nmountainsides were sheathed in armoured skins, and generators,\nstorehouses and barracks were sunk deep into the abandoned\nmine-workings. The defences were ringed with thousands\nof miles of walls, razorwire, and mines, while chambers\ndeep within the mountain fortresses were converted to vast\nmagazines to feed the thousands of weapon emplacements that\ncrowned the armoured mountain summits. Thus, Hethgard was\nconverted into a mighty fortress to protect the Crusade’s flank\nand an armoury for its forces second only to Karlack itself. In\nthe three decades it has stood, no enemy has taken Hethgard.\nHowever, its defences have been seriously tested twice: once\nby the marauding Ork freebooters of the Brass Eye, and once\nby an unknown, powerful, non-humanoid xenos-form who\nattacked in black orb-like war machines. These raiders were\ndriven off thanks, in part, to the timely intervention of the\nDeathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4360, + "rule_id": "pdf_skill_1854_vanir", + "title": "vanir", + "content": "“If Humanity will not unite, it will be destroyed. If the price of\nunity is a billion lives, or ten billion, or a number as like to the\ngrains of sand on the shore, then we must pay it. If we do not,\nif we are not united, then we stand weak and divided against the\nremorseless enemies of an apocalyptic age.”\n–Cardinal Salazar Scrone, Sermon on Mount Amalath\nVanir is a system of inhabited worlds that is the site of a\nfrantic battle between the forces of the Achilus Crusade and\nrebels loyal to the self-proclaimed Monarchs of the Kingdom\nof Vanir. The desperate forces of Battlegroup Icarus, having\nwithdrawn after taking massive casualties from the advancing\nTyranids, are now locked in a race to overcome the rebel\nforces that have taken possession of the Vanir system. The\nImperials know that time is short and that the only chance\nof surviving the oncoming tide of Tyranids is to renew the\nsystem’s defences before the Tyranids come to destroy Vanir\nand lay waste to loyalist and rebel alike.\nDuring the Age of Shadow, Vanir was the seat of the false\n‘Kingdom of Vanir,’ a petty empire held together by the\nmilitary power of the Monarchs. A small fleet of warp-capable\nships kept the closely-situated worlds of the Kingdom together\nthrough fear of orbital bombardment and the deployment of\nthe Monarchs’ dreaded gene-enhanced Crown Guard. When\nthe Crusade forces reached the worlds of the Kingdom, a yearattack on Vanir itself by Space Marines of the Storm Wardens\nChapter and the bloody defeat of the Crown Guard. Many of\nthe Monarchs fled before the wrath of the Imperium as Vanir\nwas forced brutally into compliance; some were hunted down\nand executed by being crowned with molten gold, but a few\nescaped into hiding. Later, communications were broken by\nthe shadow in the warp cast before Hive Fleet Dagon. This\nthrew the Imperials into disarray and the surviving monarchs,\nlong plotting the violent overthrow of Imperial rule again,\nseized the opportunity to spark off a revolt. This rebellion\nlifted the yoke of Imperial rule once more, bringing down the\noverlord government in a bloodbath of civil war, and gaining\ncontrol of Vanir.\nRagged elements of Battlegroup Icarus attempted to regroup\nat Vanir after fighting the invading Tyranids along the Salient.\nHowever, they were attacked as they entered the system and\nfound themselves fighting a war against the resurgent forces\nof the Monarchs. In desperate need of the resources of the\nVanir system, the Battlegroup had no choice but to fight at a\ncrippling disadvantage—their fleet-based firepower muzzled\nby the fact that they could not risk destroying the infrastructure\nor defences that they would need when the Tyranids arrived.\nWith the sands of time running short, Vanir remains a\nworld divided and facing annihilation.\nThe faTe of BaTTleGroup arGo\nBattlegroup Argo was the Crusade Command Battlegroup of the Orpheus Salient from which General Curas directed the\nrapid advance of the Crusade forces under his command. The General always wished to oversee the leading edge of his\nadvance in person, and so Battlegroup Argo was almost invariably at the forefront of the Crusade advance, carrying with\nit the personal regiments of his chosen command. In its most famous action, the Battlegroup had the honour of cleansing\nEleusis of the Charnel Oracles and seeing the long-desecrated shrines torn down and rebuilt in the worship of the GodVanir. As was typical of Curas, when the then unknown threat of Hive Fleet Dagon darkened communications within\nthe salient, he ordered Battlegroup Argo to plunge into the heart of the shadow. Details of what occurred next have been\nfound only in the nightmarish memories of a handful of broken men who escaped from Argo’s death throes. Its last known\nposition was on the edge of the Phonos system when a massive attack of monstrous creatures descended on it from the cold\nvoid. What few survivors escaped did so on trailing escort vessels that fled as writhing darkness fell on the fleet. All were\nlater executed by the Imperial Navy for cowardice.\nNo word has ever been heard from Battlegroup Argo since that day. Many believe the Battlegroup is irrevocably lost,\nand General Curas with it. Others, however, suspect that the fate of Battlegroup Argo may have been far worse than mere\ndestruction at the hands of a ravenous enemy. Wrecked and scarred hulls of former Imperial Warships filled with harbinger\norganisms have been observed arriving in advance of the main Hive Fleet, scattered like deadly seeds upon the wind. These\nships are of familiar line and measure and some are still broadcasting Crusade-encrypted distress calls like the automated\nscreams of the unquiet dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4361, + "rule_id": "pdf_skill_1855_salient", + "title": "Salient", + "content": "“In war, nothing is certain save that the price for victory is always\npaid in blood, both yours and your enemies.”\n–The Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4362, + "rule_id": "pdf_skill_1856_karlack", + "title": "KARLACK", + "content": "“I’ve always liked a good fortress: given one to sit in, most enemies are\nhappy to stay where you might find them easily, and sleep soundly in\ntheir beds as you slip in to eat out their hearts.”\n–Lady Miram Saynay, Epicure & Corsair Captain\nKarlack is a Fortress world, the principle seat of the Achilus\nCrusade, and the single most powerful concentration of the\nImperium’s military might in the Jericho Reach. In the lost days\nof the old Jericho Sector, Karlack was little more than an outlying,\nlargely unremarkable, colony world. Its population never rose\nhigh enough to make it a power in sector politics, nor did it\npossess resources of sufficient calibre to make it of particular\ninterest to the Adeptus Terra. When the Age of Shadow came,\nKarlack’s relatively marginalised status protected it somewhat\nand cushioned its slide into isolation, sparing it much of the war\nand disaster that stalked worlds closer to the sector’s core. Over\nthe centuries, it descended slowly into pre-industrial feudalism.\nAfter the discovery of the Jericho-Maw Warp Gate, Karlack’s\nfate was decided by a simple expediency of stellar geography:\nit was the closest life-sustaining system of any strategic worth\nin the Jericho Reach in proximity to the Warp Gate. Thus, it\nwas the first system on which Lord Militant Achilus set his eye.\nThe mass forces of the Crusade were welcomed with open arms\nby Karlack’s natives whose local culture had long kept alive\nthe hand-me-down traditions of the Imperial Creed and the\nMastery of the Emperor. The Crusade’s Ministorum contingent\nquickly set about bolstering that faith and rooting out heresy and\ncorruption in the population. Swiftly, mountains were levelled to\nprovide raw materials, rolling steppe land planed into mustering\ngrounds for tens of thousands of troops, and vast fortifications\nraised both on the ground and in orbit. Not to be outdone,\nthe Adeptus Mechanicus hollowed out orbiting asteroids into\ngun-stations and crafted orbital docks to serve as the Crusade’s\nprimary anchorage.\nSince this time, Karlack has remained the primary seat of the\nCrusade’s power and the principal rallying point and supply hub\nfor the Imperial forces in the Jericho Reach. Its orbital stations\nhouse key command and control elements for the Crusade fleets,\na Naval repair and provender base, and the Crusade’s primary\nAstropathic Choir. Karlack is also the keystone in a wide arc of\nlistening posts and defence stations known as the Iron Collar,\nspread out across the portion of the Jericho reach bordering the\nWell of Night, from which the Crusade salients are supported.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4363, + "rule_id": "pdf_skill_1857_warzone", + "title": "Warzone", + "content": "“These stars and planets have been the sights of battles such as I had\nnever dreamed of in my darkest nightmares. Yet I fear for all the\nnightmares that have passed, there is worse to come.”\n–from the private Journals of Colonel Havius Blan,\nLandrian 202nd Light Infantry, Officer Commanding,\nCellebos Warzone, 443817.M41", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4364, + "rule_id": "pdf_skill_1858_khazant", + "title": "KhazanT", + "content": "“Why weep comrade? Is it the blood we wade in? The thunder of\nthe guns perhaps? Or this sodden corpse-hole of a trench? Friend,\nbe of good cheer, our saviour the Emperor has brought us to this fine\nworld with its open skies and wide vistas, and as plentiful scavenging\nas I’ve ever seen, and all he asks is that we kill a few of those\ngodless bastards yonder. Why, it is a fine thing, to be an Imperial\nGuardsman.”\n–Trooper Morlok Drax, 3rd Volg Regiment\nKhazant is a War world: a planet-wide battlefield over which\nblood has been shed almost continuously since the coming of\nthe Achilus Crusade to the Jericho Reach. Renowned for many\nyears as a corsair stronghold, this former Imperial planet and its\noppressed population have long been enslaved to one warlord\nor another, with Khazant’s naval dockyards and plentiful\nresources its principal prize. From the Achilus Crusade’s outset,\nKhazant was always considered a primary target, and its initial\nconquest, and the driving of heretic forces from the Khazant\nsystem in a year long campaign, was the last great victory of the\nCrusade under Lord Militant Achilus’s leadership. The former\noverlords of Khazant were allowed to escape; a development\nthat, in hindsight, would later have the darkest consequences\nfor the Crusade effort. Shortly afterwards, the newly-acclaimed\nLord Militant Tetrarchus divided the Crusade to form the three\nsalients. Raids by heretic forces into Imperial-held territories\nin the Cellebos region began to increase dramatically, and\nthe Acheros Salient, under Tetrarchus’s direct command,\nfound its main assault meeting massive, organised resistance\nhead-on. During this period, Khazant was temporarily cut off\nand overwhelmed, its garrisoning forces suffering near total\ncasualties before an Imperial counter-attack could once again\ncontest the system.\nSince then, control of Khazant has swung back and forth\nnumerous times, and its now wrecked surface has become the\nprincipal battleground of the war in the salient. Its star system\nis now littered with the wrecks of craft destroyed in action,\nand it has become the hunting ground of raiders from both\nsides. These raids are punctuated by attempts from heretic and\nImperial alike to run the gauntlet of enemy blockades to land\nreinforcements on the surface. On Khazant itself, Crusade\nregiments are still doing battle daily against the forces of the\nStigmatus and their unholy allies on a dozen fronts across a nobunkers, trench works and reeking mud. It is a war of endless\nartillery barrages, poison gas, grinding armour, and brutal\nhand-to-hand fighting that shows no sign of relenting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4365, + "rule_id": "pdf_skill_1859_vanity", + "title": "vaniTy", + "content": "“It would be better for a man to die screaming in the jaws of the\nTyranid and know release into the Emperor’s grace, than to die easy\nin his bed on this cold world: for here, the souls of the dead hunger\nfor company.”\n–Malin Grey, Psyker Primaris, Special Inquisitorial Taskforce\nA barren, radioactive, and haunted wasteland of shattered\nhive cities and fallen grandeur, ‘Vanity’—as it has long been\nknown—was once the Hive world of Corulsiem. A prominent\nworld, Corulsiem was once capitol of the Cellebos sub-sector\nand second only to Varrus itself in its economic and military\nmight. During the Age of Shadows, the prideful and fractious\nrulers of Corulsiem were among the first to fall to internal\ndivision and strife. Its hive cities erupted into a savage civil\nwar, which quickly escalated to the use of forbidden atomic\nweapons, rendering the planet into a lifeless cinder-shrouded\ncarcass of a world.\nFor many centuries afterwards, Corulsiem was little more\nthan a target for the most desperate or foolhardy of scavengers\nwilling to brave its deadly fallout-strewn wastes in search\nof spoils. It became known more commonly by the name\n‘Vanity’ by those in the Reach, in reference to the hubris and\nfolly of its former masters. With the coming of the Hadex\nAnomaly, Vanity’s reputation grew even darker: engulfed\nfor a time within the burgeoning warp storm, legend has it\nthat the tortured souls of Corulsiem’s billions of dead rose\nup screaming. Since then, Vanity has become legendary as a\ndeadly, haunted place. These legends were proved to be lethal\ntruth as this world became a second line in the war between\nthe advancing Imperial Crusade and the Chaos forces of the\nStigmartus; both have suffered at the hands of this world’s\nspectral phenomena.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4366, + "rule_id": "pdf_skill_1860_the_blood_trinity", + "title": "The BlooD TriniTy", + "content": "“I shall crush my enemies, drive them before me, and hear the\nlamination of their slaves. All this I do in thy name, oh Great Gods\nof Blood and Night”\n–Maratan Oath\nOnce known as the Mataras Sisters during the day of the\nlost Jericho Sector, this system was regarded as a jewel of the\nImperium. The system supported four verdant and paradisethe sector core. The Age of Shadows heralded a slow descent\ninto blasphemy for this system as, over time, the severed and\nabandoned human populations embraced barbarity and the\nfalse promises of the Dark Gods to save them from the brutal\npredations of off-world slavers and the obscene hungers of the\nalien. In 920.M37, Mataras IV was subject to the final sanction of\nExterminatus. This sanction was carried out by the Deathwatch\nin order to prevent a parasite-colony of the horrific Hadrus\nSkin-Weaver xenoform from spreading to neighbouring worlds.\nAs the populations of the Mataras Sisters slowly succumbed to\nthe worship of Chaos, they strove to excel over each other in\nsavagery and slaughter. The three surviving worlds of Mataras\nbecame known as the Blood Trinity, thriving on violence and\nfighting unceasingly amongst themselves for the favour for their\ngods, united only against anything foolish enough to attempt\ntheir conquest from without. The Deathwatch has long suspected\nthat the warlike natives of the Blood Trinity were chosen as a\nharvesting ground for fresh recruits for certain warbands of the\nTraitor Legions, with the most vicious among their warriors\nselected for their ranks.\nWhen the Crusade forces first probed into the Cellebos war\nzone and stirred the servants of Chaos into response, the godbase of manpower for the rising powers of damnation. Some\nof the most vicious shock-troops of the Stigmatus have been\ndrawn from the worlds of the Blood Trinity.\nhe heretic forces are well aware of the importance of the\nBlood Trinity to their cause. The system is now heavily patrolled\nby renegade warships which have, so far, defeated any attempt\nby Crusade forces to forge a beachhead into the system or\nThe Face of the Enemy\nThe heretic and Chaos forces contesting the Crusade in the Acheros Salient are highly diverse, but wellthe edge of the Charon Stars, to Warp-spawned daemons conjured forth by hellish rituals; from savage feral\nwarriors recruited from the warring tribes of the Blood Trinity, to void-born pirate clans who have spent\nmillennia beyond the reach of Imperial law.\nThe two most powerful groups the Crusade must contend with, however, are the binding forces which\nmaintain the Chaos war effort: a heretic army known as the Stigmartus, and several elite warbands of the\nTraitor Legions that have come to the Reach to make war on the Imperium.\nThe Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they\nare brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cultGuard itself. The commanding echelons of the Stigmartus are believed to be the remainder of the previous\nrulers of Kharzant, who fled when displaced by Lord Militant Achilus’ campaign. Now, they are bound to\nthe charismatic leadership of a cult-general called Elak Sarda, said to be sworn by dark pact to some nameless\ndaemonic entity within the Charon Stars.\nOne of the most terrifying and powerful contingents within the Chaos forces are the warbands and armies\nof the Chaos Space Marines. These super-human killers and arch-servants of the Dark Gods have already\naccounted for massive casualties on the Crusade forces. Factions of the infamous Alpha Legion, Word\nBearers, Berserkers of Skatherax, and The Pyre have all been confirmed present in the Cellebos warzone.\nThere have been unconfirmed reports of daemon hordes, traitor Titan Legions, and even an entire Chaos space\nfleet located on a Daemon world near the heart of the anomaly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4367, + "rule_id": "pdf_skill_1861_and_the_charon_stars", + "title": "AND THE CHARON STARS", + "content": "“Come signs, come figures, all hell dance before me in bloody light,\nCome woe, come pleasure, drown me in infernal night.”\n–From the proscribed play ‘The Banquet of Malfi’\nIn the Cellebos warzone, there exists twin aspects of one malefic\nphenomena: the Hadex Anomaly. Although unclassified, it is\nsimilar to a Class III Warp disturbance, an overlapping vortex of\nturbulence in the Æther that spills over into Realspace, distorting\nand twisting its fabric and making navigation and observation\nalmost impossible within its baleful influence. While considerably\nsmaller than the great and legendary reality-lesions such as the\ndreaded Eye of Terror or the Maelstrom, it is no less dangerous. The\nCharon Stars, in turn, is the name of those stellar bodies trapped\nwithin the warp-breach’s grasp, stars that now cast a murderous\nand unclean radiance wherever their light falls. Resembling a “red\nhole” in space, the Hadex Anomaly rarely stays in the same place\nfor long, having been reported in different regions of space on\nnumerous occasions. The Anomaly’s mobility suggests that it may\nhave some malign sentience. One theory amongst the Adeptus\nMechanicus forces in the Achilus Crusade is that the Anomaly\nspews time from other dimensions into our own, distorting all\nattempts to monitor it more closely. The outer rim of the Anomaly\ncontains a debris-strewn ring of ghost ships, starfaring vessels that\nhave become trapped in some kind of stasis from which there is\nno release.\nhe Hadex Anomaly came into being during an-ill portended\nplanetary alignment in 656.M40. The Deathwatch’s records state\nthat the vortex was the result of some great and bloody design of\nthe mortal worshipers of Chaos come to fruition on one of the\nlost worlds it now has swallowed: a ritual unleashing the abyss of\nthe Warp into reality. Thanks to the sector’s fall into anarchy, no\nAgents of the Throne were there to stop it.\nIn the fury of its birth, the Anomaly briefly swelled to more\nthan twice its current diameter before swiftly receding again. The\nAnomaly has since grown steadily by fractions, year-by-year, until\nit reached its present size. Drowned in its hellish radiance were a\ndozen inhabited worlds that once made up the core of the Jericho\nSector of old. This includes its once-vaunted capitol, the hive\nworld of Varrus, long since fallen into bloody civil war and the\nworship of the Ruinous Powers. Some say that Varrus has since\nbeen transformed into a daemon world, where the servants of the\nChaos Gods plan the destruction of the Reach.\nWhatever dark powers are in control of the heretics that\ncontest the Cellebos warzone, it is those same powers that called\non the might of the Traitor Legions to their battle standards. The\nCharon Stars are their domain, and it is under these stars’ blood\nred light that their corrupt priests and commanders make their\nsacrificial offerings. Many rumours claim that these minions of\nthe Ruinous Powers seek to appease the Anomaly itself, as if it\nwere some ancient and powerful beast that had carried them here\nupon strange tides of the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4368, + "rule_id": "pdf_skill_1862_samech", + "title": "saMech", + "content": "“What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n–Ancient Terran Proverb\nAlso known as ‘the iron pit’ by the debased human renegades\nthat travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nwithin the Jericho Sector, famed for the skill of its tech-adepts\nand the quality of the cogitator systems produced there. During\nthe slow fall of the Jericho Sector into barbarity and isolation,\nSamech maintained its power and independence far longer\nthan any of the other worlds of the sector core. Watch Fortress\nErioch maintained communications with Samech for more than\ntwo hundred years after Varrus fell. As the centuries wore on,\nhowever, the Magos of Samech grew increasingly insular and\nparanoid. Ever beset by xenos raiders, warring former allies,\nand human renegades, Samech began firing on any vessel that\nentered their system. Samech’s true infamy came to light in 325.\nM40, when a Mechanicus Explorator flotilla managed to battle\nits way through the warp storms shrouding the Jericho Reach to\nre-contact Samech and was lured into close orbit and blasted to\natoms. This act of treachery would lead the Cult Mechanicus to\ndeclare the Forge world Apostate under a penalty of death—a\npenalty that has yet to be carried out.\nMatters no doubt worsened when the Hadex Anomaly first\nerupted and swallowed Samech. Scattered intelligence gathered\nby the Deathwatch painted the Magi of Samech as increasingly\ncorrupt, embracing forbidden technological blasphemies and\ntrading weapons, and even warp drives, to debased renegades\nand consorting with the vilest forms of xenos without favour or\ndistinction. Some reports claimed that the Magi were raising up\naltars to the Dark Gods to consecrate their nightmarish works.\nOver the centuries since then, the emissaries and works of\nSamech have been a repeated and bitter foe for the Deathwatch.\nThey are not only allies to hostile alien forces, they are also\nsometimes rival claimants for xenos artefacts and lore the\nImperium can ill-afford to have fall into the hands of the enemy.\nSamech’s rust-coloured spider-like vessels have been reported as\nfar afield as the ruins on Jove’s Fall and hunting at the edges of\nTau colonies for ‘specimens.’\nAs matters stand, Samech is an abiding factor in the failure of\nthe Acheros Salient, as it is the principal supplier of baleful war\nengines and arms to the Chaos forces of the Cellebos warzone\nand the raider ships that harry the fringes of the Crusade. The\ntwisted masters of Samech deal freely with any creature, human\nor otherwise, that can meet their price in slaves and secret lore.\nSamech possesses the firepower and terrifying servants of its own\nto destroy any that would think to take what it offers by force.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4369, + "rule_id": "pdf_skill_1863_drift", + "title": "DRIFT", + "content": "A Desert world, now the domain of a few debased mutants\nand scattered clans of warring Orks, Shedu once marked the\nouter boundary of the old Jericho Sector’s civilised worlds and\nthe start of its spinward frontier. Despite being a largely arid\nwasteland, it remains a crossroads and way-station for outlaw\ntraffic and xenos slavers. Shedu’s importance reflects its status\nas the only life sustaining world found on the edge of a long\nand drawn out star cluster known as the Slinnar Drift. The\nDrift is a stellar formation whose planetary systems, although\nhostile, are rich with mineral resources and exotic chemical\nelements produced by its active proto-stars. The Slinnar Drift\nis also remarkable for the curious stability of local Warp-space\nconditions in the region.\nJOVE’S DESCENT\nJove’s Descent is a strange and impenetrably mysterious world,\nwhose promise and legend has drawn both human renegades\nand Rogue Traders to its vine-tangled deeps and curious\ncreeper-shrouded obelisks. The planet’s surface features\nnumerous dense jungles and strange, inhuman ruins overrun\nand overgrown by ages. It is thought it may have once been\nthe centre of a xenos empire believed destroyed during the\nGreat Crusade, referred to in some records as the Ghanathaar.\nOf the dead Ghanathaar themselves, even the Deathwatch\ncan say little for certain, save that they were ancient, nonthose Ghanathaar that were destroyed by the Great Crusade\nwere but a shadow of a race long since laid low by some great\nenemy in the unknowable past.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4370, + "rule_id": "pdf_skill_1864_polyphemnos", + "title": "POLYPHEMNOS", + "content": "An infamous Death world, forbidden to human contact even\nduring the rule of the Jericho Sector, Polyphemnos is a huge,\nheavy-gravity primordial planet. Its surface is forested with\nnoisome fungus plants tens of metres across and stalked by\na multitude of predatory species, many without analogue\nelsewhere in known space. Of the plethora of monsters that\nwalk its fetid forest floors, the so-called ‘Eaters’ are among\nthe worst. It is believed that the Eaters were once abhuman\nOgryns left behind long ago by beast-slavers. These twisted,\nstarveling, and gangrel-like things have been mutated by\nhundreds of generations of exposure to the vile poisonous\nspores that infest the air. Eaters are infamous for their\nunending hunger and congenital madness, coupled with the\nstrength to rip a power-armoured Space Marine in half with\ntheir bony claws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4371, + "rule_id": "pdf_skill_1865_salient", + "title": "Salient", + "content": "‘Don’t tell me we don’t have the manpower! Don’t tell me it can’t be\ndone! Tell me how many heads are spiked on our battlements! Tell\nme how deep the mass graves must now be dug!’\n–Lord Commander Sebiascor Ebongrave", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4372, + "rule_id": "pdf_skill_1866_fortress_spite", + "title": "FORTRESS SPITE", + "content": "Spite is the Fortress world from which Lord Commander\nEbongrave marshals the Imperial Crusade against the Tau. It is\na world recovering from a terrible attack by human malcontents,\nwidely assumed to have been supported by the Tau, which killed\nmillions and left Spite a ruined and shaken planet. Captured\nrelatively intact from Tau infiltrators early in the Crusade, Spite\nis a heavily settled and industrialised world, which turned its\nwhole production over to the war effort. Less than three years\nago, it was subject to an unexpected and devastating attack\nknown as the Blasphemy.\nFanatics calling themselves the Vengeance Sept hijacked a\nfactory ship loaded with fuel and crashed it into a major fault\nline on Spite’s largest continent. The resulting earthquakes and\nvolcanoes devastated several cities and rendered vast swathes of\nthe continent uninhabitable. Fortress Spite has barely been able\nto function as a military headquarters since the Blasphemy, and\nrefugees choke the remaining cities in the millions.\nA great many cities still stand on Spite—the largest is home\nto tens of millions. These cities are patrolled by Moral Hygiene\nMilitias, raised under Ebongrave’s orders to watch for sedition\nand xenos sympathisers, and suffer frequent visits by the Field\nPurgation Platoons of Imperial Guard sent to hunt down the\nworst offenders. Each city is now so paranoid it is effectively its\nown isolated state, with citizens refused entrance or exit without\nauthorisation from Ebongrave’s command. The millions of\nrefugees created by the Blasphemy cower outside the city gates,\nbegging to be let in before Spite’s merciless winter descends.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4373, + "rule_id": "pdf_skill_1867_the_black_zone", + "title": "The BlacK zone", + "content": "‘First, you say, “Where are your papers?” If it goes further than that,\nit’s too late to be saying anything at all.’\n–Sergeant Okkus, 14th Mortressan Highlanders.\nhe Black Zone is the military headquarters of Lord\nCommander Ebongrave, standing apart from the cities of\nSpite. The Zone is out of bounds to civilians, and anyone\nwithout proper identification approaching the walls is shot.\nIn its centre is the Achilian Bastion, ringed by massive\nfortifications which were severely damaged in the earthquakes\nfollowing the Blasphemy. The Bastion itself is a squat tower\nof black rockcrete, its plain walls decorated with thousands of\ngibbets. In each gibbet swings the body of a citizen or soldier\nwho fell afoul of Ebongrave’s purges. The fortifications of the\nBlack Zone enclose countless execution grounds, with every\nother wall riddled with firing squad bullets and every flagpole\nand beam pressed into service as a gallows. All the usual bustle\nof military life can be found in the Black Zone, under a pall\nof fatalism and fear that finds its expression in the execution\nsites and the morbid humour of the Guardsmen.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4374, + "rule_id": "pdf_skill_1868_the_sorrow", + "title": "The sorrow", + "content": "The Sorrow is the massive tectonic scar left by the Vengeance\nSept’s attack. It is a ruination of crevasses, lava flows and\nnewborn volcanoes, scarring the planet’s surface for over\nthree thousand miles. The Sorrow runs through a dozen major\ncities, the populations of which are now dead or displaced.\nThe lowest of the low on Spite scavenge among the ruins.\nAlways in danger of a sudden lava burst or earthquake,\nthey hunt for the riches supposedly left behind by wealthy\nrefugees, or buried under the ash beside the dead. The Silent\nPilgrim, the container ship used by the Vengeance Sept, also\nlies as a pile of melted slag somewhere in the Sorrow. It has\nyet to be located by Ebongrave’s agents, and he is certain\nit must contain crucial intelligence on the network of xenos\nspies and saboteurs he sees around every corner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4375, + "rule_id": "pdf_skill_1869_sepulchre_sigma", + "title": "sepulchre siGMa", + "content": "‘I’m telling you, I don’t know anyth... [illegible] damn you, where\nare your souls? How can you... no, no... [illegible]... all right.\nAll right, filth take your hide. It was me! I was the man in the augur\nrelay, guiding them in! Is that what you want to hear?’\n–Prisoner HX331-43-omicron\nhe codename given to Ebongrave’s interrogation facility is\nSepulchre Sigma. It is a place from which very few people—\nincluding the soldiers who guard it—ever return. Anyone\ntoo valuable to be executed on the spot is brought here for\ninterrogation by officers whose uniforms display no rank\nor regiment. They report what they know to Ebongrave\nin person. Ebongrave does not care how they get their\ninformation, only that it keeps coming. Sepulchre Sigma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4376, + "rule_id": "pdf_skill_1870_quarantined_worlds", + "title": "QUARANTINED WORLDS", + "content": "Ebongrave is aggressive, some say fanatical, in rooting out Tau\ninfluence on the Imperial worlds of the Canis Salient. Three\nsuch worlds—Argoth, Kaggeran and Rheelas—were deemed\nby Ebongrave so riddled with Tau emissaries and sympathisers\nthat they were beyond hope. He ordered them quarantined,\nmeaning that no craft were allowed in or out. Fragmented\ntransmissions from these planets, which are clustered close to\nSpite, paint a picture of mass starvation, riots and apocalyptic\ncult activity. Ebongrave has not permitted any cargo to reach\nthe planets, fearing that moral threats will escape on returning\ntransports, and has said on many occasions that he would call\ndown the fleet to bomb their cities into oblivion if he could.\nTo many, the horrible fates of the quarantined worlds are the\nstarkest evidence of Ebongrave’s madness.\nVELK’HAN SEPT\nThe Velk’Han Sept is the empire ruled by the Tau and the\nprimary objective of the Imperial Crusade in the Canis Salient.\nIt consists of several dozen populated worlds. While several\nworlds are properly colonized Tau worlds, many others are\nmostly human-populated and are ruled by proxy through\nsympathetic human leaders. The Sept capital world, Tsua’Malor,\nacts as the central seat of Tau governance and rule.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4377, + "rule_id": "pdf_skill_1871_he_sept_s_humans_referred_to", + "title": "he Sept’s humans (referred to by the Tau as ‘Gue’la’)", + "content": "adhere not to the Imperial Creed, but to the Tau ideal of\nthe Greater Good. The Tau teach that the perfect society,\none modelled after the Tau themselves, has a place for every\ncreature; with every creature in that place, fulfilling their\nassigned roles without question, for the good of the Sept as\na whole. Imperial religion is prohibited and the Tau Water", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4378, + "rule_id": "pdf_skill_1872_caste_run_education_and_re_ed", + "title": "Caste run education (and re-education) programs that instil", + "content": "an understanding and love of the Greater Good into the\nsometimes reluctant gue’la minds. Populations are regularly\nsterilised to prevent population growth outstretching Tau\nmethods of control. Human transgressors against the Greater\nGood are not publicly executed, as is the Imperial way, for the\nTau see no need to publicise the fates of those who oppose\nthem. Instead, such gue’la simply disappear, and it is the\nway of the Greater Good to convince oneself that they never\nexisted at all.\nhe Mal’caor Shi, the Tau taskforce that rules and defends\nthe Sept, has at its disposal several contingents of Tau military\nunits and spacecraft. The Tau force contains many veteran\nforces of Fire Warriors and Air Caste pilots, and its leaders are\nhighly motivated to add the Reach to the expansion of the Tau\nEmpire. It also commands many auxiliary forces drawn from\nspecies that have joined the Tau in the pursuit of the Greater\nGood. The most numerous xenos auxiliaries are the Kroot,\nwith substantial numbers of insectoid Vespid and smaller\nunits of other, more specialised xenos warriors. The Tau also\nmake use of human troops, but they never arm or direct them\nin person. Instead, the wishes of the Tau are passed on to\nthe leaders of human worlds who then equip and command\ntheir own planetary forces. The Imperial Guard fighting on\nthe fringes of the Sept in the Greyhell Front find themselves\nfighting these human forces as much as xenos foes.\nhe Tau face constant challenges in their fight to keep the\nVelk’Han Sept viable. The Tyranids and the Imperial Crusade\nforce them to commit huge numbers of auxiliaries. Even\nbefore the Crusade hit the Canis Salient, however, the Sept\nhad its problems. Chief among these was the baleful influence\nof the ruins found in the Black Reef and on many humanlong dead, are without exception inimical to life, and seem\nto defend themselves by infecting human and Tau alike with\nmadness. Imperial aggression forced the Tau to abandon their\nefforts to understand these ruins, and their secrets remain\nhidden under the soil of Sept’s worlds.\nTSUA’MALOR\n‘What need you understand but the Greater Good? What more than\nthe Greater Good can hold any concern for you? Ask not where your\nhusband went. Rather, rejoice that his absence benefits us all!’\n–Maskin Quiore, Gue’la Water Caste Liaison\nsua’Malor is the capital world of the Velk’Han Sept and\nthe headquarters of the Mal’caor Shi. Once a populous\nand advanced human world, it was transformed by Earth\nCaste architects into a shining example of civilisation and\nenlightenment. Few sights in the Jericho Reach are as\nmagnificent as the skyline of Tsua’Malor’s vast Equatorial\nCity. Stretching around the Desert world’s circumference,\nit houses millions of Tau settlers and the great edifices of\nlearning and government. The Mal’caor Shi’s ruling council,\na small number of Ethereals and ambassadors, gather in the\nkilometre-high edifice known in the gue’la tongue as the\nTranscendence. Each caste has its own district in Equatorial\nCity, from the floating tethered platforms of the Air Caste\nto the bronze-walled fortresses of the Earth Caste. Several\nbillion humans also live on this world, in the planet’s other\ncities cut from the rocky desert by Imperial pilgrim-settlers\nthousands of years before. Every city has a Tau quarter of\nglittering spires and grand pavilions, where the human leaders\ngather to listen to the wisdom of Tau ambassadors. One such\ncity, Beldar, is home to the Gue’Retha, a research institute and\nuniversity to which the Tau transport all the brightest and\nmost talented humans to educate them in Tau philosophy and\ntechnology. Attached to the Gue’Retha is a place which the\nTau decline to name, but which human malcontents call the\nLacuna. This underground research facility, it is rumoured, is\nwhere the Tau conduct psychological experiments on gue’la\nprisoners. The results supposedly help the Tau refine their\nmethods of social manipulation, but no one can be sure since\nany heard to utter such thoughts vanish, quite possibly into\nthe Lacuna itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4379, + "rule_id": "pdf_skill_1873_iphigenia", + "title": "IphIgenIa", + "content": "The world of Iphigenia is, in many ways, typical of the\nVelk’Han Sept. It is a human world with a population of\naround seven billion, living mostly in the polar cities spared\nthe fierce heat of the planet’s nearby red sun. Its people are\nall born into one of several dozen tribes, each tribe having its\nown king in turn united under the High King. All laws are\ndecided according to the tribe; transgressions in one tribe are\noften accepted in another, even though the populations of the\nvarious tribes live side by side in every city. Since Iphigenia\nwas absorbed into the Sept, however, another power structure\nhas come to exist alongside the tribal kings: the Grey Kings,\nthe name given to the Tau emissaries who have entered into\nan agreement with the High King. In return for allowing the\ntribes to rule themselves, the Grey Kings require Iphigenia’s\narmed forces to fight for the Tau. In addition, the tribal kings\nare to hand over the most technically skilled of their people\nto the orbital stations on which the Grey Kings live.\nEach station is a huge re-education facility. Many of the\ngue’la sent here are trained in Tau technology and sent to\nwork elsewhere in the Sept under Earth Caste work teams\nor Air Caste starship crews. Others are sent back down\nto Iphigenia, radiant with their new purpose and eager to\nspread their understanding of the Greater Good among their\ntribemates.\nIphigenia’s people are far from universally convinced about\nthe Greater Good. The ‘enlightened ones’ who return from\norbit, however, are quick to address such concerns with anyone\nwho wishes to accompany them to the strange structures the\nGrey Kings are building in the southern wastes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4380, + "rule_id": "pdf_skill_1874_lord_commander_ebongrave", + "title": "Lord Commander Ebongrave", + "content": "Sebiascor Ebongrave was a capable, even heroic officer who\ndistinguished himself among the cavalry of the Dhkasin Hussars\nand became a trusted advisor to Warmaster Tetrarchus before\nbeing given command of the Canis Salient. Ebongrave has not\nborne his role well. This once-dashing cavalryman is a bitter,\ngreying man who rarely leaves his fortified situation rooms in the\nAchilian Bastion. He has become increasingly paranoid and has\nordered purges of regimental commanders, naval officer classes\nand Imperial governors, sometimes at the vaguest suggestion of\nTau sympathies or ideological weakness. No matter how impossible\nthe fight against the Tyranids becomes, he refuses to countenance\ndiverting troops and ships from fighting the Tau. Some believe he\nis losing his grip on reality, while others think he sees reality all\ntoo well and is the only man who appreciates just how devious his\nxenos foes really are.\nThe 14th Mortressan Highlanders\nWhen Ebongrave needs people he can trust to execute their fellow\nImperial citizens or soldiers, he calls upon the 14th Mortressan.\nRecruited from the Calixian Death world of Mortressa, these\nveterans believe that life is meaningless and that only the manner\nof a man’s death matters. They have no compunction or guilt\nabout what they do, a psychological foible that Ebongrave values\ngreatly. Mortressans serve in the Field Purgation Platoons who\nroot out ideological failings among Guard regiments, and in the\nexecution details in the Black Zone. The guardsman standing\nwatch over an interrogation cell in Sepulchre Sigma is likely to\nhail from Mortressa.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4381, + "rule_id": "pdf_skill_1875_watch_station_skapula", + "title": "WATCH STATION SKAPULA", + "content": "‘By your will, Fio’Ui. The relief seems to depict iconography relating\nto the gue’la religion. I shall remove the panel for further study.\nWork-brother, pass me the fusion cutter... there, that should...\n[sound of rapid laser fire, then static.]’\n–Intercepted Earth Caste communication\nWatch Station Skapula is a Deathwatch space station,\nabandoned long ago, that orbits a barren world in Tau space.\nWhile deactivated, the station is protected by automated\ndefences that are still operational in spite of the time the\nWatch Station has spent empty.\nhe Tau are interested in the Watch Station, believing\nit to have a religious purpose that could be significant to\nunderstanding the gue’la mindset. Human pioneers led by\nEarth Caste archaeologists have tried to examine and enter\nthe Watch Station, but the defences have held them off in\nspite of spirited attempts to understand and deactivate them.\nWatch Station Skapula could prove a hugely valuable asset\nfor the Imperium. It is highly advanced and is even capable of\nshort warp jumps, making it extremely useful as a jumpingSept. A mission to capture Watch Station Skapula from the\nTau and reactivate it is surely on the Deathwatch’s agenda for\noperations in the Jericho Reach.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4382, + "rule_id": "pdf_skill_1876_the_black_reef", + "title": "THE BLACK REEF", + "content": "Much of Tsua’Malor’s suitability as the Sept capital comes from\nthe Black Reef, a stellar phenomenon that protects it from\nmost angles of approach. The Reef is a series of gravitational\nanomalies that few but the bravest human pilots and the\nfastest ships could hope to navigate. Hundreds of planets and\nmillions of asteroids are caught in the Black Reef, endlessly\ndancing through contorted orbits as the fluctuating gravities\npull them apart. Some of these planets were once inhabited,\nlong before the age of Imperium, and the tormented ruins\nof ancient cities can just be glimpsed on slabs of planetary\ncrust as they float through the Reef ’s currents. The Reef ’s\nreflection in the warp is an impassable mass of positive and\nnegative energies constantly colliding and annihilating one\nanother, in a dance of destruction that no Navigator would\nconscience sailing towards.\nhe presence of the Black Reef makes it much easier for\nthe Tau fleets to watch over the approaches to Tsua’Malor.\nThis does not satisfy the Mal’caor Shi, however, and several\ncadres of auxiliary species well suited to space exploration\nhave been despatched to explore the Black Reef and chart any\npossible routes through it. These xenos suffer a high attrition\nrate, even though they can survive conditions that would kill\na Tau or a human. The information they are bringing back\nis worth their sacrifice, however, for along with charts of the\nReef they are bringing back glimpses of a catastrophe that\ncreated the Reef and the beings that once inhabited it before\nthe cataclysm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4383, + "rule_id": "pdf_skill_1877_baraban", + "title": "BARABAN", + "content": "Baraban’s endless temperate forests are home not only to\nhuge Vespid and Kroot armies, but to spectral presences that\nprey on the sanity of the Guardsmen fighting there. The\nwar on Baraban is a conventional one, with battle lines of\ntrenches and fortifications, attacks and counter-attacks, as\neach side tries to push the other back. Time and again the\nImperial Guard launch armoured spearheads that shatter the\nxenos lines and it seems that surely a crushing victory will\nat last be won. Then the ghosts of Baraban make themselves\nknown, and the Guard forces fall apart in terror and madness.\nA whole army can suddenly be assailed by bizarre visions\nand sensations, and must fight to save themselves from crazed\ncomrades as well as the xenos.\nhe source of Baraban’s ghosts is unknown, but everyone\nwho has been there and survived has his own explanation.\nThey appear to each Guardsman differently: some as voices\nin the mind, others as visions of loved ones long dead or on\ndistant worlds. Even the Deathwatch who have participated\nin the Battle for Baraban report witnessing their Primarch\nwading into battle, or feeling the agony of the Emperor as\nHorus dealt him his mortal wound. Many Guard commanders\nbelieve the Tau have a hand in Baraban’s ghosts, but others\nbelieve the Kroot and the Vespid have their own difficulties on\nthe planet. The Kroot, in particular, develop into strange and\napparently useless strains very easily, with dead-end strains\nlike mindless cattle or uncontrollable predators resulting from\nthe planet’s cruel influence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4384, + "rule_id": "pdf_skill_1878_bekrin", + "title": "BEKRIN", + "content": "‘Auto vox-beacon 1145EG-BK.Quarantined world, turn back. ‘Auto\nvox-beacon 1145JH-BK. Quarantined world, turn back. Auto vox–Wide-channel voxcast, Bekrin\nBekrin is a Cardinal world, religious capital of the diocese\ncovering much of what is now the Canis Salient. Its clergy\nevacuated the world to escape the approaching Tyranids,\nand though the Tyranids were turned aside before they\ncould reach Bekrin, the world has never been resettled.\nThe Adeptus Ministorum often petitions Lord Commander\nEbongrave to reclaim Bekrin and install a new Cardinal to\nserve as the spiritual leader of the Canis Salient. Ebongrave,\nfor reasons unknown, has bluntly refused at every turn, and\nhas even proclaimed Bekrin a Quarantined world. No one\nknows why, though there is no shortage of speculation about\nwhat horrible sights might be found among Bekrin’s fabled\nnatural beauty and gilded temple-cities. To some, Bekrin is\nan example of Ebongrave’s paranoia, but others insist that\nthere must be something terribly wrong with the planet. In\nany case, no official word on Bekrin has been forthcoming in\nmore than forty years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4385, + "rule_id": "pdf_skill_1879_priority_targets", + "title": "Priority Targets", + "content": "The members of the Mal’caor Shi high command (collectively ‘the Transcendence’) are named herein, by the order of\nthe 31st Intelligence Cohort (Black Zone Liaison Section). Quality of said intelligence, while representing the sum\ntotal of relevant knowledge at Imperial disposal, is provisional at best. In addition to the following, intelligence\nprojections suggest two to four lower-ranked Ethereal Caste members, thus far unobserved.\nAun’El Basel’kyth\nSuspected head researcher/philosopher, Ethereal Caste. Elimination projected to affect enemy morale only. Priority\ntarget. Projected location: Beldar Academy, Tsua’Malor.\nAun’O Tsualal\nConfirmed presence Velen battlezone, Greyhell front. Significant Tau strategist, Ethereal Caste. Translated commCaste bodyguard, shield/gun drone swarm present at all contacts.\nShas’O M’yen\nSenior tactical advisor, fire caste. Referred to by sympathisers as ‘Commander Scornfoe’. Projected Location:\nUnknown. Priority Omega target. Crisis battlesuit/support weapon suit, multiple gun drones, fire caste command\nsection.\nAun’Ui Kol’denh\nSocial engineering advisor, Ethereal Caste. Multiple contacts, Warzone Epsilon. Armoured anti-grav unit, life\nsupport system (possible deteriorating health). Projected location: Orbital installation, Iphigenia. Defensive/\noffensive capabilities unknown.\nKor’O Volescur\nSenior ambassador, Water Caste. Projected location: Orbital dockyards, Tsua’Malor. Personal craft known among\nsympathisers as the Liberation. Significant evasive/offensive capabilities, Fire Caste marine/boarding detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4386, + "rule_id": "pdf_skill_1880_ravacene", + "title": "Ravacene", + "content": "‘You wanna know who’s in charge, sir? You see that? Yeah, the little\nguy with all the legs crawling over your shoe. He’s in charge. He’s the\nonly one knows what the hell he’s doing, anyway.’\n–Specialist Vynes, 11th Ornsworld Regiment\nFew assignments are less welcomed than a posting to Ravacene.\nThe ash-choked forests are said to have given the Greyhell\nFront its name, and the Imperial Guard battling to wipe out\nthe Kroot on this world fight a bleak, horrific battle against the\nplanet and their alien foes alike. Ravacene’s ecology is based\non the volcanoes covering its single planet-wide continent. The\ntoxic ash spewed by these volcanoes feeds the dense black-grey\njungles covering its plains and valleys. The jungles are resistant\nto the most enthusiastic attempts to burn or defoliate them, and\nprovide the perfect environment for the Kroot to fight a fluid\nwar based on ambush and misdirection.\nRavacene chews through Imperial Guard regiments at an\nappalling rate. Only Death world veteran regiments can expect\nto last more than a few weeks before being withdrawn. Worst\nof all is the psychological effect of fighting through its dense\njungles, expecting Kroot ambushers behind every tree or\nfending off the illnesses that result from the ash-choked toxic\natmosphere. Even with respirators and chem-suits, every soldier\neventually suffers from the corrosive and poisonous air.\nImperial Guard objectives on Ravacene are simple. Ravacene\nis ideally placed to act as a staging post for a push into Tau\nspace, and its several moonlets would make ideal orbital\ndockyards. Before the planet can be used in this way, the Kroot\nmust be exterminated. The dense jungles mean this task must\nbe carried out on the ground, one Kroot at a time, no matter\nhow many Guardsmen it takes. For their part, the Kroot have\nevolved to match the ash jungles of Ravacene.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4387, + "rule_id": "pdf_skill_1881_veren", + "title": "veRen", + "content": "For reasons the Imperial forces cannot ascertain, the Tau are\nvery interested in keeping the Imperium from conquering\nVeren. The planet, a world of glassy black mountains and\nshallow oceans teeming with corals and algal blooms, is of\nlittle obvious strategic value. Stable warp routes from the\nvicinity of Veren end at the Black Reef, so it would be no\nuse for staging an attack on Tsua’Malor. Nevertheless, the\nexpeditionary force sent to scout the world was immediately\nopposed by Tau Hunter cadres attacking in force.\nEbongrave is convinced that something lies on Veren the\nTau want to defend, and that sending so many Tau to defend\nit indicates its importance. Ebongrave has ordered for Veren\nto be captured and held, but the Tau seem to know the planet\nvery well and use the air-filled coral tunnels beneath the\nshallow seas to move around Veren with impunity. The battles\nthrough Veren’s tunnels and in its mountain passes are vicious\nand at close-quarters, and the Tau suffer greater losses here\nthan anywhere else in the Canis Salient. Some in Ebongrave’s\ncommand believe that Veren is a huge feint, intended to draw\nImperial Guard regiments away from worlds that are truly\nimportant, and that the Tau will either leave and force the\nImperial Guard to tie up men garrisoning the world, or draw\nin more and more Guard until they can wipe them out in\nsome huge Tau-engineered cataclysm. Such views are near-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4388, + "rule_id": "pdf_skill_1882_prophecies_and_patterns", + "title": "Prophecies and Patterns", + "content": "Some amongst the Ordo Xenos believe that the\nJericho Reach is the centre of a bizarre foretelling\nlaid down in 744.M33 by the blind prophet\nSatarrion.\n“To the east of the Emperor’s realm lie damned\nworlds, a reach of cold stars and domains of\ndeath. The fires of war shall light these benighted\nplanets, some ignited with faith, others devoured\nby darkness. Foes strike from within and without,\nall ignorant of the Dark Patterns waiting to arise\nand destroy until nothing remains but oblivion.\nOnly those who stand watch in the depths of night\nmay tip the balance.”\nTiers of enemies\n•", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4389, + "rule_id": "pdf_skill_1883_adversaries", + "title": "Adversaries", + "content": "“The Imperium is a fortress built against the enemies of mankind. I\nhave seen those enemies; I have stood on the walls of the fortress, and\nI have looked into their soulless eyes. I have watched them swarm\nand multiply in the darkness, and I know that we are all that stands\nbetween them and the end of days.”\n–Ignatius Sable, Captain of the Exorcists 4th Company,\naddress at the outset of the Angevin Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4390, + "rule_id": "pdf_skill_1884_hordes", + "title": "Hordes", + "content": "“Their numbers darkened the land, and blotted out the sun. As many\nas there are stars in the sky, or grains of sand on the seashore they\ncame to slay us and take what we would deny them.”\n–Varrus, Captain of the Storm Wardens’ 3rd Company,\nspoken of the second defence of Karlack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4391, + "rule_id": "pdf_skill_1885_magnitude", + "title": "magniTude", + "content": "A Horde is a vast number of one type of enemy or creature\nattacking in large numbers. The abstract number of enemies\nmaking up such a Horde are reflected in the Horde’s\nMagnitude. This represents the Horde’s determination and\nnumbers as an abstract value: one point of Magnitude does\nnot equal one individual enemy or creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4392, + "rule_id": "pdf_skill_1886_a_creature_entry_may_have_a_tr", + "title": "A creature entry may have a Trait listed that has (Horde)", + "content": "written next to it. These Traits represent the way particular\ncreatures fight in large numbers, and only apply when that\ncreature is used as the basis of a Horde.\naTTacking a horde\nA character can damage a Horde by shooting it with ranged\nweapons or attacking it in melee. These attacks are treated\nas if they are against a single creature even though they may\nrepresent mowing down ranks of enemies or scything through\nmany foes.\nCharacters must still roll to hit a Horde, but the appropriate\nsize bonus should apply to these tests based on the Horde’s\nMagnitude.\nWeapons that can fire on full, or semi-auto will cause additional\nhits. These hits must be allocated against the Horde and not any\nindividual Lieutenants or Masters that may also be present.\ndamaging a Horde\n• Each hit that causes any amount of damage reduces a\nHorde’s Magnitude by one. Therefore, an attack that,\nafter accounting for armour and Toughness Bonus, causes\n15 points of damage reduces the Horde’s Magnitude by\n1. The deliberate consequence of this is that sustained\nfire and blast weapons are much more effective against\nHordes than weapons which fire only one shot; a\nlascannon is a weapon for destroying tanks not mowing\ndown large numbers of infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4393, + "rule_id": "pdf_skill_1887_weapons_that_inflict_explosi", + "title": "• Weapons that inflict Explosive Damage (X) gain a", + "content": "bonus against Hordes, and count as having inflicted one\nadditional Hit.\n• Locations are not used when fighting a Horde.\n• A Horde has a single armour value at is applied to all\ndamage rather than different armour values for different\nlocations.\n• Hordes may be Pinned as normal (with the entire Horde\nmaking a single Willpower Test). However, Hordes gain\na bonus to their Willpower Tests to resist pinning equal\nto its Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4394, + "rule_id": "pdf_skill_1888_melee", + "title": "melee", + "content": "When fighting against a Horde in Melee, a Space Marine\ninflicts one hit for every two Degrees of Success on his\nWeapon Skill Test. Melee weapons with the Power Field\nQuality inflict one additional hit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4395, + "rule_id": "pdf_skill_1889_to_its_blast_value_so_a_grena", + "title": "to its Blast value. So a grenade with Blast (4) will automatically", + "content": "hit four times if successfully lobbed into the Horde.\nTable 13–1: Example Horde Magnitudes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4396, + "rule_id": "pdf_skill_1890_equal_to_one_quarter_of_the_we", + "title": "equal to one quarter of the weapon’s range (rounding up),", + "content": "plus 1d5. So a flame weapon with a range of 10 will hit a\nHorde 1d5+3 times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4397, + "rule_id": "pdf_skill_1891_psychic_powers", + "title": "Psychic Powers", + "content": "Psychic Powers used against a Horde will hit it a number of\ntimes equal to the Psy Rating used in the power, no matter\nwhat the power may be. If the psychic power affects an area,\nit adds an additional 1d10 hits. At the GM’s discretion, if\na particular psychic power does not inflict damage (such\nas Compel), it still inflicts “hits,” meaning that portions of\nthe Horde have been convinced not to attack, and so forth.\nFurthermore, the GM should take care to adjudicate the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4398, + "rule_id": "pdf_skill_1892_effects_of_certain_psychic_pow", + "title": "effects of certain psychic powers (such as Vortex of Doom)", + "content": "in specific situations against Hordes (such as a Horde tightly\npacked into a small space).\nBreaking a Horde\n• When a Horde’s Magnitude is reduced by 25% in a turn,\nit must make a Willpower Test when it is its turn to act\nagain. If it passes, it may continue to act. If it fails, it\nbreaks and flees at its highest move value.\n• If the Horde’s Magnitude is less than 50% of its starting\nvalue, it suffers a –10 to the Willpower Test. If the\nHorde’s Magnitude is less than 25% of its starting value,\nit will automatically break.\n• Hordes composed of enemies with the Fearless talent do\nnot have to test to see if they break as their Magnitude is\neroded: they have to be wiped out to the last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4399, + "rule_id": "pdf_skill_1893_hordes_attacking", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks\nagainst every eligible target. Although a Horde represents a\nlarge number of attackers, a Horde does not gain the benefits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4400, + "rule_id": "pdf_skill_1894_of_ganging_up_see_page_248", + "title": "of Ganging Up (see page 248). Instead, the Horde’s sheer", + "content": "weight of numbers is represented by the fact that its target\nmay not Dodge or Parry. Melee Attacks made by Hordes\ncannot be Parried or Dodged unless otherwise noted.\nRanged: A Horde may make ranged attacks equal to the\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can\nmake two ranged attacks. Any additional hits from sustained\nfire can be applied to any eligible target. Therefore, if the\nheretics hit Brother Silas well enough that they cause an extra\nhit with their stub autos, the additional hit will be applied to\nBrother Silas.\nModifiers or range and sustained fire apply as normal, but\na Horde can never aim.\nAmmo expenditure and Jamming are never applied to\nHordes—they always have enough bullets to keep firing.\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nincreased by a number of d10s equal to the Horde’s Magnitude\ndivided by ten, with a maximum bonus of +2d10. This is\nin addition to the normal damage dealt by the weapon that\nthe Horde is armed with. It will also include the Strength\nBonus added to damage caused by melee weapons. The\ndamage is reduced by the target’s Toughness bonus and\narmour as normal. Thus, a Magnitude 25 Horde of heretics\narmed with axes will add 2d10 to the normal damage that a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4401, + "rule_id": "pdf_skill_1895_heretic_would_do_with_its_axe", + "title": "heretic would do with its axe (1d10+5), and therefore causes", + "content": "3d10+5 damage if they hit in combat. Likewise, the same\nmob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\nlike rain on a single target.\ncreaTing a horde\nTo create a Horde is simply a matter of taking a minion\nentry from this chapter and replacing its wounds with the\nMagnitude value of your choosing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4402, + "rule_id": "pdf_skill_1896_example_horde", + "title": "examPle Horde", + "content": "This Horde is a large mob of Chaos Heretics. The Games\nMaster has set the Magnitude of the Horde at 34 and the\nChaos Heretics used as the basis of the Horde gain the Size\n(Massive Trait) to represent the size of the Horde. The Horde\nwill also use its Horde armour value of 5 against damage and\nthe Blood Soaked Tide Trait is activated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4403, + "rule_id": "pdf_skill_1897_chaos_heretic_horde_profile", + "title": "chaos heretic horde Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18; Magnitude: 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4404, + "rule_id": "pdf_skill_1898_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear:\nRespirator, 3 reloads for autopistol.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4405, + "rule_id": "pdf_skill_1899_chaos", + "title": "Chaos", + "content": "“Every moment of anger, hate, deceit, pain, suffering, pleasure, and\ndesire is mirrored in the power of Chaos. When its legions march,\nthey march to return upon us a ruin that is of our own making.”\n–Arenal, Farseer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4406, + "rule_id": "pdf_skill_1900_the_light_although_this_occur", + "title": "the light (although this occurrence is extraordinarily rare) or as", + "content": "individuals who have forsworn their past allegiances or fallen\ninto corruption. For their treachery and betrayal, for the very\nfact of their existence, the Chaos Space Marines are hated and\nhunted by the loyalist Space Marines of the Adeptus Astartes.\nFor those Space Marines of the Deathwatch, this antipathy\nremains undimmed, although on occasion their own unique\nrole will mean another target or the needs of the Deathwatch\nmust take priority over ancient oaths of vengeance, at least for a\ntime. However, such oaths are never forgotten, and for a Space\nMarine, facing such a dark mirror of themselves can be the\ngreatest danger they ever encounter, both in body and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4407, + "rule_id": "pdf_skill_1901_daemon_prince", + "title": "daemon Prince", + "content": "(masTer)\n“The power of Humanity is nothing compared to the gifts of the\nWarp: any who deny this are blind to the torment and death that\nawaits them as a price of their blindness.”\n–from the Proclamation of Khazant delivered by Dark", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4408, + "rule_id": "pdf_skill_1902_apostle_bellephrades", + "title": "Apostle Bellephrades", + "content": "Daemon Princes are incredibly powerful entities of the warp,\nvast and nightmarish beings whose essence is the immortal helltwo are truly alike, although many maintain a roughly humanoid\nshape when incarnate in the material realm, their exact forms\nfashioned from congealed horror and marked with the signs\nand stigmata of whichever great power they themselves serve.\nPerhaps the most terrible thing about these walking blasphemies\nis, if the malefic texts of forbidden Daemonology are to be\nbelieved, that once they were mortals. Daemon Princes arose\nfrom mortal beings (humans, Traitorous Space Marines, and\nsometimes even alien creatures) who gave themselves over to\nthe worship of Chaos in life and became its dread champions.\nThese champions of Chaos prospered, slaughtered, and found\nfavour with the fickle Chaos Gods who then transfigured them,\nrefashioning their tainted souls into daemonhood. The prize\ngranted for their service and innumerable black deeds—an\neternity of darkness in the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4409, + "rule_id": "pdf_skill_1903_20_speak_language_low_gothi", + "title": "+20, Speak Language (Low Gothic, Unholy Tongue) (Int).", + "content": "Talents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4410, + "rule_id": "pdf_skill_1904_hatred_loyalist_space_marines", + "title": "Hatred (Loyalist Space Marines), Heightened Senses (All),", + "content": "Killing Strike, Preternatural Speed, Swift Attack, Thunder", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4411, + "rule_id": "pdf_skill_1905_armour_armour_of_chaos_all_1", + "title": "Armour: Armour of Chaos (All 12).", + "content": "Weapons: Chaos-forged sword (2d10+25 choose R or E or\nI; Pen 6; Felling, Unwieldy).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4412, + "rule_id": "pdf_skill_1906_special_rules", + "title": "Special Rules", + "content": "Aura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4413, + "rule_id": "pdf_skill_1907_he_must_take_a_challenging_0", + "title": "he must take a Challenging (+0) Willpower Test, taking", + "content": "the –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4414, + "rule_id": "pdf_skill_1908_chaos_space_marine", + "title": "chaos sPace marine", + "content": "(eliTe)\n“Death to the false Emperor! Death to the weakling Imperium of\nMankind!”\n–Oath of the Traitor Legions\nChaos Space Marines are twisted reflections of their Loyalist\nImperial counterparts, steeped in centuries of blood and malice,\ntheir souls are stained irretrievably by countless foul deeds. In\nmany cases, their bodies are tainted by the mutating touch of\nthe Warp. They are superhuman killers, ruthless and supremely\nskilled in battle, armed and equipped with powerful weapons\nand technology taken with them into exile and looted from\na score of conquests. Savage and cruel, many are formed into\ncorsair warbands, travelling between the dark stars from\nwarzone to warzone. Endlessly at battle with each other and\nanyone they cross paths with, Chaos Space Marines most of all\nseek to hurt and destroy the Imperium they have turned their\nbacks on and which they bitterly despise. They are capable of\nexecuting atrocities that would make even the most hardened\nhuman renegade baulk in their scope and horror. Most are given\nover body and soul to the worship of the Dark Gods, and further\ngain their fickle gifts and favour in return for service and human\nsacrifice. If Chaos Space Marines have a weakness, it is the selfish\nbitterness and spite in their dark hearts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4415, + "rule_id": "pdf_skill_1909_swim_s", + "title": "Swim (S).", + "content": "Talents: Astartes Weapon Training, Bolter Drill, Die Hard,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4416, + "rule_id": "pdf_skill_1910_fearless_hatred_loyalist_spa", + "title": "Fearless, Hatred (Loyalist Space Marines), Heightened Senses", + "content": "(Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw,\nRapid Reload, Swift Attack, True Grit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4417, + "rule_id": "pdf_skill_1911_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2).", + "content": "Armour: Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m;\nS/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4418, + "rule_id": "pdf_skill_1912_combat_blade_1d10_14_r_pen_2", + "title": "Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword", + "content": "(1d10+14 R; Pen 4; Balanced, Tearing).\nGear: 2 bolt pistol magazines, 4 bolter magazines.\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\nTalent, they gain the Lightning Attack Talent.\nmark of TzeenTCH\nTzeentch is the Great Sorcerer, the God of magic,\nconspiracy, and fate. Those Marked by Tzeentch are\nsubtle manipulators and powerful sorcerers.\nEffects: Bearers of the Mark of Tzeentch gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4419, + "rule_id": "pdf_skill_1913_unnatural_willpower_x2_trait", + "title": "Unnatural Willpower (x2) Trait, and the effects of", + "content": "the Daemonic Trait. Many are also granted sorcerous\npowers represented by a Psy Rating and a selection\nof Psychic Powers. Appropriate powers to consider are\npowers such as Augury, Possibility Shield, Lifting the\nVeil, Compel, and Dominate.\nmark of nurgle\nNurgle is the Lord of Decay who presides over physical\ncorruption, decay and dissolution. Those marked by\nNurgle are swollen by corruption, their bodies dead to\npain as they rot and gestate the scared plagues of the\nLord of Decay.\nEffects: Bearers of the Mark of Nurgle increase\ntheir wounds by 25% and Gain the Stuff of Nightmares", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4420, + "rule_id": "pdf_skill_1914_and_unnatural_toughness_x2_t", + "title": "and Unnatural Toughness (x2) Traits. If the creature", + "content": "already possesses Unnatural Toughness, increase the\nmultiplier by 1 instead.\nmark of slaanesH\nSlaanesh is the Prince of Pleasure, a God of unholy\nbeauty whose domain is every secret pleasure and\ndelight. Those marked by Slaanesh take perverse\npleasure in all experience, have a deeply seductive aura,\nand move with an unnatural fluidity and grace.\nEffects: Bearers of the Mark of Slaanesh gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4421, + "rule_id": "pdf_skill_1915_renegade_militia", + "title": "renegade miliTia", + "content": "(TrooPs)\n“The rewards of tolerance are treachery and betrayal.”\n–Imperial maxim\nThe servants of Chaos have an unending need for soldiers and\ntrained fighters for their ceaseless war against the universe. Such\nsoldiers may be former Imperial Guardsmen or members of the\nplanetary defence forces of once-loyal worlds turned Traitor\nor led astray. Others may be regiments raised and drilled on\noutcast worlds by renegade warlords. Although their origins,\nornamentation, and wargear may vary widely, they all serve the\ncause of the Ruinous Powers. The resources that their Masters\ncan bring to bear and the foibles and preoccupations of the\nfickle Dark Gods they serve range from famine to plenty, but\nall have in common discipline and ruthlessness. These factors\nare enforced with the lash and the threat of torments the likes\nof which make the ministrations of the Imperial Commissariat\nseem tender by comparison. All mercy and Humanity is\nsmashed out of them, and replaced with sadistic malice and\nunflinching obedience to their Masters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4422, + "rule_id": "pdf_skill_1916_renegade_militia_profile", + "title": "renegade militia Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 35 35 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4423, + "rule_id": "pdf_skill_1917_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Autogun", + "content": "(90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or\nLasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload\nFull; Reliable).\nGear: Respirator, 3 reloads for either autogun or lasgun,\nunpleasant trinkets, ritual fetishes.\nHorde: Renegade Militia can be used as a Horde (see Hordes\non page 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4424, + "rule_id": "pdf_skill_1918_chaos_heretic_troops", + "title": "chaos hereTic (TrooPs)", + "content": "“Beyond the circle of light, there are countless slaves to darkness who\nknow nothing but hate and madness. They look on the Imperium and\nsee only the possibility of fire and death—and they find that good.”\n–Inquisitor Glavius Wroth\nFew prosper or survive in the service and worship of the\nDark Gods thanks to their cruelty, capriciousness and thirst\nfor human life. Those that do are fanatics, dark souls who\nhave given themselves over utterly to the worship of Chaos,\nsteeped in sin and depravity and far from sane. Although\noften undisciplined and unskilled in the arts of warfare, they\nare nevertheless extraordinarily dangerous, particularly in\nlarge numbers, because they are without fear and willing to\ndie for their foul gods. They stop at nothing, no matter how\nhorrific the deed, in the name of Chaos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4425, + "rule_id": "pdf_skill_1919_chaos_heretic_profile", + "title": "chaos heretic Profile", + "content": "Ws Bs s T ag int Per WP fel\n28 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4426, + "rule_id": "pdf_skill_1920_traits_blood_soaked_tide_hor", + "title": "Traits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)", + "content": "Armour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4427, + "rule_id": "pdf_skill_1921_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\nGear: Respirator, 3 reloads for autopistol.\nHorde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4428, + "rule_id": "pdf_skill_1922_the_tau", + "title": "The Tau", + "content": "“This is a message to the peoples of the Imperium, and to the\nhonourable Emperor of that realm. We offer you peace should you\njoin us, and war should you prefer it. We await your response, for we\nrecognise in your race beings of honour and courage.”\n–Last known transmission of Por’el Tau’n Ukos,\nWater Caste Negotiator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4429, + "rule_id": "pdf_skill_1923_warriors_serve_for", + "title": "Warriors serve for", + "content": "many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\ngreater part in Tau politics.\nTau technology is the product of the Earth Caste, and it\nis thanks to their innovations that the Tau have expanded\ntheir empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nweaponry and rail guns. The rail gun is particularly potent and\nits technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nthe Eldar is widely employed by the Tau in their Hammerhead\ntanks and Devilfish armoured transports. These technology\nbases are carried over into non-military applications.\nCertain items of Tau technology are in the possession of\nthe Imperium, mainly confiscated agricultural and construction\nequipment seized on frontier worlds from settlers who\nhave traded with Tau merchants. Such technology has been\ntransported back to Mars for further study, where the Adepts\nof the Machine God hope to penetrate its secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4430, + "rule_id": "pdf_skill_1924_tau_commander", + "title": "TaU commander", + "content": "(masTer)\nTau Commanders are the heroes of the Tau Empire—they\nhave dedicated their lives utterly to the pursuit of the soinspirational figure to his troops. Tau Commanders maintain\ntheir heroic presence by wearing, or rather piloting, a suit\nof the most sophisticated battle armour. Unlike the generals\nof many other races, Tau leaders do not observe the battle\nfrom miles behind the lines. Instead, Tau doctrine states that\nthe Commander must be wherever he is needed, so that if\nnecessary, he can lead from the very front. Under\nnormal circumstances, a general would be in great\ndanger so near the front line, but his battle suit\nprovides unprecedented levels of armour protection,\nprodigious firepower, and an array of secondary\nsystems that aid him in the command and control of\nthose units under his command. A Tau Commander is a\nfearsome opponent and one the Deathwatch have learned to\nrespect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4431, + "rule_id": "pdf_skill_1925_language_tau_kroot_low_goth", + "title": "Language (Tau, Kroot, Low Gothic) (Int).", + "content": "Talents: Air of Authority, Ambidextrous, Dual Shot,\nIndependent Targeting, Meditation, Rapid\nReaction, Sprint.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4432, + "rule_id": "pdf_skill_1926_armour_xv8_crisis_suit_all_9", + "title": "Armour: XV8 Crisis Suit (All 9).", + "content": "Weapons: Plasma rifle, missile pod.\nGear: Crisis Battlesuit, incorporating Failsafe Detonator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4433, + "rule_id": "pdf_skill_1927_or_ejection_system_choose_one", + "title": "or Ejection System (choose one), micro-bead, xenos-crafted", + "content": "auspex.\nFailsafe Detonator: So dedicated to the Greater Good are some\nof the Tau Empire’s heroes that they will equip themselves to make\nthe ultimate sacrifice should defeat be inevitable, and in so doing\nthey might allow their compatriots to escape and fight another\nday. Should the Commander’s Wounds reach 0, do not roll on\nthe Critical Hits tables. Instead, one of two things happens. The\nCommander may, in the instant before he looses consciousness,\noverride the Failsafe Detonator, shutting the battlesuit down, and\nthus he will play no further part in the encounter. Or, if he judges\nit will further the Greater Good, he may allow the explosive\ncharge embedded in the Battlesuit to detonate, in the hope\nof slaying his enemies and saving his friends, even as he dies.\nThe Failsafe Detonator explodes the instant the Commander’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4434, + "rule_id": "pdf_skill_1928_wounds_reach_0_unless_overrid", + "title": "Wounds reach 0 (unless overridden), inflicting 4d10 Explosive", + "content": "Damage over a blast radius of 10 metres.\nEjection System: Some Tau Commanders are considered\ntoo valuable to the Empire to be allowed to die, yet they will\nnot serve anywhere other than the front lines. As a compromise,\nsome allow their Battlesuit to be fitted with an ejector system,\nwhich throws their body clear of the Battlesuit should it\nsustain overwhelming damage. The instant the Commander\nis reduced to 0 Wounds, the Ejector System comes online and\nthrows him 2d6 metres in a random direction.\nA Commander that has ejected has a Strength of 32,\nToughness 37, and 10 Wounds. His Movement becomes\n3/6/9/18 and he loses all the Traits listed on his profile (those\nare provided by the Battlesuit). The Commander is equipped\nwith a micro-bead and a pulse pistol, the better to aid him in\nhis subsequent bid for escape.\nThe Patient Hunter: Tau Commanders are Masters of\nthe ancient doctrines of the Fire Caste, which are founded\nin martial philosophy and wisdom. They weigh the strengths\nand weaknesses of their own troops, and of their enemies,\nstriking at the most opportune moment with overwhelming\nforce. Should the Kill-team be reduced to 0 Cohesion, the Tau\nCommander may spend a full action in order to invoke the\nPatient Hunter. All units under his command equipped with a\nmicro-bead may re-roll any missed ranged attacks against the\nKill-team while it remains at 0 Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4435, + "rule_id": "pdf_skill_1929_tau_battlesuit_weapon_systems", + "title": "Tau BaTTlesuiT WeaPon sysTems", + "content": "The Tau manufacture a staggering range of weaponry, from\nthe compact and efficient pulse pistol, to the devastatingly\npowerful rail cannon. Many utilise technologies entirely\nunknown by the Tech-Priests of the Adeptus Mechanicus,\nand to the order’s horror, the Tau are continuously refining\ntheir advancements in an effort to make them lighter, smaller,\nand more deadly. Tau military doctrine emphasises an ‘allone another, compensating for any capabilities lacking in one\nunit. Fire Warrior teams, for example, do not carry their own\nheavy weapons. Instead, they work very closely with other\nunits, such as Crisis Battlesuit teams and vehicles, and call in\nfire support with flawless efficiency.\nThe larger weapons are mounted on Battlesuits and vehicles,\nwhich are able to supply sufficient power and ammunition to\nlast an entire engagement without the need for replenishment,\nmaking such units supremely effective on the battlefield.\nIntegrated Systems: Tau Battlesuit weapons systems\nare fully integrated and supplied by continuous, high yield\npower relays and ammunition hoppers. These weapons have\nno Clip or weight characteristic, as the Battlesuit is assumed to\nhave sufficient ammunition and power to last at least a single\nencounter. The GM need only keep track of such issues if\nthe Battlesuit is unable to return to a base station in between\nencounters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4436, + "rule_id": "pdf_skill_1930_pulse_weapons", + "title": "Pulse WeaPons", + "content": "These weapons are commonly referred to as Pulse Weapons,\nas they fire micro-pulses of accelerated plasma at high\npower and great distance. The specialized Pulse Carbine\nvariant sacrifices range for portability and contains a built-in\nunderslung photon grenade launcher (treat this as an auxiliary\ngrenade launcher with a clip of 1).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4437, + "rule_id": "pdf_skill_1931_tau_stealth_suit_elite", + "title": "TaU sTealTh sUiT (eliTe)", + "content": "Stealth suits are a highly specialised form of Tau Battlesuit,\ndesigned for reconnaissance, infiltration and ambushing\nmissions. They are significantly smaller than the ‘Crisis’\nbattlesuits, and carry less weaponry. What the Stealth Suits\nlack in firepower, however, they make up for in the ability to\nmove almost unseen by the enemy until the very last instant.\nStealth Suits operate in two modes. The default, passive mode\nutilises a range of technologies to dampen the suit’s electroTable 13–2: Tau Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4438, + "rule_id": "pdf_skill_1932_nameclassrangerofdampencliprld", + "title": "NameClassRangeROFDamPenClipRldSpecial", + "content": "Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted\nMissile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted\nBurst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted\nPulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised\nPulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised\nPulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4439, + "rule_id": "pdf_skill_1933_shadowing_20_ag", + "title": "Shadowing +20 (Ag).", + "content": "Talents: Hard Target, Rapid Reaction, Sprint.\nTraits: Auto-stabilised, Dark-sight, Flier 12, Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4440, + "rule_id": "pdf_skill_1934_strength_x2", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nStealth Field Generator: The Stealth Suit’s Stealth Field\nGenerator is always in one of two modes—Active or Passive.\nThe mode may be changed as Free Action from one turn to\nthe next.\nIn Passive Mode, all Tests of any sort to detect the Stealth\nSuit and any Ballistic Skill Tests to hit the Stealth Suit suffer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4441, + "rule_id": "pdf_skill_1935_a_10_penalty_senses_other_th", + "title": "a –10 penalty (senses other than sight are unaffected). In", + "content": "Active Mode, any sort of Test to detect the Stealth Suit and all\nWeapon Skill or Ballistic Skill Tests suffer a –30 penalty (this\npenalty applies to all senses, including those augmented by\nauto-senses, scopes, and similar devices). Anyone attempting\nto locate a Stealth Suit may attempt an Awareness Test (keeping\nin mind the above penalties). Passing this test by one or more\ndegrees of success will alert the character that his sensors are\nbeing interfered with by the Stealth Suit’s systems.\nIf the test is passed by one or more Degrees of Success, the\nsearcher will be aware of the Stealth Suit’s interference with\nhis sensors, but otherwise he will not detect its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4442, + "rule_id": "pdf_skill_1936_gun_drones_troops", + "title": "gUn drones (TrooPs)", + "content": "The Tau make use of a staggering range of artificial intelligences,\na fact that damns the entire race in the eyes of the Adeptus\nMechanicus and much of the Imperial hierarchy. Such machine\nintelligences that have been imbued into a mobile device\nare referred to as Drones, and these can take many different\nforms. Some Drones are able to interact with their Masters,\nobeying simple instructions and even anticipating what duties\nare required of them. The Tau appear to value these Drone\nintelligences, and while they are not regarded as having an\nequal status to a Tau, they are treated with a degree of respect,\nperhaps akin to a favoured animal companion. Gun Drones are\ndisk-shaped machines that move around by way of a small antiWhile some Gun Drones serve individual Masters, they are\nmost deadly when operating in a larger, independent squadron.\nWhen operating in such a capacity, the Gun Drones are able to\nnetwork their processing, targeting and sensor systems together,\nmaking the whole far more deadly than the sum of the parts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4443, + "rule_id": "pdf_skill_1937_gun_drone_profile", + "title": "gun drone Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 25 20 40 40 15 25 20 10\nMovement: — Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4444, + "rule_id": "pdf_skill_1938_traits_fire_drill_flier_12", + "title": "Traits: Fire Drill, Flier 12, Machine (5).", + "content": "Weapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4445, + "rule_id": "pdf_skill_1939_gear_built_in_micro_bead_for", + "title": "Gear: Built-in micro-bead (for receiving instructions only).", + "content": "Networked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4446, + "rule_id": "pdf_skill_1940_tau_fire_warriors", + "title": "TaU fire Warriors", + "content": "(TrooPs)\nTau Fire Warriors are the line infantry of the Tau army. All\nare drawn from the Fire Castes, and are therefore bred for\nwar and utterly dedicated to the Greater Good. Fire Warrior\nteams are extremely well equipped, utilising the pulse rifle or\npulse carbine, as well as highly effective armour. Each wears\na helmet into which is built a range of communication and\nsensor devices, ensuring each is constantly in contact with\nthe commander and ready to respond at a moment’s notice\nto his orders. Fire Warrior tactics emphasise fluid manoeuvre\nwarfare over the stubborn, hidebound approach favoured by\nmany human armies. They will give ground and re-deploy\nwhen the situation warrants it, always seeking to bring the\nenemy to battle on the most favourable terms possible. This\napproach aims to bring the team’s considerable firepower to\nbear with devastating precision, and the Fire Warriors are\nadept at singling out the most dangerous foe, destroying him\nutterly, before moving to a new position from which to target\nthe next enemy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4447, + "rule_id": "pdf_skill_1941_fire_warrior_profile", + "title": "fire Warrior Profile", + "content": "Ws Bs s T ag int Per WP fel\n25 35 30 30 25 30 20 30 30\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4448, + "rule_id": "pdf_skill_1942_talents_exotic_weapon_trainin", + "title": "Talents: Exotic Weapon Training (Tau Pulse Weapons).", + "content": "Traits: Fighting Withdrawal, Fire Drill.\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body\n6, Legs 6).\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor.\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating countervariants of each. Many go on to establish training academies having retired from active service, where new generations\nof commanders study under the august tutelage of a true Master in the arts of war.\n“To follow any path other than the Tau’va is to\ndoom us all. Only together and with courage\nand discipline will we stand victorious. Fight\nwith fire and courage, and nothing can stand\nagainst us.”\n–Commander Shadowsun", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4449, + "rule_id": "pdf_skill_1943_tyranids", + "title": "Tyranids", + "content": "“There is a cancer eating at the Imperium. With each decade, it\nadvances deeper, leaving drained, dead worlds in its wake. This\nhorror, this abomination, has thought and purpose which functions on\nan unimaginable, galactic scale, and all we can do is try to stop the\nswarms of bio-engineered monsters it unleashes upon us by instinct. We\nhave given the horror a name to salve our fears; we call it the Tyranid\nrace, but if it is aware of us at all it must know us only as Prey.”\n–Inquisitor Czevak at the Conclave of Har", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4450, + "rule_id": "pdf_skill_1944_hive_tyrant_master", + "title": "hive TyranT (masTer)", + "content": "“And I looked upon the great hive beast, and knew that hope was lost.”\n–attributed to Hector Prime, commander of the Tower of\nAdamant, Hethgard, executed for cowardice\nThe Master of the battle-swarm, the Hive Tyrant is a massively\nbuilt and powerful creature which serves in some part as a\n‘leader’ of the Tyranid attack on the ground. Akin in power to\na living tank, able to rip through armour plate like wet paper\nand wreak indiscriminate slaughter, they are also incredibly\nfast and lithe. Some may even possess wings and extreme\nbiomorphic mutations, often taking the place of unwholesome\nweapons which may burn or strangle their victims at range.\nEach is also a powerful psychic node for the greater Tyranid\nHive Mind, not merely providing the swarm with a strategic\nfocus and overriding purpose, but also harnessing the Hive\nMind’s raw power offensively to drive fragile human minds\ninsane with fear and burn out the brains of enemy psykers\nwho would match their paltry powers against it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4451, + "rule_id": "pdf_skill_1945_given_the_toxic_1d10_trait", + "title": "given the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Hive Tyrant’s Natural Weapon and Ranged attacks. They\nmay be given Bone Swords and Lash Whips in addition to\ntheir scything talons from the Tyranid Weapons on page 372\nin this chapter. They may also remove the Lightning Attack\ntalent and take a ranged weapon from the Tyranid Weapons\nlisted in the Tyranid Weapons on page 372 in this chapter.\nMonstrous Tyranid Psyker: The Hive Tyrant is a psyker\nbut their powers drawn upon the power of the Hive Mind\nrather than direct manipulation of the Warp. Because of this\nand the monstrous power of the Hive Mind they do not need\nto test to use their psychic powers and never suffer Psychic\nPhenomena or Perils of the Warp. A Hive Tyrant may only\nuse a single psychic power during its turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4452, + "rule_id": "pdf_skill_1946_catalyst_psychic_power_as_a", + "title": "Catalyst (Psychic Power): As a Half Action, the Hive Tyrant", + "content": "may send out a signal from the Hive Mind that infuses lesser\nTyranid creatures with an unnatural vitality. This power may\nbe used on a single Tyranid Horde within 75 metres: until\nthe beginning of the Hive Tyrant’s next turn, the Horde gains\n10+1d10 Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4453, + "rule_id": "pdf_skill_1947_psychic_scream_psychic_power", + "title": "Psychic Scream (Psychic Power): As a Half Action, the", + "content": "Hive Tyrant may let forth a terrible silent scream that echoes\nin the mind as a crippling shriek. All those sentient, living", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4454, + "rule_id": "pdf_skill_1948_creatures_not_soulless_machin", + "title": "creatures (not soulless machines or daemons) within 20", + "content": "metres suffer a hit that deals 1d10+8 Impact Damage to their\nhead with the Shocking quality (see page Weapon Special\nQualities on page 142 in Chapter V: Armoury). The victims\nsuffers a –30 penalty to his Toughness Test to resist Stunning.\nIf the Toughness Test is failed, the victim is stunned for 1d5\nrounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4455, + "rule_id": "pdf_skill_1949_the_horror_psychic_power_as", + "title": "The Horror (Psychic Power): As a Half Action, the Hive", + "content": "Tyrant may unleash a wave of horror that gnaws at the resolve of\nits enemies. This power may be used to target a Kill-team within\n75 metres. Each member of the Kill-team within the range of this\npower must take a Willpower test with a –30 modifier. The Kill-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4456, + "rule_id": "pdf_skill_1950_this_test_all_other_non_tyran", + "title": "this test. All other non-Tyranid (and non-Space Marine) NPC’s", + "content": "within range of the Hive Tyrant must pass a fear-based Willpower\nTest with a –30 modifier or flee in panic.\nDeath Shock: When a Hive Tyrant is slain, its death sends a\nshockwave through the Hive Mind. When a Hive Tyrant is slain,\nall Tyranid Creatures within synapse range (Willpower Bonus\nx 10 metres) that do not have the Fearless Talent or Synapse\nCreature Trait will automatically break and flee as quickly as they\ncan (this effect overrides the effects of Instinctive Behaviour in\nthis instance). Any Tyranid Creature with the Fearless or Synapse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4457, + "rule_id": "pdf_skill_1951_tyranid_warrior_elite", + "title": "Tyranid Warrior (eliTe)", + "content": "“Every one of the myriad of Tyranid warrior-creatures is a killing\nmachine, perfectly adapted to slaughter its victims. They are the\nultimate predators, and we are their prey.”\n–from the reflections of an unknown Adept\nThe Tyranid Warrior is death incarnate; a biological engine\ndesigned for murder, in every aspect of strength, size, and\nresilience it is literally superhuman. They are also incredible\nfighters, each more than equal to a Space Marine in combat\npower, be it with their great scythe-like talons of augmented\nbone (sharp enough to bisect an armoured Man in a single\nstroke) or the nightmarish living weapons they carry that\nspit flesh-boring parasites for ammunition and consign their\nvictims to a death too vile to contemplate. Tyranid Warriors\nalso act as vital psychic resonators for the Tyranid swarm,\nreceiving, amplifying, and transmitting the Hive Mind’s\ncontrolling will and purpose to the lesser creatures around\nthem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4458, + "rule_id": "pdf_skill_1952_claws_1d10_12_pen_5_razor_sh", + "title": "Claws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—", + "content": "/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition,\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen\n4; Clip —; Reload —; Living Ammunition, Tearing).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4459, + "rule_id": "pdf_skill_1953_possess_the_toxic_1d10_trait", + "title": "possess the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Tyranid Warrior’s Natural Weapon and Ranged attacks.\nThey may also remove their ranged weapon and gain the\nLightning Attack talent.\nShrikes: At the GM’s discretion, A Tyranid Warrior may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4460, + "rule_id": "pdf_skill_1954_hormagaunt_troops", + "title": "hormagaUnT (TrooPs)", + "content": "“We cannot live through this. Mankind cannot live through this. In a\nsingle day they have covered this planet with a flood of living blades\nand needle-fanged mouths. Kill one, and ten take its place. If they\nare truly without number, then our race is doomed to a violent death\nbefore every shred of our civilisation is scoured away by a force more\nvoracious than the fires of hell themselves. Death! By the Machine\nGod, Death is here!”\n–Magos Varnak, last words\nA seemingly stable bio-mutation of the Gaunt genus of\nTyranid war-beast, the Hormagaunt is a biological machine,\na living weapon designed and bred with but a single purpose\nin mind: to close with a living enemy as rapidly as possible\nand eviscerate it with its long-bladed talons and do so again,\nand again, and again without remorse or relent until nothing\nliving opposes it. Unleashed in huge, restless swarms made\nup of close packed ranks of rippling claws and hard-edged\nchitinous plates, Hormagaunts move across the ground like\nlighting quick shoals of deadly fish. Drawn to the scent of\nblood, they close in for the kill, leaping, screaming, and\nscuttling. They leave nothing alive in their wake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4461, + "rule_id": "pdf_skill_1955_hormagaunt_profile", + "title": "hormagaunt Profile", + "content": "Ws Bs s T ag int Per WP fel\n45 20 35 30 55 10 40 30 ––\nMovement: 10/20/30/60 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4462, + "rule_id": "pdf_skill_1956_behaviour_feed_tyranid_ove", + "title": "Behaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural", + "content": "Speed.\nArmour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4463, + "rule_id": "pdf_skill_1957_special_rules", + "title": "Special Rules", + "content": "Horde: Hormagaunts can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Hormagaunts may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4464, + "rule_id": "pdf_skill_1958_termagant_troops", + "title": "TermaganT (TrooPs)", + "content": "“As I looked into its dead black eyes, I saw the terrible sentience it\nhad in place of a soul. And looking back from the deepest recesses of\nthe alien’s mind, I perceived what I can describe only as an immortal\nhunger.”\n–Ultramarines Chief Librarian Tigurius\nThe Termagant is one of the basic warrior units of the\nTyranid Swarm, and one of the most commonly encountered\ncreatures on the battlefield. They are bred and unleashed in\ntheir thousands by the hive fleets in great waves to blunt the\nfire of their enemies and overwhelm them in an unstoppable\ntide of flesh and fang. Man-sized, but low and hunched\nin appearance, they are agile, fast, and extremely deadly.\nTermagants are usually armed with a variety of symbiotic\nweapon-creatures of various forms, as well as needle-teeth\nand ripping claws with which to rend and devour their prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4465, + "rule_id": "pdf_skill_1959_termagant_profile", + "title": "Termagant Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 33 32 30 40 10 40 30 ––\nMovement: 4/8/12/24 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4466, + "rule_id": "pdf_skill_1960_behaviour_lurk_tyranid", + "title": "Behaviour (Lurk), Tyranid.", + "content": "Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).\nWeapons: Fleshborer (20m; S/–/– , 1d10+5 R; Pen 3, Clip\nN/A, Reload —; Living Ammunition, Tearing) Teeth and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4467, + "rule_id": "pdf_skill_1961_special_rules", + "title": "Special Rules", + "content": "Horde: Termagants can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Termagants may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4468, + "rule_id": "pdf_skill_1962_also_be_given_the_toxic_1d10", + "title": "also be given the Toxic (1d10) Trait. This Trait will also", + "content": "apply to the Termagant’s Natural Weapon attacks and their\nFleshborer attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4469, + "rule_id": "pdf_skill_1963_tyranid_weapons", + "title": "Tyranid WeaPons", + "content": "Tyranid weapons are living things. In many cases the weapons\nwielded by the various species of Tyranid are symbiotic creatures\nthat grow and live together with the host creature that wields them.\nPresented here are a selection of Tyranid weapons; there are many\nmore which may appear in future Deathwatch supplements.\nWeapon Training: Only creatures with the Tyranid Trait\nmay use Tyranid weapons. No weapon training Talent is required\nfor a Tyranid to use a Tyranid weapon.\n(Weapon Quality) Deadly Snare: The weapon envelops the\ntarget in snares which not only constrict but seek to strangle and\nflay their victim. This weapon quality functions in the same way\nas the Snare weapon quality (see Weapon Special Qualities on\npage 142 in Chapter V: Armoury), except that any character\nentangled by the weapon suffers the weapons damage again in\ntheir turn every round if they do not break free.\n(Weapon Quality) Living Ammunition: The ranged\nweapons of the Tyranids use ammunition that is grown, gestated,\nor excreted by the creature or weapon. As such, ranged Tyranid", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4470, + "rule_id": "pdf_skill_1964_ranged_weapons", + "title": "ranged WeaPons", + "content": "Barbed strangler and stranglethorn cannon\nThe Barbed Strangler shoots a seed pod the size of a man’s\nfist using muscle contraction along the fleshy barrel of the\nweapon. Upon impact, the strangler seed-pod grows to\nmaturity in seconds, sending out hooked tendrils to bind and\ntear at its prey. The Stranglethorn Cannon is a more potent\nspecies of Barbed Strangler that shoots seed pods that spawn\ndeadlier and more aggressive tendrils.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4471, + "rule_id": "pdf_skill_1965_deathspitter", + "title": "deathspitter", + "content": "A Deathspitter is a complex weapon symbiote that shoots\nmaggot-like organisms at targets with a spasm of agonised\nmuscle. Upon striking the target, the squirming projectile\ndisintegrates in a spray of corrosive slime.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4472, + "rule_id": "pdf_skill_1966_devourer", + "title": "devourer", + "content": "A Devourer is a conical lump of flesh that showers its target\nwith a mass of worm-like parasites that burrow through flesh\nand armour, thus eating the target alive.\nBrain Leech Worms: A Devourer may be host to these\nmore voracious and deadly variety of creatures. A Devourer\nwith Brain Leech Worms does 2d10+6 R damage, and if it\ninflicts any damage on a squad of Battle-Brothers, the squad\nsuffers one additional point of Cohesion damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4473, + "rule_id": "pdf_skill_1967_fleshborer", + "title": "fleshborer", + "content": "A Fleshborer is a nest for razor-fanged borer beetles which it\nejects towards enemies.\nvenom cannon and heavy venom cannon\nThe Venom Cannon uses an electrostatic charge to shoot\nhighly corrosive crystals coated with a metallic, venomous\nresidue. On impact, the crystals shatter, creating a deadly\ncloud of fragments. Some larger species of Tyranid also use an\neven larger and more potent species of the Venom Cannon,\nreferred to by Imperial Forces as a Heavy Venom Cannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4474, + "rule_id": "pdf_skill_1968_bonesword", + "title": "Bonesword", + "content": "Boneswords are living blades of chitin that possess a\nrudimentary sentience slaved to the will of the wielder that\ninfuses the blade with crackling psychic energy and drains\nthe life-force of its victims.\nDrain Life: When a victim takes any damage from\na Bonesword, the wielder and victim make an Opposed\nWillpower Test. For every degree of success, the Bonesword’s\nwielder deals an additional 1d10 points of Damage, ignoring\nthe victim’s Armour and Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4475, + "rule_id": "pdf_skill_1969_lash_whip", + "title": "lash Whip", + "content": "A Lash Whip is a living scourge of muscle and sinew. Its\ntendrils snake around an opponent’s defences to strangle and\nensnare those that are not sliced apart by the bony hooks at\nthe tip of each tentacle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4476, + "rule_id": "pdf_skill_1970_scything_talons", + "title": "scything Talons", + "content": "Scything Talons are razor-edged claws of fused chitin and\nserrated bone used to stab and slash.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4477, + "rule_id": "pdf_skill_1971_rending_claws", + "title": "rending claws", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nTable 13-3: Tyranid Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4478, + "rule_id": "pdf_skill_1972_ranged_weapons", + "title": "Ranged Weapons", + "content": "Name Class Range ROF Dam Pen Clip Rld Special\nBarbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4479, + "rule_id": "pdf_skill_1973_living_ammunition", + "title": "Living Ammunition", + "content": "Deathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4480, + "rule_id": "pdf_skill_1974_name_dam_pen_special", + "title": "Name Dam Pen Special", + "content": "Bonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\nRending Claws Melee 1d10 R 5 Razor Sharp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4481, + "rule_id": "pdf_skill_1975_modifying_enemies", + "title": "modifying enemies", + "content": "The enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4482, + "rule_id": "pdf_skill_1976_enemy_profile_presentation", + "title": "enemy Profile PresenTaTion", + "content": "In all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4483, + "rule_id": "pdf_skill_1977_characters", + "title": "Characters", + "content": "“Nothing crushes the spirit of man! The Imperium overcomes—and\nWE ARE THE IMPERIUM!”\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the\nBattle of Blood Ridge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4484, + "rule_id": "pdf_skill_1978_space_marine_chapters_and_the", + "title": "Space Marine Chapters (and the Deathwatch is no exception)", + "content": "are served by an ancillary staff comprised of hundreds of\nhuman chapter serfs. These serfs are trusted retainers, trained\nand educated to a high standard that perform all the menial\nand support roles needed for a Chapter to operate efficiently—\nand in a crisis, even take up arms. Many see their duty and\nservice as a holy calling, while for others, it is the only life they\nhave ever known.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4485, + "rule_id": "pdf_skill_1979_chapter_serf_profile", + "title": "chapter serf Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 30 30 30 35\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4486, + "rule_id": "pdf_skill_1980_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: None.\nWeapons: None.\nGear: Robes of office, seal of serfdom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4487, + "rule_id": "pdf_skill_1981_civilian", + "title": "Civilian", + "content": "Humanity is spread across the stars in countless billions.\nThe majority go about their lives as they can and their\ncircumstances dictate, from hive workers to hardscrabble\ncolonists to individuals born on far-flung worlds that have\nnever known the Imperial Creed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4488, + "rule_id": "pdf_skill_1982_civilian_profile", + "title": "civilian Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 20 30 30 30 25 20 20 25\nMovement: 3/6/9/18 Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4489, + "rule_id": "pdf_skill_1983_language_low_gothic_or_local", + "title": "Language (Low Gothic or local tongue) (Int).", + "content": "Talents: Literacy if from an advanced world, Survival if from a\nprimitive world, one other skill relevant to daily occupation.\nTraits: None.\nArmour: None.\nWeapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4490, + "rule_id": "pdf_skill_1984_imperial_agent", + "title": "imPerial agenT", + "content": "The Imperium is governed by the Adeptus Terra, a vast,\ngalaxy-spanning organisation with many branches that\nadminister and run every facet of its monumental bureaucracy,\ninfrastructure and political apparatus. Examples of such\ninclude the numberless scribes of the Administratum, the\nholy Ministorum, the feared Inquisition, and the various\nlocal governments of the Imperial Commanders. Many of\nthese organisations, as well as their drone-like functionaries\nand more unique members, employ talented and skilled field\nagents and emissaries to enact their will and to be their eyes\nand ears in the wider Imperium. The profile shown here\nrepresents such an agent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4491, + "rule_id": "pdf_skill_1985_imperial_agent_profile", + "title": "imperial agent Profile", + "content": "Ws Bs s T ag int Per WP fel\n38 38 30 35 30 40 35 40 35\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4492, + "rule_id": "pdf_skill_1986_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: Hardened body glove under heavy robes (Arms 3,\nBody 3, Legs 3).\nWeapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\nShots 15; Reload Full; Reliable), Mono Sword (1d10+3 R;\nPen 2, Balanced).\nGear: Robes of office, respirator, personal encrypted comm-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4493, + "rule_id": "pdf_skill_1987_imperial_guard_senior_officer", + "title": "imPerial guard senior offiCer", + "content": "The Imperial Guard is commanded at the senior level by\nmen and women hardened to the consequences of conflict\nand long trained in the arts of war, both by inclination and\npersonal experience. It is they who oversee the deployments\nof regiments and battalions, who order the grinding down of\nthe enemy by the ruthless application of armour, munitions,\nand the sacrifice of the Guardsmen under their command so\nthat the Imperium may endure and prevail.\nimperial guard senior officer Profile\nWs Bs s T ag int Per WP fel\n35 35 30 35 35 45 45 40 40\nMovement: 3/6/9/18 Wounds: 18", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4494, + "rule_id": "pdf_skill_1988_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (3).", + "content": "Armour: Mesh Woven Dress Uniform (Arms 3, Body 3,\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n15; Reload Full; Reliable).\nGear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4495, + "rule_id": "pdf_skill_1989_imperial_guard_field_officer", + "title": "imPerial guard field offiCer", + "content": "Field command of the Imperial Guard is given over to their\nfield officers, individuals of proven skill and above all bravery\nin the face of enemies often more inhuman and nightmarish\nthan most could imagine from within the relative safety of\nmost Imperial worlds. Given the violence and unrelenting\nbrutality of the wars which the Imperial Guard fight, it is held\nas a grimly humorous axiom among the Imperial officer class\nthat those that perish first in command are “The cowardly, the\nincompetent, and the unlucky, in that order”—either to the\nenemy’s wrath or the judgment of a Commissar.\nimperial guard field officer Profile\nWs Bs s T ag int Per WP fel\n40 45 35 40 40 35 38 45 45\nMovement: 4/8/12/24 Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4496, + "rule_id": "pdf_skill_1990_int_swim_s_survival_int", + "title": "(Int), Swim (S), Survival (Int).", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4497, + "rule_id": "pdf_skill_1991_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (2).", + "content": "Armour: Flak Armour with Carapace Breast Plate (Head 4,\nArms 4, Body 6, Legs 4) .\nWeapons: Boltgun (90m; S/2/—; 1d10+5 X; Pen 4; Clip 24;\nReload Full, Tearing), Bolt Pistol (30m; S/2/—; 1d10+5 X;\nPen 4; Clip 8; Reload Full, Tearing), Power Sword (1d10+8\nE, Pen 6, Balanced, Power Field) or Chainsword (1d10+5 R;\nPen 2; Balanced, Tearing).\nGear: Personal comm-link, respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4498, + "rule_id": "pdf_skill_1992_imperial_guardsman", + "title": "imPerial guardsman", + "content": "The Imperium is protected and expanded chiefly by the lives\nand disciplined action of the Imperial Guard, a trained mass\nof soldiery whose vast numbers are themselves their chief\nweapon against the enemies of mankind. Uniform in function\nif not appearance and organisation, most Imperial Guardsmen\nare simply equipped and motivated by faith in the Imperium\nitself and the rigours of an unflinching regime of order and\nobedience. Behind their serried ranks are ranged armour and\nartillery enough in most regiments to grind a world into\nsubmission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4499, + "rule_id": "pdf_skill_1993_imperial_guardsman_profile", + "title": "imperial guardsman Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4500, + "rule_id": "pdf_skill_1994_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Lasgun,", + "content": "(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s\nUplifting Primer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4501, + "rule_id": "pdf_skill_1995_battle_servitor_erioch_patter", + "title": "BaTTle serviTor (erioCH-PaTTern)", + "content": "Many Techmarines upgrade their servitors to assist in battle\nas well as mechanical rites. Such models are easy to recognise,\nnot just by their bonded weaponry, but also by the muscle\ngrafts and hardened tissues used to make them capable of\ndealing and withstanding the sort of punishment faced in\nthe duties of the Adeptus Astartes. Servitors that frequently\naccompany their Masters into combat are often a patchwork\nof replaced flesh, metal plating, and scars.\nIf a Techmarine requisitions a battle servitor for a Mission,\nhe may also requisition weaponry to install in place of one\nor both of its servo-fists. This process requires no Tests if\nperformed at a Watch Station with the proper facilities, and\ntakes one hour per weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4502, + "rule_id": "pdf_skill_1996_skills_awareness_per_trade", + "title": "Skills: Awareness (Per), Trade (any one) +10, Trade", + "content": "(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any\nWeapon Training appropriate to its armament.\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4503, + "rule_id": "pdf_skill_1997_monotask_servitor_erioch_patt", + "title": "monoTask serviTor (erioCH-PaTTern)", + "content": "Attempting to count all the servitors of this type that carry\nout the Imperium’s most tedious labours would be impossible,\nnor would most think to attempt it any more than they would\ncare to count the links in a Land Raider’s treads. Techmarines\noften replace at least one of such a servitor’s hands with a\nless powerful version of their own servo-arm manipulators.\nMonotask servitors will not hold up long in the gruelling\nbattles Space Marines face, but they can be useful on missions\nfor simple repairs, menial labour, and sentry duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4504, + "rule_id": "pdf_skill_1998_weapons_servo_fist_1d10_8_p", + "title": "Weapons: Servo-fist (1d10+8, Pen 6).", + "content": "Gear: Internal vox.\nservo-skull\nA servo-skull is a human skull—often that of a favoured serf\nor particularly honourable Imperial citizen—that has been\nfitted with a rudimentary machine-spirit, support systems,\nand a suspensor device to allow it to float through the air.\nThese limited constructs are devoted to a particular task and\nhave the basic equipment to carry out their purpose. Their\nsmall size and manoeuvrability allows them to enter otherwise\ninaccessible spaces and act as eyes and ears for their Masters.\nservo-skull Profile\nWs Bs s T ag int Per WP fel\n15 15 10 20 30 15 35 20 ––\nMovement: — Wounds: 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4505, + "rule_id": "pdf_skill_1999_armour_machine_all_2", + "title": "Armour (Machine): All 2.", + "content": "Gear: Integrated vox and cogitator, plus one of the following:\nAuspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4506, + "rule_id": "pdf_skill_2000_pen_0_clip_3_reload_full_b", + "title": "Pen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot", + "content": "laser sight, or quill, ink, and expanded memory storage.\nGM’s BriefinG\n•\nMission to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4507, + "rule_id": "pdf_skill_2001_extraction", + "title": "Extraction", + "content": "“What is courage then? Is it the response of fight over flight when\ndanger looms sudden and unexpected? No, such mere animal instinct!\nCourage rather is the willful scorn of death, and the deliberate\nacceptance of suffering, for honour, for duty, or for the Emperor.\nBeyond this, the true glory—this is the will to face horror, to turn\ndeath upon itself, to strangle nightmare with bare hands, and to do it\nunsung and unknown for the salvation of Mankind.”\n–Inquisitor Silas Marr, Reflections in a Glass Darkly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4508, + "rule_id": "pdf_skill_2002_marines_are_built_for_as_well", + "title": "Marines are built for, as well as to give you (the GM) a useful", + "content": "framework to expand upon what is presented here as much or\nas little as you like.\nThe adventure itself has a clear and easily defined goal —the\nrecovery and extraction of Magos Vyakai and the datacore\nthat he is carrying. The adventure also has a well-defined\narea of remit—the geographic area of Pyroclast-Gamma-9.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4509, + "rule_id": "pdf_skill_2003_marking_time", + "title": "Marking Time", + "content": "You should secretly prepare a tally chart for the time the player\ncharacters spend on the surface of Tantalus. You can do this\nsimply by allotting ten units of abstract time to each hour the\nplayer characters have, and marking them off as they proceed.\nYou should make your own judgements about how long the\nplayer characters’ activities take in the game, and this is not\nmeant to be an exact science. Here are a few suggestions:\n• Covering Ground: Using the grid map of the area,\ncovering five squares might take approximately 1D5+2\ntime units if the Kill-team is moving cautiously, 1d5 units", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4510, + "rule_id": "pdf_skill_2004_if_moving_at_a_good_speed_and", + "title": "if moving at a good speed, and 1D5–2 (minimum of 1)", + "content": "units if moving flat out.\n• Searching buildings: A cursory search of a building\nmight take a single time unit, while a detailed search\ntakes 1d5 units. It will take more time units to search a\nlarge structure.\n• Combat: A short fight might take a single time unit,\nwhereas a longer protracted battle takes considerably\nmore, as the in-game events dictate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4511, + "rule_id": "pdf_skill_2005_communicating_the_countdown", + "title": "Communicating the Countdown", + "content": "The player characters are free at any point to ask you how\nthey are doing for time. Although you should not show them\nthe tally chart itself, you should give them information such\nas “you are well into your first hour” or “about half the time\nis gone”, and so on. It is also importantly to volunteer this\ninformation at important intervals in order to ratchet up\nthe tension.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4512, + "rule_id": "pdf_skill_2006_nakes_and_ladders", + "title": "nakes and Ladders", + "content": "You also have the option of interfering with the countdown\none way or another, either to give the players more time or\nto rob them of it as they see fit (in a way that will make the\nadventure more enjoyable all round). This can be done simply\nby having the Deathwatch Kill-team receive a data burst\nupdate that makes it through the interference informing them\non the movement of the swarm, which may either be further\naway than first estimated or much, much closer...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4513, + "rule_id": "pdf_skill_2007_using_the_map", + "title": "usinG the Map", + "content": "This adventure uses the maps of Pyroclast-Gamma-9 provided\n(see pages 386 and 388) as a framework for the action and\nevents that take place. Each named location on the GM’s map\nis a distinct area in which it is possible that Magos Vyakai\nhas gone to ground. Each one of these numbered locations\nis described briefly in the adventure’s second part, but no\nattempt has been made to detail them exhaustively (as this\nwould not only take up a lot of space, but would largely be\nextraneous). As GM, you can build these locations up further\nas you wish, possibly making your own sketch maps ahead\nof time, and peopling the map with additions and encounters\nof your own.. Alternatively, you can simply exploit your\nfreedom to reduce what’s not important to a few lines of\nverbal description for the players in order to set the scene and\nmove on to more important and exciting events.\nIt’s important that the players have the freedom to go\nwhere they will on the map; it’s their mission and they are\nin charge of how they carry out their task. It is up to you,\nas GM, to determine what they encounter as they carry out\ntheir decisions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4514, + "rule_id": "pdf_skill_2008_local_conditions", + "title": "local conDitions", + "content": "The area around Pyroclast-Gamma-9 is sub-arctic tundra,\nand the terrain is riven with spars of granite, broken ground,\nsteep crags, scree hills, and muddy sinkholes worsened by\nindustrial traffic and chemical pollution. The air is cold and\nthick, heavy with the stench of burning chemicals and drifts\nof black smoke. The light levels are low—noon on Tantalus\ncorresponds to a bright twilight on most other habitable\nworlds, and while the skies to the polar north are a harsh icy\ngrey, the southern horizon has already been swallowed by a\nrolling purple-black maelstrom, shot through with unnatural\nveins of cankerous yellow—the atmosphere of the moon itself\nis being changed and devoured by the Tyranid spores.\nDotted around this bleak natural landscape are the obvious\nsigns of the Imperium’s hand in exploiting the moon’s\nresources in the shape of metal grillwork pathways, strings\nof battered lumen globes, machine workings, and the brutal\nscars of past excavations. The tracks of heavy vehicles have\nchurned up the ground. The architecture in evidence is\nbrutally functional and prefabricated in origin, constructed\nof harsh square-sided ferrocrete bunkers stamped with codeto obey and remain productive. Looming iron-black engines\nand rusted pipe-work crisscross the landscape. Here and\nthere are signs of recent violence and destruction, machinery", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4515, + "rule_id": "pdf_skill_2009_overturned_areas_blackened_by", + "title": "overturned, areas blackened by fire (some still smoking) and", + "content": "the grey bodies of dead convict-workers. Many have been\nstripped of their flesh by the claws and fangs of Tyranid\nvanguard organisms, but others bear evidence of gunshot or\nstab wounds caused by other humans.\nTantalus has almost succumbed to the Tyranids’ shadow.\nVox communication and auspex tracing on its surface have\nbecome almost impossible. Teleport access is also impossible,\nand any craft that approach the moon’s near orbit and upper\natmosphere are subject to swift attack and destruction by the\nTyranids. A single drop pod fired in from high orbit has the\nbest chance of evading detection, and that’s where the player\ncharacters’ Kill-team comes in.\nthe pliGht of MaGos Vyakai\nHaving crashed in his shuttle in one of the few open areas\nof ground within the facility’s precincts, Magos Vyakai,\nguarding his precious datacore, managed to get one final\ncommunication out establishing his survival and intention\nto seek shelter before static interference cut him off. After\nthis, Vyakai and his small band of comrades that survived\nthe crash were ambushed by Hormagaunts, and all save the\nMagos were killed. However, Vyakai sustained serious head\ninjuries during the battle, wounds that would have felled\nanyone but an individual so blessed by the Omnissiah as he.\nThe Magos’s machine-augmented body is still carrying out its\nlast given instructions; self-defence and the search for shelter,\nwhile the Magos himself fades in and out of consciousness\nas his auto-repair systems attempt to stave off the death of\nhis organic components. To Vyakai, life has become a hazy,\nillogical nightmare, where his grasp on reality is shifting and\ntenuous, a fever dream from which he cannot awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4516, + "rule_id": "pdf_skill_2010_interacting_with_vyakai", + "title": "Interacting with Vyakai", + "content": "When the Deathwatch Kill-team finally catches up with\nVyakai, there are a number of ways they may wish to\nproceed given his somewhat unexpected state. Firstly, there’s\nsomething clearly wrong with him—one entire side of his\ncowled head and shoulders are thick with wet, crimson-black\nblood, and one of his back-mounted mechadendrites is broken\nin half and sparking occasional pulses of electrical discharge.\nHis movements are a curious mixture of drunken swaying\ncounteracted with sudden stops and precise corrections to his\ngait and posture. The Magos is also largely uncommunicative.\nHis damaged machine systems may misinterpret the player\ncharacters as a threat and react accordingly. Use the following\nas guidelines how to handle this encounter as it unfolds:\n• Simply shouting at Vyakai or attempting to order him\nabout has no effect other than to elicit a garbled chatter\nof machine cant and makes him move away.\n• Making threatening gestures with weapons or attempting\nto encircle him results in him swiftly readying his\nweapons and mechadendrites for immediate use.\n• Attempts to manhandle Vyakai or subdue him by force\nare met with a violent response proportional to that used\nagainst him. This might result in the Magos unleashing\nhis infernus pistol on the player characters.\n• Overcoming Vyakai without killing him first is possible,\nbut both problematic and dangerous. Any fight or\ngun battle puts the datacore he’s carrying in danger.\nThe amount of damage the datacore sustains in such\nan instance is left up to your judgement, but if the\nDeathwatch simply gun down Vyakai in a hail of bolter\nfire or use heavy weapons on him, it should be at the very\nleast damaged and quite possibly destroyed completely,\ndamaging or failing their mission.\n• It is possible to communicate directly with Vyakai and\nget him to come to his senses by logical and clear verbal\nmeans, or better yet using the proper machine cant.\nThis can be either role-played successfully by the player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4517, + "rule_id": "pdf_skill_2011_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) Test.", + "content": "a few extra notes for the GM\nThe Tantalus Extraction is an adventure based on an ongoing situation into which the player characters are thrust. It is important\nto remember that the characters that the Kill-team may find awaiting them at Pyroclast-Gamma-9 have their own motivations\nand fears, and have no idea that the Deathwatch has become involved in the situation (the exception is Magos they have come to\nrescue). This means that the NPCs may react in any number of ways, from sudden hope, to awe and outright terror. Remember\nthat Space Marines, while Mankind’s saviours on countless occasions, are often feared by normal men and women throughout\nthe Imperium. They are known as ‘The Angels of Death’ for a reason. Once inside Pyroclast-Gamma-9’s environs, the player\ncharacters have a free hand about how to proceed and what leads and plans to follow. It is up to you, as the GM, to respond to\ntheir actions, as you feel appropriate. When GMing an adventure like this one, where there is no set ‘right’ path for the player\ncharacters to follow, you should always feel free to embellish the details, come up with new encounters, and have events and\nindividuals react to the player characters’ actions. This will always make for a tighter story, give a sense of empowerment to your\nplayers and, accordingly, ensure a better game all round. Adventures like this one, even though they can be very combat oriented\nand have a relatively simple goal, demand a little more from the GM than a simple ‘dungeon bash’ style combat mission, simply\nbecause they are so freeform. As the GM, you will be required to think on your feet, keep an idea of what’s going on in your\nhead and respond to whatever plans and ideas your player’s might come up.\nThe key things are to be firm but fair; don’t be afraid to have NPCs act or react adversely and violently if the player characters’\nactions make this the logical outcome. Of course, reward quick thinking and good ideas on the players’ part with additional\ninformation, aid, and assistance as warranted.\nIt is important to be familiar with the details of the adventure itself, not simply so you know who is where and doing what,\nbut also so you can gauge how the significant NPCs will react to the unexpected. Thus you can add to things as you go along\nwithout risk of messing up the plot. Although it may sound obvious, a handy notebook to record names and the like as you go\nalong, not to mention details such as the countdown tally, is essential. This is all a bit of work, as you may have guessed, but\ncan also be hugely rewarding in its own right. If you’ve volunteered to be the GM, you’re probably something of a storyteller\nat heart, and will enjoy because the experience—you are master of your own epic story, packed with as much action and dark\nadventure as you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4518, + "rule_id": "pdf_skill_2012_planetfall", + "title": "PLaneTfaLL", + "content": "Read aloud or paraphrase the following:\n“You descend on wings of fire to the tormented earth of a dying\nworld.\nWithin the thunderous, claustrophobic hold of your drop pod,\nthe assault on your senses and the agonies the crushing G-force\nexert on your body would kill an ordinary man, while outside\nthe armoured ceramite burns like a falling star. But you are no\nordinary men who endure this fiery trial—you are Space Marines,\nthe Emperor’s chosen Angels of Death.\nWithin your mind, you recall the mission briefing, replaying\nit with perfect clarity. The world below is Tantalus, a resource\nmoon on the edge of the Castobel system, a system around which\nthe jaws of the Great Devourer are tightening shut. Your minds\nfocus on the goal of the mission, and you recall the last broadcast\nfrom the world’s surface—an icy, harsh voice barking from the\nvox-net through howling static:\n“Attention Deathwatch vessel Thunder’s Word. This is Magos\nBiologis Zardos Vyakai. My conveyance has been fatally damaged\nand forced to crash-land en-route to rendezvous zone. I survive,\nthe datacore survives. I require immediate extraction from this\nlocation. The swarm approaches, Crash site unsafe, I will seek\nshelter nearby until your arrival. The datacore must survive and\nbe retrieved. Location Encarta follows. I will set this message to\nrepeat as long as the anima endures. Message ends.”\nThe voice cut off and was followed by a rapid chatter of\nsacred binary code, before beginning again:\n“The swarm, five hours and counting, five hours until the\nwhole area is swept clear of life under an unholy tide of fang,\nvenom, and claw. Five hours. Five hours and counting.”\nThe retro-thrusters hammer into you like a blow from an\nenraged god. The drop pod doors blast open and you spring forth\nfrom your crash harnesses, power armour systems already engaged,\nauto senses tracking, weapons in hand. The daylight wanes, and\nthrough your suit’s filters you detect two pervading scents on the\nbitterly cold air: burning chemicals and human blood.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4519, + "rule_id": "pdf_skill_2013_the_mission_briefing", + "title": "The MISSIon BrIefInG", + "content": "After the opening narration, you can either fly straight into the\nthick of things, allowing the player characters to ask questions to\nfind out more details of what they are up to and why, or choose\nto pull back out of the game’s events and give the players a full\nbriefing at a more leisurely pace. If you wish, present them with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4520, + "rule_id": "pdf_skill_2014_the_area_map_see_page_386_sh", + "title": "the area map (see page 386) showing the crash site. Either pick a", + "content": "likely landing point for them, or ask them where they would have\nassigned their landing coordinates, (being a Deathwatch Kill-team\nmeans that they have their own tactical decisions to make).\nRegardless of which approach you choose, you should convey\nthe following key points of information to the players:\n• The player characters are on an emergency extraction\nmission to the area of the Pyroclast-Gamma-9 refinery\nin the northern sub-arctic zone of the industrial moon of\nTantalus, an Imperial world in its death throes and already\nconsidered lost.\n• They must retrieve the datacore belonging to the Magos\nBiologis Vyakai, and, if possible, extract the Magos himself.\nThe datacore contains vital data on the Tyranid organisms of\nHive Splinter-Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4521, + "rule_id": "pdf_skill_2015_tertiary_objectives_and_perso", + "title": "Tertiary Objectives (and personal goals): The mission", + "content": "has a number of encounters and elements that could inspire\ntertiary objectives and various personal mission goals, some\nof which will become apparent as the adventure unfolds.\nThese might include:\n• Pride of Arms: Slay a Tyranid creature in hand-to-hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4522, + "rule_id": "pdf_skill_2016_combat", + "title": "combat", + "content": "• Trophy Kill: Recover a significant and glorious trophy\n(such as a Hormagaunt skull) from a personal kill\n• Honour the Adeptus Mechanicus: Rescue the Magos\nin person (particularly appropriate if one of the Kill-team\nis a Techmarine)\n• Honour the Emperor’s Loyal Servants: Intervene on\nthe side of Commissar Sander and perhaps even rescue", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4523, + "rule_id": "pdf_skill_2017_him_when_extraction_occurs", + "title": "him when extraction occurs", + "content": "• Purge the Xenos: Kill as many of the Tyranids\nas possible\n• Deny the Enemy What is the Emperor’s Just Due:\nDestroy the refinery facility on departure\nSeek, Locate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4524, + "rule_id": "pdf_skill_2018_tyranid_encounters", + "title": "TyranId enCounTerS", + "content": "The main body of the Tyranid swarm has yet to arrive at\nPyroclast-gamma-9, and swallow the area in a tide of claw and\nvenom. However, their vanguard creatures are moving ahead\nof the swarm and erupting from dark and hidden corners of\nthe terrain. They have already made their presence known,\nand sown havoc and death across the facility. The first and\namong the most dangerous to show themselves have been\nisolated broods of Termagants and Hormagaunts, regurgitated\nfrom stray spore pods that have crashed away from the main\nassault. These foul creatures crept in from the darkness of the\ntundra in small groups, drawn by the lights and life of the\nfacility. They have already succeeded in gaining entrance to\nseveral of the bunkers and blockhouses, and worked bloody\nruin inside, contributing to the collapse of the facility’s\ncommand and control. As a consequence, the authorities have\nfreed the convicts in order to fight the menace, an action that\nhas only resulted in further disorder and bloodshed—several\nparts of the facility are already aflame from rioting. In recent\nhours, flocks of Shrikes have appeared in the sky in steadily\nincreasing numbers. Precursors of the great swarm as it\napproaches, these winged terrors hunt down isolated victims\nand scout ahead for the swarm.\nAs the Deathwatch arrive, Pyroclast-gamma-9 is already\nout of control, and many of its inhabitants have died either to\npanic, fire, vengeful convict workers or in the jaws of the alien\npredators stalking amongst them. Matters are only going to\nget rapidly worse.\nWhen presenting combat with the Tyranids, it is important\nto convey their savagery and utterly alien horror. They are\nno mere beasts; they are willful, implacable things without\nfear or concern for their own safety when they fight, and\noften display not only suicidal bloodlust but also a malevolent\ncunning that belies their nightmarish appearance. This is\nparticularly the case with Shrikes, massive, terrifying killers\nthat are powerful, vicious, and lightning fast, yet stealthy and\npatient when they need to be. Each is more than a match for\neven a Space Marine on its own terms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4525, + "rule_id": "pdf_skill_2019_keyed_to_certain_locations_on", + "title": "keyed to certain locations on the map (see page 386), the Kill-", + "content": "while they search the Pyroclast complex. Just how frequent these\nencounters are remains up to you, but once an hour or so of inthumb, the more circumspect and cautious the player characters\nare, (i.e., they avoid discharging their weapons unnecessarily,\nand try to proceed fairly stealthily, etc,) the less frequent these\nencounters will be. However, the more the Kill-team draws\nattention to itself, the more likely it is to be attacked. Matters will\nworsen as the countdown approaches the final hour, with ever\nmore numerous and more deadly Tyranids reaching the area. As\na guideline to these roving attacks and ambushes, refer to Table\n14–1 Tyranid Encounters, to determine what may occur. To use\nthe table, roll a d100 in secret and apply the following criteria to\nthe result, totalling any applicable bonuses:\n• For each hour that has elapsed on the countdown: +10\n(cumulative)\n• The Kill-team is proceeding at speed, is travelling by\nvehicle or otherwise calling attention to itself: +10 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4526, + "rule_id": "pdf_skill_2020_20_gm_decides", + "title": "+20 (GM decides)", + "content": "• The Kill-team has recently engaged in a firefight or other\nbattle: +10\n• The Kill-team is in an area abundant in corpses or other\ncarrion: +10\n• The Kill-team is with a group of living humans, ten or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4527, + "rule_id": "pdf_skill_2021_system_reference_principle_sa", + "title": "System reference: Principle satellite moon of Castobel (aka Halsadt),", + "content": "designated ‘Tantalus’, Atlas Stellarum Jericho, M.35 reference.\nPopulation: Approximately 79 million.\nTithe Grade: Exactus—[Crusade Specis]: (The moon is host to\nconsiderable natural resources in sub-strata promethium [grade\nVulcan-989] and other geologically attendant chemicals, exploitation\nof which is fully established and tithed to the consumption of the\nAchilus Crusade via Departmento Munitorum Edict.)\nGeography/Demography: Tantalus is a world approximately two\nthirds the mass of Holy Terra in stable orbit around a type III gas\ngiant, whose length of day, gravity, and climatic conditions point to\ndeliberate alteration during the High Dark Age (see extant examples\nthroughout the Segmentum, i.e. Typha-IV, Magna Borallia, Jaegers\nFolly et al), and was an agri-world serving the primary Castobel hive\nworld (see Castobel I) during the period of established Imperial rule of the Jericho Sector. Over the last millennia while\nout of Imperial control, Tantalus has undergone a transition towards a climatic cooling associated with the slow onset of\na rotational ice age and prevalent conditions on the moon are now predominately stormy, and topography succumbing\nto sub-arctic/tundra with polar ice caps advancing to cover 32% of the moon’s surface.\nHuman life had dwindled considerably during the local ‘Age of Shadow’ to fewer than ten million living as pre-industrial\nhunter-gatherers. However, with the coming of the Achilus crusade and the resurgence of the hive world of Castobel,\nextensive promethium refinery infrastructure, the starport/city of Tantalus Landing and other settlements have been\nconstructed and the population has trebled through forced immigration of tithed workers and crusade forces.\nGovernmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy.\nLunar Governor: Quastor-Intendant Charlotta Grimes.\nAdept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus\nMechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy.\nMilitary: Crusade military forces garrison station: Tantalus used as ‘second line’ rotation post for the Orpheus Salient\nwar zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.)\nAdditional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining\norder and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.)\n+++Deathwatch Addendum: Code Omega-Black+++\nTantalus overran by Tyranid xeno-forms. Imperial resistance has been crushed. The primary starports and habitation\nzones have been lost, mainline Imperial Guard garrison effectively destroyed, lunar governance destroyed, estimated\npopulation causalities 89% and rising. Catalytic organisms now entering environmental prevalence in the Tantalus\nEquatorial zone—estimate twenty to seventy hours until biospheric conversion begins. Fragmented resistance holding\nout in the Polar Regions for the moment. However, armament and size of remaining forces totally inadequate to prevent\nthe Tyranid swarm systematically advancing to scour the world of all life.\n+++Tantalus is lost: May the God-Emperor cherish the souls of its defenders+++", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4528, + "rule_id": "pdf_skill_2022_map_locations", + "title": "Map Locations", + "content": "1: crasheD shuttle\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The jagged scar the crash has left in the scorched-black\nearth is visible long before you come to the broken body of the\nshuttlecraft itself. Once a mighty machine, the spearhead-shaped\nKestral-class interplanetary lighter lies shattered against a rutted\nbank of earth ramped up by its crash-landing, its back broken\nand its hull plating torn apart like paper. Despite the ruin of the\nwreckage, it is apparent that this ship’s reactor and fuel lines did\nnot rupture on impact, for otherwise there would be nothing left\nhere but a glowing crater. The doors in the rear armoured prow\ncompartment hang open where their emergency explosive bolts\nhave been loosed for the occupants to escape, but there is no sign\nof them or any other life.”\nThe wreck of the shuttlecraft leaves little evidence save\nfor the violence of its crash landing. Searching within reveals\nthat four crewman, including the pilot, died on impact, their\nbodies left where they died. Several servitors were also either\npulverised or shredded in the central hold as the shuttle\nstarted to come apart. In the control compartment, various\npost-crash modifications have been made to the shuttle’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4529, + "rule_id": "pdf_skill_2023_a_hard_20_intelligence_test", + "title": "a Hard (–20) Intelligence Test made after studying the rig", + "content": "will determine that it has been expertly repurposed to boost\nits signal strength, and properly anointed with the rites of\nextreme unction of the Cult Mechanicus. It is doubtlessly\nthe source of Magos Vyakai’s last transmission, an act that\nappears to have irretrievably burned it out in the process.\nPower on board the wreck was properly shut down before it\nwas abandoned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4530, + "rule_id": "pdf_skill_2024_tracking_down_magos_vyakai", + "title": "Tracking down Magos Vyakai", + "content": "Any player character with the relevant Skills and Talents can\nattempt to physically track the progress of Vyakai and the\nother survivors from the crash site, although this is particularly\ndifficult and by no means a guaranteed endeavour. Tracking\nis made difficult by the ground conditions underfoot, which\nvary between chemical-thick mud, broken rocks, and steel\ngridwork panels sunk into the surface to provide footing in\nthe pathways between the various buildings. There is also a\nlack of visibility due to the poor light.\n• Tracking Vyakai’s party from the crash site and learning\nthe general direction of their travel requires a Difficult\n(–10) Tracking Test. Succeeding on this test by two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4531, + "rule_id": "pdf_skill_2025_degrees_or_more_or_by_blind_l", + "title": "degrees or more (or by blind luck if the GM wishes), the", + "content": "Kill-team will find the site where the Magos was ambushed\namong the rocks after some twenty minutes walk. There\nthey discover the still-sparking and juddering body of a\nbisected combat servitor, two dead naval crewmen, and\na shattered servo skull. There are also the bodies of two\ndead Hormagaunts, one turned partly to fused ash by a\nmelta-blast. There is no sign of the Magos. A few dripsoon stop.\n• Further Skill tests can be made to draw some conclusion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4532, + "rule_id": "pdf_skill_2026_from_this_scene_a_difficult", + "title": "from this scene. A Difficult (–10) Medicae Test", + "content": "determines that the blackish blood is indicative of someone\nusing elite Mechanicus methods of blood augmentation\nand self-healing, and the blood loss, while indicating a\nserious wound, does not look in itself fatal. Conversely,\nif the semi-active combat servitor is examined closely,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4533, + "rule_id": "pdf_skill_2027_0_forbidden_lore_adeptus_me", + "title": "(0) Forbidden Lore (Adeptus Mechanicus) Test", + "content": "can recover and download the last few images from\nthe servitor’s visual cortex into a data-slate or auspex\ndisplay. This shows a grainy green-tinted picture of a\nHormagaunt’s flashing claws, and a brief, desperate fight\nviewed from ground level, showing the savage deaths\nof the two naval armsmen despite a valiant attempt at\ndefence. Quickly coming into view, a looming figure\nin a quartered black and white cowled robe fights back\nin deadly combat with the lightning-quick monsters,\nflailing and striking with whirling mechanical limbs and\nunleashing searing blasts of energy at them. The figure\nTable 14–1 Tyranid Encounters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4534, + "rule_id": "pdf_skill_2028_total_score_encounter", + "title": "Total Score Encounter", + "content": "01–30 No encounter\n31–50 2d5 Termagants set up an ambush ahead of the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4535, + "rule_id": "pdf_skill_2029_51_70", + "title": "51-70", + "content": "1d5–2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows\n(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\n131+\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\ncontaining Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4536, + "rule_id": "pdf_skill_2030_hard_20_tracking_test_will", + "title": "Hard (–20) Tracking Test will provide a reasonable", + "content": "idea of the general direction in which he went.\n2: MaG-train siDinG\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Coming across an area of rough but open ground, the\nterrain levels off considerably. Two parallel hundred metre-long\nferrocrete loading platforms surmount rough sidings of piled\nearth and compacted rock either side of a raised industrial magstation-post at the far end of the opposite platform.”\nPart of the mag-train network, these platforms are now\ndeserted save for a lone and frightened notary adept named\nHalis. He has been left behind in the panic of the general\nevacuation from the area some days ago, and has been\nsince hiding in the storage basement of the station’s office,\nalthough now his meagre supplies of salvaged food and water\nare exhausted.\nHalis is terrified of the Kill-team, but will also seek to\ncling to them as his last desperate hope of a lifeline once he\nrecognises what they are. He has heard of Space Marines in\nparables and stories since his childhood, but has never seen\none himself before now. Low ranking, and none too bright,\nHalis has locked himself in a 4’ by 4’ room for the three\ndays, and consequently knows very little of worth about the\nimmediate environs or events. Talking to him, however, can\nglean the Kill-team the following information:\n• Pyroclast-Gamma-9 lost all contact with the southern\ncities nearly five days ago, and with its neighbours further\nsouth in the chain of refineries two days ago.\n• The Intendent of Works and the ranking adepts and\nguards left via the last mag-train car two days ago,\nsparking general disorder and panic among those that\nremained, and Pyroclast-Gamma-9’s hundred plus\nconvict labourers were left to fend for themselves.\n• Halis has heard the sounds of fighting and screams in the\ndistance since those in charge left, but hasn’t been brave\nenough to go out, not since he heard something ‘big and\nrasping’ come into the station last night and sniff around\nwhile he cowered behind a stack of promethium cans in\nthe storage room. Eventually, he heard it flapping off.\n• He’s seen no sign of any Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4537, + "rule_id": "pdf_skill_2031_convinced_otherwise_an_easy", + "title": "convinced otherwise (an Easy (+20) Intimidate or Charm", + "content": "Test will be sufficient for this), Halis will attempt to follow\nthe Kill-team as best he can, quite likely attracting the worst\npossible kind of attention to them.\nHalis’s profile can be found on page 391 in the NPCs and\nAntagonists section of this adventure. Note that he possesses an\nencoder device (a small metal amulet bearing the symbol of the\nMunitorum fitted with a single button), which enables him to\nsignal the facility’s servitors that he is not a hostile.\n3: MaG-train, Main line\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“As you round a gap in the crags you see an open area carved\nfrom the rough terrain, dominated by an elevated mag-train rail,\nrunning east-to-west. The rail is high and silent, the characteristic\nhum of its operation stilled and absent.”\nUsed to ferry men and material along the chain of Pyroclast’s\nextraction stations in the area, the mag-train is completely\ndeactivated and without power. The evened-out and ferrocretewith relatively easy access east-west along its route, and may hide\nthem from anything that might spot them visually. Ground can be\ncovered along the mag-train about twice as fast as normal.\n4: security Bunker\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Surrounded by a razor-wire fence, on which are hung\nseveral notices warning that trespassers face death, stands a\nsmall, armoured bunker. Littered about the ground before it are\nthe shredded remains of nightmarish bat-like creatures that you\nrecognise as Tyranid Shrikes. The automated heavy bolters which\ncrown the bunker’s roof, and which probably caused their demise,\nnow hang silent and deactivated. The bunker and its armoured\ndoor appear intact.”\nThe bunker’s door is deadlocked from within and requires\nconsiderable force to open (the door has an AP of 15, and 30\npoints of damage are required to cause a breach.) Within is a\nscene of carnage—the large, single room is strewn with the\ndismembered remains of provost enforcers. A giant hole yawns\nin the centre of the floor leading to a collapsed dirt tunnel.\nThere is little within the gore-splattered bunker of use to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4538, + "rule_id": "pdf_skill_2032_the_kill_team_a_few_shotguns", + "title": "the Kill-team (a few shotguns, enforcer gear, ration packs etc).", + "content": "However, if the Kill-team uses Deathwatch override codes on\nthe few still viable terminals, and make a successful Routine\n(+10) Tech-Use Test, they can get a security report for the\nPyroclast-Gamma-9 facility. Picture and vox relays, however,\nare completely dead. The report reveals the following\nusable information:\n• Main Refinery—Security Comprised: Defensive\nsystems inoperative, multiple bulkhead breaches, no\nfurther information available.\n• Workers’ Blockhouse: Full System Failure: Last file\nrecording available (the recording briefly shows a staticbackground, before abruptly cutting off ).\n• Comms Uplink: Security Nominal: Two servitor units\nreporting area secure.\nAdditionally, if the test to access the system is passed with\nthree or more degrees of success, the Kill-team also learns that\nthe same security information has been recently accessed from\nanother remote location. This should point to the direction of\nMagos Vyakai.\nFor every few minutes or so that the Kill-team spends inside\nthe bunker, there is a chance that the thing that slaughtered\nthe enforcers will return. Roll 1d10. On any odd number,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4539, + "rule_id": "pdf_skill_2033_a_tyranid_warrior_see_page_37", + "title": "a Tyranid Warrior (see page 370) erupts from the collapsed", + "content": "tunnel in the earth below them.\n5: coMMs uplink\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“At the very top of a rough, craggy mount that looms above\nthe area, a weather-beaten, steel-sided, conical tower reaches into\nthe frigid sky, topped by a skeletal uplink dish.”\nThe tower itself is a hollow structure that merely serves to\nkeep the foul sub-arctic weather off the automated machinery of\nthe comms uplink. Inside are two industrial servitors (see page\n392) obeying their emergency programming to defend the area.\nStacked neatly off to one side are the bodies of three convict\nlabourers and a Tyranid Shrike that came too close to the tower.\nThe comms uplink is the best place in the area for the Killfrom the main facility. Should the narrow path to the summit be\nused defensively to mount a stand, it grants fighters a +10 bonus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4540, + "rule_id": "pdf_skill_2034_in_combat_both_to_hand_to_han", + "title": "in combat (both to hand-to-hand attacks and shooting) against", + "content": "anyone or anything struggling up the slopes below them.\n6: oVerturneD lanD hauler\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4541, + "rule_id": "pdf_skill_2035_they_have_entered_it_thanks_t", + "title": "they have entered it (thanks to their genetically engineered gifts),", + "content": "finding their way swiftly and accurately through the often illogical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4542, + "rule_id": "pdf_skill_2036_tangle_of_darkened_passageways", + "title": "tangle of darkened passageways inside requires a Routine (+10)", + "content": "Awareness Test from whomever is taking the lead.\nGaining entry from the surface first requires the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4543, + "rule_id": "pdf_skill_2037_to_scale_the_cliff_walls_whic", + "title": "to scale the cliff walls, which requires a Routine (+10) Climb", + "content": "Test. Then they must either find an open entrance via a broken\naccess hatch, or must force entry through one. This may be done\nwith force (AP 10, 10 damage needed, internal bulkheads are the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4544, + "rule_id": "pdf_skill_2038_same_or_using_skill_requirin", + "title": "same) or using skill, requiring a Routine (+10) Security Test.", + "content": "Alternately the facility can be entered via the transport pool sheds\n(see below), which have a passageway through the rock to the\nrefinery workings.\nAt the rough centre of the refinery workings, three levels\nbelow the surface is the still sealed central control chamber for\nthe facility. Breaching this door may be done with violence (AP\n13, 20 damage needed) or by bypassing the door’s deadlock seal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4545, + "rule_id": "pdf_skill_2039_with_a_challenging_0_securi", + "title": "with a Challenging (+0) Security Test.", + "content": "8: Gatehouse/transport station\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The wide hanger doors of the refinery complex’s gatehouse hangs\nopen like a broken maw, leading to the darkness of the transportation\nsheds within. The place seems deserted and abandoned, with debris\nand old adept-scribed printouts thrashing around it in the chill wind,\nthe papers no doubt scattered in the panic of a fearful flight. Of the\ncargo haulers and other vehicles that were housed here, there is no sign\nsave for the track-rutted earth.”\nThe gatehouse and transport station is indeed deserted except\nfor a pair of Hormagaunts lurking high in the rafters ready to\npounce. In order to determine if they succeed in their ambush,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4546, + "rule_id": "pdf_skill_2040_make_an_opposed_skill_test_se", + "title": "make an Opposed Skill Test (see page 203) versus the player", + "content": "characters’ Awareness Skills and the Hormagaunts’ Concealment.\nAt the rear of the transport sheds is an open access passageway\nto the interior of the main refinery.\n9: central control\nRead aloud or paraphrase the following to the player\ncharacters when they breach the door to this location:\n“With the sealed door breached, a dim chamber can be seen,\nheavily cluttered with machinery, consoles, and hanging cables.\nDim green emergency lighting flickers on and off around the\nroom, when suddenly with a clatter of falling metal, the heavy\nbulk of an industrial servitor unfolds itself against the far wall.”\nThe servitor will attack anyone who enters the room without\npresenting the right access code, but will not leave the control\nchamber itself. The machinery and monitors in the chamber,\nwhich primarily serve to control and regulate the flow of the\nrefinery’s processes, are in full shutdown mode and it will take\nmore time to restart than the Kill-team has, even if they wished\nto do so. Within the control chamber, the Kill-team can find\ntwo medkits, three demo-charges with timed fuses, and security\nencoders that allow free access to any part of the facility.\nUnless you have chosen to place Magos Vyakai in this chamber,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4547, + "rule_id": "pdf_skill_2041_the_kill_team_may_make_a_succe", + "title": "the Kill-team may make a successful Challenging (+0) Tech-", + "content": "used) to partially activate the facility’s energy scanning auspex\nsystem from this control chamber. This can be used to roughly\npinpoint the Magos’s location anywhere in the area thanks to his\nunique energy signature.\n10: Main coMpression tanks\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4548, + "rule_id": "pdf_skill_2042_make_a_routine_10_demolitio", + "title": "make a Routine (+10) Demolitions or a Challenging (+0)", + "content": "Intelligence Test, and either a single well-placed melta-bomb or\na series of commonplace krak grenades or demo charges placed\nat strategic locations around the domes. A timed fuse is also\nnecessary of course. If this is done, the entire main refinery and\neverything in it will be destroyed, and everything else past this\npoint up to the edge of the mount on which the comms uplink\nsits will suffer 4d10 E damage, as the area is drowned in a sea of\nfire for a few seconds as the tanks’ fuel expends itself and debris\nrains down on the area.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4549, + "rule_id": "pdf_skill_2043_tantalus_dies", + "title": "TanTaLuS dIeS", + "content": "After what seems to be an agonisingly long wait at the\nextraction point, (in fact about twenty minutes) while the\ndark boiling clouds on the horizon sweep in with appalling\nspeed, a sudden data-burst proclaims the imminent arrival of\nthe Kill-team’s rescue.\nRead aloud or paraphrase the following, modified to fit\nthe circumstances of the adventure’s final moments:\n“You detect a sudden sound, unexpected and dreadful, like a\ndull continuous thunder growing quickly closer. With shock you\nrealise that the sound you can hear is the coming of the Tyranid\nswarm, made up of a thousand, thousand running clawed feet\nand the clashing of numberless fanged maws in expectation of\nthe feast. Death has come.\nIt is then, like deliverance sent from the Emperor himself, that\nthe Thunderhawk breaks the boiling purple-black clouds above\nyou, its dark hull pitted and scored with acid pockmarks, but\nits engines roaring white-hot in defiance of the storm. The pilot\ndares not land, but with consummate skill drops the main hatch\nat the hover, and you and your companions leap aboard to safety.\nYou glance back as the hatch draws shut to see a limitless tide of\nhorror begin to roll across the tortured earth below, and at last\ndoomed Tantalus dies beneath you.\nHowever, you have escaped the jaws of death, and will\ncontinue your watch another day.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4550, + "rule_id": "pdf_skill_2044_rewards", + "title": "rewardS", + "content": "In terms of XP reward, this should be based on how well the\nKill-team fulfilled its mission parameters, as set out in Part I.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4551, + "rule_id": "pdf_skill_2045_the_following_are_suggested_re", + "title": "The following are suggested rewards for starting level (1–3)", + "content": "characters:\n• Primary Objective Completed: 500 XP each\n• Secondary Objective Completed: 200 XP each\n• Tertiary/Personal Objectives Completed: 50 XP each\nIn addition, you should award extra bonuses in XP at your\niscretion for particularly good roleplaying, effective plans,\nand for players who have engaged both their characters and\nthe adventure well.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4552, + "rule_id": "pdf_skill_2046_further_adventures", + "title": "furTher adVenTureS", + "content": "You can spin whatever further developments you wish from the\nTantalus extraction, or let it fall simply as an isolated mission, and\nmove on to further battles and missions of your own devising.\nPossible plot hooks you may wish to develop include:\n• Escape from orbit: Getting free of Tantalus might not be\nover yet, and the Thunder’s Word might be attacked and\nboarded by Tyranid parasite creatures as it breaks free. It is\nup to the Kill-team to repel these monsters, battling in the\ncorridors and vaults of their own vessel to survive.\n• The Uninvited Guest: Perhaps Vyakai or one of the others", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4553, + "rule_id": "pdf_skill_2047_rescued_from_tantalus_if_any", + "title": "rescued from Tantalus (if any indeed were) was secretly", + "content": "carrying a Tyranid parasite. It might grow to consume him\nand threaten others, or worse, its psychic spore could act as a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4554, + "rule_id": "pdf_skill_2048_magos_vyakai", + "title": "MaGos Vyakai", + "content": "A Magos Biologis of great standing and repute among his\nfellows in the Adeptus Mechanicus, Vyakai was caught on\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\ndown over Pyroclast-Gamma-9 while attempting to escape, and\nhe has sought shelter and awaits retrieval by the Deathwatch.\nUnfortunately things have not gone according to plan and he\nhas been badly injured and suffered extensive cranial damage in\nbattle with a Hormagaunt not long after his last communication\nwith the Deathwatch. Now his half-machine body’s self-repair\nsystems are struggling to keep his wounded brain alive, and its\nMachine Spirit is methodically fulfilling its last ordered task, to\nseek refuge and defend itself.\nSee page 381 for details concerning how to communicate\nwith the Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4555, + "rule_id": "pdf_skill_2049_magos_vyakai_profile", + "title": "Magos Vyakai Profile", + "content": "wS BS S T ag Int Per wP fel\n30 20* 40 45 29 23* 23* 24* 09*\nMovement: 3/6/9/18 Wounds: 11*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4556, + "rule_id": "pdf_skill_2050_tongue_machine_cant_int_1", + "title": "Tongue (Machine Cant) (Int) +10, Tech-Use (Int) +20.", + "content": "Talents: Autosanguine, Binary Chatter, Concealed Cavity,\nElectrical Succour, Electro Graft Use, Energy Cache, Ferric\nLure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded,\nMaglev Grace, Mechadendrite Use (Gun, Manipulator,\nUtility), Meditation, Melee Weapon Training (Primitive,\nPower, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP,\nPlasma, Primitive, Melta), Rite of Pure Thought.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4557, + "rule_id": "pdf_skill_2051_auger_arrays_good_quality_m", + "title": "Auger Arrays (Good Quality), Manipulator Mechadendrite,", + "content": "Utility Mechadendrite, Cybernetic Senses (all Superior\nQuality, incorporating Dark Sight, Photo-Visor, Recording\nCapacity, Microscopic Vision, Sonar Sense and a full vox", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4558, + "rule_id": "pdf_skill_2052_armour_augmetic_implanted_arm", + "title": "Armour: Augmetic implanted armour (All 5).", + "content": "Weapons: Infernus Pistol (10m, S/—/—; 2d10+4 E; Pen:\n12, Clip 12 [belt flask]; Reload Full), Las-Scalpel (1D10 E,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4559, + "rule_id": "pdf_skill_2053_pen_5_mechanised_hands_1d5", + "title": "Pen 5), Mechanised hands (1d5+6† I Primitive).", + "content": "†Includes Strength and Augmetic Bonus.\nGear: Encrypted data-core box chained to belt, spare flask\nfor inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nprogrammed commands and automatic mechanisms. Were he restored\nto health all the characteristics marked with a * would be at double\nthe current scores.\naDept-Minoris roGe halis\nHalis is a gaunt, stricken man, prematurely middle-aged, with\nwatery blue eyes and skin almost as grey as his threadbare\nadept’s robes. He is on the edge of malnutrition and nervous\ncollapse when encountered by the Kill-team, cowering in the\nbasement storage room of a deserted mag-train platform, left\nbehind when the senior staff evacuated Pyroclast-Gamma-9.\nThe player characters might quickly come to regard Halis as a\n‘dead man walking’—and they would be right.\nadept-Minoris roge halis Profile\nwS BS S T ag Int Per wP fel\n16 20 25 30 30 27 29 21 28\nMovement: 3/6/9/18; Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4560, + "rule_id": "pdf_skill_2054_commissar_falco_sander", + "title": "coMMissar falco sanDer", + "content": "Sander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\neven on Tantalus. Sander’s unit was trying to make it to the\npolar regions when his convoy was ambushed and laid waste\nby vanguards of the Tyranid swarm. He managed to lead a\ngroup to the hoped-for refuge of Pyroclast-Gamma-9 when\ntheir luck finally ran out and their land hauler crashed at the\noutskirts of the facility under Shrike attack. Taking refuge in\nthe wreckage and nearby rocks, Sander has marshalled what\nremains of his men, most wounded and low on ammo, in a\nhopeless last stand to die for his Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4561, + "rule_id": "pdf_skill_2055_10_scrutiny_per_10_speak", + "title": "+10, Scrutiny (Per) +10, Speak Language (Low Gothic,", + "content": "High Gothic) (Int) +10, Scholastic Lore (Tactica Imperialis,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4562, + "rule_id": "pdf_skill_2056_imperial_creed_int_swim_s", + "title": "Imperial Creed) (Int), Swim (S), Survival (Int)", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4563, + "rule_id": "pdf_skill_2057_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (1).", + "content": "Armour: Flak armour with carapace breast plate (Head 4,\nArms 4, Body 6, Legs 4)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4564, + "rule_id": "pdf_skill_2058_weapons_chainsword_1d10_5_r", + "title": "Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, Tearing),", + "content": "plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10;\nReload Full; Recharge, Overheats), compact laspistol (15m,\nS/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable),\nEquipment: Personal commlink, respirator, copy of the\nDictates Imperialis, data-slate (contains personal notes,\ncommendations for the fallen, details of summery judgements\nand casualty reports).\nsanDer’s iMperial GuarDsMen\nSee page 376 for the game statistics for Imperial Guardsmen\nand their officers. Those found in the area of Pyroclastexhausted and desperate. Many are low on ammunition and\nsupplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nSander’s presence and leadership is keeping them going.\ninDustrial/MininG serVitor\nThere are a number of heavy industrial and mining servitors still\nin operation around the Pyroclast-Gamma-9 facility. These are\nhuge, hulking brutes, with a vaguely simian form, far more heavily\naugmented than most servitor drones, with armoured hydraulic\nexoskeletons fused into their once-human flesh and a plethora of\nimplanted machine-tools. Most are still operating on emergency\norders to defend their assigned posts, asking for the security signal\nin a strained guttural voice to any human that approaches and\nattacking remorselessly until the intruder is dead or driven away if\nthe watchword is not spoken within ten seconds. While slow and\nnot designed for combat, they are nerveless extremely strong and\nwell-protected, and more than able to obliterate a human being\ninto a bloody smear with a single blow.\nIndustrial/Mining Servitor Profile\nwS BS S T ag Int Per wP fel\n25 10 50 50 15 10 20 30 05\nMovement: 1/2/3/6; Wounds: 20", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4565, + "rule_id": "pdf_skill_2059_armour_reinforced_structure_a", + "title": "Armour: Reinforced structure and armour plate (All 7)", + "content": "Weapons: Implanted machine tools, i.e. saws, drills, grinders", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4566, + "rule_id": "pdf_skill_2060_and_servo_claws_1d10_12_r_or", + "title": "and servo claws (1D10+12 R or I, Pen 4),", + "content": "Equipment: Internal micro-bead (to relay data and receive\ninstructions only), in-built respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4567, + "rule_id": "pdf_skill_2061_tyranid_shrikes", + "title": "tyraniD shrikes", + "content": "Shrikes are a common variation of the Tyranid Warrior\ngenus—winged predators that often precede the main\nforce of a Tyranid swarm scouting out points of resistance\nand concentrations of prey, often attacking the vulnerable\nand exposed, shredding and devouring, ever restless, ever\nhungry.\nShrikes use the Tyranid Warrior profile as found on page", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4568, + "rule_id": "pdf_skill_2062_371_but_in_addition_have_the", + "title": "371, but in addition have the Flyer (10) trait. They are", + "content": "somewhat clumsy when forced onto the ground, and so halve\ntheir ground movement speeds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4569, + "rule_id": "pdf_skill_2063_call_to_vengeance_talent_114", + "title": "Call to Vengeance (Talent) 114", + "content": "Carrying, Lifting, and Pushing Objects 208\nCarrying Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4570, + "rule_id": "pdf_skill_2064_catfall_talent_114", + "title": "Catfall (Talent) 114", + "content": "Chain Weapons 153\nChaos Heretic 364\nChaos Space Marine 363\nChapter Advances 66\nChapter Squad Mode Abilities 217\nCharacter Advancements 57\nCharacteristic Advance 57\nCharacteristic Damage 251\nCharacteristics 25\nCharge 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4571, + "rule_id": "pdf_skill_2065_cleanse_and_purify_talent_11", + "title": "Cleanse and Purify (Talent) 115", + "content": "Climbing 206\nCodex Squad Mode Abilities 216\nCohesion 211\nCombat 234", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4572, + "rule_id": "pdf_skill_2066_death_from_above_talent_115", + "title": "Death From Above (Talent) 115", + "content": "Deathwatch Advances 64\nDeathwatch Apothecary 68\nDeathwatch Assault Marine 72\nDeathwatch Devastator Marine 76\nDeathwatch Hypno-conditioning 36\nDeathwatch Librarian 80\nDeathwatch Relics 168\nDeathwatch Tactical Marine 84\nDeathwatch Techmarine 88\nDeathwatch Training 36", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4573, + "rule_id": "pdf_skill_2067_deathwatch_training_talent_1", + "title": "Deathwatch Training (Talent) 115", + "content": "Deciding How to Advance Your Character 58\nDefensive Stance 238\nDefensive Stances 223", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4574, + "rule_id": "pdf_skill_2068_disturbing_voice_talent_116", + "title": "Disturbing Voice (Talent) 116", + "content": "Divination Discipline 189\nDivination Powers 192\nDodge 238\nDodging Auto-Fire and Area Effect Attacks 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4575, + "rule_id": "pdf_skill_2069_exotic_weapon_training_talent", + "title": "Exotic Weapon Training (Talent) 117", + "content": "Experience Points 269\nExtended Actions 236\nExtended Tests 203\nExtreme Range 247", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4576, + "rule_id": "pdf_skill_2070_flesh_render_talent_118", + "title": "Flesh Render (Talent) 118", + "content": "Flying 210\nFocus Power 239\nFocus Power Test 185\nFog, Mist or Shadow 248\nForbidden Lore 100\nForced Marching 206\nForce Fields 166\nForce Weapons 155", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4577, + "rule_id": "pdf_skill_2071_heightened_senses_talent_120", + "title": "Heightened Senses (Talent) 120", + "content": "Helpless Targets 248\nHeroic Sacrifice 262\nHeroic Sacrifice and Harvesting Gene-Seeds 271\nHigher Ground 248", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4578, + "rule_id": "pdf_skill_2072_infused_knowledge_talent_120", + "title": "Infused Knowledge (Talent) 120", + "content": "Initiative 234, 235\nInitiative Order 234\nInjury 250\nInsanity 278", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4579, + "rule_id": "pdf_skill_2073_inspire_wrath_talent_120", + "title": "Inspire Wrath (Talent) 120", + "content": "Intelligence 25\nInteraction 275\nInteraction Skills 94, 275", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4580, + "rule_id": "pdf_skill_2074_jaded_talent_121", + "title": "Jaded (Talent) 121", + "content": "Jams 249\nJoining Sustained Squad Mode Abilities 220\nJumping and Leaping 207\nJump or Leap 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4581, + "rule_id": "pdf_skill_2075_mimic_talent_123", + "title": "Mimic (Talent) 123", + "content": "Missing 248\nMission Complications 231\nMission Objectives 230\nMissions 226\nMissions and Detailed Experience 270\nMove 241\nMovement 27, 205\nMovement and Environment 206\nMovement Skills 94\nMultiple Attacks 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4582, + "rule_id": "pdf_skill_2076_orthoproxy_talent_123", + "title": "Orthoproxy (Talent) 123", + "content": "Other Warhammer 40,000 Roleplay Characters and\nDeathwatch 34\nOverwatch 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4583, + "rule_id": "pdf_skill_2077_preparation_missions_227", + "title": "Preparation (Missions) 227", + "content": "Prone 249\nPsychic Phenomena 187\nPsychic Powers 180, 184, 185, 189\nPsy Ratings 184\nPushing Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4584, + "rule_id": "pdf_skill_2078_rapid_reload_talent_125", + "title": "Rapid Reload (Talent) 125", + "content": "Reactions 236\nReady 242\nRelics 167\nReload 242\nRenown 139, 232\nRenown Rewards 270\nRequisition 138, 273\nRequisition & Warhammer 40,000 Roleplay 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4585, + "rule_id": "pdf_skill_2079_resistance_talent_125", + "title": "Resistance (Talent) 125", + "content": "Rewards 232\nRighteous Fury 245\nRoleplaying as a Space Marine 35\nRounds 234\nRun 243\nRunning and Narrative Time 206\nRunning Horizontal Leaps 207\nRunning Vertical Jumps 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4586, + "rule_id": "pdf_skill_2080_servo_harness_integration_tal", + "title": "Servo-harness Integration (Talent) 125", + "content": "Shooting into Melee Combat 247\nShort Range 249\nSimple Climbs 206\nSize 249\nSkill and Talent Advances 58\nSkill Descriptions 94\nSkill Groups 94\nSkill Mastery 92\nSkill Tests 202", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4587, + "rule_id": "pdf_skill_2081_slayer_of_daemons_talent_126", + "title": "Slayer of Daemons (Talent) 126", + "content": "Solid Projectile Weapons 149\nSolo Mode 213\nSolo Mode Abilities 215", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4588, + "rule_id": "pdf_skill_2082_sound_constitution_talent_12", + "title": "Sound Constitution (Talent) 126", + "content": "Space Marine Abilities 36\nSpace Marine Implants Game Rules 36\nSpecial Issue Ammunition 159\nSpecialities 26\nSpray and Pray 245\nSquad Actions 219\nSquad Leader 211\nSquad Mode 213\nSquad Mode Abilities 219", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4589, + "rule_id": "pdf_skill_2083_stalwart_defence_talent_126", + "title": "Stalwart Defence (Talent) 126", + "content": "Standard Attack 242\nStanding Horizontal Leaps 207\nStanding Vertical Jumps 207\nStand/Mount 243\nStarting Equipment 28\nStatus Conditions 243\nStrength 25\nStructured Time 234\nStun 243\nStunned Targets 249\nSupport Range 213\nSuppressing Fire 243\nSurprise 234, 235\nSustaining Psychic Powers 186\nSustaining Squad Mode Abilities 220\nSwimming 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4590, + "rule_id": "pdf_skill_2084_whirlwind_of_death_talent_12", + "title": "Whirlwind of Death (Talent) 129", + "content": "Willpower 25\nWounds 27, 250\nSpecial ThankS To our playTeSTerS\n“The Bolter & Chainsword Playtest Group” Matthew Hunt with Andrew Binsack, Ruben DeJong, Richard Galvez, Austin W.\nHoffman, Anders Lang, Scott Mallinson and Ryan Powell “Bring the Noise” James Savage with Davie Gallacher, Thomas S. Ryan,\nand Stewart Strong, “Curious Pastimes” Paul Tucker with Colin Brook, Ben Cawkwell, Sarah Cawkwell, Edd Duggan, Liam Eyers,\nAlexander Lampson and James Littlewood “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson,\nMark Smith, and Michael Thompson “Sons of a Rogue Trader” Robin Everett-McGuirl with Chris Brandmeier, Adam Hargraves, Peter\nLarotta, Bob Leuzarder, Matthew Robenhymer, and Nate Taylor “Veterans of a Psychic War” Benn Williams with Robert Adducci,\nDerick Adkins, Chris Doyscher, Chris Lancaster, John Ross, Aric Wieder, Rebecca Williams, and Eric Young, David Schumpert with\nDavid Hudock, Martin Linde, Adam Schumpert, and Pierre Wagenseil, Craig Williams with Chenoa Crabb, Stefan Elliot, Leonard\nGoulds, David Thatcher and Danica Zuks, “FFG Special Ops,” Kevin Childress, Tim Flanders, Tod Gelle, J. R. Godwin, James Hata,\nMack Martin, Thaadd Powell, and Sam Stewart, plus extra thanks to Bo Hasle Buur and Gav Thorpe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4591, + "rule_id": "pdf_skill_2085_xenos", + "title": "Xenos", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4592, + "rule_id": "pdf_skill_2086_pilot_ag", + "title": "Pilot (Ag)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4593, + "rule_id": "pdf_skill_2087_codex_astartes", + "title": "Codex Astartes", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4594, + "rule_id": "pdf_skill_2088_secret_tongue_int", + "title": "Secret Tongue (Int)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4595, + "rule_id": "pdf_skill_2089_characteristics", + "title": "CHARACTERISTICS", + "content": "†denotes Skill Group\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4596, + "rule_id": "pdf_skill_2090_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nSecondary Heart/Ossmodula/Biscopea/\nHaemastamen: You gain the Unnatural Strength and\nToughness Traits.\nLarraman’s Organ: You do not suffer from Blood Loss.\nCatalepsean Node: You suffer no penalties to PerceptionPreomnor: You gain +20 to Toughness Tests against\ningested poisons.\nmophagea: You may gain a Skill or Skill Group by\ndevouring a portion of an enemy.\nMulti-Lung: You may re-roll any failed Toughness Test\nfor drowning or asphyxiation. In addition, you gain a +30\nto Toughness Tests made to resist gases, and may re-roll\nfailed results.\ncculube and Lyman’s Ear: You gain the Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4597, + "rule_id": "pdf_skill_2091_senses_sight_and_hearing_tal", + "title": "Senses (Sight and Hearing) Talents, +10 to relevant", + "content": "Awareness Tests.\nSus-an Membrane: You may enter suspended animation.\nOolotic Kidney: You may re-roll any failed Toughness\nTest ro resist poisons and toxins, including attacks with the\nToxic Quality.\nNeuroglottis: You may detect any poison or toxin by\ntaste with a successful Awareness Test. You gain a +10 to\nTracking Tests against a target you have tasted.\nMucranoid: You may re-roll any failed Toughness Tests\ncaused by temperature extremes.\nBetcher’s Gland: You may spit acid as a ranged weapon\nwith the following profile:\nRange: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3\nor more degrees of success, you have blinded him for 1d5 Rounds.\nProgenoids: These may be retrieved with a successful\nMedicae Test.\nBlack Carapace: While wearing Power Armour, enemies\ndo not gain a bonus to hit you due to your size.\nWOUNDS:\n〔 〕\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4598, + "rule_id": "pdf_skill_2092_fatigue", + "title": "Fatigue", + "content": "CritiCal Damage ________________________\n______________________________________\nFATE POINTS:\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4599, + "rule_id": "pdf_skill_2093_current", + "title": "CurreNt", + "content": "INSANITY:\nBattle Fatigue _________________________\n______________________________________\nCORRUPTION:\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4600, + "rule_id": "pdf_skill_2094_current_points", + "title": "CurreNt PoiNts", + "content": "PrimarCh’s Curse _______________________\n______________________________________\n〔 SPACE MARINE ABILITIES 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4601, + "rule_id": "pdf_skill_2095_psychic_powers", + "title": "PSYCHIC POWERS", + "content": "Psy Rating: 〔 _____ 〕 ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4602, + "rule_id": "pdf_skill_2096_gear", + "title": "GEAR", + "content": "_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4603, + "rule_id": "pdf_skill_2097_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2)", + "content": "____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\nSPACE MARINE TALENTS & TRAITS", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4604, + "rule_id": "pdf_skill_2098_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nEXPERIENCE:\n〔 _________________________ 〕\n〔 _________________________ 〕\nXP to sPeND\ntotal XP sPeNt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4605, + "rule_id": "pdf_skill_2099_armour_additions", + "title": "ARMOUR ADDITIONS", + "content": "✔✓?\n〔 POWER ARMOUR ABILITIES 〕\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com\nServo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nCalled Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\n(total of +20 bonus with Heightened Senses)\nBuilt-in Vox Link\nBuilt-in Magboots\nNutrient Recycling: Can operate for two weeks without re-supply\nRecoil Suppression: May fire Basic weapons 1-handed without penalty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4606, + "rule_id": "pdf_skill_2100_size_hulking_black_carapace", + "title": "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "content": "Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nequipment designed for Space Marines\nOsmotic Gill Life Sustainer: With the helmet on, the armour is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4607, + "rule_id": "pdf_skill_2101_attack_patternsactioncostsusta", + "title": "Attack PatternsActionCostSustainedEffect", + "content": "Fire SupportHalf / Free1YesThe Kill-team concentrates suppressing fire.\nTactical AdvanceHalf / Free1YesThe Kill-team crosses dangerous ground in concert.\nTank BusterFree1NoA Space Marine distracts a target to create an opportunity.\nFire for EffectHalf1YesThe Kill-team fires at targets as they appear.\nBolter AssaultFree3NoThe Kill-team rushes forward firing their bolters.\nFurious ChargeFree3NoThe Kill-team charges an enemy in unison.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4608, + "rule_id": "pdf_skill_2102_defensive_stancesactioncostsus", + "title": "Defensive StancesActionCostSustained", + "content": "Tactical SpacingFull1YesThe Kill-team spaces itself to react to danger.\nGo to GroundReaction1NoA Space Marine calls for movement into cover.\nRegroupFull2NoA Space Marine calls to move the Kill-team together.\nSoak FireReaction2NoA Space Marine takes automatic fire with his Kill-team.\nDig InFull3YesThe Kill-team makes expert use of cover.\nStrongpointFull3YesA Space Marine coordinates fire to defend a position.\nCharacter Name: Rank: Player Name:\nChapter:\nChapter Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + }, + { + "id": 4609, + "rule_id": "pdf_skill_2103_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:25:15" + } +] \ No newline at end of file diff --git a/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-34-50-318Z.json b/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-34-50-318Z.json new file mode 100644 index 0000000..f777270 --- /dev/null +++ b/database/backups/rules-backup-before-pdf-import-whitelist-2025-08-17T18-34-50-318Z.json @@ -0,0 +1,4259 @@ +[ + { + "id": 4610, + "rule_id": "pdf_skill_whitelist_1_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4611, + "rule_id": "pdf_skill_whitelist_2_usa", + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4612, + "rule_id": "pdf_skill_whitelist_3_tabletop_battlegame_has_been", + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4613, + "rule_id": "pdf_skill_whitelist_4_powerful_and_successful", + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned BattleBrothers. You will face difficult challenges, from the ravening\nhorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4614, + "rule_id": "pdf_skill_whitelist_5_in_a_roleplaying_game_rpg_y", + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4615, + "rule_id": "pdf_skill_whitelist_6_a_game_master_or_gm_the_gm", + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4616, + "rule_id": "pdf_skill_whitelist_7_12", + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsehaunted wastelands as the raging inferno of the Horus Heresy\nwas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the geneseed of several of the early Space Marine Legions, which had\nbeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4617, + "rule_id": "pdf_skill_whitelist_8_the_codex_astartes", + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4618, + "rule_id": "pdf_skill_whitelist_9_13", + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4619, + "rule_id": "pdf_skill_whitelist_10_14", + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4620, + "rule_id": "pdf_skill_whitelist_11_15", + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetbased Chapter, as are the Dark Angels.\nOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless biomechanical automatons who exist only to assist the Chapter’s\nTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestranked factotum is but a lowly, nameless servant in the eyes of\nthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4621, + "rule_id": "pdf_skill_whitelist_12_16", + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4622, + "rule_id": "pdf_skill_whitelist_13_17", + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicbased chemicals administered in the Neophyte’s diet. Two\nyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4623, + "rule_id": "pdf_skill_whitelist_14_18", + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of geneseed. When mature, each organ contains a single gene-seed\ncorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4624, + "rule_id": "pdf_skill_whitelist_15_marine", + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4625, + "rule_id": "pdf_skill_whitelist_16_20", + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven BattleBrothers are armed with bolters, whilst the remaining two\ncan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4626, + "rule_id": "pdf_skill_whitelist_17_talent_and_access_to_the_forbi", + "title": "Talent and access to the Forbidden Lore (Xenos) Skill.", + "content": "These have already been marked for you on the character\nsheet provided in this book.\nStage 2: SeleCt Chapter\nThe next step in creating your character is to determine your\nSpace Marine’s home Chapter. A Chapter is a self-contained\nSpace Marine force that has been your character’s home for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4627, + "rule_id": "pdf_skill_whitelist_18_decades_if_not_centuries_t", + "title": "decades (if not centuries!). The Imperium is a vast civilisation,", + "content": "and by the time your character begins his adventures in the\nDeathwatch, he has been influenced by many factors, chief\namongst them the beliefs and traditions of his home Chapter.\nIn this book, the available Chapters include: Black Templars,\nBlood Angels, Dark Angels, Space Wolves, Storm Wardens,\nand Ultramarines. Many more Chapters exist in the Warhammer\n40,000 Universe, and future Deathwatch sourcebooks will\nexpand the available Chapters and provide other options to\nenhance this step of character creation.\n• When you choose your character’s Chapter, this decision\naffects his personality, his characteristics, and his combat\nabilities. The Chapters are listed on pages 38–54.\n• Each Chapter modifies your character’s Characteristics.\nAdd the bonuses from your Chapter to the appropriate\nCharacteristics on your character sheet.\n• The culture and gene-seed of a Space Marine’s Chapter\ngrants him a Solo Mode Ability. Write down the name\nof this ability on your character sheet. See page 215 for\nmore on Solo Mode Abilities.\n• All Space Marines of a particular Chapter possess a\nDemeanour that embodies the beliefs and traditions of\nthat Chapter. Write down the name of this Demeanour\non your character sheet. See page 32 for more\non Demeanours.\nStage 3: SeleCt SpeCialitY\nWhile your Chapter and Characteristics are important for\nunderstanding your character, it is your Speciality that defines\nyour character’s function within the game. Deathwatch has\nsix Specialities: Deathwatch Apothecary, Deathwatch Assault\nMarine, Deathwatch Devastator Marine, Deathwatch Librarian,\nDeathwatch Tactical Marine, and Deathwatch Techmarine. As\nyou play the game, your Rank within your Speciality will\nincrease. This opens doors to a host of new options, giving\nyou the means to customise your Space Marine.\n• Space Marine characters each have a Speciality that\nrepresents their role in the Kill-team. Choose one from\nthe options on pages 68-90.\n• Most Specialities include at least one Skill that the Space\nMarine gains during character creation. Note this down\non your character sheet.\n• Each Speciality has a selection of Special Abilities.\nChoose one and note it down on your character sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4628, + "rule_id": "pdf_skill_whitelist_19_strength_s", + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4629, + "rule_id": "pdf_skill_whitelist_20_toughness_t", + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4630, + "rule_id": "pdf_skill_whitelist_21_perception_per", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4631, + "rule_id": "pdf_skill_whitelist_22_fellowship_fel", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4632, + "rule_id": "pdf_skill_whitelist_23_characteristics", + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadsized units of Space Marines sworn to the Deathwatch.\nFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4633, + "rule_id": "pdf_skill_whitelist_24_handedness", + "title": "hanDeDneSS", + "content": "Space Marines are naturally ambidextrous, so in\nDeathwatch, it is not important to note which hand is\ndominant. You may, of course, choose that your Space\nMarine prefers to use one hand or the other if you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4634, + "rule_id": "pdf_skill_whitelist_25_fellowship_8_30_38_3", + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killteam. In their home Chapters, Space Marines are able to wage\nwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4635, + "rule_id": "pdf_skill_whitelist_26_get_from_spending_a_fate_point", + "title": "get from spending a Fate Point (see page 204). Triggering a", + "content": "Demeanour should be done in a manner that is relevant to\nthe Demeanour, although it is up to the player’s discretion\nas to how he chooses to interpret his Demeanour for\nthe situation.\nTable 1–10: Example Demeanours\nD10 Roll\n(Optional) Name Description\n1 Calculating\nThe Space Marine’s mind is\nhighly analytical, constantly\naware of the pros and cons of\nany decisions he faces.\n2 Gregarious\nThe Space Marine is a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4636, + "rule_id": "pdf_skill_whitelist_27_name", + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4637, + "rule_id": "pdf_skill_whitelist_28_abilities", + "title": "Abilities", + "content": "“As our bodies are armoured with adamantium, our souls are\nprotected with loyalty. As our bolters are charged with death for the\nEmperor’s enemies, our thoughts are charged with wisdom. As our\nranks advance, so does our devotion, for are we not Space Marines?\nAre we not the chosen of the Emperor, his loyal servants unto death?”\n–Chaplain Fergas Nils", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4638, + "rule_id": "pdf_skill_whitelist_29_need_to_meet_the_prerequisites", + "title": "need to meet the prerequisites (if any) for these starting Skills", + "content": "and Talents. Starting Skills are considered Trained Skills\n(either Advanced or Basic depending on the Skill).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4639, + "rule_id": "pdf_skill_whitelist_30_to_perception_based_tests_suc", + "title": "to Perception-based Tests (such as Awareness) when", + "content": "awake for long periods of time.\n• Preomnor: The Space Marine gains a +20 bonus to any\nToughness Test against ingested poisons.\n• Omophagea: By devouring a portion of an enemy, a\nSpace Marine can gain access to certain information\n(such as the whereabouts of a cult’s hidden lair, access\ncodes, and so forth). The information he can access is\nat the GM’s discretion, keeping in mind what may\nhave been known by the enemy in the first place. In\naddition, a Space Marine can temporarily gain access\nto a Skill or Skill Group (such as Pilot, Lore, Ciphers,\nand so forth) that he did not already possess. The Skills\nhe may gain are at the GM’s discretion, depending on\nthe Skills originally possessed by the enemy. The Space\nMarine may access this acquired Skill or Skill Group as\nan untrained Basic Skill for a number of hours equal to\nhis Intelligence Bonus. After this time, the information\nbegins to fade and the Skill is no longer useable by the\nSpace Marine (until he devours another portion of an\nenemy, of course).\n• Multi-lung: The Space Marine may re-roll any failed\nToughness Tests for drowning or asphyxiation (see page\n261). In addition, the Space Marine gains a +30 bonus\nto Toughness Tests made to resist the effects of gases,\nand may re-roll failed results. The Space Marine may also\nbreathe water through his multi-lung.\n• Occulobe: This implants grants the Space Marine the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4640, + "rule_id": "pdf_skill_whitelist_31_unnatural_toughness_x2_trait", + "title": "Unnatural Toughness (x2) Trait. At the GM’s discretion,", + "content": "the Space Marine may ignore or be resistant to exposure\nto radiation, depending on the severity.\n• Oolitic Kidney: This implant gives the Space Marine\nthe ability to re-roll any failed Toughness Test to\nresist poisons and toxins, including attacks with the\nToxic Quality.\n• Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4641, + "rule_id": "pdf_skill_whitelist_32_mode_and_page_211_for_cohesi", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4642, + "rule_id": "pdf_skill_whitelist_33_righteous_zeal_solo_mode_abili", + "title": "Righteous Zeal Solo Mode ability (see page 217).", + "content": "Restrictions: Black Templars Space Marines may\nnot select the Deathwatch Devastator Marine or\nDeathwatch Librarian Specialities.\nImplants: Although Black Templars Space Marines\npossess both the Betcher’s gland and sus-an membrane\nimplants, their zygotes are significantly deficient. Black\nTemplar characters do not gain the benefits of either of\nthese implants.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4643, + "rule_id": "pdf_skill_whitelist_34_sanguinius", + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4644, + "rule_id": "pdf_skill_whitelist_35_the_lion", + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beasthaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4645, + "rule_id": "pdf_skill_whitelist_36_solo_mode_ability_see_page_21", + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4646, + "rule_id": "pdf_skill_whitelist_37_the_deathwing", + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4647, + "rule_id": "pdf_skill_whitelist_38_the_ravenwing", + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4648, + "rule_id": "pdf_skill_whitelist_39_the_lion_and_the_wolf", + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4649, + "rule_id": "pdf_skill_whitelist_40_improvement_the_trained_progr", + "title": "improvement (the Trained progression level) costs 1,000 xp,", + "content": "while the final possible improvement (Expert progression\nlevel) costs 1,500 xp.\nThe costs for Characteristic Advances are cumulative. Thus,\nyou could not just pay 500 xp for a +10 increase. Instead,\nyou would pay 200 xp for the Simple Advance, then pay 500\nxp for the Intermediate Advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4650, + "rule_id": "pdf_skill_whitelist_41_prerequisites", + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4651, + "rule_id": "pdf_skill_whitelist_42_their_name_x2_x3_etc_adv", + "title": "their name (x2, x3, etc.). Advances with a multiplier may", + "content": "be purchased multiple times at that Rank, up to a maximum\nnumber of times equal to the multiplier. However, this rule\ndoes not apply to Advances that are Traits. Instead, the\nmultiplier for a Trait that is also an Advance is usually an\nindication that the Trait is an Unnatural Characteristic (see\npage 136 for details).\ndeCidinG how to advanCe your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4652, + "rule_id": "pdf_skill_whitelist_43_character", + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4653, + "rule_id": "pdf_skill_whitelist_44_duplicated_skills_and_talents", + "title": "dupliCated skills and talents", + "content": "It is important to note that many Space Marine starting\nSkills and Talents are duplicated on the Rank 1 of the\nGeneral Space Marine Advances. This is an intentional\nduplication, and represents the training that is available\nto all Deathwatch Space Marines regardless of their\norigins. Future expansions for the Deathwatch line\nmay feature Space Marines with different starting\nskills, and therefore, this duplication serves a purpose\nfor the overall Deathwatch line.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4654, + "rule_id": "pdf_skill_whitelist_45_drive_any_10_800_skill_driv", + "title": "Drive (any) +10 800 Skill Drive (same Skill group)", + "content": "Evaluate 400 Skill —\nInterrogation 400 Skill —\nIntimidate +10 400 Skill Intimidate\nLiteracy +20 200 Skill Literacy +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4655, + "rule_id": "pdf_skill_whitelist_46_trade_any_20_400_skill_trad", + "title": "Trade (any) +20 400 Skill Trade (same type) +10", + "content": "Orthoproxy 500 Talent —\nRapid Reaction 500 Talent Ag 40\nRapid Reload 300 Talent —\nRank 4 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4656, + "rule_id": "pdf_skill_whitelist_47_pilot_any_10_800_skill_pilo", + "title": "Pilot (any) +10 800 Skill Pilot (same Skill group)", + "content": "Search +20 400 Skill Search +10\nSecurity +10 800 Skill Security\nSilent Move +20 800 Skill Silent Move +10\nTracking +10 400 Skill Tracking\nWrangling +10 200 Skill Wrangling\nCall to Vengeance 1,000 Talent Fel 40\nDouble Team 500 Talent —\nHardy 1,000 Talent T 40\nMimic 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4657, + "rule_id": "pdf_skill_whitelist_48_tactics_any_20_800_skill_ta", + "title": "Tactics (any) +20 800 Skill Tactics (same skill group) +10", + "content": "Into the Jaws of Hell 1,500 Talent Iron Discipline\nMaster Orator 1,000 Talent Fel 30\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4658, + "rule_id": "pdf_skill_whitelist_49_lore_common_jericho_reach", + "title": "Lore: Common (Jericho Reach) +20 400 Skill Lore: Common (Jericho Reach) +10", + "content": "Interrogation +20 400 Skill Interrogation +10\nSleight of Hand +20 400 Skill Sleight of Hand +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4659, + "rule_id": "pdf_skill_whitelist_50_performer_any_20_200_skill", + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4660, + "rule_id": "pdf_skill_whitelist_51_lore_forbidden_mutants_20", + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4661, + "rule_id": "pdf_skill_whitelist_52_assault_marine", + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin\nare there, offering their fire and their prayers. Look instead to your\nfoe as you scream from the skies upon jets of white fire. Take but one\ninstant to savour the fear in his eyes as he looks skywards, and there,\nin the keen edge of your blade, he sees his doom, delivered by your\nhand.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4662, + "rule_id": "pdf_skill_whitelist_53_of_his_jump_pack_with_a_succes", + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this\nability, the Space Marine adds an additional 1d5 Damage to\nany melee attacks. This ability only functions when in Solo\nMode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4663, + "rule_id": "pdf_skill_whitelist_54_pilot_personal_20_500_skill", + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4664, + "rule_id": "pdf_skill_whitelist_55_marine", + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4665, + "rule_id": "pdf_skill_whitelist_56_lore_scholastic_any_20_400", + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4666, + "rule_id": "pdf_skill_whitelist_57_lore_forbidden_heresy_10_8", + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4667, + "rule_id": "pdf_skill_whitelist_58_ciphers_any_20_400_skill_ci", + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4668, + "rule_id": "pdf_skill_whitelist_59_marine", + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4669, + "rule_id": "pdf_skill_whitelist_60_and_assault", + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killteam’s Tactical Marines to carry a\nspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4670, + "rule_id": "pdf_skill_whitelist_61_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Techmarine begins with Speak Language\n(Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4671, + "rule_id": "pdf_skill_whitelist_62_improve_cover", + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal\nto his unmodified Intelligence Bonus to any cover (see page\n246). Improving cover requires one Full Action.\nBlessed by the omnissiah\nThe Techmarine begins the game with the Mechanicus Implants\nTrait and the Electro-Graft Use and Mechadendrite Use\n(Servo-Arm) Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4672, + "rule_id": "pdf_skill_whitelist_63_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill —\nAutosanguine 500 Talent —\nElectro-Graft Use 600 Talent —\nFeedback Screech 500 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4673, + "rule_id": "pdf_skill_whitelist_64_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine\nLogis Implant 500 Talent —\nLuminen Charge 500 Talent Techmarine\nMimic 500 Talent —\nRite of Awe 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4674, + "rule_id": "pdf_skill_whitelist_65_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use\nInfused Knowledge 1,000 Talent Int 40\nThe Flesh is Weak 2 800 Talent The Flesh is Weak 1\nWeapon-Tech 600 Talent Techmarine\nRank 4 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4675, + "rule_id": "pdf_skill_whitelist_66_lore_forbidden_archeotech", + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent —\nDisturbing Voice 400 Talent —\nLuminen Shock 800 Talent Techmarine\nRite of Fear 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4676, + "rule_id": "pdf_skill_whitelist_67_skills", + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4677, + "rule_id": "pdf_skill_whitelist_68_gaining_skills", + "title": "GaininG SkillS", + "content": "The player chooses his first set of Skills during character\ncreation, based upon his background and chosen Speciality.\nThese Skills were learned some time in the past, before\nthe character started his current exploits. As the campaign\nprogresses, the player spends experience to gain additional\nSkills, furthering his vision for his character and reflecting\nhis in-game experiences. The Skills available for the various\nSpecialities and their costs can be found in Chapter II:\nSpecialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4678, + "rule_id": "pdf_skill_whitelist_69_skills", + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4679, + "rule_id": "pdf_skill_whitelist_70_basic_skills", + "title": "BaSic SkillS", + "content": "Characters have intrinsic abilities and Characteristics that\nallow for rudimentary attempts at tests with basic Skills.\nThus, even though a character may not possess basic Skills,\nhe may still make Skill Tests using them. Those who do\nnot possess a basic Skill may test that Skill at half of the\nassociated Characteristic, rounding down. The Characteristic\ngets halved before any situational modifiers get applied to\nthe test. For example, an Easy test against an untrained basic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4680, + "rule_id": "pdf_skill_whitelist_71_skill_would_be_characteristic", + "title": "Skill would be (Characteristic/2)+30, and not (Characteristic", + "content": "+30)/2. Even though the character might be able to muddle\nthrough such attempts, he does not have the same abilities as\none who has received real training or instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4681, + "rule_id": "pdf_skill_whitelist_72_advanced_skills", + "title": "advanced SkillS", + "content": "Advanced Skills require very specific training or education, and\ncommon individuals may not attempt their use. Regardless of\na character’s intrinsic abilities and Characteristics, he would\nnever be able to understand the Eldar language without\nprevious instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4682, + "rule_id": "pdf_skill_whitelist_73_crafting_skills", + "title": "craftinG SkillS", + "content": "Skills with the Crafting descriptor allow characters to create\nthings from parts or raw materials. These creations can vary\nfrom sculptures to custom gun cutters. In general, a character\nmust obtain components or materials equal to half the item’s\nvalue. The GM sets up an appropriate Extended Test for\nthe task, and its resolution follows the guidelines given on\npage 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4683, + "rule_id": "pdf_skill_whitelist_74_interaction_skills", + "title": "interaction SkillS", + "content": "All Skills with the Interaction descriptor involve interplay\nwith others. The difficulty of these Skill Tests depends on\nthe individual’s disposition towards the character, as defined\nby the GM in accordance with the circumstances of the\nencounter. See page 275 of Chapter IX: The Game Master\nfor more information on NPC disposition.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4684, + "rule_id": "pdf_skill_whitelist_75_investigation_skills", + "title": "inveStiGation SkillS", + "content": "Most of the Skills with the Investigation descriptor allow the\ncharacter to collect information from various sources. These\nSkills also permit Extended Tests as the character tries to gather\ndetailed intelligence on his foes. The GM sets up the proper\ntime period for the test using his discretion, as it takes far\nlonger to uncover a hidden xenos shrine than it does to scout\nthe location of an armoured column.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4685, + "rule_id": "pdf_skill_whitelist_76_movement_skills", + "title": "movement SkillS", + "content": "Skills with the Movement descriptor all relate to the\ncharacter’s mobility, anything from daring leaps across chasms\nto climbing out of the same if he doesn’t quite make it across.\nThey involve the ability to move across, through, over, or\nbetween the surrounding environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4686, + "rule_id": "pdf_skill_whitelist_77_operator_skills", + "title": "operator SkillS", + "content": "If a Skill involves transportation, be it a humble ground vehicle\nor an mighty starship, it receives the Operator descriptor.\nThese Skills allow the character to drive or pilot a variety of\nvehicles.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4687, + "rule_id": "pdf_skill_whitelist_78_agility", + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4688, + "rule_id": "pdf_skill_whitelist_79_perception", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4689, + "rule_id": "pdf_skill_whitelist_80_toughness", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4690, + "rule_id": "pdf_skill_whitelist_81_fellowship", + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4691, + "rule_id": "pdf_skill_whitelist_82_intelligence", + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4692, + "rule_id": "pdf_skill_whitelist_83_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its BattleBrothers. These closely guarded secrets are almost never taught\nto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prearranged code between given agents of the Inquisition. Note\nthat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4693, + "rule_id": "pdf_skill_whitelist_84_strength", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4694, + "rule_id": "pdf_skill_whitelist_85_fellowship", + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4695, + "rule_id": "pdf_skill_whitelist_86_agility", + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4696, + "rule_id": "pdf_skill_whitelist_87_agility", + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4697, + "rule_id": "pdf_skill_whitelist_88_fellowship", + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4698, + "rule_id": "pdf_skill_whitelist_89_intelligence", + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4699, + "rule_id": "pdf_skill_whitelist_90_agility", + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handto-hand or ranged attack. Success on the Skill Test means the\nattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4700, + "rule_id": "pdf_skill_whitelist_91_agility", + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4701, + "rule_id": "pdf_skill_whitelist_92_intelligence", + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4702, + "rule_id": "pdf_skill_whitelist_93_intelligence", + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4703, + "rule_id": "pdf_skill_whitelist_94_fellowship", + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4704, + "rule_id": "pdf_skill_whitelist_95_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\nconditions. Interrogation is always an Opposed Test, pitting\nthe character’s Interrogation Skill against an opponent’s\nWillpower. If the interrogator wins the Opposed Test, he gets\none answer plus one answer for each Degree of Success. If the\nvictim wins the Opposed Test, the interrogator get nothing\nof worth. Two or more Degrees of Failure inflict 1d10 plus\nthe interrogator’s Willpower Bonus in damage against the\nvictim and prevents any further interrogation for 1d5 days.\nIf the interrogator suffers four or more Degrees of Failure,\nthe victim takes the same damage and gains a +30 bonus to\nWillpower Tests made to resist Interrogation at the hands of\nthe interrogator or his allies. Each Interrogation Test inflicts\none level of Fatigue on the target.\nSkill Use: 1d5 hours", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4705, + "rule_id": "pdf_skill_whitelist_96_strength", + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4706, + "rule_id": "pdf_skill_whitelist_97_willpower", + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character’s mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test.\nFailure on the Invocation Test indicates that the character’s\nattempts to focus have backfired, and he must take a –1\npenalty to the final Psy Rating of a Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4707, + "rule_id": "pdf_skill_whitelist_98_intelligence", + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4708, + "rule_id": "pdf_skill_whitelist_99_intelligence", + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4709, + "rule_id": "pdf_skill_whitelist_100_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4710, + "rule_id": "pdf_skill_whitelist_101_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nArcheotech, the Black Library, Daemonology, Heresy, the\nInquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4711, + "rule_id": "pdf_skill_whitelist_102_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy,\nChymistry, Codex Astartes, Cryptology, Heraldry, Imperial\nCreed, Judgement, Legend, Numerology, Occult, Philosophy,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4712, + "rule_id": "pdf_skill_whitelist_103_intelligence", + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing\nwounds, applying counterseptic, and use of medical devices such\nas the narthecium. On individual patients, Medicae provides first\naid and extended care, for short and long-term treatment. On\nlarger groups of wounded, Medicae can help save the lives of\nthose that can be saved and apply the Emperor’s grace to those\nwho cannot, resulting in fewer overall deaths. It can also help\ndiagnose widespread medical problems and apply the ounce of\nprevention before the pound of cure becomes necessary.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4713, + "rule_id": "pdf_skill_whitelist_104_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar\nThe character uses the Navigation Skill to plot a course\nbetween two points. The course might be across a continent or\nacross a star system. A successful Navigation Test also provides\nan estimated travel time based on geography, cosmography,\nprevailing conditions, weather, and solar winds. Surface\nnavigation is used to navigate across a planet’s surface, using\nlogi-compasses, map readouts, and geographical knowledge.\nStellar navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals. A Navigation Test\nrepresents several hours of charting courses, consulting maps,\nand making necessary trajectory corrections. However, 1\nminute is adequate for the purpose of finding the character’s\ncurrent location.\nSkill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4714, + "rule_id": "pdf_skill_whitelist_105_fellowship", + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller\nThe character can use the Performer Skill to entertain and\nenthral groups of spectators. The Performer Skill may also be\nused to earn money and wealth, much like the Trade Skills.\nPerformer Tests take an amount of time dependent on the art\nform involved.\nSkill Use: Variable", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4715, + "rule_id": "pdf_skill_whitelist_106_agility", + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft\nCharacters utilise the Pilot Skill to fly anything from personal\njump packs, to small atmospheric craft such as landers or guncutters, to void-capable fighters, bombers, and capital vessels.\nUnder normal conditions, piloting does not require a test,\nbut unusual or difficult conditions such as storms, obstacles\nor dangerous manoeuvres do require a Skill Test. When\nchasing another vehicle or ship or contesting for position, the\ncharacter makes an opposed Pilot Test against his opponent.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4716, + "rule_id": "pdf_skill_whitelist_107_perception", + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies\nof the warp. The character can use the Skill to detect the presence\nor absence of daemons, and the use of psychic powers. The\nSkill also allows detection of psychic phenomena, disturbances,\nvoids, or other areas where the flow of the immaterium has\nbeen unsettled or disrupted. The general results of Psyniscience\nTests are summarised on Table 3–4: Psyniscience.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4717, + "rule_id": "pdf_skill_whitelist_108_perception", + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects\nencountered in the game. The character uses it to determine\nan individual’s truthfulness, his motives, personality, and\ntemperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might\npass unseen in a casual inspection. Scrutiny is an Opposed\nTest against the target’s Deceive when trying to perceive\nfalsehoods, or some other deceptions. However, Scrutiny\ndoes not reveal hidden secrets or a target’s carefully concealed\nintent, and should never replace good roleplaying in an\ninteractive situation. This skill counters the Opposed Tests of\nmany manipulative Interaction skills, such as Charm, Deceive,\nand Intimidate.\nSkill Use: Full Action though special uses may require", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4718, + "rule_id": "pdf_skill_whitelist_109_perception", + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things\nthat are physically hidden, from a secreted holdout pistol to a\nbunker keyplate. Search involves active investigation, whereas\nAwareness deals with passive or subconscious detection. Each\nSearch Test covers a small room or area. When an object or\nindividual has been deliberately hidden, the Search Test is an\nOpposed Test against your target’s Concealment.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4719, + "rule_id": "pdf_skill_whitelist_110_agility", + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other\nphysical security systems. This differs from many systems that\nemploy codes or cogitators that are more suited to the TechUse Skill. The GM sets the difficulty of the test according to\nthe complexity of the mechanism. In most cases one test is\nsufficient, but large, intricate systems may require Extended\nTests. See the Tech-Use Skill for systems that combine both\nmechanical and technical challenges. Using this Skill without\nproper tools or equipment is extremely challenging, and any\nattempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers a\n–20 penalty.\nSkill Use: 1 minute, reduced by 10 seconds for each Degree\nof Success", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4720, + "rule_id": "pdf_skill_whitelist_111_agility", + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on\nfoot, in vehicles, and even aboard shuttles and starships. It\ncontrasts with Concealment because it involves movement\nand blending into one’s surroundings. On foot, it might\ninvolve using physical cover or the press of bodies in a crowd;\nin a vehicle, techniques might include false turns or using a\nnearby cargo hauler as cover; aboard ships, it can entail the\nuse of asteroids or other stellar objects or busy space lanes\naround major systems. Shadowing Tests are always Opposed\nTests against the opponent’s Awareness or Scrutiny Skill. A\nsingle Shadowing Test is sufficient to follow the opponent\nunseen for 1 minute.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4721, + "rule_id": "pdf_skill_whitelist_112_agility", + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy\nare essential in the character’s activities. The GM sets the\ndifficulty of the test depending on the environment: the\nechoing steel halls of a space hulk yield a greater difficulty\nthan the carpeted throne room of a planetary governor. Silent\nMove Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\nSkill Use: Free Action as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4722, + "rule_id": "pdf_skill_whitelist_113_agility", + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a\ncombination of deception and dexterity. Examples include\npalming small objects, picking pockets, or performing tricks.\nThe GM sets the difficulty for the test according to the size of\nthe object and the intensity of observation. Sleight of Hand\nis always an Opposed Test against the opponent’s Awareness\nor Scrutiny.\nThe character can use Sleight of Hand instead of Gamble\nto employ deception and alter the odds in games of chance.\nSee the Gamble Skill for more information. Though Sleight\nof Hand usually requires a Half Action, the character may\nmake a test as a Free Action with a –10 penalty.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4723, + "rule_id": "pdf_skill_whitelist_114_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork,\nTechna-Lingua, Tau\nThe Speak Language Skill is used to communicate with others\nusing the same language. The Imperium has nearly as many\nlanguages as it has star systems, but for all this variety, most\ncan speak or understand a variation of Low Gothic. In most\nsituations, Skill Tests are unnecessary so long as those involved\nall speak a common tongue. However, communication with\nthose using obscure dialects or cryptic, complex concepts\nrequires a test at an appropriate difficulty.\nEldar: Though no human can hope to capture the subtle\nnuances and sub-tones of this extremely complex and ancient\nlanguage, it is enough to make one’s meaning clear.\nHigh Gothic: The official language of the Imperium, used\nby Imperial officials, nobility, members of the Ecclesiarchy,\nand those involved in high-level negotiations.\nKroot: The native chirping language of the Kroot is\nalmost impossible for a human to emulate, however, with\ntraining and a good ear, it can be understood.\nLow Gothic: The common tongue of the Imperium, used\nby the countless millions of ordinary citizens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4724, + "rule_id": "pdf_skill_whitelist_115_intelligence", + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged\nperiods in unusual or alien environments. Space Marines\ndo not die of exposure to the elements, and their implants\nallow them to survive on even the most inedible of flora and\nfauna. Thus, the Survival Skill most often applies to normal\nhumans or those Space Marines who learned this skill before\nbecoming an Initiate in their Chapter. A skilled outdoorsman,\nthe character can find edible plants, hunt for game, and\ndetermine if food is safe for consumption. He can also\nconstruct viable shelters from native materials or improvised\nsubstances and ensure they’re located away from flood chutes\nor the territory of predators. The difficulty of these tests\ndepends on the location: barren deserts provide much greater\nchallenge than the verdant tropical forests. This skill can also\napply to man-made environments, such as artificial worlds,\nthe depths of the underhive, or the belly of massive starships.\nIn this case, the Skill can provide safe resting areas away from\nplasma venting and knowledge about which sacred unguents\nalso provide minimal nutrition.\nSkill Use: Various", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4725, + "rule_id": "pdf_skill_whitelist_116_strength", + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium,\nthe uncharted fringes require its use far more frequently. The\nSwim Skill allows the character to swim through various\nliquid mediums. Under normal conditions swimming does\nnot require a test. More difficult waters, unusual circumstances\nor long distances call for a Skill Test. For more information\non the Swim Skill, see the Swimming section on page 207 of\nChapter VII: Playing the Game.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4726, + "rule_id": "pdf_skill_whitelist_117_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault\nDoctrine, Defensive Doctrine, Orbital Drop Procedures,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4727, + "rule_id": "pdf_skill_whitelist_118_when_coming_in_under_fire_fai", + "title": "when coming in under fire. Failing a Tactics (Assault) Test, for", + "content": "example, might mean facing a concentration of a defending\nforce or hitting a stronger line of fortifications.\nAir Combat: Covers atmosphere and near-orbit\nengagements with air superiority fighters as well as close\nsupport and bombing with ground attack aircraft.\nArmoured Tactics: An understanding of armoured\nwarfare, how best to use armour, as well as how best to\nexploit the weaknesses of such vehicles.\nAssault Doctrine: Covers all kinds of assaults, from\ncharging a bunker to opposed amphibious landings.\nDefensive Doctrine: How to set up a good defensive\nline, including layering units, creating areas of enfilading fire,\nand good clear kill zones.\nOrbital Drop Procedures: A knowledge of orbital drop\ndoctrine and how to use it to maximise troop concentration\nand ensure shock and awe in the enemy.\nRecon and Stealth: An understanding of the best methods\nof recon and stealth, such as how to approach a defensive\nposition unseen or quietly destroy sentry positions.\nVoid Combat: Covers starship combat between anything\nfrom lightly armoured escorts up to battle barges and space\nhulks. It is also includes knowledge of high orbit fire support\ndoctrines and the best way to use ships in orbit to aid\nground troops.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4728, + "rule_id": "pdf_skill_whitelist_119_intelligence", + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex\nmechanical items or fathom the workings of unknown\ntechnical artefacts. Using a basic piece of equipment under\ntypical circumstances requires no test, such as using a voxcaster or opening a shuttle hatch. Tech-Use Tests are necessary\nfor unusual or unfamiliar gear, malfunctioning or broken\nitems, and any situation where conditions are less than ideal,\nsuch as attempting to use the same vox-caster near a plasma\ncore or coaxing the machine spirit of a strange vessel’s warp\ndrive to reignite its fires. The character can also use TechUse to repair damaged or defective items, using an Extended\nTest of duration and difficulty set by the GM depending on\nthe item’s complexity and the extent of the damage. TechUse does not include building an item from scratch, which\nrequires the relevant Trade Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4729, + "rule_id": "pdf_skill_whitelist_120_intelligence", + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the\nsigns left by his quarry, allowing him to hunt them down.\nFollowing obvious tracks does not require a Skill Test, and is\nconsidered part of a character’s movement. In instances where\nthe time or elements have eroded the signs or where the very\nenvironment makes seeing them difficult, such as darkness\nor fog, Tracking Tests are required. The difficulty depends\non the condition of the traces and the tracker’s surroundings.\nWhen following any tracks where the difficulty of the test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4730, + "rule_id": "pdf_skill_whitelist_121_intelligence", + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he\nencounters in his travels, from spine-hounds to the noble warhorse\nbreeds. Both taming and training beasts are Extended Tests, the\nduration of which is determined by the nature and temper of the\ncreature involved. Once an animal has been broken to its master’s\nwill—or at least formed a partnership for particularly strongwilled beasts—directing it or issuing commands is a Half Action.\nWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every two\nDegrees of Success, up to a maximum of three levels by a Full\nAction use of this Skill. GMs may impose penalties for animals\nthat have been particularly well trained or those with uncommon\nWillpower and Intelligence. Wrangling is of no use against cyber\nor psy-bonded animals, nor against any xenos with true sentience.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4731, + "rule_id": "pdf_skill_whitelist_122_traits", + "title": "Traits", + "content": "“Ability is not enough. Dedication is not enough. Even victory is\nnot enough. To become one of our number, you must embody all of\nthese, and yet be more still. What that more is I cannot tell you. Find\nthe answer in your bones, in your heart and soul, and you will be a\nwarrior.”\n–from an address to the 10th Company by Cadmus\nGracchus, Imperial Fists Chaplain\nTalents are special abilities and proficiencies that a character\npossesses either through his intrinsic nature or through the\napplication of well-practised experience. This is in contrast to\nSkills, which represent abilities gained by learning or training.\nA Talent is an ability that a character is either capable of or\nis not, whereas a Skill is something that he can be better at\nby degrees. When a Battle-Brother smites an enemy with a\ndevastating blow with his thunder hammer heedless of the\ndanger to himself, smashes aside dozens of lesser foes, and\ncalls for vengeance for his fallen brother, he is using Talents.\nThe battlefields of the 41st Millennium are unforgiving. From\nbreaking a horde of Tyranids to sabotaging a Tau shield\ngenerator; a Battle-Brother will need every edge that his\nTalents provide him with.\nTalents differ from Skills in that a player need not use an\nAction or Test to utilise the ability. They are always in effect,\nand many Talents give bonuses to Tests or allow Actions not\navailable to the common man.\nPlanning out effective and flavourful combinations of\nTalents and Skills that match the character’s background\ncan be an enjoyable process for the entire game group, and\ncan provide interesting ideas for the GM or other players to\nfurther cement their relationships and adversaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4732, + "rule_id": "pdf_skill_whitelist_123_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Abhor the Witch Adeptus Astartes\nSpend Fate Point before a mission to gain resistance\nto Psychic Powers.\nAir of Authority Fel 30 Affect more targets with Test.\nAmbidextrous Ag 30 Use either hand equally well.\nArmour-Monger Techmarine Increase the efficacy of physical armour.\nAssassin Strike Ag 40, Acrobatic\nOn a successful Acrobatics Test after making a\nmelee attack, character may move as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4733, + "rule_id": "pdf_skill_whitelist_124_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don’t cause Fatigue.\nEnhanced Bionic Frame Machinator Array\nEye of Vengeance Astartes Weapons Training, BS 50\nFire a single shot to penetrate armour and increase the\nchance of Righteous Fury.\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4734, + "rule_id": "pdf_skill_whitelist_125_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nMachinator Array Techmarine or Mechanicus Implants\nThe character has advanced Mechanicus\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\nMarksman BS 35 No penalties for firing at long or extreme range.\nMaster Chirurgeon Medicae +10 Perform advanced medical procedures.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4735, + "rule_id": "pdf_skill_whitelist_126_mission_the_battle_brother_mu", + "title": "mission, the Battle-Brother must take a Challenging (+0)", + "content": "Willpower Test whenever he is the subject of the effects of\na Psychic Power, daemonic power other warp-based power.\nIf the Willpower Test succeeds, then the Battle-Brother is\nunaffected by the power. If the Test fails, then the power\naffects him as normal. The effects of this Talent also apply to\npowers that cause Damage indirectly such as blasts, and those\nused by friendly psykers which might be beneficial to the\nBattle-Brother. A power that is resisted by a Battle-Brother\nusing this Talent is not nullified if others will be affected by\nit as normal.\nair of auThoriTy\nPrerequisites: Fellowship 30\nThe character was born to command, either motivating or\nterrifying those under his charge. On a successful Command\nTest, the character may affect a number of targets equal to\n1d10 plus his Fellowship Bonus. Furthermore the character’s\nvoice commands such respect that even those not in his retinue\npay heed. The character may make a Command Test on those\nnot under his authority with a –10 penalty. This Talent has\nno effect on hostile targets, and only affects NPCs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4736, + "rule_id": "pdf_skill_whitelist_127_assassin_strike", + "title": "assassin sTrike", + "content": "Prerequisites: Agility 40, Acrobatics\nThe character’s natural agility and graceful martial forms turn\nhim into a dervish of death on the battlefield. After making a\nmelee attack, a successful Acrobatics Test allows the character\nto move at half rate as a Free Action. Opponents do not\nreceive free attacks resulting from this move. The character\nmay only make this move once per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4737, + "rule_id": "pdf_skill_whitelist_128_an_ordinary_10_toughness_te", + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for\neach additional Degree of Success. This takes one minute of\nmeditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4738, + "rule_id": "pdf_skill_whitelist_129_fearless", + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no\nlonger commands the character’s actions. The character is\nimmune to the effects of Fear and Pinning, but disengaging\nfrom combat or backing down from a fight requires a\nsuccessful Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4739, + "rule_id": "pdf_skill_whitelist_130_furious_assault", + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial prowess allow him to land\nseveral blows where lesser combatants land one. If the character\nsuccessfully hits his target using the All Out Attack Action, he\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4740, + "rule_id": "pdf_skill_whitelist_131_prerequisites_fellowship_50", + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character is well respected within a social group or\norganisation. The character gains an additional +10 bonus to\nFellowship Tests when dealing with this group. This Talent\nis cumulative with Peer, for a total of a +20 bonus. This\nbonus also applies to Influence Tests when dealing with this\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4741, + "rule_id": "pdf_skill_whitelist_132_gun_blessing", + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine\nUtilising his sacred ability to subtly affect ferrous materials,\nthe character may un-jam a number of weapons equal to his\nIntelligence Bonus, so long as they are within a 10-meter\nradius. A successful Intelligence Test indicates the character\nhas appeased the spirits of the weapons. This blessing requires\na Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4742, + "rule_id": "pdf_skill_whitelist_133_senses_sight_would_apply_to", + "title": "Senses (Sight) would apply to an Awareness Test to see a distant", + "content": "flock of shale crows, but not to a Ballistic Skill Test or a Weapon\nSkill Test simply because the character is using his eyes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4743, + "rule_id": "pdf_skill_whitelist_134_armour", + "title": "Armour", + "content": "Your affinity with this device serves you on\nand off the battlefield. Re-roll failed Skill Tests\nmade to use the item.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4744, + "rule_id": "pdf_skill_whitelist_135_this_talent_grants_the_charact", + "title": "This Talent grants the character the Machine Trait (see page 133)", + "content": "with Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nnumber of times this Talent has been taken, such as The Flesh\nis Weak 3.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4745, + "rule_id": "pdf_skill_whitelist_136_against_the_enemy_or_a_challe", + "title": "against the enemy, or a Challenging (+0) Fellowship Test", + "content": "that represents a roar of defiance or exhortation to heroism. If\nthe test involved in the Action (the attack roll or Fellowship\nTest) succeeds, then the Battle-Brother and those within\nSupport Range of him regain all of the Cohesion they lost to\nCohesion damage in this or the last round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4746, + "rule_id": "pdf_skill_whitelist_137_traits", + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are\nfound in their blood, in the bones, and in their indomitable spirit.\nWith such weapons, how can we fail to conquer?”\n–attributed to Lord Solar Macharius", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4747, + "rule_id": "pdf_skill_whitelist_138_it_always_has_an_associated_ra", + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on\nSpace Marines.\nTable 4–3: Traits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4748, + "rule_id": "pdf_skill_whitelist_139_machine", + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic\nmaterials and is generally more rigourous then fleshy folks.\nMachines do not breathe, are immune to the effects of a\nvacuum, extremes of cold, any mind-influencing psychic\neffect, and their Armour Points apply toward fire damage.\nMachines are also resilient to injury, having 1 to 5 Armour\nPoints for each location. This number is indicated next to\nthe trait.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4749, + "rule_id": "pdf_skill_whitelist_140_possession", + "title": "possession", + "content": "Certain spirit-beings and denizens of the warp have the\nability to possess mortal bodies. This is a far more insidious\nand damaging process than most forms of mental control, or\neven the power of the strongest psykers to ‘ware’ the bodies\nof others, as the very fabric of the assaulting warp being is\nmerged with the victim’s living body on a fundamental level\nso as to allow it to remain in our reality. The mechanisms by\nwhich these possessions occur in the game are detailed below,\nalthough circumstance and the nature of the entity itself may\nvary. Note that Daemonhosts, being extraordinary powerful\nexamples of deliberate, ritualistic possessions, designed to\nbind and control daemons in living vessels, are a special case\nand dealt with separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4750, + "rule_id": "pdf_skill_whitelist_141_the_possession_attack", + "title": "The possession attack", + "content": "The entity must be within a few metres of its intended\nvictim and use a Full Action. The creature and target make\nOpposed Willpower Tests each round until either the entity\nor the victim achieve a total of five degrees of success over\nthe other—this is cumulative over several rounds. If the entity\nwins, it successfully possesses its victim. If their victim wins,\nhe has repelled the entity who may not attempt to possess\nhim again for 24 hours. A repelled entity also takes 1d10\npoints of damage.\nThe effects of possession\nA possessing entity takes control utterly, binding itself to its\nvictim, and is capable of commanding the body to function\nregardless of pain and injury, (and indeed might delight in\ndamaging or altering it to suit its whims). The victim increases\nits Strength and Toughness Characteristics by 10 and gains\n1d10 Wounds. The victim uses the possessing entity’s\nIntelligence, Perception, Willpower, and Fellowship, and uses\nthe entity’s Psy Rating and powers in place of its own (if\nany). Likewise, the possessed creature uses any mind-related\nskills and talents had by the entity and loses its own.\nThe entity may also attempt to recall memories and skills\nfrom its victim with a successful Intelligence Test. In the case\nof possession by daemon the victim has a good chance of\nbecoming immediately mutated, and likely becomes further\nmutated the longer the possession continues.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4751, + "rule_id": "pdf_skill_whitelist_142_surviving_possession", + "title": "surviving possession", + "content": "Should the victim survive and the entity is cast out by\nexorcism or some other means, then the ordeal deals 2d10\npoints of permanent damage to the character’s Toughness and\nWillpower Characteristics. In addition, the victim gains 1d10\nInsanity Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4752, + "rule_id": "pdf_skill_whitelist_143_massive", + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as\nshown on the following chart. Size affects movement and\nhow easy or hard it is to strike that creature in combat. (When\ncalculating movement, apply the size modifier first, and then\nother modifiers from other traits or talents.) For the purposes\nof comparison, a human is an average-sized creature.\nTable 4–4: Size\nSize Modifier Concealment Base Movement\nMiniscule –30 +30 Agility Bonus –3\nPuny –20 +20 Agility Bonus –2\nScrawny –10 +10 Agility Bonus –1\nAverage 0 0 Agility Bonus\nHulking +10 –10 Agility Bonus +1\nEnormous +20 –20 Agility Bonus +2\nMassive +30 –30 Agility Bonus +3", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4753, + "rule_id": "pdf_skill_whitelist_144_range_and_that_succeed_on_a_d", + "title": "range, and that succeed on a Difficult (–10) Awareness", + "content": "Test, may detect the curious keening.\nsoul-bounD\nThe soul of this creature is bound to a higher purpose or\nbeing, in return for a measure of protection. When this trait\nis first gained, the entity to which the soul is bound must\nbe decided. Many Imperial psykers, especially Astropaths,\nare soul-bound to the Emperor, for example, whereas Chaos\nSorcerers may be bound to one of the ruinous powers. A soulbound psyker rolls an additional die when forced to roll on\nthe Perils of the Warp table, discarding whichever one he\nchooses to get a more favourable result.\nUpon becoming soul-bound, a character must choose\none of the following effects: 1d10 Insanity Points, the\npermanent loss of their sight, permanent loss of 1d10 from\none Characteristic, or a random mutation.\nIn addition, a soul-bound character is permanently\nindebted to the entity, which undoubtedly entails all manner\nof other duties and consequences.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4754, + "rule_id": "pdf_skill_whitelist_145_with_unnatural_strength_x2_u", + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing\nmultiplier by 1. For a Space Marine using a Powerfist, he\nwould triple his Strength Bonus rather than doubling it and\nthen doubling it again.\nWhen taking a Skill Test based upon a Characteristic\nwith the Unnatural trait, the base Difficulty of the Test is\nstaged downwards one level for degree of multiplier past", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4755, + "rule_id": "pdf_skill_whitelist_146_ammunition_explosives_includ", + "title": "ammunition; explosives (including grenades and missiles) and", + "content": "other consumables likewise last the duration of the Mission.\nHowever, the Requisition cost of Special Issue Ammunition\nrepresents only a single clip. Requisitioned equipment, used", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4756, + "rule_id": "pdf_skill_whitelist_147_renown", + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s\nblessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\n–Brother Pellas, upon taking command\nof the Thunder’s Word", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4757, + "rule_id": "pdf_skill_whitelist_148_or_the_firer_s_shoulder_in_th", + "title": "or the firer’s shoulder (in the case of missile launchers)", + "content": "can also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4758, + "rule_id": "pdf_skill_whitelist_149_qualities", + "title": "QuAlities", + "content": "Some weapons possess special qualities to represent such\nthings as special damage or unusual effects. The following\nare the most widely used weapon qualities:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4759, + "rule_id": "pdf_skill_whitelist_150_balanced", + "title": "balanCed", + "content": "Some weapons, such as swords and knives, are designed so\nthat the weight of the hilt balances the weight of the blade,\nmaking the weapon easier to wield. Balanced weapons grant\na +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4760, + "rule_id": "pdf_skill_whitelist_151_concussive", + "title": "ConCussive", + "content": "The weapon causes a barrage of sound and force upon impact.\nWhen you strike an opponent with a Concussive weapon, he\nmust make a Toughness Test at a Difficulty of –10 per degree\nof success by which the attack succeeded or be Stunned for\n1 Round. Auditory protection confers a +10 bonus to this\nTest, but does not negate the kinetic energy of the blast.\nAdditionally, any target taking Damage greater than his\nStrength Bonus from a Concussive weapon is automatically\nknocked down.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4761, + "rule_id": "pdf_skill_whitelist_152_felling_x", + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4762, + "rule_id": "pdf_skill_whitelist_153_primitive", + "title": "pRimitive", + "content": "Crude and basic in design, these kinds of weapons, while still\ndeadly, are less effective against modern armour. All Armour\nPoints are doubled against hits from Primitive weapons unless\nthe armour also has the Primitive Quality. Non-Primitive\narmour doubles its AP before being reduced by Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4763, + "rule_id": "pdf_skill_whitelist_154_21_40", + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4764, + "rule_id": "pdf_skill_whitelist_155_41_60", + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4765, + "rule_id": "pdf_skill_whitelist_156_61_80", + "title": "61-80", + "content": "ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4766, + "rule_id": "pdf_skill_whitelist_157_reliable", + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of\n10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4767, + "rule_id": "pdf_skill_whitelist_158_shocking", + "title": "shoCking", + "content": "Shocking weapons can stun their opponents with a powerful\nsurge of energy. A target that takes at least 1 point of Damage\nfrom a Shocking weapon after Armour and Toughness Bonus\nmust make a Toughness Test. He receives a +10 bonus for\nevery Armour Point on the location hit. If he fails, he is\nStunned for a number of Rounds equal to half the Damage\nhe suffered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4768, + "rule_id": "pdf_skill_whitelist_159_snare", + "title": "snaRe", + "content": "Weapons with this Quality are designed to entangle enemies.\nOn a successful hit, the target must make an Agility Test\nor be immobilised. An immobilised target can attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4769, + "rule_id": "pdf_skill_whitelist_160_tearing", + "title": "teaRing", + "content": "Tearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4770, + "rule_id": "pdf_skill_whitelist_161_unwieldy", + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too\nawkward to be used defensively. Unwieldy weapons cannot\nbe used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4771, + "rule_id": "pdf_skill_whitelist_162_astartes_assault_cannon", + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring\nof rotating barrels that spray explosive shells at terrifying\nspeed and velocity. This weapon’s incredible firepower can\nshred troops or vehicles even more efficiently than a heavy\nbolter, although its size and weight somewhat preclude manportability. The Adeptus Astartes circumvent that limitation\nby commonly employing them on Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4772, + "rule_id": "pdf_skill_whitelist_163_grenades_and_missiles", + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across\nvirtually all of the Emperor’s armies, from Imperial Guard\nconscripts to the Adeptus Astartes, whose versions of these\nexplosives are no exception to their rule of superlative arms.\nThe Deathwatch has access to an even wider range of grenade\ntypes, including rare and exotic projectiles only whispered of\nby common soldiers as the stuff of fables.\nAll of the grenades listed here can either be thrown by\nhand or used in a grenade launcher. Missiles must be fired\nfrom a missile launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4773, + "rule_id": "pdf_skill_whitelist_164_missiles", + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out\nenemies entrenched behind cover. These projectiles contain\nslow-burning promethium distillate that ignites when the\ngrenade explodes. Any target within the Blast radius must\nsucceed on an Agility Test or catch fire. Furthermore, the area\nremains on fire for another 1d5 Rounds as the promethium\ncontinues to burn. Anyone remaining within that area must\ncontinue to take Agility Tests or catch fire until the flames die.\nastaRtes kRak gRenades and missiles\nKrak grenades and missiles use concentrated explosives to\npunch holes in armoured targets such as vehicles or bunkers.\nThe powerful detonations do not produce a blast effect\nhowever, making them impractical for use against most\ninfantry or moving targets.\nTable 5–6: Grenades and Missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4774, + "rule_id": "pdf_skill_whitelist_165_astartes_plasma_missile", + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma\nmissiles can easily turn enemy troops into a smoking crater.\nIndeed, a Battle-Brother must take care when firing one of\nthese dangerous weapons that his own Kill-team is sufficiently\nout of harm’s way. Plasma missiles have the same continuing\neffect as a plasma grenade. In addition, they pose an additional\nthreat to vehicles. The plasma core can become fused with the\nhull, leaving no escape. If a plasma missile attack on a vehicle\nscores 4 or more degrees of success, the Blast radius becomes\ncentred on the vehicle rather than a stationary point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4775, + "rule_id": "pdf_skill_whitelist_166_including_any_modifiers_such", + "title": "including any modifiers (such as range). On a miss, the", + "content": "thrown grenade goes in a random direction—see the\nscatter diagram on page 248.\nwhen a gRenade “Jams”\nWhenever a jam results from throwing a grenade\nor firing a grenade launcher or similar weapon (see\nWeapon Jams, page 249), something unfortunate has\nhappened. Roll 1d10. On any result other than 10, the\nexplosive is simply a dud and nothing happens. On a\n10, the explosive detonates immediately with the effect\ncentred on the attacker. If the explosive was fired from\na launcher, it detonates in the barrel, having its normal\neffect as well as destroying the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4776, + "rule_id": "pdf_skill_whitelist_167_astartes_cyclone_missile_launc", + "title": "astaRtes CyClone missile launCheR", + "content": "Cyclone missile launchers were specially designed for use\nwith Tactical Dreadnought armour. Valuable enough for\ntheir ability to launch missiles rapidly from the twin racks,\nthis back-mounted missile system also makes up for some of\nTerminator armour’s inflexibility by providing more options\nin combat. Each of the missile racks may be loaded with a\ndifferent missile type, allowing the user to decide which type\nto fire each round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4777, + "rule_id": "pdf_skill_whitelist_168_astartes_missile_launcher", + "title": "astaRtes missile launCheR", + "content": "(soundstRike-patteRn)\nA missile is fitted with stabilisation and guidance systems to\naid in its accuracy, which is excellent at long ranges. Access to\nthe variety of long distance warfare options these explosive\nrounds provide requires a missile launcher. The standard\nAstartes missile launcher is a tube-like weapon that fires a single\nround at great accuracy. The Soundstrike pattern overcomes\nthe single capacity of the launch tube by attaching a special\nmissile rack and auto-loader to a backpack power unit. The\nauto-loader’s gripping claw rapidly refills the launcher from\nthe back-mounted ammo source, allowing the Battle-Brother\nto fire the missiles of his choice without interruption until his\nmissile rack is depleted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4778, + "rule_id": "pdf_skill_whitelist_169_tearing", + "title": "Tearing", + "content": "30 30/45 Distinguished\nAstartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nAstartes Power Fist Melee 2d10\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4779, + "rule_id": "pdf_skill_whitelist_170_omnissian_power_axe", + "title": "omnissian poweR axe", + "content": "(astaRtes patteRn)\nOften carried by Techmarines to show their devotion to the\nOmnissiah, this weapon has a long staff-like body tipped with\nhalf of the circular Adeptus Mechanicus skull and cog icon. The\nsymbol forms a blade and is sheathed in a power field. Arcs of\nenergy illuminate the ridged blade and light the skull’s eyes with\na hungry glow, leaving little doubt that—even while covered\nwith inscribed circuitry designs indicating its sacred nature—this\nreligious icon is also a deadly weapon in a Space Marine’s powerful\nhands. The Ommnisian axe also functions as a combi-tool.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4780, + "rule_id": "pdf_skill_whitelist_171_namereqrenown", + "title": "NameReqRenown", + "content": "Bolt Shells N/A –\nBullets N/A –\nCharge Pack N/A –\nExotic N/A Varies\nFuel N/A –\nMelta Canister N/A Varies\nNeedle Precipitator N/A –\nPlasma Flask N/A Varies\nShells N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4781, + "rule_id": "pdf_skill_whitelist_172_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Backpack Ammo Supply N/A –\nDragonfire Shells 28 Respected\nHellfire Rounds 25 –\nImplosion Shells 27 Respected\nKraken Rounds 5 –\nMetal Storm Rounds 15 –\nStalker Rounds 5 –\nVengeance Rounds 25 Famed\nWitch Bolts 12 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4782, + "rule_id": "pdf_skill_whitelist_173_armour", + "title": "Armour", + "content": "“Bless this plate, that it may deflect the blade of my enemy and the\nbullets of the unrighteous.”\n–From the Rites of Girding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4783, + "rule_id": "pdf_skill_whitelist_174_location_s_covered_what_loca", + "title": "Location(s) Covered: What locations the armour covers,", + "content": "a combination of arms, legs, body, and head. Some armour\ncovers all four locations and is noted as covering “All”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4784, + "rule_id": "pdf_skill_whitelist_175_armour", + "title": "Armour", + "content": "Astartes power armour is the high standard against which other\nforms of Imperial protection are measured. The commanding\nsight of the God-Emperor’s warriors in their iconic battle gear\nhas routed more than one enemy force without firing a shot.\nHeavy ceramite plates form the basis for most suits, actuated\nby electrically motivated fibre bundles that replicate the\nmovements of the wearer and enhance his strength. Not only\nare Adeptus Astartes patterns the pinnacle of power armour\ntechnology, but a Space Marine’s unique interface implants\nensure that his armour responds with the speed and precision\nof his own body. Each Battle-Brother is responsible for the\ncare of his own suit of power armour, the components of\nwhich may have served his Chapter for millennia before him.\nAstartes power armour contains many complex sub-systems,\nand it is the synergy of advanced technology with Space Marine\nphysiology that makes a Battle-Brother in power armour so\ndeadly. This combination yields the following effects:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4785, + "rule_id": "pdf_skill_whitelist_176_data_transmissions_the_suit", + "title": "data transmissions the suit", + "content": "or its wearer can access.\nThe bio-monitor feed also\ntransmits through this link,\npermitting a squad to view\neach others’ vitals.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4786, + "rule_id": "pdf_skill_whitelist_177_10", + "title": "10", + "content": "To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4787, + "rule_id": "pdf_skill_whitelist_178_wearer_must_make_an_arduous", + "title": "wearer must make an Arduous (–40) Strength", + "content": "Test to simply move. If he passes the test, his\nBase Movement is still reduced to 1, and all\nphysical actions suffer a –30 penalty.\nmaRks of aRmouR\nThe power armour presented in this chapter is the Mark\nVII version, also known as “Aquila Armour.” There are\nmany other marks of Space Marine power armour, and\nmore information on these marks of power armour will\nbe presented in future DeaTHwaTcH supplements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4788, + "rule_id": "pdf_skill_whitelist_179_successful_very_hard_30_tec", + "title": "successful Very Hard (–30) Tech-Use Test). Most Common", + "content": "Astartes force fields overload on a roll of 01–10. Exceptional\ncraftsmanship reduces that threshold to rolls below 05, while a\nMaster-Crafted force field only overloads on a roll of 01.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4789, + "rule_id": "pdf_skill_whitelist_180_special", + "title": "Special", + "content": "25 50 Hero\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full\nAccurate,\nTearing, Special\n16 75 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4790, + "rule_id": "pdf_skill_whitelist_181_remorseless_crusader", + "title": "Remorseless Crusader", + "content": "(Sword Profile)\nMelee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\nChalice of Vision — — — — — — N/A — 5 70 Hero\nDeathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4791, + "rule_id": "pdf_skill_whitelist_182_blast_1_felling", + "title": "Blast(1), Felling", + "content": "(1), Volatile\n7 70 Hero\nFrost Blade Melee — — 1d10+11 E 9 — N/A\nBalanced, Power\nField, Tearing\n10 60 Hero\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4792, + "rule_id": "pdf_skill_whitelist_183_astartes_harness", + "title": "astaRtes haRness", + "content": "Offering more safety than a grapnel but less noise and bulk than\na jump pack, this Battle-Brother-sized harness can be used to\naid in safely descending from terrain or buildings. The simple\nharness fits over a character’s power amour. A hook-shaped\nmagnetic clip can then be anchored to a wide variety of surfaces\nas the coiled safety line slowly unspools. The Battle-Brother\ngains a +30 bonus to Climb Tests, and will not fall if he fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4793, + "rule_id": "pdf_skill_whitelist_184_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Harness 8 4 –\nAstartes Jump Pack 50 15 –\nAstartes Magboots 5 3 –\nAstartes Psychic Hood 15 25 Distinguished\nBack Banner 5 15 –\nCharm – 6 –\nChrono – 1 –\nDilation Field 1 45 Famed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4794, + "rule_id": "pdf_skill_whitelist_185_difficult_10_toughness_test", + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure.\nIf he reaches “0” Strength, he is completely paralysed and\nunable to act. This paralysis and Strength Damage wears off in\n2d5 minutes, minus the victim’s Toughness Bonus (minimum\n1 minute).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4795, + "rule_id": "pdf_skill_whitelist_186_pain_suppressant", + "title": "pain suppRessant", + "content": "The same chemical is found in most Astartes power armour\ninjectors and allows a character to ignore Critical Effects for\n1d10 Rounds. Additional doses are often carried in nartheciums,\nand may also be used in the Sacraments of Renewal to refill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4796, + "rule_id": "pdf_skill_whitelist_187_codex_astartes", + "title": "Codex astaRtes", + "content": "The entirety of the Codex Astartes fills immense librariums,\nbut many Space Marines carry the heart of this sacred text\ninto battle. Of course, interpretations of what passages form\nthe core of the codex vary even more than the forms it has\nbeen transcribed into over the millennia since the Second\nFounding. From hand-copied tomes bound in etched leather\nto crystal-circuited datacrypts, the collected wisdom of\nRoboute Guilliman, the Primarch of the Ultramarines—and\narguably the most celebrated war tactician the Imperium has\never seen—endures in forms uncounted. It is also the guiding\ndoctrine for how most Chapters operate today. Many BattleBrothers, particularly the descendants of Guilliman, never\npass a day without studying from this text.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4797, + "rule_id": "pdf_skill_whitelist_188_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Cluster Mines 4 5\n†\n–\nAstartes Signum 5 35 Distinguished\nAstartes Signum Link +0.5 20 –\nAstartes Targeter 4 25 Distinguished\nAuspex 0.5 12 –\nCartograph 0.5 5 –\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nData Slate 0.5 5 –\nDemolition Charges 1 10 –\nElucidator 1 25 –\nLamp/ Glow-globe 0.5 1 –\nLocus Seeker – 30 –\nMagnoculars 0.5 3 –\nMelta bomb 12 25 –\nMultikey – 15 –\nPict recorder 1 5 –\nPsy-Focus – 15 –\nReductor 4 8 –\nRestraints 4 10 –\nScreamer 1.5 5 –\nStummer 2 5 –\nTeleport Homer 0 10 –\nVox-Caster 0.5 10 –\n†\nThis is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4798, + "rule_id": "pdf_skill_whitelist_189_a_difficult_20_test_to_use", + "title": "a Difficult (–20) Test to use an elucidator to decipher basic", + "content": "meanings from truly alien languages. (The GM may adjust this\nmodifier depending on the language’s similarity to ones the\ncharacter does know.) An elucidator’s output can display on its\nscreen, project from its vox, or transmit through a vox channel.\nlamp/ glow-globe\nThese common devices can illuminate an area a dozen or more\nmetres in diameter. A typical lamp lasts 1d5 hours before it\nneeds to be recharged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4799, + "rule_id": "pdf_skill_whitelist_190_to_1_round_per_gland_2_for_a", + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it\ncan also be used as a melee weapon that does 1d10+2 R with\na Penetration of 10. If used as a weapon, a reductor does not\nadd the Battle-Brother’s SB to Damage; its design emphasises\ncontrol and precision, but does not provide adequate leverage\nto take advantage of the wielder’s strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4800, + "rule_id": "pdf_skill_whitelist_191_operation_and_recovery_takes_2", + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many\nTechmarines, who embrace the chance to become closer to the\nmachine. A Techmarine may start with a Servo-Arm and one\nother Common craftsmanship cybernetic. (In some Chapters,\nlike the Space Wolves, the sacrifice of flesh is required to walk\nthe path of Machine Spirits.) When a Techmarine crosses the\nRenown threshold to Respected, he may opt to install one\nExceptional craftsmanship cybernetic; this may either be a\nnew bionic or an upgrade to an existing system. When a\nTechmarine become Famed, he may opt to install one MasterCrafted cybernetic.\nThe robust construction of cybernetics adds 2 to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4801, + "rule_id": "pdf_skill_whitelist_192_owner_s_toughness_bonus_after", + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts\nas Damage to the character, and Critical Damage dealt to\nthese locations functions as normal. Any result that causes\nbleeding or some other inappropriate result has a 50% chance\nof rendering the bionic limb useless; otherwise the durable\nnatures of the appendage and its owner manage to shrug off\nthe effect. Critical Damage to a limb that results in death\nalways has the full effect; it can be assumed that the limb\nexplodes into shrapnel, incinerates, or discharges stored\nenergy through the owner with lethal results.\nReplacement and additional limbs—such as servo-arms—\ncan only be used to perform tasks that the owner already\nknows how to do. Any bonuses or penalties relate only to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4802, + "rule_id": "pdf_skill_whitelist_193_the_arm_s_strength_value_of_75", + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased\nthrough devices or abilities that affect the Techmarine’s strength).\nThe limb’s gripping mandibles allow the Techmarine to lift heavy\nobjects or anchor himself to a suitable point as a Free Action.\nAstartes servo-arms are more than just repair tools, and make\ndeadly weapons. The Techmarine may strike with the arm as his\nReaction for the round, or as a Standard Attack during his turn\n(so long as the servo-arm only makes one attack per round). This\nattack uses the Techmarine’s Weapon Skill, and deals 2d10+14\nImpact Damage with Pen 10. Exceptional craftsmanship servoarms increase their Strength value to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4803, + "rule_id": "pdf_skill_whitelist_194_astartes_servoharness", + "title": "astaRtes seRvohaRness", + "content": "Like a servo-arm, a full servo-harness integrates\nwith the Techmarine’s power armour and is\ncontrolled through the same spine interface that\nmakes him one with his armour. Radiating\nfrom a boosted fusion backpack capable of\npowering them all, this cluster of auxiliary\nlimbs aid in battlefield repairs as well as\ncombat. The composition of each\nservo-harness is unique,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4804, + "rule_id": "pdf_skill_whitelist_195_machine_spirits_and", + "title": "machine spirits and", + "content": "laying waste to the GodEmperor’s enemies. Some bear only a\nfew appendages, while others are great\nspiders of diagnostors, interface tines,\ndrills, weapons, plasma cutters, and\neven more arcane elements that future\ninheritors may struggle to fully\nunderstand.\nAt a minimum, a servo-harness consists of two servo-arms, a\nCombi-tool, a fyceline torch, and a plasma cutter. The torch is\nidentical to an Astartes flamer. The plasma cutter can cut through\na metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4805, + "rule_id": "pdf_skill_whitelist_196_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 –\nAstartes Servo-Harness 50 Famed\nAuger Array 15 –\nBionic Arm 15 –\nBionic Heart 15 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4806, + "rule_id": "pdf_skill_whitelist_197_imperium", + "title": "imPerium", + "content": "“Human minds are weak and feeble—is it any wonder then that the\nWarp confounds and corrupts them?”\n–Valash Hex, Arch Heretic of the Scarlet Intent\nThough psykers make up but the tiniest fraction of the\nImperium’s population, among an empire of a billion billion\nthey number in their millions. It falls to the various arms\nof the Administratum, the Inquisition, and the Ministorum\nto find these individuals and decide what use they will be\nto the Emperor of Mankind. For many psykers, this means\ndeath, and they will face either summary execution or a long\njourney aboard the Black Ships back to Terra where they\nwill experience the ‘honour’ of feeding the Golden Throne\nwith their souls. Some, however, exhibit enough strength and\ntalent to be spared this fate, and are sent to the Scholastica\nPsykana to be trained to serve either as Astropaths or as battle\npsykers in the armies of the Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4807, + "rule_id": "pdf_skill_whitelist_198_sightless_though_not_unseeing", + "title": "sightless (though not unseeing) as his psychic senses are", + "content": "sharpened.\nDisciPLes of The Dark GoDs\nNot all human psykers serve the Emperor, and many manage\nto slip the grasp of the Administratum to become a blight\nupon the Imperium. These damned souls are known by the\nInquisition, and the righteous, as rogue psykers, unsanctioned\nby the Imperium and a danger to all who cross their path.\nSuch cursed individuals will often make pacts with dark gods,\nor foul alien lords to further their talents, driven onwards by\nan unquenchable thirst for power woven deep within their\nconnection to the Warp. Daemons are sometimes able to\nuse such individuals as gateways to the realm of reality, or\nas vessels into which they pour their dark power, inevitably\nleading to ruin, blood, and fire on a horrific scale. Fortunately\nfor the Imperium, the frailty of the human mind means that\nmost not trained by the Scholastica Psykana will succumb\nto their powers and die long before they master their gifts.\nThose that do not, however, are deadly foes indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4808, + "rule_id": "pdf_skill_whitelist_199_it_is_also_possible_but_taxin", + "title": "It is also possible (but taxing) for a psyker to sustain", + "content": "multiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4809, + "rule_id": "pdf_skill_whitelist_200_01_03", + "title": "01-03", + "content": "Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4810, + "rule_id": "pdf_skill_whitelist_201_unless_they_can_pass_a_difficu", + "title": "unless they can pass a Difficult (–10) Willpower Test.", + "content": "75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4811, + "rule_id": "pdf_skill_whitelist_202_01_05", + "title": "01-05", + "content": "The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4812, + "rule_id": "pdf_skill_whitelist_203_06_09", + "title": "06-09", + "content": "Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4813, + "rule_id": "pdf_skill_whitelist_204_1d5_wounds_not_reduced_by_arm", + "title": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.", + "content": "10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4814, + "rule_id": "pdf_skill_whitelist_205_00", + "title": "00", + "content": "Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4815, + "rule_id": "pdf_skill_whitelist_206_possibility_shield", + "title": "PossibiLiTy shieLD", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: Using his understanding of future events and\nhis perception of the flow of time, the psyker surrounds\nhimself and nearby allies in a possibility shield. While this\npower is active, the psyker and a number of allies equal to\nhis PR within range of the psyker gain a +10 bonus to one\nroll each Round. In addition, due to his ability to see attacks\nbefore they are coming the psyker himself adds +5 x PR to\nall Dodge and Parry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4816, + "rule_id": "pdf_skill_whitelist_207_which_discipline_s_he_possess", + "title": "which discipline(s) he possesses.", + "content": "8+\nAs all of the above, plus the psyker determines how\nmany Corruption points the target has. Also, the\npsyker can determine if the aura is genuine, or has\nbeen produced by some other means.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4817, + "rule_id": "pdf_skill_whitelist_208_machine_curse", + "title": "machine curse", + "content": "Action: Full\nOpposed: No\nRange: 20m x PR\nSustained: No\nDescription: The Librarian calls down a terrible curse on\nnearby machines and vehicles. The Librarian can either target a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4818, + "rule_id": "pdf_skill_whitelist_209_of_damage_x_pr_to_a_maximum_o", + "title": "of damage x PR (to a maximum of 1d10+20) which is not", + "content": "reduced by armour or Toughness. If the target is killed by this\nattack then he explodes in a crimson shower, spattering those\nnearby with scalding blood. All creatures within 5 metres of\nan exploding target take 2d10 Energy damage to their least\narmoured location.\nManifesting Blood Boil is taxing for a Librarian, and\ninflicts 1 level of fatigue upon him, whether or not the\ntarget resists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4819, + "rule_id": "pdf_skill_whitelist_210_fear_the_darkness", + "title": "fear The Darkness", + "content": "Action: Half\nOpposed: Yes\nRange: 25 metres x PR\nSustained: Yes\nDescription: Casting a psychic shadow across the battlefield,\nthe Librarian fills his foes with intense dread and terror. This\npower affects a number of foes equal to the Librarian’s PR.\nThose affected by this power count all enemies as having the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4820, + "rule_id": "pdf_skill_whitelist_211_damage_from_this_power_must_ma", + "title": "damage from this power must make a Hard (–20) Willpower", + "content": "Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4821, + "rule_id": "pdf_skill_whitelist_212_game", + "title": "Game", + "content": "“A Space Marine is not born, but made by the good grace of the\nEmperor from flesh, blood, and a will to do the Master of\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4822, + "rule_id": "pdf_skill_whitelist_213_skill_tests", + "title": "Skill TeSTS", + "content": "The most common type of test a Battle-Brother performs\nduring the game is the Skill Test. Each Skill is governed by\na Characteristic. For example, the Dodge Skill is governed\nby the Agility Characteristic. To make a Skill Test, add any\nrelevant modifiers to the Skill’s governing Characteristic, then\nmake a percentage roll. If the result is equal to or less than\nthe modified Characteristic, the test succeeds. If the result is\ngreater than the modified Characteristic, the test fails.\nSuccess is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4823, + "rule_id": "pdf_skill_whitelist_214_characteristic", + "title": "Characteristic", + "content": "Mastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4824, + "rule_id": "pdf_skill_whitelist_215_toughness", + "title": "Toughness", + "content": "Resist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4825, + "rule_id": "pdf_skill_whitelist_216_perception", + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4826, + "rule_id": "pdf_skill_whitelist_217_assistance", + "title": "assistance", + "content": "In some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4827, + "rule_id": "pdf_skill_whitelist_218_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test or take 1 level of Fatigue.", + "content": "In addition, a hurrying character is less likely to pay attention\nto his surroundings and thus suffers a –10 penalty to all\nPerception-based Tests.\nA character may push on, even with these penalties, but he\nmust continue to make progressively more difficult Toughness\nTests to avoid accumulating additional levels of Fatigue. He\nsuffers a –10 penalty to his Toughness Test after the second\ntime period, a –20 penalty after the third period, and so forth.\nTable 7–4: Structured Time Movement\n(Metres/Round)\nAB Half Move Full Move Charge Run\n01/2123", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4828, + "rule_id": "pdf_skill_whitelist_219_1010203060", + "title": "1010203060", + "content": "Table 7–5: Narrative Time Movement\nAB Per Minute Per Hour Per Day†\n0 12m 0.75km 7km\n1 24m 1.5km 15km\n2 48m 3km 30km\n3 72m 4km 40km\n4 96m 6km 60km\n5 120m 7km 70km\n6 144m 9km 90km\n7 168m 10km 100km\n8 192m 12km 120km\n9 216m 13km 130km\n10 240m 14km 140km\n†Assumes 10 hours of walking.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4829, + "rule_id": "pdf_skill_whitelist_220_move_speed_round_up_for_eac", + "title": "Move speed (round up). For each Degree of Success, the", + "content": "character climbs an extra metre. On a failed test, the character\nfalls from his starting climbing position. The GM can adjust\nthe difficulty of the test based on the nature of the climb\nand other conditions, but the default difficulty is Challenging\n(+0). Note that some acts of climbing, such as ascending a\nsturdy ladder, are so basic that no test should be necessary.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4830, + "rule_id": "pdf_skill_whitelist_221_difficult_10_agility_test", + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre\nfor each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4831, + "rule_id": "pdf_skill_whitelist_222_challenging_0_agility_test", + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another\nhalf metre for each Degree of Success. On a failure, he only\nLeaps a number of metres equal to half his Strength Bonus\n(round up), and each Degree of Failure further reduces this\ndistance by another half metre (to a minimum of one-half\nmetre). For every four additional metres beyond the first four\nthat a character runs before making a Leap, he receives a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4832, + "rule_id": "pdf_skill_whitelist_223_suffocate_see_page_261_to_d", + "title": "Suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time\nMovement and swap the character’s Strength Bonus for his\nAgility Bonus.\nCarrying, liFTing, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4833, + "rule_id": "pdf_skill_whitelist_224_making_a_challenging_0_stre", + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s\nStrength Bonus and Toughness Bonus for the purpose of\ndetermining limits. If the test is failed by two degrees or\nmore, the character suffers one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4834, + "rule_id": "pdf_skill_whitelist_225_than_his_usual_limit_by_making", + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum\nof the character’s Strength Bonus and Toughness Bonus for\nthe purpose of determining limits. If the test is failed by two\ndegrees or more, the character suffers one level of Fatigue.\nTable 7–7: Carrying, Lifting & Pushing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4835, + "rule_id": "pdf_skill_whitelist_226_weight", + "title": "Weight", + "content": "00.9kg2.25kg4.5kg\n12.25kg4.5kg9kg\n24.5kg9kg18kg\n39kg18kg36kg\n418kg36kg72kg\n527kg54kg108kg\n636kg72kg144kg\n745kg90kg180kg\n856kg112kg224kg\n967kg134kg268kg\n1078kg156kg312kg\n1190kg180kg360kg\n12112kg224kg448kg\n13225kg450kg900kg\n14337kg674kg1,348kg\n15450kg900kg1,800kg\n16675kg1,350kg2,700kg\n17900kg1,800kg3,600kg\n181,350kg2,700kg5,400kg\n191,800kg3,600kg7,200kg\n202,250kg4,500kg9,000kg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4836, + "rule_id": "pdf_skill_whitelist_227_limits_but_less_than_his_lift", + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementrelated tests and reduces his Agility Bonus by one for the\npurposes of determining movement rates and Initiative. In\naddition, after a number of hours equal to his Toughness\nBonus have passed while carrying this weight, he must make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4837, + "rule_id": "pdf_skill_whitelist_228_a_challenging_0_strength_te", + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus.\nFor each Degree of Success, this distance increases by a factor of\none, so one degree means that the character throws the object a\nnumber of metres equal to twice his Strength Bonus, two degrees\nmeans that the object is thrown a number of metres equal to three\ntimes his Strength Bonus, and so forth. On a failed test, the object\nflies a number of metres equal to half his Strength Bonus (round\ndown; a result of 0 means it fell at his feet). If the object hits a\nhard surface such as a wall, it takes 1d10+SB Damage plus one\nfor every Degree of Success on the test. These rules do not apply\nto aerodynamic throwing weapons and grenades. Such weapons\nhave a range given on the weapons tables and have range brackets\nlike other weapons. If the object is being thrown at a specific\ntarget, it is treated as an improvised weapon and the throwing\ncharacter makes a Ballistic Skill Test instead of a Strength Test. A\ncharacter can attempt to throw an object that weighs more than", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4838, + "rule_id": "pdf_skill_whitelist_229_at_a_hard_20_agility_test_o", + "title": "at a Hard (–20) Agility Test or drift out of control (treat as", + "content": "falling prone). Additionally, a character beginning a movement\naction in zero gravity must be adjacent to a floor, wall, ceiling,\nor other secure object, so he has something to push off from.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4839, + "rule_id": "pdf_skill_whitelist_230_cohesion", + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as\nmankind’s wall against the dark.”\n–Arch-Scribe Urtos, Memorite of the Book of Days and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4840, + "rule_id": "pdf_skill_whitelist_231_manoeuvres_known_as_squad_mode", + "title": "manoeuvres known as Squad Mode abilities (see page 215).", + "content": "Cohesion and The squad leadeR\nCohesion is generated at the start of each Mission depending\non which player-character has taken on the role of the squad\nleader (see page 228 for details on Missions and selection of\nthe squad leader). This reflects the leader’s command abilities\nand natural charisma, as well as his Battle-Brothers’ faith in\nhim. To work out the size of the Kill-team’s pool of Cohesion\npoints use the squad leader’s Fellowship Bonus as a base\nmodified using Table 7–8: Cohesion Modifiers.\nhis score can then be recorded by the squad leader on his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4841, + "rule_id": "pdf_skill_whitelist_232_cohesion_damage", + "title": "Cohesion daMage", + "content": "In the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4842, + "rule_id": "pdf_skill_whitelist_233_when_a_battle_brother_is_in_sq", + "title": "When a Battle-Brother is in Squad Mode (see page 213),", + "content": "every time his character suffers 10 or more Damage from one\nof the following sources (before reduction from armour of\nToughness) his Kill-team will lose a point of Cohesion:\n• A basic ranged weapon with the Accurate quality (such\nas a sniper rifle)\n• A weapon with the Blast quality\n• Any weapon with the Devastating quality\nThis Cohesion damage can however be ignored if the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4843, + "rule_id": "pdf_skill_whitelist_234_squad_leader_can_pass_a_challe", + "title": "squad leader can pass a Challenging (+0) Command or", + "content": "Fellowship Test, rallying his men under fire. This test is a\nFree Action and is taken as soon as the damage occurs.\nSince damage to Cohesion relies on shock and confusion,\nthere are limits to the amount that a Kill-team can suffer in a\nsingle combat Round—additional explosions, storms of shells,\nand artillery have little additional effect. For this reason, a Killteam will only ever suffer 1 point of Cohesion damage each\nTurn, with any additional Cohesion damage being ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4844, + "rule_id": "pdf_skill_whitelist_235_recovering_lost_cohesion", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Killteam during the course of a Mission and typically they will\nonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4845, + "rule_id": "pdf_skill_whitelist_236_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4846, + "rule_id": "pdf_skill_whitelist_237_modifier_cohesion_bonus", + "title": "Modifier Cohesion Bonus", + "content": "Rank 4+ +1†\nRank 6+ +2†\nCommand Skill +1‡\nCommand Skill +10 +2‡\nCommand Skill +20 +3‡\n†Only the highest applies\n‡Only the highest applies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4847, + "rule_id": "pdf_skill_whitelist_238_and_solo_mode", + "title": "and Solo Mode", + "content": "“Stand fast brothers! We are the Emperor’s Fist, closed and ready\nto strike!”\n–Brother-Captain Heledorn of the Imperial Fists at the\nBattle of Broken Scythes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4848, + "rule_id": "pdf_skill_whitelist_239_halves_see_page_399_with_one", + "title": "halves (see page 399) with one half detailing Solo Mode", + "content": "abilities and the other half detailing Squad Mode abilities.\nTo make things easier for both the GM and other players, the\nsheet can be placed on the table next to the owning player’s\ncharacter sheet, positioned so that his current mode is on top.\nThen when the player changes the mode of his character, the\nsheet can be flipped. In this way, everyone at the table can\ninstantly see which mode each character is in and each of the\nplayers can at a glance see the effects of their current mode as\nwell as the mode actions and abilities they have access to.\nAs an alternative, players can use other ways to denote the\nmode of their character (if for instance the game is not taking\nplace around a table or table space is at a premium). These\ncould include things such as placing a coin on their character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4849, + "rule_id": "pdf_skill_whitelist_240_support_range", + "title": "suppoRT Range", + "content": "Squad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Killteam with a Squad Mode ability is known as Support Range\nand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4850, + "rule_id": "pdf_skill_whitelist_241_he_can_then_use_a_full_action", + "title": "He can then use a Full Action (effectively missing a Turn)", + "content": "and enter Squad Mode. No tests are required and the BattleBrother is in Squad Mode effectively from the start of his\nnext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4851, + "rule_id": "pdf_skill_whitelist_242_maintaining_squad_mode", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4852, + "rule_id": "pdf_skill_whitelist_243_abilities", + "title": "Abilities", + "content": "“Brothers, there are moments where only the fury of a true Son of\nSanguinius will serve. This is such a moment.”\n–Brother Nocturne of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4853, + "rule_id": "pdf_skill_whitelist_244_gaining_solo_mode_abilities", + "title": "gaining solo Mode abiliTies", + "content": "A character begins play with access to his own Chapter’s\nSolo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\nby the Battle-Brother (see Chapter II: Specialities for details\non Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\nabilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nonce he meets the Rank requirements he can use the ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4854, + "rule_id": "pdf_skill_whitelist_245_using_solo_mode_abilities", + "title": "using solo Mode abiliTies", + "content": "Solo Mode abilities function much like other special abilities\nsuch as Talents and Skills in that they either influence the\nactions of the Battle-Brother or give him new options in\ncombat. Provided that the Battle-Brother is in Solo Mode,\nhe can use his Solo Mode abilities freely. The exact game\neffects, as well as the actions required to activate them, can\nbe found in the individual descriptions of each of the Solo\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4855, + "rule_id": "pdf_skill_whitelist_246_his_unnatural_strength_trait", + "title": "his Unnatural Strength Trait (see page 136) by one level, so for", + "content": "instance Unnatural Strength x2 becomes Unnatural Strength\nx3. This effect lasts for a number of Rounds equal to his Rank.\nImprovement: At Rank 3 and above Feat of Strength also\nadds +10 to all Strength Tests and Strength-based Skill Tests\nfor its duration. At Rank 5 and above Feat of Strength last for\na number of Rounds equal to twice the character’s Rank. At\nRank 7 and above Feat of Strength increases the character’s\nUnnatural Strength Trait by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4856, + "rule_id": "pdf_skill_whitelist_247_mental_fortress", + "title": "MenTal foRTRess", + "content": "Required Rank: 5\nEffects: The Adeptus Astartes are as strong of mind as they\nare of body, their training and devotion to the Emperor\nhardening their wills against the perils of a deadly universe.\nOnce per game session, a Battle-Brother may use the Mental\nFortress ability to re-roll a failed Willpower Test to resist a\nPsychic Power or an attempt to subvert his will.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4857, + "rule_id": "pdf_skill_whitelist_248_gains_the_unnatural_perception", + "title": "gains the Unnatural Perception (x2) Trait while using this", + "content": "ability. At Rank 7 and above the Battle-Brother’s senses are\nsuch that once per game session he can automatically pass any\ntest based on Perception (for purposes of Opposed Tests the\nBattle-Brother is considered to have rolled a 01).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4858, + "rule_id": "pdf_skill_whitelist_249_warden_and_must_pass_a_challen", + "title": "Warden and must pass a Challenging (+0) Agility Test to", + "content": "move away.\nhis ability lasts until either the target is dead or withdraws\nfrom combat (i.e. it retreats and combat ends) or the BattleBrother withdraws from combat.\nImprovement: At Rank 3 and above the Battle-Brother’s\nduelling skills mean that he may re-roll both Parry and\nDodge Tests against attacks from the target of his Thunder’s\nCall. At Rank 5 and above the target’s penalties to attack\nanyone other than the Storm Warden increase to –20 and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4859, + "rule_id": "pdf_skill_whitelist_250_abilities", + "title": "Abilities", + "content": "“With me, Brothers! Let us show them the wrath of the Angels of Death!”\n–Captain Aphael of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4860, + "rule_id": "pdf_skill_whitelist_251_sustained_see_page_220", + "title": "sustained (see page 220)", + "content": "Effects: A detailed description of how the ability works in\ngame, including how the Battle-Brother and his Kill-team can\nactivate and benefit from it.\nImprovement: Most abilities improve as the Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects. Rank is based on the\nBattle-Brother which uses the Squad Mode action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4861, + "rule_id": "pdf_skill_whitelist_252_using_squad_mode_abilities", + "title": "using squad Mode abiliTies", + "content": "Squad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4862, + "rule_id": "pdf_skill_whitelist_253_the_required_amount_of_cohesio", + "title": "the required amount of Cohesion (as indicated by the ability)", + "content": "and he must be in Squad Mode. He only needs spend this\ncost once, however, and once an ability has been activated, it\nremains so for the remainder of the Mission (if the ability is\nSustained) or for the duration of a single combat (if the ability\nis not Sustained) and may be used by either him or any other\nmembers of his Kill-team in Squad Mode.\nBoth the Battle-Brother using the action and any other\nmembers of his Kill-team within his Support Range may then\nbenefit from the effects of the Squad Mode ability. Full details\non the effects of each Squad Mode ability can be found in the\nindividual ability descriptions below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4863, + "rule_id": "pdf_skill_whitelist_254_sustaining_squad_mode_abilitie", + "title": "susTaining squad Mode abiliTies", + "content": "Many Squad Mode abilities can be maintained indefinably\nprovided that the Battle-Brother remains in Squad Mode. This\nis indicated in each ability’s description under the Sustained\nheading. To sustain an ability the Battle-Brother simply declares\nhe is sustaining the ability and then may keep it active from Round\nto Round provided he is in Squad Mode and does not active any\nnew Squad Mode abilities. The Battle-Brother may choose to stop", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4864, + "rule_id": "pdf_skill_whitelist_255_sustaining_an_ability_possibl", + "title": "sustaining an ability (possibly to active a new Squad Mode ability)", + "content": "as a Free Action at the start of any of his Turns.\nA Battle-Brother benefiting from an ability sustained by\nanother Battle-Brother loses its effects should he move out of\nSupport Range or leave Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4865, + "rule_id": "pdf_skill_whitelist_256_abilities", + "title": "abiliTies", + "content": "It is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4866, + "rule_id": "pdf_skill_whitelist_257_abilities", + "title": "abiliTies", + "content": "As may be apparent, it is possible for a Battle-Brother\nto use numerous Squad Mode abilities during a single\ncombat. Within a single Kill-team there might also be\nseveral Squad Mode abilities being sustained at any\none time, and players may wish to jump from one to\nthe next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\neffects. Players should either make a mark, or place a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4867, + "rule_id": "pdf_skill_whitelist_258_bolter_assault", + "title": "bolTeR assaulT", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Space Marines are shock troops and excel at closing\nrapidly with the enemy, annihilating them in a storm of bolter\nfire. When the Battle-Brother calls a Bolter Assault, both he\nand those in Support Range may make an immediate Charge\nMove and a Standard Attack with a bolter, bolt pistol, or storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4868, + "rule_id": "pdf_skill_whitelist_259_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No\nFire for Effect Half 2 Yes\nFire Support Half 1 Yes\nFurious Charge Free 3 No\nSquad Advance Half 1 Yes\nTank Buster Free 1 No", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4869, + "rule_id": "pdf_skill_whitelist_260_sustained_suppression", + "title": "susTained suppRession", + "content": "Chapter: Dark Angels\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Dark Angels are masters of holding their ground and\nhave a keen understanding of the tactics of overlapping fields\nof fire and kill zones. While this ability is in effect, the BattleBrother and those in Support Range of him may take actions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4870, + "rule_id": "pdf_skill_whitelist_261_cover_see_page_246_they_are", + "title": "cover (see page 246) they are currently using. This bonus to", + "content": "cover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4871, + "rule_id": "pdf_skill_whitelist_262_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Dig In Full 3 Yes\nGo to Ground Reaction 1 No\nRegroup Full 2 No\nSoak Fire Reaction 2 No\nStrongpoint Full 3 Yes\nTactical Spacing Full 1 Yes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4872, + "rule_id": "pdf_skill_whitelist_263_missions", + "title": "Missions", + "content": "“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\nthat there is at least one of these so-called Ethereals coordinating\noperations from the base, making it a vital target. It is my\nrecommendation that we deploy the Deathwatch Kill-team available\nto us and consider the matter closed...”\n–High Tactician Favius at the Battle of Blood Moon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4873, + "rule_id": "pdf_skill_whitelist_264_marine", + "title": "Marine", + "content": "Effect: Those who take this oath have added faith in their\nBattle-Brothers and a keener understanding of the strength\nof their squad. A Kill-team which takes this oath before a\nMission may add +2 to their Cohesion for the duration of\nthat Mission.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nTactical Spacing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4874, + "rule_id": "pdf_skill_whitelist_265_marine", + "title": "Marine", + "content": "+1 Renown per objective\nTactical Advance, Bolter\nAssault, Furious Charge\nOath of Knowledge Librarian or Apothecary\n+10 to WS and BS vs. a\nchosen enemy or re-roll Psychic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4875, + "rule_id": "pdf_skill_whitelist_266_mission_objectives", + "title": "miSSion obJeCTiveS", + "content": "All missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4876, + "rule_id": "pdf_skill_whitelist_267_mission_complications", + "title": "miSSion ComPliCaTionS", + "content": "No Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4877, + "rule_id": "pdf_skill_whitelist_268_bad_intelligence", + "title": "bad inTelligenCe", + "content": "Frequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4878, + "rule_id": "pdf_skill_whitelist_269_renown", + "title": "renown", + "content": "In addition to Experience, Battle-Brothers can also earn\nRenown when undertaking Missions. Renown is a measure of\nthe Space Marine’s standing within the Deathwatch and his\nregard by his peers. It is important for the gaining of certain\nhonours and Deathwatch-specific abilities, as well as being\nused to determine what kinds of weapons and armour are\navailable to them from the Deathwatch armoury.\nDetails on awarding Renown can be found on page 270.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4879, + "rule_id": "pdf_skill_whitelist_270_athas_shouts_for_his_companion", + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4880, + "rule_id": "pdf_skill_whitelist_271_movement_meters_round_on_pag", + "title": "Movement (Meters/Round) on page 205. The last four", + "content": "metres of the Charge must be in a straight line so the attacker\ncan build speed and line up with his target. The attacker gains\na +10 bonus to his Weapon Skill Test made at the end of the\nCharge. If the Charging character is unarmed, he can attempt\nto Grapple his opponent instead of inflicting damage. See\nGrappling, page 240.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4881, + "rule_id": "pdf_skill_whitelist_272_have_missed_and_thus_no_damag", + "title": "have missed (and thus no Damage is rolled). If the Dodge Test", + "content": "fails, the attack connects and deals Damage normally. Dodge\ncan be used to avoid both melee and ranged attacks.\ndodging auto-Fire and area effect attacks\nSome attacks, such as those made with grenades, flamers,\nor guns firing semi-automatic or fully-automatic bursts, are\nespecially difficult to avoid. When Dodging an area effect", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4882, + "rule_id": "pdf_skill_whitelist_273_test_and_succeeds_with_three_d", + "title": "Test and succeeds with three Degrees of Success (68, 58, 48, 38).", + "content": "He scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4883, + "rule_id": "pdf_skill_whitelist_274_hard_20_pinning_test_or_bec", + "title": "Hard (–20) Pinning Test or become Pinned (see Pinning on", + "content": "page 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4884, + "rule_id": "pdf_skill_whitelist_275_succeeds_with_two_degrees_of_s", + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4885, + "rule_id": "pdf_skill_whitelist_276_degrees_of_success_86_76_66", + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4886, + "rule_id": "pdf_skill_whitelist_277_the_attacker_makes_a_hard_20", + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4887, + "rule_id": "pdf_skill_whitelist_278_suppressing_fire", + "title": "suppressIng FIre", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4888, + "rule_id": "pdf_skill_whitelist_279_must_make_a_hard_20_ballist", + "title": "must make a Hard (–20) Ballistic Skill Test to determine if", + "content": "his wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4889, + "rule_id": "pdf_skill_whitelist_280_helpless_see_page_248_helpl", + "title": "Helpless (See page 248): Helpless characters can", + "content": "take no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4890, + "rule_id": "pdf_skill_whitelist_281_test_to_hit_the_squig_45_10", + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4891, + "rule_id": "pdf_skill_whitelist_282_righteous_fury", + "title": "rIghteous Fury", + "content": "When rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4892, + "rule_id": "pdf_skill_whitelist_283_is_armed_with_a_weapon_a_hard", + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4893, + "rule_id": "pdf_skill_whitelist_284_primitive_see_page_143_in_a", + "title": "Primitive (see page 143). In addition, a successful hit that inflicts", + "content": "Damage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4894, + "rule_id": "pdf_skill_whitelist_285_cover", + "title": "cover", + "content": "Cover is a vital part of surviving a firefight, and a good\nsoldier knows that you go for your cover first and then draw\nyour gun. There are no penalties to Ballistic Skill Tests made\nto attack targets standing partly behind cover. However, there\nis a chance that the shot may hit the cover rather than the\ntarget. It is up to the character to decide which parts of his\nbody he is exposing when behind cover, but as a general rule,\na character firing around or over cover will have his body\nand legs concealed. If the shot would hit a body location\nthat is concealed behind cover, work out the Damage against\nthe Armour Points of the cover instead, with any excess\nbeing applied to the target as normal (see Table 8–5: Cover\nExamples for a guide to the Armour Points of different kinds\nof cover).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4895, + "rule_id": "pdf_skill_whitelist_286_damaging_cover", + "title": "DamagIng cover", + "content": "Cover is not invulnerable. Attacks can damage or destroy the\nprotection afforded by cover. Each successful hit against cover\nthat deals any amount of Damage in excess of the Armour\nPoints it provides reduces the cover’s Armour Points by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4896, + "rule_id": "pdf_skill_whitelist_287_helpless_targets", + "title": "helpless targets", + "content": "Weapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4897, + "rule_id": "pdf_skill_whitelist_288_missing", + "title": "missiNg", + "content": "Sometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4898, + "rule_id": "pdf_skill_whitelist_289_damage_he_must_make_a_hard", + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4899, + "rule_id": "pdf_skill_whitelist_290_targets_are_difficult_10_un", + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to\nWeapon Skill Tests and a –20 penalty to Dodge Tests. Unless\na character is engaged in a Grapple, he can drop Prone as a\nFree Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4900, + "rule_id": "pdf_skill_whitelist_291_plasma_explosive_grenades", + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4901, + "rule_id": "pdf_skill_whitelist_292_rest_not_counting_states_of_u", + "title": "rest (not counting states of unconsciousness) that includes no", + "content": "combat, no Psychic Powers, and no other strenuous activity,\nremoves one level of Fatigue. A full hour of rest will remove\nall levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4902, + "rule_id": "pdf_skill_whitelist_293_zero_perception", + "title": "Zero Perception", + "content": "The character is bereft of his senses\nand suffers a –30 penalty to all Tests\n(except Toughness) until he recovers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4903, + "rule_id": "pdf_skill_whitelist_294_zero_fellowship", + "title": "Zero Fellowship", + "content": "The character withdraws into a\ncatatonic state. He may not speak or\ntake Tests based on this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4904, + "rule_id": "pdf_skill_whitelist_295_blood_loss", + "title": "blooD loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage.\nCharacters suffering from Blood Loss have a 10% chance of dying\neach Round unless treated in some way. If the suffering character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4905, + "rule_id": "pdf_skill_whitelist_296_fire", + "title": "FIre", + "content": "A character suffers Damage from fire each Round he is exposed to it.\nAt the beginning of each Round after the first in which a character\nis exposed to the same source of flames (or if he is hit by a weapon\nwith the Flame special quality), he must make a Challenging\n(+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4906, + "rule_id": "pdf_skill_whitelist_297_by_dropping_prone_and_making_a", + "title": "by dropping prone and making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or\nharder depending on environmental conditions and whether the\nblazing character is able to receive any help from nearby allies. If\nthe character is wearing fully enclosed armour (including Power\nArmour), he automatically passes the Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4907, + "rule_id": "pdf_skill_whitelist_298_stunned_characters_are_conside", + "title": "Stunned characters are considered Routine (+20). In addition,", + "content": "Stunned characters cannot take Actions or Reactions such as\nDodge. A Stunned character is not helpless or unaware.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4908, + "rule_id": "pdf_skill_whitelist_299_must_make_a_challenging_0_t", + "title": "must make a Challenging (+0) Toughness Test each minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous\nactivity). If he fails, he suffers one level of Fatigue. Remember,\nany amount of Fatigue imposes a –10 penalty to all tests, and\nif a character ever has a number of levels of Fatigue in excess\nof his Toughness Bonus, he immediately falls unconscious for\n10-TB minutes. If the character has not gained a fresh source\nof oxygen by the end of the allotted time, he automatically falls\nunconscious regardless of his levels of Fatigue. If a character is\nboth unconscious and deprived of a fresh source of oxygen, he\nsuffers 1d10 Damage each Round until he dies. Armour and\nToughness cannot reduce this Damage. It is important to note\nthat Space Marines with a functioning Multi-lung implant may\nbreathe water and thus do not drown.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4909, + "rule_id": "pdf_skill_whitelist_300_unconsciousness", + "title": "unconscIousness", + "content": "Unconsciousness is usually a temporary state that typically\nresults from excessive levels of Fatigue or Critical Damage.\nThe duration of a state of unconsciousness is usually included\nin the description of the effect that caused it, but if no other\nduration is given, unconsciousness lasts for 10-TB minutes. An\nunconscious character is completely unaware of his surroundings\nand cannot take any actions. He is also treated as a helpless target\n(see Combat Circumstances, page 246). If a character fell into\nunconsciousness due to excessive levels of Fatigue, he recovers\nsome of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4910, + "rule_id": "pdf_skill_whitelist_301_useless_limbs", + "title": "useless lImbs", + "content": "Certain Critical Effects indicate a risk of permanently losing\nthe use of a limb unless the affected character succeeds at a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4911, + "rule_id": "pdf_skill_whitelist_302_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. If a character with the", + "content": "Medicae Skill is present to assist the injured character, the victim\ngains a +20 bonus to such a test. Even if the test is successful,\nthe limb must be held in a sling for 1d5+1 weeks and is useless\nduring this time. Should the Toughness Test fail, the limb must\nbe removed, requiring a character with the Medicae Skill to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4912, + "rule_id": "pdf_skill_whitelist_303_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. A failure indicates he also", + "content": "suffers 1d10 Energy Damage from the extreme cold. In both\ncases, any armour worn does not reduce the Damage incurred.\nIf a character dies in space, it takes five Rounds for his corpse\nto freeze. If a frozen corpse suffers any Damage, it shatters\ninto thousands of blood-red ice shards. There is precious little,\nexcept perhaps a daemonic pact, which can bring a character\nback from such a fate. If a character is trapped in a gradually\nworsening atmosphere, he may survive unharmed for a number\nof Rounds equal to twice his Toughness Bonus. At the end\nof this time, he will begin to experience suffocation will also\nbegin to feel the effects of depressurisation. From that point\nonwards, at the end of each Round he must make a Toughness\nTest with a cumulative –10 penalty. Success indicates that he\nonly suffers 1d5 Explosive Damage. Failure means that he\nsuffers 1d10 Explosive Damage. In both cases, armour cannot\nreduce the Damage incurred.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4913, + "rule_id": "pdf_skill_whitelist_304_his_toughness_bonus_2_x_8_1", + "title": "his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.", + "content": "He will naturally heal 1 Damage per day, but if he devotes an entire\nday to rest and recovery, he can remove 8 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4914, + "rule_id": "pdf_skill_whitelist_305_death", + "title": "Death", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nmore points of Critical Damage depending on the type of\nDamage suffered and the body location struck. If a critical\nresult indicates that the character is killed, then he is dead, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4915, + "rule_id": "pdf_skill_whitelist_306_may_be_used_in_the_normal_fash", + "title": "may be used in the normal fashion (see page 204) though it is", + "content": "lost if not spent. At the end of this period, the character will die\nregardless of any other factors. Fate Points gained as part of the\nHeroic Sacrifice cannot be burnt to save the character’s life. It\nis important to note that a Space Marine would never willingly\nput himself in the position of heroic sacrifice where doing so\nwould make his gene-seed impossible to retrieve.\nIf the character’s sacrifice was particularly meaningful and\nmade a difference to the outcome of the Kill-team’s mission, the\nGM may award the player a bonus for his next character. For\nmore details on this see page 271 in Chapter IX: The Game\nMaster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4916, + "rule_id": "pdf_skill_whitelist_307_selfish_or_selfless_goal_su", + "title": "selfish (or selfless) goal, such as personal wealth and glory or", + "content": "loyalty to allies or faith in the Emperor. The important thing\nis that it gives the GM a clear guide for how the NPC reacts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4917, + "rule_id": "pdf_skill_whitelist_308_when_things_get_messy_as_they", + "title": "when things get messy (as they always do).", + "content": "nPc BattlE-BRothERS\nA unique kind of NPC the players often encounter are\nfellow Space Marines, either of the Deathwatch or one of\nthe Adeptus Astartes Chapters. All Space Marines share", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4918, + "rule_id": "pdf_skill_whitelist_309_machine", + "title": "machine", + "content": "Perhaps the most significant group of NPCs the players\nregularly deal with are members of their Chapter, members of\nthe Imperial Guard and Imperial Navy, and representatives of\nthe Imperium in general. Collectively these NPCs are known\nas the Imperial war machine, the lumbering behemoth of\nthe Emperor’s war on the galaxy. The Imperial war machine\nis different from other kinds of NPCs the Battle-Brothers\nencounter, as typically they are constantly working with,\nabove, or under its members and ostensibly their goals\ncoincide. The Battle-Brothers will also doubtless come to\nloath and despise many arms of the Imperial armed forces as\nthey confound, confuse, and complicate their own missions as\noften as they help complete them.\nThe Imperial war machine can be best brought to life by\napplying military thinking to its workings and members. Just\nas in the real world, the Imperial military is a labyrinth of\npolicies, procedures, and protocol. Everything must be done\nin an exact order; the chain of command must be followed.\nDifferent commanders have different authorities depending\non the theatre of operations, and the various arms of the war\nmachine, such as the Navy, Guard, or Adeptus Astartes seldom\nwork smoothly together.\nRewards: The\nMark of Duty\n“My life is the Emperor’s and all my achievements are his.”\n–Part of the “Warriors Oath to the Emperor”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4919, + "rule_id": "pdf_skill_whitelist_310_missions_and_detailed_experien", + "title": "miSSionS anD DEtailED ExPERiEncE", + "content": "An alternative method of awarding detailed Experience\nPoints is to tie it to Mission Objectives. If the GM is using\nMissions in his games, he can assign an xp reward to each\nObjective based on its importance and difficulty using Table\n9–2: Detailed Experience for Missions. To work out\nhow much xp an Objective is worth, simply add together", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4920, + "rule_id": "pdf_skill_whitelist_311_renown_rewards", + "title": "REnown REwaRDS", + "content": "As well as Experience Points, characters can also be rewarded\nwith Renown Points. This is a measure of a character’s\nstanding within the Deathwatch and his reputation among his\npeers, usually earned as a result of glory earned in battle. The\ngreater a character’s Renown, the more equipment, weapons,\nand favours he will be granted by the Chapter as detailed in\nChapter V: Armoury. Renown is most commonly earned as\na reward for completing missions.\nFor each mission a Battle-Brother undertakes, he\nshould receive:\n• 1 Renown Point if all of the Mission’s Primary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Secondary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Tertiary Objectives\nhave been completed.\n• 1 Renown Point if he completed five or more Objectives\nof any kind.\n• 1 Renown Point if he completed three or more Veteran\nObjectives.\nThe GM can, of course, award Renown at any time for\nacts of individual bravery or exceptional heroism, such as\nsingle-handedly defeating a powerful foe or saving the entire\nKill-team from certain death. As a general rule, such rewards\nshould be between 1 and 3 Renown Points depending on the\ndegree of the deed, and should never be handed out more\nthan once per game session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4921, + "rule_id": "pdf_skill_whitelist_312_missions", + "title": "Missions", + "content": "Objective/Difficulty XP Award\nEach Primary Objective 300\nEach Secondary Objective 150\nEach Tertiary Objective 50\nEach Veteran Objective 100\nEach Skilled Objective 50\nEach Novice Objective 25", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4922, + "rule_id": "pdf_skill_whitelist_313_mission_archetypes", + "title": "mission aRcheTyPes", + "content": "While Missions can take any form of the GM’s choosing,\nKill-teams often find themselves deployed for tasks based on\ntheir unique skills and abilities. These tasks often represent\ndifficult and dangerous jobs unsuited to anyone but the best\nthe Imperium has to offer.\nListed below are six typical Mission archetypes for a\nDeathwatch Kill-team that the GM can use as the basis for\ncreating his own Missions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4923, + "rule_id": "pdf_skill_whitelist_314_assassination", + "title": "aSSaSSination", + "content": "By its nature, a Deathwatch Kill-team excels at exterminating\ndangerous and powerful enemies of the Imperium. Where an\narmy might fail, a small squad of elite highly trained warriors\ncan succeed in infiltrating the ranks of the enemy and\neliminating their leaders. Typically Assassination Missions\ninvolve being dropped behind enemy lines or deployed onto", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4924, + "rule_id": "pdf_skill_whitelist_315_an_enemy_vessel_sometimes_in", + "title": "an enemy vessel (sometimes in the midst of a space battle)", + "content": "and seeking out a particular foe. They can sometimes be more\nsubtle and take place in relatively safe surroundings, such as\nImperial worlds or on diplomatic missions. In this latter case,\nthe Kill-team must tread lightly and use their wits to uncover\ntheir foes before bringing down the righteous fury of the\nEmperor and sending them screaming into the dark.\nAn Assassin Mission always has at least one Primary\nObjective focused on killing the target, which is then graded\nin difficulty based on the strength and deadliness of the foes\nthey need to exterminate. Secondary and Tertiary Objectives\nusually either cover the elimination of additional targets (such\nas bodyguards or lieutenants of the main target) or entering or\nexiting secure enemy territory or fortresses. Assassin Missions\noften involve themes such as Stealth and Recon as well as\nXenos or Daemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4925, + "rule_id": "pdf_skill_whitelist_316_recovery", + "title": "REcovERy", + "content": "Kill-teams are not always used for the purposes of\nexterminating the enemy. Battle-Brothers sometimes find\nthemselves dispatched to rescue an important Imperial agent,\nrecover a vital artefact, or even capture an enemy commander\nfor Imperial interrogation. Recovery Missions are almost\nalways more difficulty than simple search-and-destroy\nMissions, as the Battle-Brothers must ensure the protection of\ntheir item, be a person or object. Conveying a captured enemy\nor rescued prisoner can also create its own special problems if\nthey are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\nA Recovery Mission’s Primary Objective is typically the\nsuccessful capture or rescue of the person or item and its return\nto the Deathwatch. The difficulty of this objective can then\nbe altered to reflect the nature of the person or object and\nits current location. Secondary and Tertiary Objectives can\ninclude the recovery of additional targets or objectives related\nto the primary target (such as advisors and family in the case\nof people, or ciphers and keys in the case of objects). They\ncan also include intelligence gathering or the elimination of\ntargets of opportunity while the Kill-team is behind enemy\nlines. Recovery Missions often involve themes such as Stealth\nand Recon as well as Xenos or Daemonic depending on the\nnature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4926, + "rule_id": "pdf_skill_whitelist_317_interaction_skills", + "title": "inTeRacTion sKills", + "content": "Chapter III: Skills presents a number of Interaction Skills\nsuch as Charm, Command, Deceive, and Intimidate. These are\nbasic Fellowship Skills, meaning any characters can employ\nthem, albeit at a reduced rate if he doesn’t have the Skill.\nTo befriend another, a player would use Charm; to issue an\norder, he would use Command; to fool or dupe, he would use\nDeceive; and to frighten, he would use Intimidate. Together,\nthese Skills offer the discreet tools for interacting with the\npeople of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4927, + "rule_id": "pdf_skill_whitelist_318_using_interaction_skills", + "title": "uSing intERaction SkillS", + "content": "Usually, a player doesn’t need to test Skills to interact with\nother characters. He simply plays the role of his character. The\ninteractions between the player, in the role of his character, and\nthe GM, in the role of the NPC, determine the outcome of the\nconversation. As in any situation with dramatic consequences,\nthough, a player should make an appropriate test if there are\nconsequences for failure, or if success would advance the plot\nin a considerable way. Examples that would require a test\ninclude trying to convince an NPC to do something that he\nor she would ordinarily not do, such as spilling information\nabout a secret, accepting a bribe and so on. Ultimately, when\na player does or does not make a test is up to the GM. He has\nfinal say about the circumstances of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4928, + "rule_id": "pdf_skill_whitelist_319_insanity_points_ip_and_corru", + "title": "Insanity Points (IP) and Corruption Points (CP) are Characteristics", + "content": "that characters gain during play. Both of these scores begin at 0\nwhen a player starts and increase over time as damage is done", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4929, + "rule_id": "pdf_skill_whitelist_320_fear", + "title": "feaR", + "content": "Fear comes into effect when a person faces unnatural horrors\nand mind-bending foes, or when he is called on to battle\nagainst terrifying aliens, insane perversions of science, and\nnightmarish entities from the warp. When a PC is confronted\nby such a frightening event or adversary, he must take a Fear\nTest; this is a Willpower Test, modified by how frightening\nthe thing is. If the PC passes this test, then he may continue\nto act as normal. If he fails, however, he succumbs to Fear.\nanD thEy Shall know no fEaR...\nSpace Marines do not deal with Fear as do other men. They\nare only marginally affected by fearsome foes and then\nonly by those of truly mind-breaking terror. The Fear rules\npresented in this section are intended to be used either on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4930, + "rule_id": "pdf_skill_whitelist_321_each_degree_of_fear_the_creatu", + "title": "each Degree of Fear the creature possesses (see below).", + "content": "If the Battle-Brother is in Squad Mode, the Kill-team\nsuffers a point of Cohesion Damage for every Degree of\nFear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers,\nsee below). When facing multiple Fear-causing foes, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4931, + "rule_id": "pdf_skill_whitelist_322_fear_1_disturbing_0_viewing", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nweeping statues, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4932, + "rule_id": "pdf_skill_whitelist_323_fear_2_frightening_10_meet", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "know to be dead, being buried alive, major supernatural\nor psychic phenomena—the skies raining blood, a\npainting forming shrieking mouths, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4933, + "rule_id": "pdf_skill_whitelist_324_fear_3_horrifying_20_sudde", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "inexplicable death (the man next to you on the shuttle\nsuddenly dies, vomiting maggots), hideous moments\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\nacross a whole planet, etc.\nFear 4-Terrifying (–30): Experiencing a fullscale daemonic incursion, discovering your failure\nis responsible for the deaths of millions, staring\nunprotected into the warp.\nTable 9–8: The Insanity Track\nInsanity Points Trauma Modifier Effect\n0–30 +0 —\n31-60 –10\nPrimarch’s Curse\nLevel 1\n61–90 –20\nPrimarch’s Curse\nLevel 2\n91–99 –30\nPrimarch’s Curse\nLevel 3\n100+ —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4934, + "rule_id": "pdf_skill_whitelist_325_should_be_a_tertiary_objective", + "title": "should be a Tertiary Objective (see page 230) and can be", + "content": "literally anything, even something that is completely at odds\nwith the Mission’s primary goal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4935, + "rule_id": "pdf_skill_whitelist_326_of_himself_this_is_not_after", + "title": "of himself (this is not, after all, possession) but his personality", + "content": "may change, he will choose actions that might be out of\ncharacter, and he may muse wistfully about his role in battles\ncenturies past.\nThe GM should have the player develop his ancestor’s\npersonality independently and encourage him to roleplay it\nwhen affected by this Trauma.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4936, + "rule_id": "pdf_skill_whitelist_327_endless_redemption", + "title": "EnDlESS REDEmPtion", + "content": "Some Battle-Brothers feel the weight of the Imperium on their\nshoulders and consider themselves solely responsible for the\npreservation and protection of the Emperor’s domain. This is\nwhere the lines of duty and fanaticism can become blurred,\nand the reality of battle becomes mired in the individual’s\npersonal zeal. This is known as the endless redemption, a sin\nof duty carried by the Battle-Brother that can never be repaid\nregardless of the amount of glory or blood laid at its feet.\nThe Battle-Brother is driven by duty and must not fail at\nall costs. When undertaking a Mission, he must attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4937, + "rule_id": "pdf_skill_whitelist_328_he_must_make_an_easy_20_per", + "title": "he must make an Easy (+20) Perception Test. If he passes", + "content": "the test, he may only take a Half Action on his next Turn as his\nnostrils are flooded with the spore of his prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4938, + "rule_id": "pdf_skill_whitelist_329_the_imperium", + "title": "The Imperium", + "content": "of Man\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million\nworlds in our domain, a million times a million lives have been\nsacrificed, that Mankind might stand but one day more.”\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4939, + "rule_id": "pdf_skill_whitelist_330_officio_assassinorum", + "title": "officio AssAssinorum", + "content": "The Office of Assassins is a vital tool of Imperial government.\nIf planetary governors prove rebellious, assassination may be\nthe most practical remedy. Even the ranks of the Adeptus Terra\nare not safe from the attentions of the dreaded assassins.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4940, + "rule_id": "pdf_skill_whitelist_331_the_ages_of_humanity", + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\nother mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity\non the brink of extinction.\n30th Millennium—The Great Crusade\nEarth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp\nstorms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and\ncreates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that\nlasts for two hundred years.\n31st Millennium—The Horus Heresy\nWarmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and\nleads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single\ncombat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension\nto the life-sustaining Golden Throne can save him. The Age of the Imperium begins.\n31st to 41st Millennia—The Age of the Imperium\nHumanity is bound within the organisations and societies of the Imperial administration. The\nEmperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human\nsacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad\nperils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance\nof the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge\nin ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp\ncreatures and alien domination are steadily gaining power in spite of every effort to suppress them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4941, + "rule_id": "pdf_skill_whitelist_332_imperium", + "title": "imperium", + "content": "“On this world, my word shall be heeded as that of the Emperor. The\nsouls of my subjects belong to Him, but their bodies belong to me.”\n–King Lamok, Imperial Commander and ruler of Woebetide\nThe vast majority of the Imperium’s worlds are ruled by\nan individual called an Imperial Commander or Imperial\nGovernor. Those that are not are most likely to fall under the\ndirect control of one of the Imperium’s organisations, such as\nthe Space Marines or the Adeptus Mechanicus, and in such\ncases a senior member of that organisation holds the additional\nrank of Imperial Commander.\nEach world in the Imperium is, to all intents and purposes,\nautonomous. Of course, this self-rule is subject to various\nconditions, the greatest of which is that its leader renders due\ntithes to the Imperium, in the form of resources and military\nunits, and maintains a strict cull of its psyker population.\nBeyond these responsibilities, planets are largely free to\nadminister themselves as they see fit.\nAlthough every planet has an individual who holds the\nrank of Imperial Commander, the exact form of governance\nvaries enormously. On most worlds, the Imperial Commander\nhas inherited the title from a long line of predecessors, perhaps\nbeing able to trace the lineage back to the world’s first colonists,\nliberators or conquerors. Other planets are ruled by a council,\nthe chair of which holds the rank of Imperial Commander so\nlong as he presides. On a small number of worlds the populace\ndecides who will rule them, though such regimes rarely survive\nin the age of war that is the 41st Millennium.\nAlthough each world is effectively independent, the\nImperium is divided up into sectors and sub-sectors. The\nworlds of these regions are often interdependent to some\ndegree. For example densely populated Hive worlds rely\non nearby agricultural worlds to feed their populations.\nEven if not directly dependent, there exists some manner\nof federation, for the benefit of trade and mutual defence,\nwhich is normally presided over by a Sector Lord, a powerful\nindividual appointed by the Adeptus Terra. Sector Lords do\nnot have direct control over Imperial Commanders and their\nworlds, but they do have a lot of control over trade and other\nmatters affecting how the world interacts with the Imperium at\nlarge, a fact that often gives them great influence and leverage\nover Imperial Commanders that rely on other planets to\nsustain themselves.\nThe Administratum has devised a characteristically complex\nsystem for cataloguing the functions of the Imperium’s worlds.\nWhile some relate to the world’s environment, most describe\nthe function the planet serves within the Imperium itself. The\nmore common types are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4942, + "rule_id": "pdf_skill_whitelist_333_planetary_assaults", + "title": "planeTary assaulTs", + "content": "Planetary assaults are a common type of warfare in the Imperium.\nOften a world will fall before aid can arrive, and the Imperium’s\narmies must force a contested landing in order to reclaim it.\nSome planetary assaults are undertaken by small, elite formations\nsuch as Space Marines, striking at the very heart of the enemy.\nCommand bunkers, defence installations, communications\nnodes and logistical centres are all targeted, with Space Marines\ndeploying via drop pods into the midst of their foe. Very few\ndefenders can withstand such an attack, and it is not uncommon\nfor the entire chain of command to collapse when the upper\nechelons are attacked in this way.\nThe other type of planetary assault is the massed landing.\nFar from the surgical strike of Space Marine insertion, a massed\ndrop involves thousands of troops deploying by drop ships large\nenough to carry entire regiments of infantry or hundreds of\nbattle tanks. There is no subtlety to such landings. The Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4943, + "rule_id": "pdf_skill_whitelist_334_suppressions", + "title": "suppressiOns", + "content": "A suppression is a punitive war, launched against a world for\nthe security of the surrounding region. It may be fought against\ninsurgent elements on an Imperial world, or against the Imperial\nCommander himself, who has perhaps withheld tithes, given\nsuccour to traitors or otherwise refused to adhere to the dictates\nof the Adeptus Terra. A suppression might be launched against\nan alien civilisation that has threaten the Imperium’s worlds or\nin order to forestall an anticipated invasion.\nSuch punitive wars are normally intended to be sharp and\nshort, and to bring about a specific set of strategic circumstances.\nOf course, suppressions may fail in their objectives, and escalate\ninto full blown wars consuming millions of lives and lasting\nmany years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4944, + "rule_id": "pdf_skill_whitelist_335_the_military_machine", + "title": "The miliTAry mAchine", + "content": "“Every one of us is a soldier in the Emperor’s armies. From the\ninductee-cadet learning for the first time how to field-strip his lasgun,\nto the most accomplished Chapter Master of the Adeptus Astartes.\nAll of us must fight, or all of us shall die.”\n–Fundaments of Service, Verse I.\nEvery world in the Imperium must look first to its own defence,\nfor aid against external aggression or mass uprising can take\nmonths to arrive, by which time the Imperial Commander’s head\nis likely to be mounted upon a spike over the burned out ruins\nof his former palace. In order to defend against pirate attack,\nrebellion, alien invasion or any other threat, each world maintains\nsome form of planetary militia. The number and nature of such\na force varies enormously, dependent upon the type of world. A\ndensely packed Hive world, for example, is able to raise many\nmillions of troops, and due to its huge industrial base is likely to\nbe able to equip its forces well. A less populated world is able to\nraise far fewer troops, but may be able to make up for the lack of\nnumbers in specialised skills. The Jungle Fighters of the Death\nworld of Catachan are a case in point. Few warriors in the entire\ngalaxy are able to match them in their native environment, and\nthey are such tough and determined soldiers that their skills are\never in demand regardless of the nature of the warzone.\nIn addition to his duty of providing troops, the Imperial\nCommander must also render heavy equipment, in the form of\ntanks, troops transports, artillery, and the like. Due to the nature\nof the Standard Template Construct, these are likely to be of\na standardised type common to most worlds in the Imperium.\nSometimes a world may produce equipment of an unusual pattern,\nbut these rarely join the ranks of the Imperial Guard due to the\ndifficulties in maintaining them. The Imperial Commander is\nalso obliged to provide massive reserves of arms and ammunition\nto the regiments raised from his world, and to maintain such\nstocks against future emergencies in nearby warzones.\nPlanetary defence forces go by any number of names and\nare organised and equipped according to the vagaries of local\ncustom. Some appear more ceremonial than functional, wearing\ngaudy uniforms and ornate armour, yet are recruited from highly\naccomplished warrior classes. The warriors of other militias\nappear more like rag-tag bandits, but are nonetheless hard bitten\nveterans and the match for any Imperial Guard unit.\nWhen required to provide troops for the Imperial Guard,\nthe Officio Munitorum demands the very best of an Imperial\nCommander’s defence forces. Withholding his elite units has\nproven the downfall of many an Imperial Commander, for often\nhe is held accountable for the performance of those troops he\nhas provided. If required by ongoing wars to provide more\nregiments, it is quite possible for a world’s militia to be stripped\nof its manpower entirely, making mass conscription a necessity,\nregardless of the effects on the planet’s economy.\nUpon joining the ranks of the Imperial Guard, the troopers of\nthe defence forces may come into contact for the very first time\nwith a whole range of troops they have never seen before. They\nmay fight beside lumbering Ogryns or stealthy Ratlings, and\nmay even share a battlefield with the legendary Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4945, + "rule_id": "pdf_skill_whitelist_336_deathwatch", + "title": "Deathwatch", + "content": "“How many have given their lives in service to Humanity, their\nnames never to be recorded, their deeds never to be celebrated? The\nDeathwatch seek not laurels; it is sufficient that the Emperor knows\nour names and our deeds.”\n–Deathwatch Brother Sergeant Ghalis (three days before his\ndeath at the claws of an Uberlord of the Nebulax Diaspora).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4946, + "rule_id": "pdf_skill_whitelist_337_the_deathwatch", + "title": "The DeaThwaTch", + "content": "The Deathwatch operates under conditions of great secrecy;\nits existence is not widely known nor are its victories widely\ncelebrated. The Chapter’s origins are even more shrouded in\nsecrecy, for they are born of a solemn pact made between the\nInquisition and the Adeptus Astartes.\nCenturies ago, a conclave of Inquisitor Lords—the\nApocryphon Conclave of Orphite IV—convened with the\nsole purpose of formulating an Imperium-wide strategy to\ncombat the many xenos threats that assailed Mankind. The\nmembers of this conclave were, in the main, drawn from the\nranks of the Ordo Xenos, all of whom shared the belief that\none day, there would come a time when Humanity would be\nconsumed by slavering xenos beasts, or enslaved to creatures\nof unutterably alien origins. They foresaw an age when every\nalien life form in the galaxy, and others from beyond it, might\nrise up and the Age of the Imperium would come to an end.\nThey had no inkling when such a terrible age might come,\nbut they knew with dreadful certainty that it surely would,\nand they determined that no effort should be spared to avert\nsuch an end.\nThe conclave sat for many years, and bitter debate raged\nback and forth between Inquisitor Lords of many different\npositions. Some believed that every trace of alien life should be\npurged from the galaxy, while a few advocated the formation\nof alliances with those races that could be tolerated. Some\nspoke of ancient, god-like beings that have slumbered since\nbefore the creation of Mankind awakening to enslave the\ngalaxy, while others foresaw that death would come at the\nhands of invasion from other galaxies entirely. While many\nInquisitor Lords declared the conclave itself an admission of\ndefeat for even countenancing that Mankind might not prevail\nagainst these threats, wiser counsel prevailed, and a strategy\nwas eventually formulated. The conclave would request an\naudience with the assembled Chapter Masters of the Adeptus\nAstartes, and ask of them a solemn undertaking.\nHow many Chapter Masters assembled to hear the\nwords of the conclave is not known, for such an event has\nonly occurred a handful of times in the long history of the\nImperium. Nor were the words of the Inquisitors recorded\nfor posterity. Certainly, enough Chapter Masters must have\nanswered the call, for a quorum of sorts was convened. The\nconclave presented its prophecy to the Chapter Masters,\nevoking the galaxy-wide threat of the ravening xenos. The\nChapter Masters, every one a veteran of a thousand campaigns\nagainst the terrors of the void, listened to the Inquisitors’\nwords, and withdrew to consider the matter.\nThe results of the Chapter Masters’ deliberations were\ndelivered to the conclave at sunrise the next day. Each of the\nMasters and Inquisitors undertook a solemn oath together.\nThey would form a new Chapter, consisting of veteran Space\nMarines highly experienced in combating the xenos. This\nChapter was dubbed the ‘Deathwatch’, for it would stand\nguard against the doom foretold by the conclave. Thus, to\nthis day, this joint oath still stands. The Battle-Brothers of\nthe Deathwatch take the war against the alien to the very\ndarkest reaches of the void, bringing to bear such force\nas no individual Inquisitor could hope to muster. In this\nmission, the Ordo Xenos and the Deathwatch are equals,\nthe Inquisitors rooting out the foes for the Deathwatch to\neradicate. While neither party is subject to the command of\nthe other, both work in concert towards their common goal,\naccording to those oaths made centuries ago. The two work\nclosely together, ever watchful for that fateful day when the\nprophecies of the conclave are realised.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4947, + "rule_id": "pdf_skill_whitelist_338_deathwatch", + "title": "DeaThwaTch", + "content": "The Deathwatch has at its disposal all of the resources of\nany other Chapter, and more, yet it is organised along\nentirely different lines more suited to its unique mission.\nThe key tactical unit into which Deathwatch Space Marines\nare organised is the ‘Kill-team’. This small, highly flexible\nunit represents a band of warriors utterly dedicated to their\nmission and to one another. The Kill-team may consist of as\nfew as three Battle-Brothers or as many as a dozen, and their\nmissions are assigned to them by a Watch Captain. A number\nof Kill-teams are brought together under the command of a\nWatch Commander, who is responsible for coordinating the\nmissions of all of the Kill-teams under his command.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4948, + "rule_id": "pdf_skill_whitelist_339_watch_fortresses", + "title": "waTch fOrTresses", + "content": "A Watch Commander and all of the Kill-teams under his\ncommand are based in a Watch Fortress. Such places can take a\ngreat many forms; some are mighty deep space stations, while\nothers are imposing, fortified keeps on a planet’s surface. Some\nare impenetrable installations many miles below ground, while\nothers still are hollowed out asteroids bristling with weaponry\nand protected from prying eyes by arcane cloaking systems.\nWithin each Watch Fortress the Kill-teams train and prepare\nfor coming missions. Each fortress combines the functions of\ncommand centre, keep, archive, garrison and more. The Watch\nCommander often coordinates the monitoring of a hundred\ndifferent threats; or his attentions might be focused exclusively\non one single, overriding concern towards which all of his\nefforts are turned. The commander is assisted in his duties by a\ncadre of specialists, some of whom are Space Marines, such as\nTechmarines, Apothecaries and the likes, while many more are\nthe equivalent of Chapter Serfs. Some are specialists seconded\nfrom the staff of one or more Inquisitors, while the greatest\nnumber are mono-task Servitors.\nAmongst the most important members of the staff are the\nAstropaths, several of whom are always present in any Watch\nFortress. At all times, at least one Astropath is locked in an\narmoured saviour-chamber (sometimes referred to as the ‘ebon\ncoffin’) with its own life-support system, which is isolated from\nthat of the fortress. In the event of the facility being overrun,\nit is intended that this Astropath will survive long enough to\ntransmit a message to the nearest Inquisitorial bastion or Space\nMarine home world. Getting such a message out is far more\nimportant than the Astropath’s survival of course, and many\nhave committed suicide rather than fall into enemy hands, once\nreasonably certain their message has been received. That being\nsaid, one Astropath in the service of the Inquisition is known\nto have survived for six months within his saviour-chamber,\nwhile hideous Drugh slithered around the fortress and rasped\nineffectually at the chamber’s armoured hatch. By the time the\nfortress was retaken, the poor soul was quite insane, and put\nout of his misery soon after.\nThe number of Kill-teams stationed in any given Watch\nFortress varies enormously. Some are home to only a handful\nof Battle-Brothers, while others host several dozen Kill-teams.\nDespite the small number of warriors stationed on even the\nlargest Watch Fortress, it would be suicide for an enemy\nto attempt an attack on one, even if its location could be\ndetermined. Each bristles with weaponry, much of it controlled\nby hard-wired Servitors or fired remotely by the Watch\nCommander’s staff. Some are even said to be protected by\ngreat cannons and banks of missiles controlled by autonomous\nmachine spirits.\nAt the heart of each fortress is to be found a sealed vault,\ncontaining the most sensitive and valuable of assets. It is said\nthat some of these vaults are encased within stasis fields;\nthat time stands still within and even the most ancient and\ncrumbling parchments can be preserved. Other vaults are said\nto be encased within quantum-displacement fields, so that they\nare not actually located in the Watch Fortress at all, but exist out\nof phase with it so that even should the fortress be destroyed\nthe contents at its heart will survive. Exactly what is kept\nwithin these vaults depends upon the mission of the fortress\nand the threats it guards against. Some contain vast libraries\nof forbidden texts, knowledge so terrible they may only be\nconsulted when the very fate of Humanity itself hangs in the\nbalance. Alien artefacts of unknown or devastating potency\nmight also be sealed within the vault, affording the savants of\nthe Ordo Xenos the opportunity to study them whilst they are\nkept out of the hands of those who would use them for the\ndetriment of Mankind. Some Watch Fortresses even maintain\na stock of the most exotic of weapons, which are kept safe in\nthe vault and only brought forth in the most dire of situations.\nHere are found the warheads of the cyclonic torpedoes used to\nenact Exterminatus upon a world. Some weapons are unique\nand so potentially devastating they may never be disturbed, the\nsingular relics of the Dark Age of Technology. This includes\nsuch artefacts as the anti-baryon detonator held in a Watch\nFortress at the heart of the Ghoul Stars, and the super-massive\n‘starbane’ vortex cascade generator secreted within the eonlocked Ormand Repository near the Ring of Fire.\nAside from these sealed stocks of weaponry, each fortress\ncontains vast stores of more conventional arms and ammunition.\nSufficient stores to last for centuries without re-supply are held\nin the Watch Fortresses, as well as all of the heavy equipment\nnormally utilised by the Space Marines such as artillery and\nvehicles. Many of the weapons are venerated relics, crafted by\nlong-dead master-artisans whose names have become legendary\namongst the Space Marines.\nThe larger of the Watch Fortresses are home to all manner\nof training facilities. In vast domes, unique environments can be\nrecreated in which the Battle-Brothers can perfect their battle\ndrill and rehearse their missions. Some of these domes have\nbeen stocked with life forms, such as Death world flora and\nfauna, in order to create the most realistic training conditions\npossible. It has even been known for captured aliens to be set\nloose in the training domes, to be hunted down by the Killteams in deadly mission simulation exercises.\nAlthough no resource is spared the Kill-teams, it is usual\nthat each Battle-Brother lives an austere existence in the Watch\nFortress. It is common for each to maintain a personal shrine,\nat which he undertakes the devotions and rites particular to his\nown Chapter. A Battle-Brother seconded from the Ultramarines\nChapter, for example, might maintain a simple chapel dedicated\nto the Primarch Roboute Guilliman, while one drawn from the\nMortifactors Chapter might keep vigil before the flensed skulls\nof a hundred slain enemies. When not engaged upon a mission\nor a training exercise, and not meditating at his own chapel, the\nSpace Marine may rest in a cell which is seldom more than a\nbare, stone-walled chamber. Space Marines require little sleep\nhowever, and most of the their time is spent either in battle, or\npreparing for it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4949, + "rule_id": "pdf_skill_whitelist_340_deathwatch", + "title": "DeaThwaTch", + "content": "Upon joining the ranks of the Deathwatch, the Battle-Brother\nenacts a ritual in which his armour is repainted black. Not all\nof the armour is repainted however, for the right shoulder\nplate is left in its original colour so that the Brother’s parent\nChapter may be known. To obscure one’s Chapter icon is\nregarded as an act that would anger the armour’s war-spirit\ngreatly and invite its ire at a crucial moment in battle. Thus,\nthe origins of any Deathwatch warrior are clearly visible by\nthe heraldry displayed upon his right shoulder.\nOn the warrior’s left shoulder he bears with great pride\nthe ornate heraldry of the Deathwatch. The shoulder plate\nand the entire left arm is electroplated silver, and polished\nto a high shine. At the centre of the plate is the icon of\nthe Deathwatch — the Inquisitorial ‘I’, mounted with a\ndeath’s head and crossed bones. Around the icon passages\nfrom various devotional texts are engraved, including the\nCatechism of the Xenos and the Third Abjuration of Terra.\nSuch passages remind the Brother of his duty at all times, and\nit is not uncommon for him to recant the lines of such prayers\nin battle, steeling his heart and those of his comrades against\nthe evil of the xenos.\nAside from these details, the armour of a Deathwatch\nwarrior is often decorated with a combination of purity seals\nand holy icons and symbols unique to his parent Chapter.\nSpace Wolves, for example, commonly adorn their armour\nwith all manner of runes and talismans derived from the culture\nof their home world of Fenris, and these can often be seen\non the armour of Space Wolves serving in the Deathwatch.\nBlood Angels Space Marines are known to bear many small\nteardrop icons, while the Battle-Brothers of the Dark Angels\nChapter often carry small winged sword pendants.\nThe longer he serves in the Deathwatch, the more adorned\nwith purity seals and devotional scripts a warrior’s armour\nbecomes. Having faced the vilest horrors of the galaxy, the\nBattle-Brother knows that ultimately, it is faith that defeats\nthe xenos. While he carries the very finest arms and armour\navailable, purity is the most deadly weapon the Deathwatch\ncan bring to bear against their foe.\nwargear Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4950, + "rule_id": "pdf_skill_whitelist_341_deathwatch", + "title": "DeaThwaTch", + "content": "The Inquisition and the Deathwatch have access to a huge\nrange of weapons and artefacts that even the Space Marines\ndo not have. Quite apart from the highly specialised or unique\nitems, every single Deathwatch Space Marine is equipped with\nthe best wargear possible. Every boltgun is an artificer-crafted\nwork of art, created and maintained by the finest weaponsmiths in the galaxy. Every suit of armour has been handed\ndown through generations of warriors, and is imbued with\nthe spirit of each. Every Space Marine that takes up a weapon\ngives unto it something of himself, and in return is blessed\nwith the protection of his forebears.\nMany of the weapons and suits of power armour in the\narmoury of the Deathwatch are revered as holy icons. Many\nhave individual names, taken from a former bearer or a great\ndeed performed. There are boltguns with names such as ‘Brother\nKalk’s Reaper’ and ‘Bane of Piscea’. There are suits of power\narmour called ‘Lord Odeck’s Deliverance’ and ‘Iron Spirit’.\nIn addition to the masterful craftsmanship with which each\nitem of wargear is maintained, much of the equipment of the\nDeathwatch utilises improvements and modifications known\nonly to the most senior of tech-adepts. It is a testament to the\nChapter’s status that it has access to the very highest echelons\nof the Cult Mechanicus, and to technological marvels beyond\neven the reach of the Space Marines. Perhaps the most obvious\nexpression of this access is to be seen in the many types of\nhighly specialised ammunition the Chapter uses. Through\ncountless engagements, the Chapter has developed specialised\npoisons keyed to the biology of specific aliens, and these can be\ndelivered by way of specialised bolt rounds. The Deathwatch\nmakes use of tracking devices that utilise otherwise lost\nbranches of technology, including electro-magnetic scanners,\nmotion detectors and co-efficient prognostication units. Each\nBattle-Brother commonly bears equipment only carried by\nspecialists in his own Chapter, ranging from melta-bombs to\nthe highly prized vortex grenade.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4951, + "rule_id": "pdf_skill_whitelist_342_the_deathwatch_and_the_codex_a", + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\nKill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced.\nIt is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience\na period in which they must adjust to this foreign mode of organisation. This is especially the case when it\ncomes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors.\nIn practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that\ndo are often the most highly effective of warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4952, + "rule_id": "pdf_skill_whitelist_343_deathwatch_missions", + "title": "DeaThwaTch missiOns", + "content": "“He who allows the alien to live, shares its crime of existence.”\n–Inquisitor Apollyon\nThe ancient oaths under which the Deathwatch was formed bind\nit to the combating of the xenos menace, wherever it may be\nfound and whatever form it might take. The missions undertaken\nby the Deathwatch are many and varied, and range from standing\nsentinel against a general threat to accompanying an alienhunting Inquisitor in a desperate mission beyond the fringes of\nknown space. Despite the variety of mission profiles in which\nthe Deathwatch excels, there are a number that form the basis of\nmost operations.\nOne of the simplest, yet arguably the most taxing, duties of\nthe Deathwatch is to stand eternal vigil against the actions of the\nxenos. This is the basis of the system of Watch Fortresses and\nWatch Stations. Each is located in an area where there exists a\nknown threat, or in a strategically significant region through which\nsuch a threat might approach Imperial worlds. An example of the\nformer would be a Watch Station placed on the outer reaches of\na system known to harbour the remains of an ancient xenos race,\nwith its mission being to guard against the enemy’s return. An\nexample of the latter would be a Watch Fortress positioned at the\nconfluence of known warp routes, along which alien invasions are\nknown or are likely to travel.\nInvestigation of potential threats is a vital task of the Deathwatch.\nIndividual Kill-teams are often called upon to perform sweeps of\nareas in which dangerous aliens are suspected of operating. Newly\ndiscovered worlds, visited by Explorators or Rogue Traders may\nbe judged as dangerous, and require a Deathwatch investigation,\nsometimes accompanied by an Inquisitor or other specialists. Such\nmissions can be perilous and the Kill-teams must be well prepared\nto face any threat. They are frequently undertaken far from any\npossibility of reinforcement or rescue should things go awry, so\nthe Battle-Brothers must look to each other for support, and\ncarry with them as much ammunition as possible. Investigation\nmissions can take the Kill-team to a staggering variety of worlds\nand environments, all of which its members must be prepared for.\nThe Battle-Brothers might be expected to cross a burning desert\nof jagged sulphur crystals, or acid swamps infested with alien\npredators. In all likelihood, intelligence as to the nature of any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4953, + "rule_id": "pdf_skill_whitelist_344_catechism_of_the_xenos", + "title": "CATECHISM OF THE XENOS", + "content": "To be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4954, + "rule_id": "pdf_skill_whitelist_345_deathwatch", + "title": "Deathwatch", + "content": "“Vigilance shall be our fortress and the future its protectorate.”\n–attributed to Roboute Guilliman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4955, + "rule_id": "pdf_skill_whitelist_346_watch_fortress_erioch", + "title": "WATCH FORTRESS ERIOCH", + "content": "“A warrior’s heart should be as iron: Unforgiving, unyielding, and\nuncaring of all except duty. With such a heart, a warrior can stand\nagainst the terrors of the universe unbowed and unbroken.”\n–Attributed to Ferrus Manus\nWatch Fortress Erioch is a vast space bastion that lies in the\nouter reaches of the Erioch system in the untamed void between\nthe Canis and Acheros salients. It is situated in a stellar dead\nzone populated by only a handful of failing, ancient stars—of\nwhich Erioch itself is one. A brutal mass of armoured basilica,\ndomes, and spires, the Fortress bristles with enough armament\nto rival a sizable battlegroup of warships, largely concealing the\nfact that underneath the Imperial ceramite and firepower, it is\nbuilt on a ruined artefact that was old when Terra’s star was\nfirst forming. Within it is a vast maze of echoing, dust-carpeted\ncorridors that wander past silent chapels and armoured vaults\nsealed with adamantine doors. Beneath war-tattered banners of\nglories past, the Battle-Brothers of the Deathwatch in residence\nmove between cells, practice ranges, armouries and briefing\ntheatres like spectres in a dead city, their numbers swallowed by\nthe vast and labyrinthine nature of the fortress.\nWithin the Watch Fortress, the Deathwatch gathers to rearm,\ntrain, and report. From here, Kill-teams are dispatched on\nmissions to every corner of the Jericho Reach, and sometimes\nbeyond. The Fortress contains vast command cathedrals where\nWatch Captains come to discuss strategy, developments within\ntheir assigned vigils, and consult with the Inquisitor of the\nChamber and Master of Vigilance. Alongside the towering\nAdeptus Astartes scurry the far more numerous servitors and\nhooded, mind-wiped serfs that keep the Fortress alive and\nfunctioning. These lobotomised or oath-bonded servants crew\nthe Watch Fortress’s weaponry, and serve under the eyes of the\nForge Master in the maintenance of its machine spirits, their\npasts shorn from them by mental conditioning. They remember\nnothing of their history, and know no life beyond the fortress\nand the demands of their duty.\nhe Watch Fortress could hold an entire Chapter of Adeptus\nAstartes with ease, but its records show that there are rarely\nmore than a few score Deathwatch garrisoning it at any time.\nEven during the grim events of the Council of the Ascension", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4956, + "rule_id": "pdf_skill_whitelist_347_of_successes_the_crusade_forc", + "title": "of successes, the Crusade forces (often parcelled out piecemeal)", + "content": "met with repeated delays and, in some theatres, outright defeat\nat the hands of the vile and heretic inhabitants of the Reach’s\ncore worlds. Meanwhile, the Tau appeared to press the matter by\ntheir incursions into the region. The Crusade had begun to stall\ndangerously, its forces slowly declining from hundreds of minor\nengagements, while Achilus’s intransigence caused discontent\nwith his Space Marine and Mechanicus allies who pressed for\nmore decisive action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4957, + "rule_id": "pdf_skill_whitelist_348_fortress_spite", + "title": "FORTRESS SPITE", + "content": "Spite is the Fortress world from which Lord Commander\nEbongrave marshals the Imperial Crusade against the Tau. It is\na world recovering from a terrible attack by human malcontents,\nwidely assumed to have been supported by the Tau, which killed\nmillions and left Spite a ruined and shaken planet. Captured\nrelatively intact from Tau infiltrators early in the Crusade, Spite\nis a heavily settled and industrialised world, which turned its\nwhole production over to the war effort. Less than three years\nago, it was subject to an unexpected and devastating attack\nknown as the Blasphemy.\nFanatics calling themselves the Vengeance Sept hijacked a\nfactory ship loaded with fuel and crashed it into a major fault\nline on Spite’s largest continent. The resulting earthquakes and\nvolcanoes devastated several cities and rendered vast swathes of\nthe continent uninhabitable. Fortress Spite has barely been able\nto function as a military headquarters since the Blasphemy, and\nrefugees choke the remaining cities in the millions.\nA great many cities still stand on Spite—the largest is home\nto tens of millions. These cities are patrolled by Moral Hygiene\nMilitias, raised under Ebongrave’s orders to watch for sedition\nand xenos sympathisers, and suffer frequent visits by the Field\nPurgation Platoons of Imperial Guard sent to hunt down the\nworst offenders. Each city is now so paranoid it is effectively its\nown isolated state, with citizens refused entrance or exit without\nauthorisation from Ebongrave’s command. The millions of\nrefugees created by the Blasphemy cower outside the city gates,\nbegging to be let in before Spite’s merciless winter descends.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4958, + "rule_id": "pdf_skill_whitelist_349_hordes", + "title": "Hordes", + "content": "“Their numbers darkened the land, and blotted out the sun. As many\nas there are stars in the sky, or grains of sand on the seashore they\ncame to slay us and take what we would deny them.”\n–Varrus, Captain of the Storm Wardens’ 3rd Company,\nspoken of the second defence of Karlack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4959, + "rule_id": "pdf_skill_whitelist_350_hordes_attacking", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks\nagainst every eligible target. Although a Horde represents a\nlarge number of attackers, a Horde does not gain the benefits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4960, + "rule_id": "pdf_skill_whitelist_351_of_ganging_up_see_page_248", + "title": "of Ganging Up (see page 248). Instead, the Horde’s sheer", + "content": "weight of numbers is represented by the fact that its target\nmay not Dodge or Parry. Melee Attacks made by Hordes\ncannot be Parried or Dodged unless otherwise noted.\nRanged: A Horde may make ranged attacks equal to the\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can\nmake two ranged attacks. Any additional hits from sustained\nfire can be applied to any eligible target. Therefore, if the\nheretics hit Brother Silas well enough that they cause an extra\nhit with their stub autos, the additional hit will be applied to\nBrother Silas.\nModifiers or range and sustained fire apply as normal, but\na Horde can never aim.\nAmmo expenditure and Jamming are never applied to\nHordes—they always have enough bullets to keep firing.\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nincreased by a number of d10s equal to the Horde’s Magnitude\ndivided by ten, with a maximum bonus of +2d10. This is\nin addition to the normal damage dealt by the weapon that\nthe Horde is armed with. It will also include the Strength\nBonus added to damage caused by melee weapons. The\ndamage is reduced by the target’s Toughness bonus and\narmour as normal. Thus, a Magnitude 25 Horde of heretics\narmed with axes will add 2d10 to the normal damage that a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4961, + "rule_id": "pdf_skill_whitelist_352_20_speak_language_low_gothi", + "title": "+20, Speak Language (Low Gothic, Unholy Tongue) (Int).", + "content": "Talents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4962, + "rule_id": "pdf_skill_whitelist_353_fearless_hatred_loyalist_spa", + "title": "Fearless, Hatred (Loyalist Space Marines), Heightened Senses", + "content": "(Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw,\nRapid Reload, Swift Attack, True Grit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4963, + "rule_id": "pdf_skill_whitelist_354_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2).", + "content": "Armour: Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m;\nS/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4964, + "rule_id": "pdf_skill_whitelist_355_and_unnatural_toughness_x2_t", + "title": "and Unnatural Toughness (x2) Traits. If the creature", + "content": "already possesses Unnatural Toughness, increase the\nmultiplier by 1 instead.\nmark of slaanesH\nSlaanesh is the Prince of Pleasure, a God of unholy\nbeauty whose domain is every secret pleasure and\ndelight. Those marked by Slaanesh take perverse\npleasure in all experience, have a deeply seductive aura,\nand move with an unnatural fluidity and grace.\nEffects: Bearers of the Mark of Slaanesh gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4965, + "rule_id": "pdf_skill_whitelist_356_wounds_reach_0_unless_overrid", + "title": "Wounds reach 0 (unless overridden), inflicting 4d10 Explosive", + "content": "Damage over a blast radius of 10 metres.\nEjection System: Some Tau Commanders are considered\ntoo valuable to the Empire to be allowed to die, yet they will\nnot serve anywhere other than the front lines. As a compromise,\nsome allow their Battlesuit to be fitted with an ejector system,\nwhich throws their body clear of the Battlesuit should it\nsustain overwhelming damage. The instant the Commander\nis reduced to 0 Wounds, the Ejector System comes online and\nthrows him 2d6 metres in a random direction.\nA Commander that has ejected has a Strength of 32,\nToughness 37, and 10 Wounds. His Movement becomes\n3/6/9/18 and he loses all the Traits listed on his profile (those\nare provided by the Battlesuit). The Commander is equipped\nwith a micro-bead and a pulse pistol, the better to aid him in\nhis subsequent bid for escape.\nThe Patient Hunter: Tau Commanders are Masters of\nthe ancient doctrines of the Fire Caste, which are founded\nin martial philosophy and wisdom. They weigh the strengths\nand weaknesses of their own troops, and of their enemies,\nstriking at the most opportune moment with overwhelming\nforce. Should the Kill-team be reduced to 0 Cohesion, the Tau\nCommander may spend a full action in order to invoke the\nPatient Hunter. All units under his command equipped with a\nmicro-bead may re-roll any missed ranged attacks against the\nKill-team while it remains at 0 Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4966, + "rule_id": "pdf_skill_whitelist_357_nameclassrangerofdampencliprld", + "title": "NameClassRangeROFDamPenClipRldSpecial", + "content": "Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted\nMissile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted\nBurst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted\nPulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised\nPulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised\nPulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4967, + "rule_id": "pdf_skill_whitelist_358_shadowing_20_ag", + "title": "Shadowing +20 (Ag).", + "content": "Talents: Hard Target, Rapid Reaction, Sprint.\nTraits: Auto-stabilised, Dark-sight, Flier 12, Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4968, + "rule_id": "pdf_skill_whitelist_359_strength_x2", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nStealth Field Generator: The Stealth Suit’s Stealth Field\nGenerator is always in one of two modes—Active or Passive.\nThe mode may be changed as Free Action from one turn to\nthe next.\nIn Passive Mode, all Tests of any sort to detect the Stealth\nSuit and any Ballistic Skill Tests to hit the Stealth Suit suffer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4969, + "rule_id": "pdf_skill_whitelist_360_traits_fire_drill_flier_12", + "title": "Traits: Fire Drill, Flier 12, Machine (5).", + "content": "Weapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4970, + "rule_id": "pdf_skill_whitelist_361_creatures_not_soulless_machin", + "title": "creatures (not soulless machines or daemons) within 20", + "content": "metres suffer a hit that deals 1d10+8 Impact Damage to their\nhead with the Shocking quality (see page Weapon Special\nQualities on page 142 in Chapter V: Armoury). The victims\nsuffers a –30 penalty to his Toughness Test to resist Stunning.\nIf the Toughness Test is failed, the victim is stunned for 1d5\nrounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4971, + "rule_id": "pdf_skill_whitelist_362_possess_the_toxic_1d10_trait", + "title": "possess the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Tyranid Warrior’s Natural Weapon and Ranged attacks.\nThey may also remove their ranged weapon and gain the\nLightning Attack talent.\nShrikes: At the GM’s discretion, A Tyranid Warrior may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4972, + "rule_id": "pdf_skill_whitelist_363_name_dam_pen_special", + "title": "Name Dam Pen Special", + "content": "Bonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\nRending Claws Melee 1d10 R 5 Razor Sharp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4973, + "rule_id": "pdf_skill_whitelist_364_characters", + "title": "Characters", + "content": "“Nothing crushes the spirit of man! The Imperium overcomes—and\nWE ARE THE IMPERIUM!”\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the\nBattle of Blood Ridge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4974, + "rule_id": "pdf_skill_whitelist_365_skills_awareness_per_trade", + "title": "Skills: Awareness (Per), Trade (any one) +10, Trade", + "content": "(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any\nWeapon Training appropriate to its armament.\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4975, + "rule_id": "pdf_skill_whitelist_366_armour_machine_all_2", + "title": "Armour (Machine): All 2.", + "content": "Gear: Integrated vox and cogitator, plus one of the following:\nAuspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4976, + "rule_id": "pdf_skill_whitelist_367_the_mission_briefing", + "title": "The MISSIon BrIefInG", + "content": "After the opening narration, you can either fly straight into the\nthick of things, allowing the player characters to ask questions to\nfind out more details of what they are up to and why, or choose\nto pull back out of the game’s events and give the players a full\nbriefing at a more leisurely pace. If you wish, present them with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4977, + "rule_id": "pdf_skill_whitelist_368_tertiary_objectives_and_perso", + "title": "Tertiary Objectives (and personal goals): The mission", + "content": "has a number of encounters and elements that could inspire\ntertiary objectives and various personal mission goals, some\nof which will become apparent as the adventure unfolds.\nThese might include:\n• Pride of Arms: Slay a Tyranid creature in hand-to-hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4978, + "rule_id": "pdf_skill_whitelist_369_20_gm_decides", + "title": "+20 (GM decides)", + "content": "• The Kill-team has recently engaged in a firefight or other\nbattle: +10\n• The Kill-team is in an area abundant in corpses or other\ncarrion: +10\n• The Kill-team is with a group of living humans, ten or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4979, + "rule_id": "pdf_skill_whitelist_370_a_hard_20_intelligence_test", + "title": "a Hard (–20) Intelligence Test made after studying the rig", + "content": "will determine that it has been expertly repurposed to boost\nits signal strength, and properly anointed with the rites of\nextreme unction of the Cult Mechanicus. It is doubtlessly\nthe source of Magos Vyakai’s last transmission, an act that\nappears to have irretrievably burned it out in the process.\nPower on board the wreck was properly shut down before it\nwas abandoned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4980, + "rule_id": "pdf_skill_whitelist_371_51_70", + "title": "51-70", + "content": "1d5–2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows\n(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\n131+\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\ncontaining Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4981, + "rule_id": "pdf_skill_whitelist_372_hard_20_tracking_test_will", + "title": "Hard (–20) Tracking Test will provide a reasonable", + "content": "idea of the general direction in which he went.\n2: MaG-train siDinG\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Coming across an area of rough but open ground, the\nterrain levels off considerably. Two parallel hundred metre-long\nferrocrete loading platforms surmount rough sidings of piled\nearth and compacted rock either side of a raised industrial magrail, running east to west. Emergency lighting flickers in a squat\nstation-post at the far end of the opposite platform.”\nPart of the mag-train network, these platforms are now\ndeserted save for a lone and frightened notary adept named\nHalis. He has been left behind in the panic of the general\nevacuation from the area some days ago, and has been\nsince hiding in the storage basement of the station’s office,\nalthough now his meagre supplies of salvaged food and water\nare exhausted.\nHalis is terrified of the Kill-team, but will also seek to\ncling to them as his last desperate hope of a lifeline once he\nrecognises what they are. He has heard of Space Marines in\nparables and stories since his childhood, but has never seen\none himself before now. Low ranking, and none too bright,\nHalis has locked himself in a 4’ by 4’ room for the three\ndays, and consequently knows very little of worth about the\nimmediate environs or events. Talking to him, however, can\nglean the Kill-team the following information:\n• Pyroclast-Gamma-9 lost all contact with the southern\ncities nearly five days ago, and with its neighbours further\nsouth in the chain of refineries two days ago.\n• The Intendent of Works and the ranking adepts and\nguards left via the last mag-train car two days ago,\nsparking general disorder and panic among those that\nremained, and Pyroclast-Gamma-9’s hundred plus\nconvict labourers were left to fend for themselves.\n• Halis has heard the sounds of fighting and screams in the\ndistance since those in charge left, but hasn’t been brave\nenough to go out, not since he heard something ‘big and\nrasping’ come into the station last night and sniff around\nwhile he cowered behind a stack of promethium cans in\nthe storage room. Eventually, he heard it flapping off.\n• He’s seen no sign of any Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4982, + "rule_id": "pdf_skill_whitelist_373_convinced_otherwise_an_easy", + "title": "convinced otherwise (an Easy (+20) Intimidate or Charm", + "content": "Test will be sufficient for this), Halis will attempt to follow\nthe Kill-team as best he can, quite likely attracting the worst\npossible kind of attention to them.\nHalis’s profile can be found on page 391 in the NPCs and\nAntagonists section of this adventure. Note that he possesses an\nencoder device (a small metal amulet bearing the symbol of the\nMunitorum fitted with a single button), which enables him to\nsignal the facility’s servitors that he is not a hostile.\n3: MaG-train, Main line\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“As you round a gap in the crags you see an open area carved\nfrom the rough terrain, dominated by an elevated mag-train rail,\nrunning east-to-west. The rail is high and silent, the characteristic\nhum of its operation stilled and absent.”\nUsed to ferry men and material along the chain of Pyroclast’s\nextraction stations in the area, the mag-train is completely\ndeactivated and without power. The evened-out and ferrocretepaved depression over which it runs can provide the Kill-team\nwith relatively easy access east-west along its route, and may hide\nthem from anything that might spot them visually. Ground can be\ncovered along the mag-train about twice as fast as normal.\n4: security Bunker\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Surrounded by a razor-wire fence, on which are hung\nseveral notices warning that trespassers face death, stands a\nsmall, armoured bunker. Littered about the ground before it are\nthe shredded remains of nightmarish bat-like creatures that you\nrecognise as Tyranid Shrikes. The automated heavy bolters which\ncrown the bunker’s roof, and which probably caused their demise,\nnow hang silent and deactivated. The bunker and its armoured\ndoor appear intact.”\nThe bunker’s door is deadlocked from within and requires\nconsiderable force to open (the door has an AP of 15, and 30\npoints of damage are required to cause a breach.) Within is a\nscene of carnage—the large, single room is strewn with the\ndismembered remains of provost enforcers. A giant hole yawns\nin the centre of the floor leading to a collapsed dirt tunnel.\nThere is little within the gore-splattered bunker of use to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4983, + "rule_id": "pdf_skill_whitelist_374_tangle_of_darkened_passageways", + "title": "tangle of darkened passageways inside requires a Routine (+10)", + "content": "Awareness Test from whomever is taking the lead.\nGaining entry from the surface first requires the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4984, + "rule_id": "pdf_skill_whitelist_375_make_an_opposed_skill_test_se", + "title": "make an Opposed Skill Test (see page 203) versus the player", + "content": "characters’ Awareness Skills and the Hormagaunts’ Concealment.\nAt the rear of the transport sheds is an open access passageway\nto the interior of the main refinery.\n9: central control\nRead aloud or paraphrase the following to the player\ncharacters when they breach the door to this location:\n“With the sealed door breached, a dim chamber can be seen,\nheavily cluttered with machinery, consoles, and hanging cables.\nDim green emergency lighting flickers on and off around the\nroom, when suddenly with a clatter of falling metal, the heavy\nbulk of an industrial servitor unfolds itself against the far wall.”\nThe servitor will attack anyone who enters the room without\npresenting the right access code, but will not leave the control\nchamber itself. The machinery and monitors in the chamber,\nwhich primarily serve to control and regulate the flow of the\nrefinery’s processes, are in full shutdown mode and it will take\nmore time to restart than the Kill-team has, even if they wished\nto do so. Within the control chamber, the Kill-team can find\ntwo medkits, three demo-charges with timed fuses, and security\nencoders that allow free access to any part of the facility.\nUnless you have chosen to place Magos Vyakai in this chamber,\nthe Kill-team may make a successful Challenging (+0) TechUse Test (and expend 1d5–1 time units if the countdown is being\nused) to partially activate the facility’s energy scanning auspex\nsystem from this control chamber. This can be used to roughly\npinpoint the Magos’s location anywhere in the area thanks to his\nunique energy signature.\n10: Main coMpression tanks\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4985, + "rule_id": "pdf_skill_whitelist_376_tongue_machine_cant_int_1", + "title": "Tongue (Machine Cant) (Int) +10, Tech-Use (Int) +20.", + "content": "Talents: Autosanguine, Binary Chatter, Concealed Cavity,\nElectrical Succour, Electro Graft Use, Energy Cache, Ferric\nLure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded,\nMaglev Grace, Mechadendrite Use (Gun, Manipulator,\nUtility), Meditation, Melee Weapon Training (Primitive,\nPower, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP,\nPlasma, Primitive, Melta), Rite of Pure Thought.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4986, + "rule_id": "pdf_skill_whitelist_377_commissar_falco_sander", + "title": "coMMissar falco sanDer", + "content": "Sander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\neven on Tantalus. Sander’s unit was trying to make it to the\npolar regions when his convoy was ambushed and laid waste\nby vanguards of the Tyranid swarm. He managed to lead a\ngroup to the hoped-for refuge of Pyroclast-Gamma-9 when\ntheir luck finally ran out and their land hauler crashed at the\noutskirts of the facility under Shrike attack. Taking refuge in\nthe wreckage and nearby rocks, Sander has marshalled what\nremains of his men, most wounded and low on ammo, in a\nhopeless last stand to die for his Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4987, + "rule_id": "pdf_skill_whitelist_378_weapons_chainsword_1d10_5_r", + "title": "Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, Tearing),", + "content": "plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10;\nReload Full; Recharge, Overheats), compact laspistol (15m,\nS/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable),\nEquipment: Personal commlink, respirator, copy of the\nDictates Imperialis, data-slate (contains personal notes,\ncommendations for the fallen, details of summery judgements\nand casualty reports).\nsanDer’s iMperial GuarDsMen\nSee page 376 for the game statistics for Imperial Guardsmen\nand their officers. Those found in the area of PyroclastGamma-9 should be considered and portrayed as particularly\nexhausted and desperate. Many are low on ammunition and\nsupplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nSander’s presence and leadership is keeping them going.\ninDustrial/MininG serVitor\nThere are a number of heavy industrial and mining servitors still\nin operation around the Pyroclast-Gamma-9 facility. These are\nhuge, hulking brutes, with a vaguely simian form, far more heavily\naugmented than most servitor drones, with armoured hydraulic\nexoskeletons fused into their once-human flesh and a plethora of\nimplanted machine-tools. Most are still operating on emergency\norders to defend their assigned posts, asking for the security signal\nin a strained guttural voice to any human that approaches and\nattacking remorselessly until the intruder is dead or driven away if\nthe watchword is not spoken within ten seconds. While slow and\nnot designed for combat, they are nerveless extremely strong and\nwell-protected, and more than able to obliterate a human being\ninto a bloody smear with a single blow.\nIndustrial/Mining Servitor Profile\nwS BS S T ag Int Per wP fel\n25 10 50 50 15 10 20 30 05\nMovement: 1/2/3/6; Wounds: 20", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4988, + "rule_id": "pdf_skill_whitelist_379_heightened_senses_talent_120", + "title": "Heightened Senses (Talent) 120", + "content": "Helpless Targets 248\nHeroic Sacrifice 262\nHeroic Sacrifice and Harvesting Gene-Seeds 271\nHigher Ground 248", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4989, + "rule_id": "pdf_skill_whitelist_380_mimic_talent_123", + "title": "Mimic (Talent) 123", + "content": "Missing 248\nMission Complications 231\nMission Objectives 230\nMissions 226\nMissions and Detailed Experience 270\nMove 241\nMovement 27, 205\nMovement and Environment 206\nMovement Skills 94\nMultiple Attacks 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4990, + "rule_id": "pdf_skill_whitelist_381_preparation_missions_227", + "title": "Preparation (Missions) 227", + "content": "Prone 249\nPsychic Phenomena 187\nPsychic Powers 180, 184, 185, 189\nPsy Ratings 184\nPushing Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4991, + "rule_id": "pdf_skill_whitelist_382_servo_harness_integration_tal", + "title": "Servo-harness Integration (Talent) 125", + "content": "Shooting into Melee Combat 247\nShort Range 249\nSimple Climbs 206\nSize 249\nSkill and Talent Advances 58\nSkill Descriptions 94\nSkill Groups 94\nSkill Mastery 92\nSkill Tests 202", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4992, + "rule_id": "pdf_skill_whitelist_383_characteristics", + "title": "CHARACTERISTICS", + "content": "†denotes Skill Group\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4993, + "rule_id": "pdf_skill_whitelist_384_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nSecondary Heart/Ossmodula/Biscopea/\nHaemastamen: You gain the Unnatural Strength and\nToughness Traits.\nLarraman’s Organ: You do not suffer from Blood Loss.\nCatalepsean Node: You suffer no penalties to Perceptionbased Tests when awake for long periods of time.\nPreomnor: You gain +20 to Toughness Tests against\ningested poisons.\nmophagea: You may gain a Skill or Skill Group by\ndevouring a portion of an enemy.\nMulti-Lung: You may re-roll any failed Toughness Test\nfor drowning or asphyxiation. In addition, you gain a +30\nto Toughness Tests made to resist gases, and may re-roll\nfailed results.\ncculube and Lyman’s Ear: You gain the Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4994, + "rule_id": "pdf_skill_whitelist_385_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2)", + "content": "____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\nSPACE MARINE TALENTS & TRAITS", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4995, + "rule_id": "pdf_skill_whitelist_386_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nEXPERIENCE:\n〔 _________________________ 〕\n〔 _________________________ 〕\nXP to sPeND\ntotal XP sPeNt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + }, + { + "id": 4996, + "rule_id": "pdf_skill_whitelist_387_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:31:15" + } +] \ No newline at end of file diff --git a/database/backups/rules-backup-before-rebuild-2025-08-17T17-55-35-199Z.json b/database/backups/rules-backup-before-rebuild-2025-08-17T17-55-35-199Z.json new file mode 100644 index 0000000..184a81d --- /dev/null +++ b/database/backups/rules-backup-before-rebuild-2025-08-17T17-55-35-199Z.json @@ -0,0 +1,3170 @@ +[ + { + "id": 1, + "rule_id": "rule_1", + "title": "Core Rulebook", + "content": "™\n™", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 2, + "rule_id": "rule_2", + "title": "Darkness Of The 41st Millennium", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson with additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman and Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 3, + "rule_id": "rule_3", + "title": "Games Usa", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 4, + "rule_id": "rule_4", + "title": "Game?", + "content": "Introduction dangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional future. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you in the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a a region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film, of annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his safeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect of Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide spanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying", + "page": 7, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 5, + "rule_id": "rule_5", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other balliStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged weapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used possessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or the Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off injury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs environments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10, important to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this and difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have", + "page": 24, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 6, + "rule_id": "rule_6", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his surroundings. It reflects the acuteness of your character’s senses. Space Marines have two special implants that affect", + "page": 24, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 7, + "rule_id": "rule_7", + "title": "their Perception. See page 36 for details.", + "content": "exaMple s\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic his Weapon Skill Characteristic and gets 11. Next, he adds 30, for scores is to give each player a number of Characteristic a final Weapon Skill of 41. He repeats this process for the rest of his points that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic and may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4 slightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a", + "page": 24, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 8, + "rule_id": "rule_8", + "title": "88 —", + "content": "Techmarine masters of machinery s Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6 and unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12 in the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18 bring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation thousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30 extinction of mortal flesh.” 6 6 12 18 36 7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48 9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60 is to note down your character’s Movement, Fate Points,", + "page": 25, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 9, + "rule_id": "rule_9", + "title": "therefore, and you will know no fear.”", + "content": "–Roboute Guilliman, Primarch of the Ultramarines\nR oleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life figures more akin to the heroes of the Trojan War and the Odyssey than to Inquisitional Acolytes or a Rogue Trader and his companions. Some Space Marines are epic beings who will duel for days over a matter of honour, others are philosophers and tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better than the others. However you choose to interpret these ideas, it is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind when roleplaying your Deathwatch Space Marine, a guide that should give you some great dramatic hooks and opportunities to develop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers you serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space however, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of may become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most to choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other", + "page": 34, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 10, + "rule_id": "rule_10", + "title": "Strength and Toughness Traits.", + "content": "Abilities • Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several protected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength", + "page": 35, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 11, + "rule_id": "rule_11", + "title": "and Toughness Traits.", + "content": "–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally suffer from Blood Loss (see page 260). In addition,\nA ll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However, indoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties begin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when that many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any need to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is", + "page": 35, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 12, + "rule_id": "rule_12", + "title": "Willpower Test to leave the progenoids behind.", + "content": "• Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode, or Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you have an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable working together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving alongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter are emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother of his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working", + "page": 36, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 13, + "rule_id": "rule_13", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to support the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain a Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from his Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of disparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous that they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must judge the worthiness of its recruits in other ways. From the monolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil over the world and judge the worth of those warriors who attract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining who welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation and eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet", + "page": 36, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 14, + "rule_id": "rule_14", + "title": "benefits: +5 Weapon Skill,, +5 Willpower, and the", + "content": "are at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may element. The Chapter’s fleet-based nature and the goals of not select the Deathwatch Devastator Marine or its ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines the Marshals that drives the Crusades ever onwards. Like all possess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves implants, their zygotes are significantly deficient. Black subject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of each Crusade is effectively an autonomous fighting force, these implants.\nthough they may choose to respond to requests for aid by others in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space to destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not known to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars above.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass", + "page": 39, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 15, + "rule_id": "rule_15", + "title": "Sanguinius", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon angelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the most beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid before his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about the utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist er about them.", + "page": 42, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 16, + "rule_id": "rule_16", + "title": "–s.s.", + "content": "The Dark different levels within the Chapter which individuals may gradually rise through. On attaining each new level, they are granted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred ten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT he Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of that date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants of the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests mentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced", + "page": 42, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 17, + "rule_id": "rule_17", + "title": "The Lion", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the primarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beasthaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the knightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly rose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided upon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned glory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading those Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered his blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle saw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 44, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 18, + "rule_id": "rule_18", + "title": "The Deathwing", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company of most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by battlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only ever fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation the Terminator armour-equipped Assault Company was split into a number of 100-strong units and each assigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional missions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s secrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed the legion ten thousand years ago.", + "page": 45, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 19, + "rule_id": "rule_19", + "title": "The Ravenwing", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark green panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power armour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing is highly specialised formation exceptionally skilled at scouting and assault missions, the company is much more than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down and capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited knowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than the Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of overwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly recruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into", + "page": 45, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 20, + "rule_id": "rule_20", + "title": "Leman Russ", + "content": "ancient heroes of arch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim nds tell of his deed s at the very daw n of the Imperium’s bloody history. When the Imperium. Many lege discovered by a wer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was primarchs ng, helpless primarch, she feed her cubs. But rather than slay the you mighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling over them own . Soo n, the prim arch reac hed mat urit raised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim as king very forefront of the Great Crusade.\nwere united, and Russ took his place at the ce Wolves stood loyally cent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho usand\nEm pero r. The ir grea test batt le was foug at the side of the Legion decimated the", + "page": 47, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 21, + "rule_id": "rule_21", + "title": "The Lion And The Wolf", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were at once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world of Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ claimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion refused and started the assault early. Russ was furious, and after the battle was won a duel broke out between the brother-primarchs, in which Russ was laid low, only to regain consciousness some time later, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though rarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much honour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens, high or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.", + "page": 47, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 22, + "rule_id": "rule_22", + "title": "Squad Mode.", + "content": "Deathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —", + "page": 76, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 23, + "rule_id": "rule_23", + "title": "Rapid Reload 500 Talent —", + "content": "Storm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur ing the Horus Heresy, the vanquished Spa into the Eye of Terror. There, close to the inte ce Marines were driven nse energies of the warp, they took worlds the lords and masters of daemon realms und for their own, becoming er the patronage of their chosen gods. Fro", + "page": 77, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "talents", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 24, + "rule_id": "rule_24", + "title": "os by the strength of their hatred for the", + "content": "forgotten, nor forgiven, the mortal universe Emperor. They have not which expelled them and still exact a bloo the tides of the warp carry them back ther dy vengeance when e. They are carried forth by ancient warship from the time of the Heresy, but are now s that have survived encrusted with millennia of baroque deco battle wounds. The fickle tides of the war ration and scarred by old p can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they retreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage against the invaders, they are doomed unle ous and desperate defence ss Space Marines are on hand. Then, brother more, with all the bitterness and hatred unle will fight brother once ashed at the height of the Horus Heresy ten thousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by far the largest and most devastating exam casting off their vows of loyalty and turn ple of Space Marines ing on those they were created to defend,", + "page": 78, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 25, + "rule_id": "rule_25", + "title": "Carouse Toughness —", + "content": "Charm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 26, + "rule_id": "rule_26", + "title": "Concealment Agility —", + "content": "Contortionist Agility Movement\nDeceive Fellowship Interaction", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 27, + "rule_id": "rule_27", + "title": "Dodge Agility —", + "content": "III: Skills\nEvaluate Intelligence Investigation", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 28, + "rule_id": "rule_28", + "title": "Gamble Perception —", + "content": "Inquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 29, + "rule_id": "rule_29", + "title": "Search Perception —", + "content": "Silent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 30, + "rule_id": "rule_30", + "title": "Ciphers† Intelligence —", + "content": "Demolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 31, + "rule_id": "rule_31", + "title": "Literacy Intelligence —", + "content": "Lore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 32, + "rule_id": "rule_32", + "title": "Performer† Fellowship —", + "content": "Pilot† Agility Operator", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 33, + "rule_id": "rule_33", + "title": "Tracking Intelligence —", + "content": "Trade† Intelligence Crafting", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 34, + "rule_id": "rule_34", + "title": "Wrangling Intelligence —", + "content": "†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s common individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but a character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with never be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump previous instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills identify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill, the Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create", + "page": 92, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 35, + "rule_id": "rule_35", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability to react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and other things involving another’s actions. However, noticing\nIII: Skills environmental factors is a standard test. This use includes perceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)", + "page": 94, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 36, + "rule_id": "rule_36", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and narcotics. Frequent imbibers can build up quite a tolerance to alcohols and other drugs, remaining clear-headed and lucid while those across the table find their judgement or capabilities diminished. The character makes a Skill Test whenever he suffers the effects of alcohol or similar intoxicants (naturally, for Space Marines, this requires imbibing of truly prodigious amounts or toxicity!). Each time he would otherwise suffer from the effects of an intoxicant, make a Carouse Test. Failure indicates he gains a level of Fatigue or suffers the side effects of the substance. Should the character lose consciousness, he remains passed out for a number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition of others towards him, making a Charm Test whenever he Intelligence wishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and", + "page": 94, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 37, + "rule_id": "rule_37", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend ropes, pipes, scaffolding, and both natural and man-made walls. This Skill is not used for ladders or other easily ascended ways, but for climbs without ready handholds or other poor climbing conditions. The condition of the surface or item must be able to see and hear the character—though this could Escape Grapple be done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he common language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the more involved direction grappler’s Strength Characteristic. Success indicates the character has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze leader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character", + "page": 95, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 38, + "rule_id": "rule_38", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy, lore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence information, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus, and superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the race. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp scholarly learning, and Forbidden Lore, which involves hidden and Xenos or proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden, learned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those general information about the subject. The GM determines not associated with the group in question. Excessive knowledge what extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can of Success. be decidedly bad for one’s health for those outside (or even", + "page": 99, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 39, + "rule_id": "rule_39", + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence signs left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse considered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the the time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the environment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s or fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strongon the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression, is more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two drops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full conceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals", + "page": 105, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 40, + "rule_id": "rule_40", + "title": "out of action to regain full Cohesion.", + "content": "Catfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30 character.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.", + "page": 108, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 41, + "rule_id": "rule_41", + "title": "chance of Righteous Fury.", + "content": "IV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35 take better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer", + "page": 109, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 42, + "rule_id": "rule_42", + "title": "Immune to Pinning by Pistols and Basic Weapons.", + "content": "Last Man Standing Nerves of Steel", + "page": 109, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "weapons", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 43, + "rule_id": "rule_43", + "title": "Improves Cover.", + "content": "Leap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants augmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.", + "page": 109, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 44, + "rule_id": "rule_44", + "title": "Fellowship Test.", + "content": "Mechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy the throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30 organisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action", + "page": 110, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 45, + "rule_id": "rule_45", + "title": "One item up to 20 Requisition becomes standard", + "content": "Signature Wargear issue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.", + "page": 110, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 46, + "rule_id": "rule_46", + "title": "One item up to 70 Requisition becomes standard", + "content": "Signature Wargear (Hero)† issue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are for the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits guns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed gods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either because they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply are not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch of each Talent on the following pages. haracters, but to enable Game Masters to create varied and interesting NPCs and enemies for the player characters to encounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued", + "page": 110, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 47, + "rule_id": "rule_47", + "title": "Prerequisites: Agility 30", + "content": "This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction auTosanGuine moot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows task, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair his off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng arMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group of the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal ancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP a Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon", + "page": 112, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 48, + "rule_id": "rule_48", + "title": "Prerequisites: Strength 45", + "content": "berserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to momentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using charges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he character uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.", + "page": 113, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 49, + "rule_id": "rule_49", + "title": "Weapon Skill instead of +10.", + "content": "call To VenGeance binary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers controlling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for attempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is killed or taken out of action, the Battle-Brother may take a Full Action and spend a Fate Point to call his remaining blaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied, disciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support weapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall g Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character", + "page": 113, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 50, + "rule_id": "rule_50", + "title": "Prerequisites: Weapon Skill 50", + "content": "The character can land his blows precisely where they inflict coMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group may choose to use the character’s Intelligence Bonus for all w\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into close combat attacks. The character adds +2 to damage coMbaT MasTer inflicted in melee.", + "page": 114, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 51, + "rule_id": "rule_51", + "title": "Prerequisites: Weapon Skill 30", + "content": "The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat t\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30 character in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight outnumbering him. make him a dreaded marksman. No target, however precise, can escape his crosshairs. When making a called shot, the character suffers a –10 penalty instead of –20.\ncoMbaT sense", + "page": 114, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 52, + "rule_id": "rule_52", + "title": "Prerequisites: Perception 40", + "content": "The character has the ability to consciously recognise the\nDeaTh froM aboVe proddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a cannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who place of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum concealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small compartment. This might be a pouch hidden under a flap of flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch closed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any requires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies a medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.", + "page": 114, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 53, + "rule_id": "rule_53", + "title": "Prerequisites: Agility 40, Two-Weapon Wielder", + "content": "elecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants two shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports pistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected the character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the eneMy weapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, weapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, normal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, once against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors, successful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana", + "page": 115, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "weapons", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 54, + "rule_id": "rule_54", + "title": "Full Action and a successful a Willpower Test.", + "content": "ferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as with Ferric Lure. The character may summon objects of up to 2 kilograms per point of Willpower Bonus, and the object may be up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the art of a wide variety of flamer weapons. The Universal Talent exeMplar of honour group encompasses all non-Exotic weapons with the Flame special quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers flesh renDer and inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes odds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons may do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality, the character rolls a single additional die for Damage and faVoureD by The Warp picks the highest roll. For weapons that inflict several dice", + "page": 117, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 55, + "rule_id": "rule_55", + "title": "successful Willpower Test.", + "content": "t\n", + "page": 117, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 56, + "rule_id": "rule_56", + "title": "Prerequisites: Intelligence 30", + "content": "Logic and analysis do for the character what Tarot and feeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character hideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes unprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10 ability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the cacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder of his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are easily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the means—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by", + "page": 117, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 57, + "rule_id": "rule_57", + "title": "Prerequisites: Agility 40", + "content": "Light on his feet, the character dodges and weaves as he t moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the several blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until successfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack.\nharDy", + "page": 118, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 58, + "rule_id": "rule_58", + "title": "Prerequisites: Toughness 40", + "content": "GooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors, d\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other organisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of is cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus bonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,", + "page": 118, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 59, + "rule_id": "rule_59", + "title": "Prerequisites: Intelligence 40", + "content": "The character has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and knowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10 bonus to any tests involving Common or Scholastic Lore for which the character already possesses the Skill.\ng", + "page": 119, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 60, + "rule_id": "rule_60", + "title": "Prerequisites: Ballistic Skill 40", + "content": "The character has developed his peripheral vision and situational awareness to a point where he can fire in two directions within a split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers heiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers senses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant inspire WraTh flock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites individuals or groups to rage against others. The character’s rhetoric grants him +20 to Interaction Tests when inspiring g hatred or anger, and this Talent doubles the number of", + "page": 119, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 61, + "rule_id": "rule_61", + "title": "Prerequisites: Perception 30", + "content": "The slightest change in conditions or disturbance brings the t\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants in slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits even when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany, surprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia can be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on disposition when awake. a Ballistic Skill Test allows the character to direct this energy against a single target within 10 metres. The target takes 1d10 plus the character’s Willpower Bonus of Energy Damage with the Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack luMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his mechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using", + "page": 120, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 62, + "rule_id": "rule_62", + "title": "Prerequisites: Fellowship 30", + "content": "The character has learned the techniques required to influence large audiences. The character’s Fellowship Tests\nMiMic and Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the number of targets. character to accurately mimic the voice of another. The character must study the voice patterns of his intended target for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the this Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation, with piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging as they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.", + "page": 122, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 63, + "rule_id": "rule_63", + "title": "Prerequisites: Intelligence 40, Fel 30", + "content": "The character has an innate ability to derive meaning from psychic Techniques unknown languages, and make himself understood using this Talent Groups: See Psychic Techniques intuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent and tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic simplistic nature of translation. Technique in any Discipline he possesses with an XP cost equal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to w spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character intends. When making a called shot with a melee weapon, the character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons that they practically leap into his hands in response to a d simple thought. The character can Ready as a Free Action", + "page": 123, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 64, + "rule_id": "rule_64", + "title": "Brother. Gain +1 Cohesion.", + "content": "no benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item thwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee causing it to pass through thin air. The character may make attacks land. When determining hit location for a melee an additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may character a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits allowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily still only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike talent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of sWifT aTTack murderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35", + "page": 125, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 65, + "rule_id": "rule_65", + "title": "Prerequisites: Intelligence 30", + "content": "Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the character can clear stoppages with a simple knock. The character may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. The character must touch the weapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of thrown weapons makes him a formidable foe at any distance, even if only armed with a knife. The Universal group includes the Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall", + "page": 126, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 66, + "rule_id": "rule_66", + "title": "Prerequisites: Intelligence 30", + "content": "Mental conditioning or augmentation enables the character to record and recall great amounts of information, effectively granting him a perfect memory. The character can automatically remember trivial facts or pieces of information he might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.\nt", + "page": 127, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 67, + "rule_id": "rule_67", + "title": "Prerequisites: Toughness 40", + "content": "The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical replacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent has been taken. The character may purchase this Talent multiple times in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer number of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee is Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each hand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack", + "page": 127, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 68, + "rule_id": "rule_68", + "title": "equal to the character’s Intelligence Bonus.", + "content": "unshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh the character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes any failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother page 276). becomes a whirlwind of death, moving, hacking, gutting, and beheading with ceaseless fury. When attacking an enemy with the Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of steel, as the character’s blade is constantly in the correct place to deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and only attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most", + "page": 128, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 69, + "rule_id": "rule_69", + "title": "Willpower Bonus x10 metres.", + "content": "sTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it automatically stampedes, charging in a straight line forwards for as far as possible, overrunning anything in its path until the source of danger is escaped or crushed under hoof, taking damage equal to the creature’s Natural Weapon damage (or 1d5+SB I if it doesn’t have one). One stampeding creature automatically causes all other creatures with this Trait within sight to stampede. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether bizarre anatomy. All hits count as Body hits and death results when damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a race ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use all Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but following: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced based powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "page": 134, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 70, + "rule_id": "rule_70", + "title": "Strength Bonus increases to 8.", + "content": "unnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other may select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify the creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes of determining movement, the creature doubles its Agility exaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However, because he has Unnatural Strength (x2), his actual Strength Bonus is 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often comes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested", + "page": 135, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 71, + "rule_id": "rule_71", + "title": "Requisition", + "content": "•\n", + "page": 136, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 72, + "rule_id": "rule_72", + "title": "Renown", + "content": "•\nCRaftsmanship\n• weapons\n• r\n• waRgeaR &\nReliCs\n•\nChapteR tRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any traditional Chapter. The wargear in a Watch Fortress’s armoury has many sources: equipment specialised to the\nArmoury purpose of fighting xenos forged by the Deathwatch’s own artificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds", + "page": 136, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 73, + "rule_id": "rule_73", + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s induction to the 10th Company\nVictory is just a prelude to the next battle.\nE ach Adeptus Astartes is a weapon unto himself, an instrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter in the God-Emperor’s stead. This sacred task is\nT assailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured foe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and knowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its back this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must and time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are are a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply tools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly the finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of worthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes", + "page": 136, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 74, + "rule_id": "rule_74", + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s for Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never forget it is bravery and honour that lead to glory. Those who sought fame for its own end are remembered now only in infamy.” example\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury being dispatched on a Mission for Inquisitor Quist. She has assessed\nT the difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what players this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of of his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status a suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from", + "page": 138, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 75, + "rule_id": "rule_75", + "title": "Renown Rating Renown Rank", + "content": "Weapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:", + "page": 139, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 76, + "rule_id": "rule_76", + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.” 20-39 prowess repeatedly through bravery and blood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT an impressive number of victories 40-59 he Deathwatch has access to a dizzying spectrum of safeguarding humanity against its\nV: Armoury enemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons, 60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing strength and valour. players and GMs with all the relevant information needed to use them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee, thrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When", + "page": 139, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 77, + "rule_id": "rule_77", + "title": "Table 5–3: Craftsmanship and Requisition Costs", + "content": "Craftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage powerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but appropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when armour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a fire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over this number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;", + "page": 139, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 78, + "rule_id": "rule_78", + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this weapon hits a target, reduce the target’s Armour Points by the weapon’s Penetration, with results of less than 0 counting as 0 (i.e. the armour provides no protection at all). Then work out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast array of sources. Countless forge worlds, fact labour to supply the thousand Chapters ories, and artificers of the Adeptus Astartes, each tithing som the Deathwatch. With no standard for e portion in turn to these contributions, nor any catalogue of encountered in the course of the Deathw the worlds and species atch’s duty, one can only guess how man weapons circulate through their ranks. Wh y models and patterns of ile the Godwyn-pattern boltgun is the mos the staple Adeptus Astartes weapon, it is t numerous design of far from the only one. Space Wolves often just as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would each and every weapon and variant pattern be impossible to detail", + "page": 140, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "weapons", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 79, + "rule_id": "rule_79", + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable bonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed firing a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance, such an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural of damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural two extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against that the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness making the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance a +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.", + "page": 141, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 80, + "rule_id": "rule_80", + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, 21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20", + "page": 142, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 81, + "rule_id": "rule_81", + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as per Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer", + "page": 142, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 82, + "rule_id": "rule_82", + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged 10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy c\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury warp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after either Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or", + "page": 142, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 83, + "rule_id": "rule_83", + "title": "be used to Parry.", + "content": "snaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts or be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a burst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If he escapes. the second roll results in 10, further Damage is possible (see", + "page": 143, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 84, + "rule_id": "rule_84", + "title": "Righteous Fury on page 245).", + "content": "stoRm\nA weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes CombiBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –", + "page": 143, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 85, + "rule_id": "rule_85", + "title": "50 10 –", + "content": "(Soundstrike)\nAuxiliary Grenade n/a 45m S/–/– ††† ††† 4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons man’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the they think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for weapons when they think of his fury. Powerful and flexible, the hands of the Emperor’s Angels of Death. Astartes bolters are the favoured weapon of the Adeptus Astartes, and weapons react violently to the grip of the unworthy, every recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines, flamer’s outrage in the hands of an ignoble master. Still, despite smaller, inferior adaptations treasured by Imperial there are invariably those bold and foolish enough to officers and nobles. Loud and brutal, bolt weapons are try taming the machine spirits of Astartes weapons.\nV: Armoury terrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require such deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts, be the result of an Acquisition or Influence roll. Astartes set to explode just after penetration for maximum lethality.", + "page": 144, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 86, + "rule_id": "rule_86", + "title": "its smaller clip and slower rate of fire.", + "content": "However, they are ideal for Devastator units needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern close quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be the Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in the Ammunition section for more information on combining the two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is the backbone of every Space astaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually in age and pattern across two different weapons that the Space Marine Chapters, have been combined into though nearly all Astartes one firearm. The idea is to bolt weapons accept the provide the user with the same ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch add attachments for the same functionality. between them (not to mention carry them both) on the battlefield. Astartes combi-weapons typically use a boltgun as", + "page": 145, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 87, + "rule_id": "rule_87", + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A ny witness to the ruthless efficiency of an Assault squad can attest that Space Marines are as great a astaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical known, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters, mistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand unleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology reasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons nobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple powered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone functions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this", + "page": 152, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 88, + "rule_id": "rule_88", + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons", + "page": 153, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 89, + "rule_id": "rule_89", + "title": "††††", + "content": "See Page 170 for description poWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or strike with explosive impact. In theory, any weapon can be upgraded to a power weapon given the necessary technology, astaRtes lightning Claws though in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in into battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess or fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access becomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise side of the charge you are on. A power weapon can still be these weapons to their full effect. For these used as an ordinary weapon should its power source become reasons, lightning claws are usually seen in inhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet", + "page": 153, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 90, + "rule_id": "rule_90", + "title": "cost for an Upgrade covers both the technological", + "content": "V: Armoury components to fit the weapon, as well as any labour required trAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible protection. Primitive weapons range from simple metal swords used by poor serfs to the technologically sophisticated blades aRm weapon mounting employed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be mounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to astaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with his bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s swell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or", + "page": 155, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 91, + "rule_id": "rule_91", + "title": "Agility Damage.", + "content": "dRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with an air-reactive concentrate. When the round detonates, the payload combusts in a burst of fire, offering area saturation kRaken Rounds comparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour within 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine an Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge an object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the the shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than", + "page": 158, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 92, + "rule_id": "rule_92", + "title": "attack roll.", + "content": "by channels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded mysterious, aquila-topped xenos monolith s that they have made pure through elaborate n\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio from the machines brought to them, to isolate the knowled ge trapped within and bring the it into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after being declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero", + "page": 165, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 93, + "rule_id": "rule_93", + "title": "Tearing, Special", + "content": "Chapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero", + "page": 166, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 94, + "rule_id": "rule_94", + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero", + "page": 166, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 95, + "rule_id": "rule_95", + "title": "Field, Tearing", + "content": "Helm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero iRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp function which should not be understated. These devices radiate and said to have the blood of saints layered into the thousandan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the typical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the his hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour, hexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or warp attacks that deal damage. It retains full armour value", + "page": 166, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 96, + "rule_id": "rule_96", + "title": "4d10 X Damage with a Penetration of 4.", + "content": "pain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These injectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the 1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their and may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical polyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from power armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in repair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to by a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action", + "page": 172, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 97, + "rule_id": "rule_97", + "title": "Name Wt Req Renown", + "content": "and biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† – a +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 – alone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished radiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 – walls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 – can block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 – navigational information on a planet, either from existing Elucidator 1 25 – data-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 – geo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 – to provide distance and bearing to any known location. This Magnoculars 0.5 3 –", + "page": 173, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 98, + "rule_id": "rule_98", + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 99, + "rule_id": "rule_99", + "title": "09–11", + "content": "surface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 100, + "rule_id": "rule_100", + "title": "12–14", + "content": "metres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 101, + "rule_id": "rule_101", + "title": "15–17", + "content": "Psyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 102, + "rule_id": "rule_102", + "title": "24–26", + "content": "fires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 103, + "rule_id": "rule_103", + "title": "27–29", + "content": "psyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 104, + "rule_id": "rule_104", + "title": "33–35", + "content": "Charge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 105, + "rule_id": "rule_105", + "title": "36–38", + "content": "for the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 106, + "rule_id": "rule_106", + "title": "42–44", + "content": "make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 107, + "rule_id": "rule_107", + "title": "45–47", + "content": "statues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 108, + "rule_id": "rule_108", + "title": "48–50", + "content": "psyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 109, + "rule_id": "rule_109", + "title": "51–53", + "content": "unprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 110, + "rule_id": "rule_110", + "title": "54–56", + "content": "for a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres 57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal 60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 111, + "rule_id": "rule_111", + "title": "63–65", + "content": "damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of 66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the 72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of 75+ the Warp.\nTable 6–2: Perils of the Warp d100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He 01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for 1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 112, + "rule_id": "rule_112", + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 113, + "rule_id": "rule_113", + "title": "10–13", + "content": "3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 114, + "rule_id": "rule_114", + "title": "14–18", + "content": "(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 115, + "rule_id": "rule_115", + "title": "19–24", + "content": "1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic 25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success, his mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness damage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power 39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and 47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’ creature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 116, + "rule_id": "rule_116", + "title": "56–58", + "content": "swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within range, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is 59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10 metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 117, + "rule_id": "rule_117", + "title": "68–72", + "content": "Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further powers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10 79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter diagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 118, + "rule_id": "rule_118", + "title": "83–86", + "content": "possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects 87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 119, + "rule_id": "rule_119", + "title": "and Untouchables suffer half the damage rolled.", + "content": "Something is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into 91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never 00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own purpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of warfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP sychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their or Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 120, + "rule_id": "rule_120", + "title": "hours recovery before it may be used again.", + "content": "iron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an impenetrable field of energy with the power to ward off powerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as wielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by the beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No vorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers nearby machines and vehicles. The Librarian can either target a Opposed: No single vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR of mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian its weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The", + "page": 193, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 121, + "rule_id": "rule_121", + "title": "cover protect as normal.", + "content": "winGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune to the effects of all Telepathy powers unless created by a psyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as", + "page": 195, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 122, + "rule_id": "rule_122", + "title": "a result of Fear.", + "content": "O nly Dark Angels Librarians have access to Dark minD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be purchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes detailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the force barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s not move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.", + "page": 196, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 123, + "rule_id": "rule_123", + "title": "attacks count as having a Penetration of 0.", + "content": "True sTrike\nAction: Half heLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a to burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round and engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced x PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering make Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower page 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without a Psy Rating of at least 1.", + "page": 196, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 124, + "rule_id": "rule_124", + "title": "Willpower Test to break free.", + "content": "TesTs\n•\nThe Role of faTe\n• t\n•", + "page": 199, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 125, + "rule_id": "rule_125", + "title": "Cohesion", + "content": "•\n", + "page": 200, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 126, + "rule_id": "rule_126", + "title": "squad Mode and", + "content": "solo Mode\n• squad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the character has Training in the Skill. A Battle-Brother can still attempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game success at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple vessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can alert his nearby patrol. The slippery alien scrambles down an incline\nT his chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the how to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a introduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have", + "page": 200, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 127, + "rule_id": "rule_127", + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 128, + "rule_id": "rule_128", + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 129, + "rule_id": "rule_129", + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 130, + "rule_id": "rule_130", + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is determined by who passed by the most. This is Ulfric, passing by 10 degRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms into the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character succeeded or failed. Sometimes, however, it is useful to know how well a character succeeded, or how badly he failed. This\nTesT diffiCulTy is particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank gun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll roll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 131, + "rule_id": "rule_131", + "title": "• Enter Squad Mode without a Cohesion Test.", + "content": "• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a character can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the to be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under the character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect reduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game just. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement and suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day† he is only hideously burnt and rendered unconscious with 0 12m 0.75km 7km zero Wounds. In more extreme circumstances, such as being 1 24m 1.5km 15km trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km", + "page": 203, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 132, + "rule_id": "rule_132", + "title": "10 10 20 30 60", + "content": "Running and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when tiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse, but each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree make a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into hour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game character takes 1 level of Fatigue. Characters moving at this brisk pace are focused on running and watching their steps, so they take a –20 penalty to all Perception-based Tests. As with siMple CliMbs hurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees, penalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but no real skill to accomplish. Any character with both hands free can automatically accomplish a simple climb, provided foRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).", + "page": 204, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 133, + "rule_id": "rule_133", + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character character attempts to either jump as high as he can, or jump must move at least four metres in a straight line before down safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a", + "page": 205, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 134, + "rule_id": "rule_134", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the KillIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will to his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however ability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play, comes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds it can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad unusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives fire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point as an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the", + "page": 211, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 135, + "rule_id": "rule_135", + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain there are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each single combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is and artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character team will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling them with doubt and distrust. The GM decides that each BattleBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers must roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character and Solo Mode by using an action or passing a Cohesion Challenge (see page 212). While in Squad Mode, a Space Marine is linked to any", + "page": 211, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 136, + "rule_id": "rule_136", + "title": "Battle-Brother using the Squad Mode ability.", + "content": "Visual distance means that the Battle-Brothers must be able whaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in this mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range to the rest of his squad in any special way and cannot benefit Rank Support Range from Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than 4–6 (Medium)\n60 metres away.\nVocal distance, no more than 7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To in near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics, friends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit smoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the", + "page": 212, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 137, + "rule_id": "rule_137", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities reduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.", + "page": 213, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 138, + "rule_id": "rule_138", + "title": "• His Kill-team’s Cohesion is reduced to 0.", + "content": "• He is no longer in Support Range of at least one other member of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 213, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 139, + "rule_id": "rule_139", + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Killteam hunting for an Ork boss in the ruins of an old Imperial chapel. Unexpectedly, he falls through a weakened part of the floor and into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as being in Support Range, so at the start of his next turn he reverts to Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which he meets the requirements. The requirements for Solo Mode abilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank needed to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need to spend Experience Points to gain a Solo Mode ability, and\nA s a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.", + "page": 213, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 140, + "rule_id": "rule_140", + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before applying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds devotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may witches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each the Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee attacks against creatures with the Daemonic Trait is not reduced by Toughness Bonus. In addition, the Battle Brother’s own wolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1 from attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman from Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses", + "page": 216, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 141, + "rule_id": "rule_141", + "title": "using squad Mode abiliTies", + "content": "rank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can of any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test part the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend and indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this with a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it razor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is feats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other are the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then", + "page": 218, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 142, + "rule_id": "rule_142", + "title": "keeping TRaCk of squad Mode", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode ability to rush the enemy. Palarius and two of his Kill-team members abiliTies break cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother member of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game though they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to from this ability. the next as the tactical situation dictates. This is where the Status Mode sheet can be used to keep track of a Battle-Brother’s current Squad Mode ability and its susTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode provided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or is indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their", + "page": 219, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 143, + "rule_id": "rule_143", + "title": "Support Range or leave Squad Mode.", + "content": "exaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien decides to have his character return to Solo Mode, losing the benefits of the Squad Advance for himself. Both Andrew and Jim, however, continue to benefit from the Squad Advance, as Andrew is sustaining it and they are still within Support Range. In Andrew’s turn however he chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.", + "page": 219, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 144, + "rule_id": "rule_144", + "title": "Joining susTained squad Mode", + "content": "abiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is in Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother sustaining the ability, he can join as a Free Action at the start of any of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character also gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither benefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and gains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained their targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No open ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes methods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game and assaults. Squad Advance Half 1 Yes", + "page": 219, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 145, + "rule_id": "rule_145", + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by upon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an TooTh and nail additional Standard Attack with that same weapon, against Chapter: Space Wolves the same foe, as a Free Action. If this blow also hits, then they Action: Free Action may make an additional Standard Attack and so on, up to a Cost: 2 total number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space summoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may unleash their inner beast against their enemies. While this ability is in effect, the Battle-Brother and those in Support Range of", + "page": 221, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 146, + "rule_id": "rule_146", + "title": "Parry Tests.", + "content": "Missions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an orbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests pRepaRaTion that there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game operations from the base, making it a vital target. It is my begins and represents the players preparing their characters recommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the to us and consider the matter closed...” Kill-team and Battle-Brothers which include such things as taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT he Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to of battle reflects this status. No commander would have access to. The briefing allows the players to get an idea consider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks", + "page": 224, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 147, + "rule_id": "rule_147", + "title": "resist Cohesion damage.", + "content": "Squad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion or Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire", + "page": 228, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 148, + "rule_id": "rule_148", + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in their path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game s\nAll missions have one or more objectives that the players must achieve in order for the Mission to be completed. An objective is a way of quantifying the success of a Mission and giving the players a set of clear goals for their characters to achieve. In keeping with the military nature of Deathwatch, objectives are typically set by the GM when the Mission is created and passed on to the characters during the Mission briefing. However, such is the fickle nature of war that objectives can often change during the course of a Mission, and the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may be present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for its completion. If the players do not complete their primary objectives, then the Mission is considered a failure. For this reason, when the GM sets the Mission’s primary objectives, oaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy", + "page": 228, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 149, + "rule_id": "rule_149", + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just on their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded mission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the alter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM to come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary objectives without the knowledge of the players. This change should, however, become quickly apparent, such as arriving inseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to leave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from low orbit, direct assault via Thunderhawk gunships, or even land-based assaults in Rhinos or Land Raiders\nCuT off from a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can the role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.", + "page": 230, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 150, + "rule_id": "rule_150", + "title": "Kill-team has their Cohesion reduced by 2.", + "content": "InItIatIve\n• actIons\n• the attack\n•\nInjury\n• crItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While characters’ Turns overlap each other slightly, Turns are resolved in a specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms actIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat he Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the of mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For and fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a the Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same foes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to their Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the", + "page": 231, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 151, + "rule_id": "rule_151", + "title": "Dodged or Parried.", + "content": "Focus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged multiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.", + "page": 236, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 152, + "rule_id": "rule_152", + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order combat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to so games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge and assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that nearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks for their own safety and are constantly side-stepping, twisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers, favourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are default difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect", + "page": 237, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 153, + "rule_id": "rule_153", + "title": "DoDge anD parry reactIons", + "content": "Melee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to combat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat attacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these weapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can only use half its Agility score of 15 for the Dodge Test. The GM rolls for the creature and gets a 56. The squig fails to dodge the step one: apply moDIFIers to attack.", + "page": 243, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 154, + "rule_id": "rule_154", + "title": "(but see Dodge and Parry Reactions, below).", + "content": "a number. Roll the appropriate die and apply any indicated modifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps the attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual that attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as more than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also to one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat chance of Righteous Fury. grids or hex patterns to make measuring distances quick and easy. Tactical combat maps can be drawn to any scale, and some roleplayers like to combine large-scale maps with rIghteous Fury miniatures where a one inch square represents one square", + "page": 243, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 155, + "rule_id": "rule_155", + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good character sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw with two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there that can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his made using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule, penalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location use the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against weapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess or Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover", + "page": 245, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 156, + "rule_id": "rule_156", + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the using a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour with a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat using the Multiple Attacks combat action. Resolve each attack separately by testing Weapon Skill for the melee", + "page": 245, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 157, + "rule_id": "rule_157", + "title": "weapon and Ballistic Skill for the pistol.", + "content": "Table 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s who is outnumbered three to one or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat reduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned opponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe who is outnumbered two\nDarkness to one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very with a melee weapon. Hard (–30). While a Character is concealed by darkness,", + "page": 245, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 158, + "rule_id": "rule_158", + "title": "1 3", + "content": "VIII: Combat are Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage 4 5 the same foe in melee combat. If a group of characters outnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber their opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or otherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous scatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One way of determining exactly where that errant krak grenade floats after it bounces off the bulkhead is to roll twice on the d scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on a table, hill, or atop of a mound of dead comrades, have an advantage. Weapon Skill Tests made by these characters are piNNiNg", + "page": 247, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 159, + "rule_id": "rule_159", + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults the Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based", + "page": 250, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 160, + "rule_id": "rule_160", + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into forcing him to drop anything he was holding, and Myrdor suffers Zero Strength unconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a", + "page": 250, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 161, + "rule_id": "rule_161", + "title": "Zero Toughness The character dies.", + "content": "VIII: Combat lasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless, and armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility and can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless the Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence coma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses burn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests total) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a removIng Damage Zero Willpower nightmare-filled sleep. When he awakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or attention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage", + "page": 250, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 162, + "rule_id": "rule_162", + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness 1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill 2", + "page": 255, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 163, + "rule_id": "rule_163", + "title": "and Ballistic Skill Tests for 1 Round.", + "content": "3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat 4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned 7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the 8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore gets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against 10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within", + "page": 256, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 164, + "rule_id": "rule_164", + "title": "few Psychic Powers can speed up Damage recovery.", + "content": "Death for a character is always the result of a Critical Damage effect. Usually this is when the character has accrued 8 or d more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character devotes an entire day to bed rest, he removes an amount of heroIc sacrIFIce (optIonal)\nVIII: Combat", + "page": 261, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 165, + "rule_id": "rule_165", + "title": "Damage equal to his Toughness Bonus.", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players example to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor he has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if day to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to burn the point anyway and make a Heroic Sacrifice instead. A character declares at the start of his Turn that he is performing d a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further character removes 1 Damage per week through natural critical effects with the exception of those which render limbs", + "page": 261, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 166, + "rule_id": "rule_166", + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs to be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the person running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the players get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI in the first place—probably also the person that bought n Deathwatch, the players assume the role of elite warriors this book. It is also common that over time several of the of the Imperium and must face the multitude of humanity’s group’s players may take on the role of the GM, sharing foes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of players a chance to make their own stories and can be very humanity standing between the boiling dark and the flickering rewarding as GMs tag-team adventures leading to plots light of civilisation and order. Bringing this bloody reality to and campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in their endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for", + "page": 262, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 167, + "rule_id": "rule_167", + "title": "the weight of its own fear and confusion.", + "content": "team represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle a significant place in the ranks of the Deathwatch, of envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the experience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and the players through the rigid military structure of the objectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree least not right away).\nof autonomy and freedom. This special flexibility can allow them to choose their own path to completing their goals and even go off-mission without the inevitability of court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special, adjudicating the actions of the players, the GM is also and the team itself comprises members chosen for their charged with controlling the actions of anyone the PCs independence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and s trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies", + "page": 267, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 168, + "rule_id": "rule_168", + "title": "Marine must have 60 Renown to be considered for", + "content": "this honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM issions are the staple of a Kill-team’s existence and the basis for defining its adventures. The rules and guidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players that capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create their adventures, but Missions represent a way for the GM to clearly lay out the parameters of a Kill-team’s game objectives, in keeping with the military nature of being an elite combat unit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when creating a Mission. Usually this is fairly straightforward, as an Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its difficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team and vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop", + "page": 270, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 169, + "rule_id": "rule_169", + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing bolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an ancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those that exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a the characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warpbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien breaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos", + "page": 271, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 170, + "rule_id": "rule_170", + "title": "Requisition is divided among each Battle-Brother", + "content": "of such abilities or items, as well as the amount they increase Kill equally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are they see fit. Should the players choose, they may pool by no means exhaustive and the GM should feel free to create their Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid whatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage missions, and every Battle-Brother knows the value of a good surprise attack.", + "page": 272, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 171, + "rule_id": "rule_171", + "title": "Table 9–4: Setting Requisition", + "content": "Assault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition of the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15 application of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5 sometimes they must hold their ground, usually while heavily Each Novice Objective +1 outnumbered and without support. Defence Objectives focus on e lesser targets or backup systems or the elimination of personnel vital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.", + "page": 272, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 172, + "rule_id": "rule_172", + "title": "REcovERy", + "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent, in difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander they need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost usually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy as bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of exiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy often involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy commanders) or extremely dangerous (such as recovering a live Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the", + "page": 273, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 173, + "rule_id": "rule_173", + "title": "Fear and", + "content": "the Difficulty of the test. Such situations include atmosphere, situation and an NPC’s particular circumstances. However, the most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master feelings or lack of feelings the NPC displays. The NPC’s disposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens base Difficulty. Other factors can adjust the Difficulty up or\nT down as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where provides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with attempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester one step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and test, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality by one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member must at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils", + "page": 275, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 174, + "rule_id": "rule_174", + "title": "01–20", + "content": "normally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 175, + "rule_id": "rule_175", + "title": "21–40", + "content": "encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 176, + "rule_id": "rule_176", + "title": "41–60", + "content": "the object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 177, + "rule_id": "rule_177", + "title": "61–80", + "content": "makes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may 81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 178, + "rule_id": "rule_178", + "title": "101–120", + "content": "is still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing 121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 179, + "rule_id": "rule_179", + "title": "131–140", + "content": "whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do 141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of the encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 180, + "rule_id": "rule_180", + "title": "171+", + "content": "successful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track s\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse not be considered to be automatic. They can be best 31-60 –10\nLevel 1 used to bring home the horrific nature of a location Primarch’s Curse", + "page": 276, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 181, + "rule_id": "rule_181", + "title": "61–90 –20", + "content": "IX: The Game Master or artefact and even at important junctures to weaken Level 2 the players’ allies—such as having Inquisitorial Primarch’s Curse", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 182, + "rule_id": "rule_182", + "title": "91–99 –30", + "content": "agents refuse to accompany the Battle-Brothers into a Level 3 building or chamber out of terror. The following are Character some guidelines for setting Degrees of Fear outside of 100+ — removed from combat: play", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 183, + "rule_id": "rule_183", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or psychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it weeping statues, etc.\nCharacters may be able to shake off some of the effects of", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 184, + "rule_id": "rule_184", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "Fear after the initial shock has worn off. Where specified on know to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap or psychic phenomena—the skies raining blood, a out of it,” he can make a Willpower Test in his next Turn. If painting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 185, + "rule_id": "rule_185", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "may act normally. If he fails, the effect continues and the inexplicable death (the man next to you on the shuttle character may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 186, + "rule_id": "rule_186", + "title": "of revelation (finding yourself covered in blood,", + "content": "surrounded by bodies with a meat cleaver in your hand and no memory of how you got there), the dead rising insaniTy\nEven the hardened mind of a Space Marine is not immune across a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 187, + "rule_id": "rule_187", + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "resistant. While lesser men turn into raving lunatics or scale daemonic incursion, discovering your failure murderous villains, a Battle-Brother’s psycho-conditioned is responsible for the deaths of millions, staring brain suppresses or discounts such delusions, instead unprotected into the warp.\nbecoming more attuned to war and conflict. As a result, insanity in Battle-Brothers is not in fact a loss of facilities or r a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their everyone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe the morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of will break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he shows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 188, + "rule_id": "rule_188", + "title": "source of Fear.", + "content": "s failing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still immediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both are applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also situation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted and suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of concentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also in the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it coming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy combat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of the character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 189, + "rule_id": "rule_189", + "title": "Imperium", + "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part of the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT sacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his ascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and his psychic mind is wholly preoccupied within warp space\nT he 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced thousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary hailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the universe. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood of space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The", + "page": 282, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 190, + "rule_id": "rule_190", + "title": "The Soul Binding", + "content": "No ordinary psyker could transmit a message such vast distances. Astropaths only through the warp, nor could he receive a tele pathic message over special ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu al, kno wn as the Soul the Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for not all of those that survive retain theiicr san the psyker, and not all survive despite year s of preparation, and ity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the or touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme appear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste d, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of the Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the", + "page": 284, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 191, + "rule_id": "rule_191", + "title": "Exterminatus", + "content": "espread that there it may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide is no poss ibility of solu tion or rede mpt vidu al wou ld only serve to or indi vidu al, whe re the rem ova l of the movement or it brings for a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that", + "page": 285, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 192, + "rule_id": "rule_192", + "title": "strengthen the sub vers ive cau se they", + "content": "ation.\na large segment of a population beyond salv alarming manner, either overtly or cove rtly, crib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo ry that an aggressive holding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging to certain thre ats can serv e as a pow ing their treacherous designs.\nothers of a heretical leaning from contemplat erminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors tly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand ened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be are hard ty man be free to spre ad his heresy. Alth than a sing le guil term.\ninnocents suffer death erm inat us, such is the thre at pose d that countless billions more are saved in the long lost during an Ext\nThe imperiAl nAvy The AdepTus", + "page": 285, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 193, + "rule_id": "rule_193", + "title": "Segementum", + "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza us\nSEGEMENTUM Xenax", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 194, + "rule_id": "rule_194", + "title": "Ultima", + "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice estus", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 195, + "rule_id": "rule_195", + "title": "Segementum", + "content": "Tempestus\nGryphonne IV Rynn’s World\nThe Veiled Region", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 196, + "rule_id": "rule_196", + "title": "The Ages Of Humanity", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives on Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium 15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be reached and the colonies must survive as independent states since they are separated from Earth by up to ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are founded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers are scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any warp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a dark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and", + "page": 288, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 197, + "rule_id": "rule_197", + "title": "suppressiOns", + "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for strategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against from long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial from battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given to fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates to become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against strewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or smash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and weapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate foolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting", + "page": 298, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 198, + "rule_id": "rule_198", + "title": "Chine", + "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias, inductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and method of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more for aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who months to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of is likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments of his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds, rebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used", + "page": 299, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 199, + "rule_id": "rule_199", + "title": "holds no fear.", + "content": "Deathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of unholy abomination, it cannot make his body impervious to the alien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only names never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies our names and our deeds.” are proof against almost any attack, and their weapons and armour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very death at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave after wave of alien invaders and taking the battle to whatever\nT he Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the stars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are", + "page": 302, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 200, + "rule_id": "rule_200", + "title": "The Purest Of T", + "content": "ies an ce is en tir ely fre e of taint. While most impurit inherit othecaries, that a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern uence, others are a ma s are afflicted by are of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst, their effects constantly gu arded against. Tw ac e W olv es. Th e for me r suffer from the Red Th\nSp e Blood Angels and the ions of the death of his\nPrimarch that such an inheritance – th su ch ov erp ow eri ng vis ffer which condemns a Battl e-Brother to suffer nk s of th e D ea th Co mp any. The latter may su e ra dman, and must enter th d fangs. If there is any possibility he becomes a frothing ma gin g be as t of mu scl e an e ulfen, and become a ra dispatched to serve in th from the Curse of the W y succu mb to it, he wi ll no t be nister sceptible to such a fate ma ainst his curse, and admi", + "page": 308, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 201, + "rule_id": "rule_201", + "title": "The Deathwatch And The Codex Astartes", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little resemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as to be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to tailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready to oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy threats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly adapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even if a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from attack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any way the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in the next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war clad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several", + "page": 311, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 202, + "rule_id": "rule_202", + "title": "Radicals And Puritans", + "content": "the institution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man to enact his duty as he sees fit. Over the mill very highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The doctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m ss of must be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin such threats everywhere they look, and they their source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the entire planetary populations that the sins r disposal, including using the weapons of their enemies in the other hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has furtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists, been infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets with one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as", + "page": 316, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 203, + "rule_id": "rule_203", + "title": "Black Shields", + "content": "Every so often, perhaps only once in the service of a Watch Commander, bearing no Chapter iconography, his a warrior armour painted entirely black, presen at the Watch Fortress. By ancient ts himself tradition, these warriors are not que pressed to explain their origins. The stio ned or\nWatch Commander has the right to away, but in practice this rarely occ tur n them urs.\nWho are these mysterious warriors, who shroud their Chapter symbols beneath dark hoods? Some say tha and often hide their faces t they are the last of their Chapte having been lost to war, disaster or the rs, their Battle-Brothers irreversible destabilisation of their gen that these lone strangers might hav e-seed. Others whisper e remained true to their oaths while against them. Some may even be tra all of their fellows turned itors turned back to the light, but hau blasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in common is that when they enter serv it is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle are possessed of a dour fatalism, as -Brothers to rejoin. Some", + "page": 318, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 204, + "rule_id": "rule_204", + "title": "Catechism Of The Xenos", + "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe JerichoMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus crusaDe\n• t\n• t\n• t\nChapter XII: enemies of the Imperium have been denied and cast down amongst the Reach’s forgotten stars, and many great threats ended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s distant masters. However, these battles have been but the prelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of the Deathwatch may be the only way to influence the outcome of the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall return.” t\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed, the outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it was not always like this. The area of space now known as the", + "page": 319, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 205, + "rule_id": "rule_205", + "title": "disturb the plains of grey dust that cover", + "content": "no atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few yet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face lain why the Watch the sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle ss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace granted the most secret information of how at the system’s edge, or not at all.\nhes it to remain em itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst unobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells fired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting housed in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may, formed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour", + "page": 328, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 206, + "rule_id": "rule_206", + "title": "The Hadex Anomaly", + "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses his soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts phenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During similar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation, turbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer and twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress almost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than smaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,", + "page": 348, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 207, + "rule_id": "rule_207", + "title": "Hordes", + "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n• non-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most\nAdversaries powerful Master tier enemies are both terrifying foes and cunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries have seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents and multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers between them and the end of days.” must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes address at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused\nT he destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them", + "page": 356, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 208, + "rule_id": "rule_208", + "title": "damage Caused By Hordes", + "content": "Any attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude times equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is what the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that it adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength a particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The as Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and the Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a effects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes in specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same packed into a small space). mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking", + "page": 359, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 209, + "rule_id": "rule_209", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close proximity and ranged attacks at enemies that are at a distance in a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or enemies that are in close proximity (the GM is the final arbiter of whether a target is in close proximity or not) if not using\nS T ag int Per WP fel a map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20 from being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34 against every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low large number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon weight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "page": 359, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 210, + "rule_id": "rule_210", + "title": "(18) (12)", + "content": "awaits them as a price of their blindness.”\n", + "page": 361, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 211, + "rule_id": "rule_211", + "title": "75 60 66 45 48 48 48 75 30", + "content": "–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or", + "page": 361, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 212, + "rule_id": "rule_212", + "title": "I; Pen 6; Felling, Unwieldy).", + "content": "Gear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply.\nchaos sPace marine marks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust for spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack", + "page": 361, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 213, + "rule_id": "rule_213", + "title": "35 35 35 35 30 20 30 35 20", + "content": "S T ag int Per WP fel", + "page": 363, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 214, + "rule_id": "rule_214", + "title": "28 25 30 30 30 20 30 40 20", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).", + "page": 363, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 215, + "rule_id": "rule_215", + "title": "Gear: Respirator, 3 reloads for autopistol.", + "content": "Horde: Chaos Militia can be used as a Horde (see Hordes on page 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it join us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded recognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT he Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead on the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology young, but the dynamic nature of the species is driving bases are carried over into non-military applications.", + "page": 363, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 216, + "rule_id": "rule_216", + "title": "(10) (10)", + "content": "honour in battle. They see ranged combat 35 55 50 57 45 40 55 55 30 as more desirable to the carnage Movement: 12/24/36/72 Wounds: 90 of hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20), hand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak preferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot, rather than brute force to Independent Targeting, Meditation, Rapid win battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely", + "page": 364, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 217, + "rule_id": "rule_217", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms 7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst cannon, micro-bead, scanner.\nS T ag int Per WP fel", + "page": 366, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 218, + "rule_id": "rule_218", + "title": "20 25 20 40 40 15 25 20 10", + "content": "Movement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may only use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by +2. This is recalculated immediately should any be destroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel", + "page": 366, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 219, + "rule_id": "rule_219", + "title": "25 35 30 30 25 30 20 30 30", + "content": "Movement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand 6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first, called the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before unleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much preparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second philosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy wish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter", + "page": 367, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 220, + "rule_id": "rule_220", + "title": "55 30 60 50 44 20 35 50 ––", + "content": "\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.", + "page": 370, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 221, + "rule_id": "rule_221", + "title": "Talents: Fearless, Swift Attack.", + "content": "Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs the Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).", + "page": 370, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 222, + "rule_id": "rule_222", + "title": "Blast (10), Deadly Snare, Tearing,", + "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —", + "page": 372, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 223, + "rule_id": "rule_223", + "title": "the victim’s Armour and Toughness Bonus.", + "content": "Rending Claws are diamond hard growths of bone capable of crushing reinforced ceramite and ripping through the thickest of armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies they require for their game. Some options and variations are presented as part of the enemy profiles but the possible variety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If, for example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing their autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented with all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon damages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances, such as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note that NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.", + "page": 372, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 224, + "rule_id": "rule_224", + "title": "We Are The Imperium!”", + "content": "XIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT he entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS t\nS\nS T ag int Per WP fel", + "page": 373, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 225, + "rule_id": "rule_225", + "title": "30 30 30 35 30 30 30 30 35", + "content": "\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent to their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3, circumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;", + "page": 373, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 226, + "rule_id": "rule_226", + "title": "Pen 2; Balanced, Tearing).", + "content": "S T ag int Per WP fel Gear: Personal comm-link, respirator.", + "page": 374, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 227, + "rule_id": "rule_227", + "title": "35 35 30 35 35 45 45 40 40", + "content": "imPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots", + "page": 374, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 228, + "rule_id": "rule_228", + "title": "15; Reload Full; Reliable).", + "content": "Gear: Medals and marks of rank, data-slate, personal encrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel", + "page": 374, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 229, + "rule_id": "rule_229", + "title": "40 45 35 40 40 35 38 45 45", + "content": "\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel", + "page": 374, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 230, + "rule_id": "rule_230", + "title": "30 30 30 35 30 20 30 35 20", + "content": "\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,", + "page": 375, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 231, + "rule_id": "rule_231", + "title": "Unnatural Strength (x2).", + "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel", + "page": 375, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 232, + "rule_id": "rule_232", + "title": "35 35 50 48 30 20 30 35 ––", + "content": "S T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot laser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to tantalus\n• seek, locate,\nDestroy\n• exit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when", + "page": 375, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 233, + "rule_id": "rule_233", + "title": "51-70", + "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack 131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the last hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is led by a Hive Tyrant instead (see page 370).\nXIV: Extraction is victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office, across its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water field of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he impossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen", + "page": 384, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 234, + "rule_id": "rule_234", + "title": "†Includes Strength and Augmetic Bonus.", + "content": "Gear: Encrypted data-core box chained to belt, spare flask ists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the moment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double fellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the opportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought aDept-Minoris roGe halis down over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with he has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous has been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the battle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left", + "page": 390, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 235, + "rule_id": "rule_235", + "title": "16 20 25 30 30 27 29 21 28", + "content": "wS BS S T ag Int Per wP fel\n\b Wounds: 8 30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of PyroclastEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly grey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and for Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They are all doomed, and know this beyond doubt, but a mixture of hard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction coMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first active duty deployment who has found himself the last surviving ranking officer in his detachment, and possibly inDustrial/MininG serVitor", + "page": 390, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 236, + "rule_id": "rule_236", + "title": "\b 165 \b 115", + "content": "Index\n", + "page": 392, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 237, + "rule_id": "rule_237", + "title": "\b 113 \b", + "content": "\b\n", + "page": 392, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 238, + "rule_id": "rule_238", + "title": "\b 205 \b", + "content": "\b\n", + "page": 392, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 239, + "rule_id": "rule_239", + "title": "\b 117 \b 271", + "content": "Index\n", + "page": 393, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 240, + "rule_id": "rule_240", + "title": "\b 119 \b 241", + "content": "\b 10", + "page": 393, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 241, + "rule_id": "rule_241", + "title": "\b \b", + "content": "121 205\n\b 273 \b 234\n\b 241 \b 123", + "page": 394, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 242, + "rule_id": "rule_242", + "title": "\b \b", + "content": "121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241", + "page": 394, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 243, + "rule_id": "rule_243", + "title": "\b 121 \b", + "content": "\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160 122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208", + "page": 394, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 244, + "rule_id": "rule_244", + "title": "\b 123 \b", + "content": "\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270", + "page": 394, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 245, + "rule_id": "rule_245", + "title": "\b 230", + "content": "\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b 248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203", + "page": 394, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 246, + "rule_id": "rule_246", + "title": "Characteristics", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 247, + "rule_id": "rule_247", + "title": "Skills", + "content": "Trained\nTrained\nTrained", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 248, + "rule_id": "rule_248", + "title": "+20%", + "content": "Basic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 249, + "rule_id": "rule_249", + "title": "______________________________________", + "content": "〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________ based Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕 f\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 250, + "rule_id": "rule_250", + "title": "Characteristics", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 251, + "rule_id": "rule_251", + "title": "Name", + "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 252, + "rule_id": "rule_252", + "title": "(31-70)", + "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 253, + "rule_id": "rule_253", + "title": "Name", + "content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD 〔 〕\nType: Type:", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 254, + "rule_id": "rule_254", + "title": "〔 Power Armour Abilities 〕", + "content": "SPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "psychic", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 255, + "rule_id": "rule_255", + "title": "Squad Mode", + "content": "Character Name: Player Name: Chapter:", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 256, + "rule_id": "rule_256", + "title": "Squad Mode Abilities (pg 219)", + "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16 15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12 11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 257, + "rule_id": "rule_257", + "title": "Squad Designation:", + "content": "8 7 OATH:\n6 5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2 1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 258, + "rule_id": "rule_258", + "title": "Cohesion:", + "content": "Effects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 259, + "rule_id": "rule_259", + "title": "Solo Mode", + "content": "Index\n™", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 260, + "rule_id": "rule_260", + "title": "Of The 41st Millennium", + "content": "You are a Space Marine, one of the Imperium’s supreme warriors. Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions noone else can accomplish, and confront the most dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded Speciality system.\nDynamic rules for all eventualities that let you handle everything from social interaction\n™ to deadly fast-paced combat, psychic powers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front lines of the crusade with a complete adventure to get you started.\nThe Deathwatch core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01", + "page": 400, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 261, + "rule_id": "rule_261", + "title": "Isbn:\b978-1-58994-778-8", + "content": "™ www.FantasyFlightGames.com 9 781589 947788 55995\n™", + "page": 400, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 262, + "rule_id": "rule_262", + "title": "Games Usa", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/ devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at www.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring gladEs\n•\nBEhind EnEmy linEs\n• t\n• t\nShadow of Perhaps intending to preserve the planet’s ecosystem for their own use, the enemy planted Delirium Trellises to infect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just", + "page": 1, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 263, + "rule_id": "rule_263", + "title": "by Kroot (Novice Objective, 6 Requisition)", + "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran greatly for it to idle waiting in orbit. Jaresh gives the KillObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost without taking their lives (Veteran Objective, not included 420 in a Thunderhawk. He has explicit orders to drop them in calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled any immediate trouble in their landing zone cleared, it would", + "page": 6, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 264, + "rule_id": "rule_264", + "title": "Objective, 7 Requisition)", + "content": "take extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit except return to the Spear.", + "page": 6, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 265, + "rule_id": "rule_265", + "title": "(Veteran Objective, 8 Requisition)", + "content": "You should add or modify these starting Objectives, and the Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the BattleBrothers are issued a Deathwatch Land Speeder Storm for transport on the planet. A larger vehicle cannot manoeuvre through the planet’s dense forests. Finally, they receive custody of the archeotech luminators. All that then remains is the Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The kilometre-long ship is narrow and sleek like its namesake, with a hull of dark metal streaked in the soot of war. Its Captain is a broad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his attitude may quickly sour if they count a Librarian amongst their ranks. The ship’s crew is predominantly indentured serfs, although a handful of other Deathwatch-sworn Space Marines man the bridge. One such Battle-Brother is Dane, a freshfaced Initiate who loyally followed Jaresh into Deathwatch duty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary liaison during the two week voyage.\nThe journey passes uneventfully, but provides the Killteam time for any strategizing they may need to do. Should any of the Battle-Brothers engage in conversation about their", + "page": 6, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 266, + "rule_id": "rule_266", + "title": "(8) (8)", + "content": "and one aerofoil cuts into the three dimensional projection as clouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18 climbing hives and battle-ravaged rockscapes, Baraban appears strikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35 be warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20, blue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10, drops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious and an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training shock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 267, + "rule_id": "rule_267", + "title": "Strength (x2), Unnatural Perception (x2).", + "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip the Battle-Brothers can glimpse a shattered bunker, and frantic", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 268, + "rule_id": "rule_268", + "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", + "content": "Imperial Guardsmen fighting off an overwhelming number\n", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 269, + "rule_id": "rule_269", + "title": "Gear: Rifle reloads.", + "content": "of Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it las shot four to one, and the growing distance between frag inflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict and risk revealing their presence to the Tau, or do they allow the Outpost to be overrun?\nBrother Dane follows their direction if they choose to e participate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense they can hardly occupy the entire enemy mob. As the Killforest. If they bring the gunship’s weapons to bear, it provides team endeavours to turn the battle’s tide, the Guardsmen a decisive advantage in firepower, but creates a large degree of also fight for their lives. The GM should make this evident collateral damage. The Kroot and Guardsmen ranks intertwine in his description of the scene Round to Round. By the as the lanky aliens attack with pulse charges and the wicked time they arrive, roughly a quarter of the Outpost’s 100 blades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To canopy make firing into the melee (with the ship’s guns or represent the rising body count if the combat drags on, from its deck) Very Hard (–30). Any misses or Blast weapons", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 270, + "rule_id": "rule_270", + "title": "Unnatural Perception (x2)", + "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT he southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak northeast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None on this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any the centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine verdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other continents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have for avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the they are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines or all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the", + "page": 15, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 271, + "rule_id": "rule_271", + "title": "minus the wielder’s Strength Bonus in minutes.", + "content": "he’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one the Kill-team to the events transpiring at the Tau base.\nShadow of Madness or both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling destroyed in the blast.", + "page": 16, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 272, + "rule_id": "rule_272", + "title": "them they have discovered the General’s location", + "content": "• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding expose the Trellis. This requires three successes on an the Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons, to transport the Trellis off planet means it is almost or an Extended Ballistic Skill Test with a weapon that certainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling bodies in the towering glade), the Battle-Brothers trees, a successful use of the Evaluate Skill to determine weak might recover intelligence documents. Interpreting points either halves the time needed or adds +10 to the chances it would require help from someone with Speak of success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles descend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres up. If the Battle-Brothers glance upwards, they see the series they died. A few crumpled pages of a manuscript in high of structures formed from animal hides, leaves, and a mulch gothic flutter between two flat chunks of rubble. They appear of partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but", + "page": 16, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 273, + "rule_id": "rule_273", + "title": "Renown from the overall Mission Rewards.", + "content": "Shadow of Madness\nFailure: The operation is a failure. Whatever result the characters were attempting, they affect 1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each character carries 1d5 points of Damage back from the battle.\nStalemate: There is no meaningful outcome to the operation. The characters made a respectable 0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/ effort; the GM can further shade whether they\nFailure Failure Failure accomplished even something trivial by whether the attempt was a net fail or success.\nMinor Victory: The operation will be quickly 1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what they set out to do. The effects may be temporary.\nModerate Victory: The characters performed 2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but without particular flair.\nDecisive Victory: The Operation was a tale worth re-telling. The characters affected a 4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success lasting achievement that was everything they could have hoped to accomplish.\nHeroic Feat: The involved characters achieved even more than they set out to do. What began 9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being", + "page": 21, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 274, + "rule_id": "rule_274", + "title": "Renown to the overall Mission Rewards.", + "content": "reTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team of Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating to retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen sitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon this time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an an opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue the team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises to summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit return. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:", + "page": 21, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 275, + "rule_id": "rule_275", + "title": "them, using the machine spirit’s Ballistic Skill.", + "content": "Antagonists vEsPid sTingwing\nS\nShadow of Madness iniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "skills", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 276, + "rule_id": "rule_276", + "title": "(10) (8)", + "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 277, + "rule_id": "rule_277", + "title": "Toughness (x2).", + "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 278, + "rule_id": "rule_278", + "title": "4; Balanced, Tearing).", + "content": "Gear: Astartes jump pack, 3 bolt pistol reloads, devotion chain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 279, + "rule_id": "rule_279", + "title": "40, Reload 2Full)", + "content": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 280, + "rule_id": "rule_280", + "title": "cannot be reloaded in flight, Blast (6) )", + "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10, each missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s machine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception to his good nature is Watch Captain Servais. The two have conflicted time and again on matters of strategy, philosophy,\nT he Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches section represent a selection of prominent individuals to combat has been a wedge between the two ever since the who frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with or rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment ideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term role in your campaign. of service. Despite the Inquisitorial sanction, he possesses a burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 281, + "rule_id": "rule_281", + "title": "Requisition to stack the odds in your favour.", + "content": "team must negotiate violent mistrust wherever they go as advEnTurE sEEds they track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central world. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the species and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing reaches the planet, they find it already under sanction component for her allies. If she has reason to trust from the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all the Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then desire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very questionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends inquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new quisT abomination has surfaced in the region’s budding cold", + "page": 23, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "equipment", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 282, + "rule_id": "rule_282", + "title": "Isbn: 978-1-58994-779-5", + "content": "9 781589 947795 51995 www.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 283, + "rule_id": "rule_283", + "title": "Hordes", + "content": "Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used.\nHellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 284, + "rule_id": "rule_284", + "title": "†† ††† ††", + "content": "Shooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† ††† 8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 285, + "rule_id": "rule_285", + "title": "+10 to Parry.", + "content": "Razor Sharp: If the attack roll results in two or more degrees of success,\n", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "combat", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 286, + "rule_id": "rule_286", + "title": "double the weapon’s Penetration.", + "content": "Attacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† ††† 4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "weapons", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 287, + "rule_id": "rule_287", + "title": "Tearing:", + "content": "Toxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard, against its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine point of Damage taken, if failed take extra 1d10 Impact", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GMK", + "category": "general", + "created_at": "2025-08-17 16:16:58" + }, + { + "id": 288, + "rule_id": "rule_288", + "title": "Damage (no reduction for armour or Toughness).", + "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will 8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. 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"\b 117 \b 271", + "page": 393, + "source": "Core Rulebook", + "score": 265.02, + "metrics": { + "length": 37, + "upper": 1, + "letters": 5, + "upperRatio": 0.2, + "nonAlphaNum": 2, + "nonAlphaRatio": 0.05405405405405406, + "newlines": 2, + "newlineDensity": 0.05405405405405406, + "lines": 3, + "shortLines": 2, + "shortLineRatio": 0.6666666666666666, + "avgWordLen": 3.6666666666666665, + "entropy": 2.2672267950293823, + "punctDensity": 0 + }, + "snippet": "Index " + }, + { + "id": 230, + "title": "30 30 30 35 30 20 30 35 20", + "page": 375, + "source": "Core Rulebook", + "score": 263.34, + "metrics": { + "length": 792, + "upper": 94, + "letters": 495, + "upperRatio": 0.1898989898989899, + "nonAlphaNum": 9, + "nonAlphaRatio": 0.011363636363636364, + "newlines": 19, + "newlineDensity": 0.023989898989898988, + "lines": 20, + "shortLines": 10, + "shortLineRatio": 0.5, + "avgWordLen": 4.1940298507462686, + "entropy": 5.179166514066555, + "punctDensity": 0.1148989898989899 + }, + "snippet": "\b Wounds: 10 XIII: Adversaries Skills: Awareness (Per), Climb (S), Common Lore (War), Speak Language (Low Gothic) (Int), Swim (S), Survival (Int) Talents: Basic Weapon Training (Las, SP), Melee Weapon Training (Primitive), Pistol Training (" + }, + { + "id": 279, + "title": "40, Reload 2Full)", + "page": 22, + "source": "Game Master's Kit", + "score": 263.21, + "metrics": { + "length": 72, + "upper": 7, + "letters": 31, + "upperRatio": 0.22580645161290322, + "nonAlphaNum": 3, + "nonAlphaRatio": 0.041666666666666664, + "newlines": 2, + "newlineDensity": 0.027777777777777776, + "lines": 3, + "shortLines": 1, + "shortLineRatio": 0.3333333333333333, + "avgWordLen": 3.2142857142857144, + "entropy": 4.79904688471679, + "punctDensity": 0.1388888888888889 + }, + "snippet": "Turbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5, " + }, + { + "id": 204, + "title": "Catechism Of The Xenos", + "page": 319, + "source": "Core Rulebook", + "score": 263.15, + "metrics": { + "length": 1482, + "upper": 96, + "letters": 1168, + "upperRatio": 0.0821917808219178, + "nonAlphaNum": 13, + "nonAlphaRatio": 0.008771929824561403, + "newlines": 34, + "newlineDensity": 0.022941970310391364, + "lines": 35, + "shortLines": 28, + "shortLineRatio": 0.8, + "avgWordLen": 4.112676056338028, + "entropy": 4.446948203305202, + "punctDensity": 0.011470985155195682 + }, + "snippet": "XI: The Deathwatch To be Unclean That is the Mark of the Xenos To be Impure That is the Mark of the Xenos To be Abhorred That is the Mark of the Xenos To be Reviled That is the Mark of the Xenos To be Hunted That is the Mark of the Xenos To" + }, + { + "id": 238, + "title": "\b 205 \b", + "page": 392, + "source": "Core Rulebook", + "score": 262.05, + "metrics": { + "length": 21, + "upper": 0, + "letters": 0, + "upperRatio": 0, + "nonAlphaNum": 3, + "nonAlphaRatio": 0.14285714285714285, + "newlines": 2, + "newlineDensity": 0.09523809523809523, + "lines": 3, + "shortLines": 2, + "shortLineRatio": 0.6666666666666666, + "avgWordLen": 3, + "entropy": 1.7799077162074428, + "punctDensity": 0 + }, + "snippet": "\b " + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-ocr-backup-before-import-2025-08-17T18-06-42-817Z.json b/database/backups/rules-ocr-backup-before-import-2025-08-17T18-06-42-817Z.json new file mode 100644 index 0000000..435bc1d --- /dev/null +++ b/database/backups/rules-ocr-backup-before-import-2025-08-17T18-06-42-817Z.json @@ -0,0 +1,1069 @@ +[ + { + "id": 289, + "rule_id": "skill_1_darkness_of_the_41st_millenniu", + "title": "DARKNESS OF THE 41ST MILLENNIUM", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n\nGAMES USA\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n\nGAME?\nIntroduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 290, + "rule_id": "skill_2_fellowship_fel_", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n", + "page": 24, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 291, + "rule_id": "skill_3_perception_per_", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n\ntheir Perception. See page 36 for details.\nexaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n\n88 —\nTechmarine masters of machinery\ns Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your character’s Movement, Fate Points,\n\ntherefore, and you will know no fear.”\n–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n\nStrength and Toughness Traits.\nAbilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n\nand Toughness Traits.\n–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n\nWillpower Test to leave the progenoids behind.\n• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n", + "page": 24, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 292, + "rule_id": "skill_4_mode_and_page_211_for_cohesi", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n\nbenefits: +5 Weapon Skill,, +5 Willpower, and the\nare at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n", + "page": 36, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 293, + "rule_id": "skill_5_sanguinius", + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n\n–S.S.\nThe Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n", + "page": 42, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 294, + "rule_id": "skill_6_the_lion", + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n", + "page": 44, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 295, + "rule_id": "skill_7_the_deathwing", + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n", + "page": 45, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 296, + "rule_id": "skill_8_the_ravenwing", + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n", + "page": 45, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 297, + "rule_id": "skill_9_leman_russ", + "title": "LEMAN RUSS", + "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n", + "page": 47, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 298, + "rule_id": "skill_10_the_lion_and_the_wolf", + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n\nSquad Mode.\nDeathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n\nos by the strength of their hatred for the\nforgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n\nCarouse Toughness —\nCharm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n\nConcealment Agility —\nContortionist Agility Movement\nDeceive Fellowship Interaction\n\nDodge Agility —\nIII: Skills\nEvaluate Intelligence Investigation\n\nGamble Perception —\nInquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n\nSearch Perception —\nSilent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n\nCiphers† Intelligence —\nDemolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n\nLiteracy Intelligence —\nLore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n\nPerformer† Fellowship —\nPilot† Agility Operator\n\nTracking Intelligence —\nTrade† Intelligence Crafting\n\nWrangling Intelligence —\n†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n", + "page": 47, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 299, + "rule_id": "skill_11_perception", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n", + "page": 94, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 300, + "rule_id": "skill_12_toughness", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n", + "page": 94, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 301, + "rule_id": "skill_13_strength", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n", + "page": 95, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 302, + "rule_id": "skill_14_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n", + "page": 99, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 303, + "rule_id": "skill_15_intelligence", + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n\nout of action to regain full Cohesion.\nCatfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n\nchance of Righteous Fury.\nIV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n\nImmune to Pinning by Pistols and Basic Weapons.\nLast Man Standing Nerves of Steel\n\nImproves Cover.\nLeap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n\nFellowship Test.\nMechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n\nOne item up to 20 Requisition becomes standard\nSignature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n\nOne item up to 70 Requisition becomes standard\nSignature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n\nPrerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n\nPrerequisites: Strength 45\nberserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n\nWeapon Skill instead of +10.\ncall To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n\nPrerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n\nPrerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n\nPrerequisites: Perception 40\nThe character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n\nPrerequisites: Agility 40, Two-Weapon Wielder\nelecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n\nFull Action and a successful a Willpower Test.\nferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n\nsuccessful Willpower Test.\nt\n\nPrerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n\nPrerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n\nPrerequisites: Toughness 40\nGooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n\nPrerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n\nPrerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n\nPrerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n\nPrerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n\nPrerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n\nBrother. Gain +1 Cohesion.\nno benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n\nPrerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n\nPrerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n\nPrerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n\nequal to the character’s Intelligence Bonus.\nunshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n\nWillpower Bonus x10 metres.\nsTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n\nStrength Bonus increases to 8.\nunnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n", + "page": 105, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 304, + "rule_id": "skill_16_renown", + "title": "Renown", + "content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortress’s\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatch’s own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n", + "page": 136, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 305, + "rule_id": "skill_17_requisition", + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n", + "page": 136, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 306, + "rule_id": "skill_18_renown", + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n\nRenown Rating Renown Rank\nWeapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n", + "page": 138, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 307, + "rule_id": "skill_19_0_19", + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n\nCraftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n", + "page": 139, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 308, + "rule_id": "skill_20_en_penetration_reflects_how", + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n", + "page": 140, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 309, + "rule_id": "skill_21_felling_x_", + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n\nRoll Field Strength\n20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n", + "page": 141, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 310, + "rule_id": "skill_22_41_60", + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n", + "page": 142, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 311, + "rule_id": "skill_23_61_80", + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n\nbe used to Parry.\nsnaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n\nRighteous Fury on page 245).\nstoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n\n50 10 –\n(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n\nits smaller clip and slower rate of fire.\nHowever, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n", + "page": 142, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 312, + "rule_id": "skill_24_and_possesses_the_felling_and_", + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n", + "page": 152, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 313, + "rule_id": "skill_25_tearing", + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n\n††††\nSee Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n\ncost for an Upgrade covers both the technological\nV: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n\nAgility Damage.\ndRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n\nattack roll.\nby\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n\nTearing, Special\nChapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n", + "page": 153, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 314, + "rule_id": "skill_26_blast_1_felling", + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n\nField, Tearing\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n\n4d10 X Damage with a Penetration of 4.\npain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n\nName Wt Req Renown\nand biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n", + "page": 166, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 315, + "rule_id": "skill_27_01_03", + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n\nsurface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n\nmetres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n\nfires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n\nCharge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n\nstatues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n\npsyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n\nfor a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n", + "page": 186, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 316, + "rule_id": "skill_28_06_09", + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n\n(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n\n1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n\nand Untouchables suffer half the damage rolled.\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n\nhours recovery before it may be used again.\niron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n\ncover protect as normal.\nwinGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n\na result of Fear.\nO\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n\nattacks count as having a Penetration of 0.\nTrue sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n\nWillpower Test to break free.\nTesTs\n•\nThe Role of faTe\n•\nt\n•\n", + "page": 187, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 317, + "rule_id": "skill_29_squad_mode_and", + "title": "squad Mode and", + "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n", + "page": 200, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 318, + "rule_id": "skill_30_strength", + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 319, + "rule_id": "skill_31_intelligence", + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 320, + "rule_id": "skill_32_perception", + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 321, + "rule_id": "skill_33_fellowship", + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n\n10 10 20 30 60\nRunning and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n", + "page": 202, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 322, + "rule_id": "skill_34_agility_modifiers", + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n", + "page": 205, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 323, + "rule_id": "skill_35_recovering_lost_cohesion", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n", + "page": 211, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 324, + "rule_id": "skill_36_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n", + "page": 211, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 325, + "rule_id": "skill_37_maintaining_squad_mode", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n", + "page": 213, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 326, + "rule_id": "skill_38_he_fails_a_cohesion_challenge_", + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n", + "page": 213, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 327, + "rule_id": "skill_39_cohesion", + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n\nusing squad Mode abiliTies\nrank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n\nkeeping TRaCk of squad Mode\nAndrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n\nSupport Range or leave Squad Mode.\nexaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n\nJoining susTained squad Mode\nabiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n", + "page": 216, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 328, + "rule_id": "skill_40_suppression", + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n\nParry Tests.\nMissions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n", + "page": 221, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 329, + "rule_id": "skill_41_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n", + "page": 228, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 330, + "rule_id": "skill_42_bad_intelligence", + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n\nKill-team has their Cohesion reduced by 2.\nInItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n\nDodged or Parried.\nFocus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n", + "page": 230, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 331, + "rule_id": "skill_43_dodge", + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n\nDoDge anD parry reactIons\nMelee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n\n(but see Dodge and Parry Reactions, below).\na number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n", + "page": 237, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 332, + "rule_id": "skill_44_cover", + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n", + "page": 245, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 333, + "rule_id": "skill_45_damaging_cover", + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n\nweapon and Ballistic Skill for the pistol.\nTable 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n\n1 3\nVIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n", + "page": 245, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 334, + "rule_id": "skill_46_zero_weapon_skill", + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n", + "page": 250, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 335, + "rule_id": "skill_47_zero_ballistic_skill", + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n\nZero Toughness The character dies.\nVIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n", + "page": 250, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 336, + "rule_id": "skill_48_challenging_0_agility_test_", + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n\nand Ballistic Skill Tests for 1 Round.\n3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n\nfew Psychic Powers can speed up Damage recovery.\nDeath for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n\nDamage equal to his Toughness Bonus.\nNo Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n", + "page": 255, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 337, + "rule_id": "skill_49_fear_and", + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanity’s\ngroup’s players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n\nthe weight of its own fear and confusion.\nteam represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n\nMarine must have 60 Renown to be considered for\nthis honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n", + "page": 262, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 338, + "rule_id": "skill_50_completion_requisition_", + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n\nRequisition is divided among each Battle-Brother\nof such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n\nAssault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n", + "page": 271, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 339, + "rule_id": "skill_51_recovery", + "title": "REcovERy", + "content": "Emperor and sending them screaming into the dark. Kill-teams are not always used for the purposes of\nAn Assassin Mission always has at least one Primary exterminating the enemy. Battle-Brothers sometimes find\nObjective focused on killing the target, which is then graded themselves dispatched to rescue an important Imperial agent,\nin difficulty based on the strength and deadliness of the foes recover a vital artefact, or even capture an enemy commander\nthey need to exterminate. Secondary and Tertiary Objectives for Imperial interrogation. Recovery Missions are almost\nusually either cover the elimination of additional targets (such always more difficulty than simple search-and-destroy\nas bodyguards or lieutenants of the main target) or entering or Missions, as the Battle-Brothers must ensure the protection of\nexiting secure enemy territory or fortresses. Assassin Missions their item, be a person or object. Conveying a captured enemy\noften involve themes such as Stealth and Recon as well as or rescued prisoner can also create its own special problems if\nXenos or Daemonic depending on the nature of the target. they are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\ne A Recovery Mission’s Primary Objective is typically the\n", + "page": 273, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 340, + "rule_id": "skill_52_fear_and", + "title": "Fear and", + "content": "the Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nDamnation\nPlayer Character—how the character regards him and what “The enemy shall know fear.”\nIX: The Game Master\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the –Captain Davian Thule of the Blood Ravens\nbase Difficulty. Other factors can adjust the Difficulty up or\nT\ndown as the situation demands. Table 9–5: Dispositions he 41st millennium is a dark and terrible place where\nprovides sample dispositions based on the test a player is mankind’s billions inhabit a universe filled with\nattempting and the corresponding Difficulty. unnumbered horrors and countless dangers. Murderous\nOn a successful test, the target’s Disposition improves by aliens stalk the cold stars, rebellion and treachery fester\none step, plus one step per Degree of Success. On a failed within the shadow of the Imperium’s decaying might, and\ntest, the target’s Disposition remains unchanged and worsens nightmarish forces eternally claw at the very fabric of reality\nby one step for each Degree of Failure. Generally, a target from beyond, seeking both to feast and to corrupt. As a member\nmust at least be Indifferent to do as requested, and then the of the Deathwatch, a Battle-Brother must face all these perils\n\nnormally.\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\n\nencounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\n\nthe object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\n\nmakes all tests with a –10 penalty for the rest of the encounter.\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\n81–100 only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\n\nis still shaken and takes all tests with a –10 penalty until the end of the encounter.\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\n121–130 and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\n\nwhatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\n141–160 nothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\n\n171+\nsuccessful, he falls catatonic for 1d5 hours as above.\nTable 9–8: The Insanity Track\ns\nInsanity Points Trauma Modifier Effect\nFear Tests in non-combat situations are very much the 0–30 +0 —\nGM’s call as to when and where they occur and should Primarch’s Curse\nnot be considered to be automatic. They can be best 31-60 –10\nLevel 1\nused to bring home the horrific nature of a location Primarch’s Curse\n\nIX: The Game Master\nor artefact and even at important junctures to weaken Level 2\nthe players’ allies—such as having Inquisitorial Primarch’s Curse\n\nagents refuse to accompany the Battle-Brothers into a Level 3\nbuilding or chamber out of terror. The following are Character\nsome guidelines for setting Degrees of Fear outside of 100+ — removed from\ncombat: play\n", + "page": 275, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 341, + "rule_id": "skill_53_fear_1_disturbing_0_viewing", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nShock anD SnaPPing out of it\nweeping statues, etc.\nCharacters may be able to shake off some of the effects of\n", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 342, + "rule_id": "skill_54_fear_2_frightening_10_meet", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "Fear after the initial shock has worn off. Where specified on\nknow to be dead, being buried alive, major supernatural\nTable 9–7: The Shock Table that a character may “snap\nor psychic phenomena—the skies raining blood, a\nout of it,” he can make a Willpower Test in his next Turn. If\npainting forming shrieking mouths, etc.\nsuccessful, he regains his senses, shrugs off the effects, and\n", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 343, + "rule_id": "skill_55_fear_3_horrifying_20_sudde", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "may act normally. If he fails, the effect continues and the\ninexplicable death (the man next to you on the shuttle\ncharacter may try again when it is his next Turn.\nsuddenly dies, vomiting maggots), hideous moments\n\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\ninsaniTy\nEven the hardened mind of a Space Marine is not immune\nacross a whole planet, etc.\nto the worst horrors of the galaxy, though he is far more\n", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 344, + "rule_id": "skill_56_fear_4_terrifying_30_exper", + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "resistant. While lesser men turn into raving lunatics or\nscale daemonic incursion, discovering your failure\nmurderous villains, a Battle-Brother’s psycho-conditioned\nis responsible for the deaths of millions, staring\nbrain suppresses or discounts such delusions, instead\nunprotected into the warp.\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\nr a belief in the unreal or intangible, but rather a heightening\nUnlike a Battle-Brother, Fear has a very real effect on almost of their own personal flaws and the flaws inherited from their\neveryone else in a game of Deathwatch. For these poor souls, Chapter. This typically means the effects of Insanity Points\nFear can come in many forms, but some things are clearly more manifest themselves in two distinct ways in a Battle-Brother:\nfrightening than others. A single genestealer may well break either in Battle Traumas or the Primarch’s Curse. How severe\nthe morale of an Imperial Guardsman, while a hive tyrant they are and when, or if, a character is affected by either of\nwill break his mind. The Table 9–6: Fear Test Difficulties these conditions depends on the number of Insanity Points he\nshows the penalties to Fear Tests based on the level over the accrues and the strength of his will to resist the results.\n\nsource of Fear.\ns\nfailing thE fEaR tESt While Battle-Brothers are not at risk of gaining Insanity Points\nIf in a combat situation a character fails a Fear Test, he must as a result of failed Fear Tests, many sources of Insanity still\nimmediately roll on Table 9–7: The Shock Table, adding affect them. This could include encounters with warp spawn or\n+10 to the result for each Degree of Failure. The effects listed places where reality is tainted by the touch of the warp (both\nare applied immediately to the character. If in a non-combat of which usually also inflict Corruption Points). It could also\nsituation the character fails a Fear Test, he becomes unnerved include acts of betrayal by fellow Battle-Brothers or trusted\nand suffers a –10 penalty to any Skill or test that requires allies, or exposure to dangerous alien devices or schools of\nconcentration. This penalty lasts while the character remains thought. Certain Psychic Powers or unusual attacks may also\nin the vicinity of the object of its Fear (simply leaving and deal Insanity Points to the characters. Ultimately, however, it\ncoming back again doesn’t stop this). In addition, if a non- falls to the GM to decide when an event or encounter is worthy\ncombat Fear Test is failed by 3 or more Degrees of Failure, of inflicting Insanity Points. As a rule, only the most terrible of\nthe character also gains +1d5 Insanity Points. sights or outcomes warrant more than a few points.\n", + "page": 277, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 345, + "rule_id": "skill_57_imperium", + "title": "IMPERIUM", + "content": "of Man\nX: The Imperium\n“The loyal slave learns to love the lash.”\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million –Common saying amongst menials and scriveners.\nworlds in our domain, a million times a million lives have been\nT\nsacrificed, that Mankind might stand but one day more.” he Emperor has neither spoken nor moved since his\nascension to the arcane mechanism of the Golden\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission Throne. His material body is, to all intents, dead and\nhis psychic mind is wholly preoccupied within warp space\nT\nhe 41st Millennium is the one hundredth century of fighting the eternal battle for the preservation of Mankind.\nthe Age of the Imperium. It is an age of war already ten All that is left of the Emperor is a consciousness divorced\nthousand years old. In this war, mere survival is justly from the material world, a mind incapable of ordinary\nhailed as victory. Defeat can lead only to the irrevocable end communication with his trillions of devoted servants.\nof Humanity and to the destruction of the very fabric of the The Imperium is ruled in the Emperor’s name by the\nuniverse. It is a war waged across the galaxy in the darkness incalculably vast Adeptus Terra, the ancient Priesthood\nof space, on a million worlds, and within the depths of every of Earth, whose masters are the High Lords of Terra. The\n", + "page": 282, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 346, + "rule_id": "skill_58_the_soul_binding", + "title": "THE SOUL BINDING", + "content": "No ordinary psyker could transmit a message\nsuch vast distances. Astropaths only through the warp, nor could he receive a tele\npathic message over\nspecial ritual which combines some ofgain this ability as a result of many year s of trai ning , culminating in a\nBinding, brings the mind of the psyker the Emperor’s power with their own. This ritu\nal, kno wn as the Soul\nthe Emperor’s vast power is transferredclos e to the psychic greatness of the Emperor.\nto the Astropath. In the process, some of\nThe transference of energy is traumat for\nnot all of those that survive retain theiicr san the psyker, and not all survive despite year\ns of preparation, and\nity.\neyes and other senses, so that almost all Ast Even the survivors suffer damage to the sensitive nerves of the\nor touch. In fact, their increased psychic ropa ths are blind and others lack sense of sme\nappear blind were it not for their distorte skills tend to make up for this loss ofasigh ll, hearing, taste\nd, sunken and empty eye sockets. t, so that they would not\nThey also serve in the Imperial Guard, the Inquisition, the The AdepTus cusTodes\nAdeptus Ministorum, the Space Marines and throughout the\nAdeptus Terra. The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\n", + "page": 284, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 347, + "rule_id": "skill_59_exterminatus", + "title": "EXTERMINATUS", + "content": "espread that there\nit may be that an Inq uisi tor unc over s a situation that is so prevalent and wid collusio n and support\nOn occasion ion. Such situations could include planindi et-wide\nis no poss ibility of solu tion or rede mpt vidu al wou ld only serve to\nor indi vidu al, whe re the rem ova l of the movement or it brings\nfor a heretical movement prea ch. Inte rven tion by aliens may grow to such an extent that\n\nstrengthen the sub vers ive cau se they\nation.\na large segment of a population beyond salv\nalarming manner, either overtly or cove rtly,\ncrib ed pow ers can also spre ad in this resp onse\nWorship of dark and pros world or system. Also, it is a proven htheo\nry that an aggressive\nholding sway over the populace of a erfu l exam ple to those in con tact wit a sub versive world, discouraging\nto certain thre ats can serv e as a pow\ning their treacherous designs.\nothers of a heretical leaning from contemplat\nerminatus — the eradication of all life on a planet.\nns ther e can only be one reco urse — Ext ligh Inquisitors\ntly,\nIn these situatio in the mos t extreme of cases and is never undertaken er\nAlthough Ext erm inat us is only used is bett that a thousand\nened to the poss ibili ty that the inno cent may fall alongside the guilty. It oug h billions of lives may be\nare hard ty man be free to spre ad his heresy. Alth\nthan a sing le guil term.\ninnocents suffer death\nerm inat us, such is the thre at pose d that countless billions more are saved in the long\nlost during an Ext\nThe imperiAl nAvy The AdepTus\n", + "page": 285, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 348, + "rule_id": "skill_60_segementum", + "title": "SEGEMENTUM", + "content": "The Eye of Terror\nObscurus\nBaal\nFenris\nCadia\nElysia\nDarkhold Preyspire\nHydraphur\nArmageddon\nSEGEMENTUM Solar The Maelstrom\nBellicas\nTerra Ryza\nus\nSEGEMENTUM Xenax\n", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 349, + "rule_id": "skill_61_ultima", + "title": "ULTIMA", + "content": "Pacificus SEGEMENTUM\nNecromunda Catachan\nMacharia\nChogoris\nSchindelgheist\nTallarn\nLuther\nMcintyre\nSolstice\nestus\n", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 350, + "rule_id": "skill_62_segementum", + "title": "SEGEMENTUM", + "content": "Tempestus\nGryphonne IV Rynn’s World\nThe Veiled Region\n", + "page": 287, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 351, + "rule_id": "skill_63_the_ages_of_humanity", + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\nX: The Imperium\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\n", + "page": 288, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 352, + "rule_id": "skill_64_suppressions", + "title": "suppressiOns", + "content": "side places any value in the city, the other is likely to use whatever A suppression is a punitive war, launched against a world for\nstrategic means it has available to deny it to the other, ranging the security of the surrounding region. It may be fought against\nfrom long range bombardment to the unleashing of ordnance insurgent elements on an Imperial world, or against the Imperial\nfrom battleships in orbit high above. When two armies decide Commander himself, who has perhaps withheld tithes, given\nto fight one another for possession of a city, the conflict is sure succour to traitors or otherwise refused to adhere to the dictates\nto become a bitter and bloody meat grinder, for in the crater- of the Adeptus Terra. A suppression might be launched against\nstrewn ruins, death awaits at every corner. Mighty battle tanks can an alien civilisation that has threaten the Imperium’s worlds or\nsmash through the wreckage of once proud buildings, but they in order to forestall an anticipated invasion.\nare vulnerable to lone enemies armed with tank-busting melta Such punitive wars are normally intended to be sharp and\nweapons. Snipers become the lords of the battlefield, able to strike short, and to bring about a specific set of strategic circumstances.\ndown enemy leaders, heavy weapons crew and tank commanders Of course, suppressions may fail in their objectives, and escalate\nfoolish enough to expose themselves to their all-seeing scopes. into full blown wars consuming millions of lives and lasting\n", + "page": 298, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 353, + "rule_id": "skill_65_chine", + "title": "CHINE", + "content": "d\n“Every one of us is a soldier in the Emperor’s armies. From the The Imperial Guard represents the elite of the planetary militias,\ninductee-cadet learning for the first time how to field-strip his lasgun, called upon to fight across the myriad warzones of the galaxy.\nto the most accomplished Chapter Master of the Adeptus Astartes. The basic building block of the Imperial Guard is the regiment,\nAll of us must fight, or all of us shall die.” a formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\n–Fundaments of Service, Verse I. equipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nEvery world in the Imperium must look first to its own defence, in the ubiquitous Leman Russ battle tank. Others still are more\nfor aid against external aggression or mass uprising can take esoteric or specialised, such as the Elysian Drop Troops, who\nmonths to arrive, by which time the Imperial Commander’s head are unparalleled amongst the Imperial Guard in the use of\nis likely to be mounted upon a spike over the burned out ruins airborne insertions and massed combat drops. Some regiments\nof his former palace. In order to defend against pirate attack, are drawn from the noble warrior elite of the civilised worlds,\nrebellion, alien invasion or any other threat, each world maintains while others are little more than Feral world savages more used\n\nholds no fear.\nDeathwatch\nXI: The Deathwatch\nYet, while faith allows a man to stand firm in the face of\nunholy abomination, it cannot make his body impervious to the\nalien’s blow, nor to the attentions of whatever vile and deadly\n“How many have given their lives in service to Humanity, their microbial life it may host. Against many alien foes, the only\nnames never to be recorded, their deeds never to be celebrated? The forces capable of fighting are the Space Marines of the Adeptus\nDeathwatch seek not laurels; it is sufficient that the Emperor knows Astartes, for their hearts are hardened against fear, their bodies\nour names and our deeds.” are proof against almost any attack, and their weapons and\narmour are superior to almost anything they might face. For ten\n–Deathwatch Brother Sergeant Ghalis (three days before his thousand years, the Space Marines have stood against the very\ndeath at the claws of an Uberlord of the Nebulax Diaspora). worst the galaxy can throw against Mankind, defeating wave\nafter wave of alien invaders and taking the battle to whatever\nT\nhe Imperial Cult preaches that Mankind is the pinnacle vile crucibles of blasphemy gave birth to them.\nof creation, that it is his manifest destiny to cleanse the Yet, there exist some alien threats against which even the\nstars of the stain of all other forms of intelligent life and Space Marines are hard pressed to prevail. Some aliens are\n", + "page": 299, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 354, + "rule_id": "skill_66_the_purest_of_t", + "title": "THE PUREST OF T", + "content": "ies\nan ce is en tir ely fre e of taint. While most impurit\ninherit othecaries,\nthat a Chapter’s genetic amongst a Chapter’s Ap\nIt is a rare thing indeed tte r for gr ea t co nc ern\nuence, others are a ma s are afflicted by\nare of little or no conseq o of th e Im pe riu m’ s most celebrated Chapter irst,\ntheir effects constantly gu\narded against. Tw\nac e W olv es. Th e for me r suffer from the Red Th\nSp\ne Blood Angels and the ions of the death of his\nPrimarch that\nsuch an inheritance – th su ch ov erp ow eri ng vis ffer\nwhich condemns a Battl\ne-Brother to suffer\nnk s of th e D ea th Co mp any. The latter may su\ne ra\ndman, and must enter th d fangs. If there is any\npossibility\nhe becomes a frothing ma gin g be as t of mu scl e an e\nulfen, and become a ra dispatched to serve in th\nfrom the Curse of the W y succu mb to it, he wi ll no t be\nnister\nsceptible to such a fate ma ainst his curse, and admi\n", + "page": 308, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 355, + "rule_id": "skill_67_the_deathwatch_and_the_codex_a", + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\n", + "page": 311, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 356, + "rule_id": "skill_68_radicals_and_puritans", + "title": "RADICALS AND PURITANS", + "content": "the\ninstitution mad e up of cou ntless indi viduals, each of whom is empowered by y\nThe Inquisition is an ennia, a great man\nto enact his duty as he sees fit. Over the mill\nvery highest authorities in the Imperium its adherents’ beliefs as to how this power should be applied. The\ndoctrines have emerged, each according to opposite camps — the Puritans and the Radicals.\nmany factions are broadly divided into two to the Imp eriu m\nss of\nmust be destroyed without mercy, regardle ate\nPuritans believe that any and all thre ats will extermin\nsuch threats everywhere they look, and they\ntheir source. The more extreme Puritans seeof a small number of heretics may be contained. Radicals, on the\nentire planetary populations that the sins r disposal, including using the weapons of their enemies in the\nother hand, often use any method at thei Inquisitor may enact Exterminatus against a world that has\nfurtherance of their plans. Thus, a Puritan , while a Radical Inquisitor may seek out those same cultists,\nbeen infiltrated by a xenos-worshipping cultor even turning them to his own service.\nwith the intention of learning their secrets\nwith one another.\nosed Inquisitors to clash, often violently,\nIt is not uncommon for diametrically oppve these factions, and never become involved in the battles that\nThe warriors of the Deathwatch are abo . Their mission is simple, and although it can be regarded as\n", + "page": 316, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 357, + "rule_id": "skill_69_black_shields", + "title": "BLACK SHIELDS", + "content": "Every so often, perhaps only once in\nthe service of a Watch Commander,\nbearing no Chapter iconography, his a warrior\narmour painted entirely black, presen\nat the Watch Fortress. By ancient ts himself\ntradition, these warriors are not que\npressed to explain their origins. The stio ned or\nWatch Commander has the right to\naway, but in practice this rarely occ tur n them\nurs.\nWho are these mysterious warriors,\nwho shroud their Chapter symbols\nbeneath dark hoods? Some say tha and often hide their faces\nt they are the last of their Chapte\nhaving been lost to war, disaster or the rs, their Battle-Brothers\nirreversible destabilisation of their gen\nthat these lone strangers might hav e-seed. Others whisper\ne remained true to their oaths while\nagainst them. Some may even be tra all of their fellows turned\nitors turned back to the light, but hau\nblasphemy they can never confess. nted by a life of sin and\nWhat many of these warriors have in\ncommon is that when they enter serv\nit is invariably for life. They have no ice with the Deathwatch,\nChapter to return to, and no Battle\nare possessed of a dour fatalism, as -Brothers to rejoin. Some\n", + "page": 318, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 358, + "rule_id": "skill_70_catechism_of_the_xenos", + "title": "CATECHISM OF THE XENOS", + "content": "XI: The Deathwatch\nTo be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho-\nMaw warp GaTe\n•\nThe DoMains of\nThe DeaThwaTch\n•\nThe achilus\ncrusaDe\n•\nt\n•\nt\n•\nt\nChapter XII: enemies of the Imperium have been denied and cast down\namongst the Reach’s forgotten stars, and many great threats\nended before they rose up to beset the greater Imperium of\nThe Jericho\nMan, unspoken of and unknown even to the Deathwatch’s\ndistant masters. However, these battles have been but the\nprelude to the battles to come, for according to many, the true\nTime of Ending has come at last, and the final watch has begun.\nReach\nXII: The Jericho Reach\nThe Jericho Reach hangs in the balance—the intervention of\nthe Deathwatch may be the only way to influence the outcome\nof the Achilus Crusade, for good or for ill.\n“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\nt\n–Words spoken during a reading of the Emperor’s Tarot at Though the Jericho Reach is now an open wound of bloodshed,\nthe outset of the Achilus Crusade infected with the lies of false gods and the presence of aliens, it\nwas not always like this. The area of space now known as the\n\ndisturb the plains of grey dust that cover\nno atmosphere, no water, and no winds to r stellar debris mark these planets, and the footprints of the few\nyet, no impact craters of meteorites or othe their surface remain impressed in the dust as the only signs that\nImperial survey teams to have ventured tos.\nanything alive ever touched their grim face\nlain why the Watch\nthe sixt h plan et is the Wa tch For tres s of the Deathwatch. No known records exp Navigator has been\nCircling To this day, no ship can reach Erioch unle\nss its\nFortress was placed in the Erioch system. to locate it in the warp. Even then, visitors must enter Realspace\ngranted the most secret information of how\nat the system’s edge, or not at all.\nhes it to remain\nem itse lf seem s to resi st bein g foun d by chance, as if something about its nature wis\nThe syst\nunobserved.\nlivinG QuarTers simplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nThe Adeptus Astartes aboard Watch Fortress Erioch are In the deepest reaches of the armouries, curled in waiting\nhoused in sparse single cells. By the traditions of the Watch sleep, are the ancients of the Deathwatch. Those who have\nFortress, each is bare and unadorned. The walls in each cell are been grievously injured in serving with the Deathwatch may,\nformed of unrendered stone or unpolished metal, containing with the blessing of his Chapter, be granted the honour\n", + "page": 319, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 359, + "rule_id": "skill_71_the_hadex_anomaly", + "title": "THE HADEX ANOMALY", + "content": "AND THE CHARON STARS “What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n“Come signs, come figures, all hell dance before me in bloody light, –Ancient Terran Proverb\nCome woe, come pleasure, drown me in infernal night.”\nAlso known as ‘the iron pit’ by the debased human renegades\n–From the proscribed play ‘The Banquet of Malfi’ that travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nIn the Cellebos warzone, there exists twin aspects of one malefic within the Jericho Sector, famed for the skill of its tech-adepts\nphenomena: the Hadex Anomaly. Although unclassified, it is and the quality of the cogitator systems produced there. During\nsimilar to a Class III Warp disturbance, an overlapping vortex of the slow fall of the Jericho Sector into barbarity and isolation,\nturbulence in the Æther that spills over into Realspace, distorting Samech maintained its power and independence far longer\nand twisting its fabric and making navigation and observation than any of the other worlds of the sector core. Watch Fortress\nalmost impossible within its baleful influence. While considerably Erioch maintained communications with Samech for more than\nsmaller than the great and legendary reality-lesions such as the two hundred years after Varrus fell. As the centuries wore on,\n", + "page": 348, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 360, + "rule_id": "skill_72_hordes", + "title": "Hordes", + "content": "•\nCHaos\n•\nTHe Tau\n•\nTyranids\n•\nnon-Player\nCHaraCTers\nChapter XIII: encounters are either devastatingly powerful or cunning\nMasters of command and control whose presence can turn\na rabble into a force to be reckoned with. Some of the most\nAdversaries\npowerful Master tier enemies are both terrifying foes and\ncunning commanders.\n“The Imperium is a fortress built against the enemies of mankind. I\nCreaTing an enemy forCe\nXIII: Adversaries\nhave seen those enemies; I have stood on the walls of the fortress, and The antagonists in Deathwatch are intended to be used both on\nI have looked into their soulless eyes. I have watched them swarm their own and in mixed groups. Such a mixed group represents\nand multiply in the darkness, and I know that we are all that stands a substantial enemy force that the Deathwatch Battle-Brothers\nbetween them and the end of days.” must face and defeat. When creating such an enemy force there\nare some useful guidelines to bear in mind.\n–Ignatius Sable, Captain of the Exorcists 4th Company, Mix a small number of Elites and Masters with Hordes\naddress at the outset of the Angevin Crusade of troops: A Horde is a substantial threat because it takes time\nto wear down, whereas Elites and Masters have to be focused\nT\nhe destiny of the Deathwatch is to guard against the on in concerted manner to bring them down. Combining them\n\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nXIII: Adversaries\nPsychic Powers used against a Horde will hit it a number of increased by a number of d10s equal to the Horde’s Magnitude\ntimes equal to the Psy Rating used in the power, no matter divided by ten, with a maximum bonus of +2d10. This is\nwhat the power may be. If the psychic power affects an area, in addition to the normal damage dealt by the weapon that\nit adds an additional 1d10 hits. At the GM’s discretion, if the Horde is armed with. It will also include the Strength\na particular psychic power does not inflict damage (such Bonus added to damage caused by melee weapons. The\nas Compel), it still inflicts “hits,” meaning that portions of damage is reduced by the target’s Toughness bonus and\nthe Horde have been convinced not to attack, and so forth. armour as normal. Thus, a Magnitude 25 Horde of heretics\nFurthermore, the GM should take care to adjudicate the armed with axes will add 2d10 to the normal damage that a\neffects of certain psychic powers (such as Vortex of Doom) heretic would do with its axe (1d10+5), and therefore causes\nin specific situations against Hordes (such as a Horde tightly 3d10+5 damage if they hit in combat. Likewise, the same\npacked into a small space). mob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\n", + "page": 356, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 361, + "rule_id": "skill_73_hordes_attacking", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\nS T ag int Per WP fel\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks 35 25 30 30 30 20 30 40 20\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks Movement: 3/6/9/18; Magnitude: 34\nagainst every eligible target. Although a Horde represents a Skills: Awareness (Per), Climb (S), Speak Language (Low\nlarge number of attackers, a Horde does not gain the benefits Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nof Ganging Up (see page 248). Instead, the Horde’s sheer Talents: Berserk Charge, Furious Assault, Melee Weapon\nweight of numbers is represented by the fact that its target Training (Primitive), Pistol Training (SP).\nmay not Dodge or Parry. Melee Attacks made by Hordes Traits: Blood Soaked Tide (Horde), Size (Massive).\ncannot be Parried or Dodged unless otherwise noted. Armour: Flak Robes and Brazen Carapace Armour\nRanged: A Horde may make ranged attacks equal to the (Horde 5)\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n", + "page": 359, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 362, + "rule_id": "skill_74__18_12_", + "title": "(18) (12)", + "content": "awaits them as a price of their blindness.”\n\n75 60 66 45 48 48 48 75 30\n–from the Proclamation of Khazant delivered by Dark\nApostle Bellephrades \b Wounds: 80\nSkills: Awareness (Per) +10, Climb (S), Command (Fel) +20,\nDaemon Princes are incredibly powerful entities of the warp, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp)\nvast and nightmarish beings whose essence is the immortal hell- (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per)\nstuff of the Warp embodied, concentrated, and given form. No +20, Speak Language (Low Gothic, Unholy Tongue) (Int).\nTalents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,\nHatred (Loyalist Space Marines), Heightened Senses (All),\nKilling Strike, Preternatural Speed, Swift Attack, Thunder\nCharge, Two Weapon Wielder (Melee).\nTraits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark\nSight, From Beyond, Size (Enormous), Unnatural Strength\n(x3), Unnatural Toughness (x2), The Stuff of Nightmares,\nTouched by the Fates (3).\nArmour: Armour of Chaos (All 12).\nWeapons: Chaos-forged sword (2d10+25 choose R or E or\n\nI; Pen 6; Felling, Unwieldy).\nGear: None.\nSpecial Rules\nAura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,\nhe must take a Challenging (+0) Willpower Test, taking\nthe –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.\nchaos sPace marine\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\n(eliTe)\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nS\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nXIII: Adversaries\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\n\n35 35 35 35 30 20 30 35 20\nS T ag int Per WP fel\n\n28 25 30 30 30 20 30 40 20\n\b Wounds: 10\nSkills: Awareness (Per), Climb (S), Speak Language (Low\nGothic, Unholy Tongue) (Int), Swim (S), Survival (Int).\nTalents: Berserk Charge, Furious Assault, Melee Weapon\nTraining (Primitive), Pistol Training (SP).\nTraits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)\nArmour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).\nWeapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol\n(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\n\nGear: Respirator, 3 reloads for autopistol.\nHorde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).\nThe Tau many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\n“This is a message to the peoples of the Imperium, and to the greater part in Tau politics.\nhonourable Emperor of that realm. We offer you peace should you Tau technology is the product of the Earth Caste, and it\njoin us, and war should you prefer it. We await your response, for we is thanks to their innovations that the Tau have expanded\nrecognise in your race beings of honour and courage.” their empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nXIII: Adversaries\n–Last known transmission of Por’el Tau’n Ukos, weaponry and rail guns. The rail gun is particularly potent and\nWater Caste Negotiator. its technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nT\nhe Tau hail from a small, yet densely packed stellar cluster the Eldar is widely employed by the Tau in their Hammerhead\non the Eastern Fringe. The Tau Empire is declaratively tanks and Devilfish armoured transports. These technology\nyoung, but the dynamic nature of the species is driving bases are carried over into non-military applications.\n", + "page": 361, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 363, + "rule_id": "skill_75__10_10_", + "title": "(10) (10)", + "content": "honour in battle. They\nsee ranged combat 35 55 50 57 45 40 55 55 30\nas more desirable\nto the carnage Movement: 12/24/36/72 Wounds: 90\nof hand-to- Skills: Acrobatic (Ag), Awareness (Per), Command (+20),\nhand combat, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak\npreferring to Language (Tau, Kroot, Low Gothic) (Int).\nuse their advanced weaponry Talents: Air of Authority, Ambidextrous, Dual Shot,\nrather than brute force to Independent Targeting, Meditation, Rapid\nwin battles. Tau Fire Reaction, Sprint.\nWarriors serve for\nTraits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Tau BaTTlesuiT WeaPon sysTems\nUnnatural Strength (x2), Unnatural Toughness (x2).\nArmour: XV8 Crisis Suit (All 9). The Tau manufacture a staggering range of weaponry, from\nWeapons: Plasma rifle, missile pod. the compact and efficient pulse pistol, to the devastatingly\nGear: Crisis Battlesuit, incorporating Failsafe Detonator powerful rail cannon. Many utilise technologies entirely\n", + "page": 364, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 364, + "rule_id": "skill_76_strength_x2_", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nS T ag int Per WP fel\n\n20 25 20 40 40 15 25 20 10\nMovement: — Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).\nTalents: Fearless, Weapon Training (Pulse Carbine) (may\nonly use integrated weapon system).\nTraits: Fire Drill, Flier 12, Machine (5).\nWeapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).\nGear: Built-in micro-bead (for receiving instructions only).\nNetworked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.\nTaU fire Warriors\n(TrooPs)\nS\nXIII: Adversaries\nS T ag int Per WP fel\n\n25 35 30 30 25 30 20 30 30\nMovement: 3/6/9/18 Wounds: 12\nSkills: Awareness (Per), Common Lore (Tau Empire) (Int),\nSpeak Language (Tau) (Int). “To follow any path other than the Tau’va is to\nTalents: Exotic Weapon Training (Tau Pulse Weapons). doom us all. Only together and with courage\nTraits: Fighting Withdrawal, Fire Drill. and discipline will we stand victorious. Fight\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body with fire and courage, and nothing can stand\n6, Legs 6). against us.”\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor. –Commander Shadowsun\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating counter-\n\n\b Wounds: 48\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Swim (S) +10.\n\nTalents: Fearless, Swift Attack.\nTraits: Dark Sight, Fear 3 (Horrifying), Natural Armour\n(Hardened Carapace), Multiple Arms, Unnatural Strength (×2),\nUnnatural Toughness (×2), Improved Natural Weapons (Scything S\nTalons or Rending Claws), Shadow in the Warp, Size (Enormous),\nSynapse Creature, Tyranid.\nS T ag int Per WP fel\nArmour: Reinforced Chitin (All 8).\nWeapons: Scything Talons (1d10+14 R; Pen 3), or Rending 45 20 35 30 55 10 40 30 ––\nClaws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—\n/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition, \b Wounds: 9\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen Skills: Acrobatics (Ag) +20, Awareness (Per), Dodge (Ag)\n4; Clip —; Reload —; Living Ammunition, Tearing). +10, Silent Move (Ag), Swim (S) +10.\nGear: None. Talents: Leap Up, Swift Attack.\nTraits: Dark Sight, Natural Armour (Chitinous Carapace),\nSpecial Rules Improved Natural Weapons (Scything Talons), Instinctive\nBehaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural\nBiomorph: At the GM’s discretion, A Tyranid Warrior may Speed.\npossess the Toxic (1d10) Trait. This Trait will also apply to Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\nthe Tyranid Warrior’s Natural Weapon and Ranged attacks. 3, Horde 3).\n", + "page": 366, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 365, + "rule_id": "skill_77_blast_10_deadly_snare_tear", + "title": "Blast (10), Deadly Snare, Tearing,", + "content": "Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —\nLiving Ammunition\nStranglethorn Blast (10), Deadly Snare, Tearing,\nHeavy 80m S/–/– 1d10+5 I 3 — —\nCannon Living Ammunition\nDeathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nXIII: Adversaries\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nBlast (6), Living Ammunition, Toxic\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —\n(1d10)\nHeavy Venom Blast (6), Living Ammunition, Toxic\nHeavy 100m S/–/– 4d10+10 I 6 — —\nCannon (1d10)\nMelee Weapons\nName Dam Pen Special\nBonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\n\nthe victim’s Armour and Toughness Bonus.\nRending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nmodifying enemies\nThe enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.\nenemy Profile PresenTaTion\nIn all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.\n\nWE ARE THE IMPERIUM!”\nXIII: Adversaries\n\b Wounds: 8\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Skills: Common Lore (Imperium or Outworld) (Int), Speak\nBattle of Blood Ridge Language (Low Gothic or local tongue) (Int).\nTalents: Literacy if from an advanced world, Survival if from a\nT\nhe entries presented in this section are intended to primitive world, one other skill relevant to daily occupation.\nprovide a Game Master with profiles for non-player Traits: None.\ncharacters that may be encountered by Battle-Brothers Armour: None.\nin the course of a game of Deathwatch. Weapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.\nCHaPTer serf\nS\nt\nS\nS T ag int Per WP fel\n\n30 30 30 35 30 30 30 30 35\n\b Wounds: 10\nSkills: Awareness (Per), Common Lore (Imperium) (Int),\nLiteracy (Int), Speak Language (High Gothic, Low Gothic)\nS T ag int Per WP fel\n(Int), Scrutiny (Per), Logic (Int) and one other skill pertinent\nto their role at +10. 38 38 30 35 30 40 35 40 35\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP). \b Wounds: 12\nArmour: None. Skills: Awareness (Per), Barter (Fel) +10, Charm (Fel) +10,\nWeapons: None. Command (Fel), Common Lore (Imperium, one or more\nGear: Robes of office, seal of serfdom. others as relevant) (Int), Evaluate (Int) +10, Literacy (Int),\nSecurity (Ag), Speak Language (High Gothic, Low Gothic)\n(Int) +10, Scrutiny (Per) +10, and Logic (Int).\nCivilian Talents: Basic Weapon Training (Las, SP), Melee Weapon\nHumanity is spread across the stars in countless billions. Training (Primitive), Pistol Training (Las, SP).\nThe majority go about their lives as they can and their Armour: Hardened body glove under heavy robes (Arms 3,\ncircumstances dictate, from hive workers to hardscrabble Body 3, Legs 3).\ncolonists to individuals born on far-flung worlds that have Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\n\nPen 2; Balanced, Tearing).\nS T ag int Per WP fel Gear: Personal comm-link, respirator.\n\n35 35 30 35 35 45 45 40 40\nimPerial guardsman\n\b Wounds: 18 The Imperium is protected and expanded chiefly by the lives\nSkills: Awareness (Per), Climb (S), Command (Fel) +20, and disciplined action of the Imperial Guard, a trained mass\nCommon Lore (Imperium, War) (Int) +20, Deceive (Fel), of soldiery whose vast numbers are themselves their chief\nEvaluate (Int), Intimidate (S) +10, Scrutiny (Per) +10, Speak weapon against the enemies of mankind. Uniform in function\nLanguage (Low Gothic, High Gothic) (Int) +10, Scholastic if not appearance and organisation, most Imperial Guardsmen\nLore (Tactica Imperialis) (Int) +20, Swim (S). are simply equipped and motivated by faith in the Imperium\nTalents: Basic Weapon Training (Las, SP), Melee Weapon itself and the rigours of an unflinching regime of order and\nTraining (Power, Primitive), Pistol Training (Las, SP). obedience. Behind their serried ranks are ranged armour and\nTraits: Touched by the Fates (3). artillery enough in most regiments to grind a world into\nArmour: Mesh Woven Dress Uniform (Arms 3, Body 3, submission.\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n\n15; Reload Full; Reliable).\nGear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.\nimPerial guard field offiCer\nS\nS T ag int Per WP fel\n\n40 45 35 40 40 35 38 45 45\n\b Wounds: 15\nSkills: Awareness (Per), Climb (S), Dodge (Ag) +10,\nCommand (Fel) +20, Common Lore (Imperium, War) (Int)\n+20, Deceive (Fel), Intimidate (S) +10, Navigation (Surface)\nmonoTask serviTor (erioCH-PaTTern)\nS\nS\nS T ag int Per WP fel\n\n30 30 30 35 30 20 30 35 20\n\b Wounds: 10\nXIII: Adversaries\nSkills: Awareness (Per), Climb (S), Common Lore (War),\nSpeak Language (Low Gothic) (Int), Swim (S), Survival (Int)\nTalents: Basic Weapon Training (Las, SP), Melee Weapon\nTraining (Primitive), Pistol Training (Las, SP).\nTraits: Disciplined (Horde).\nArmour: Flak Armour (All 4, Horde 4).\nWeapons: Combat Knife (1d5+6 R; Primitive), Lasgun,\n(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nS T ag int Per WP fel\n(8)\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s 25 25 40 40 20 20 20 30 ––\nUplifting Primer.\nMovement: 4/8/12/24 Wounds: 15\nSkills: Awareness (Per), Trade (any one) +10, Trade\nBaTTle serviTor (erioCH-PaTTern) (Technomat) +10.\nS Traits: Machine (4), Natural Weapon (servo-fist(s)), Sturdy,\n", + "page": 372, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 366, + "rule_id": "skill_78_unnatural_strength_x2_", + "title": "Unnatural Strength (x2).", + "content": "Armour (Machine): All 4.\nWeapons: Servo-fist (1d10+8, Pen 6).\nGear: Internal vox.\nservo-skull\nS\nS T ag int Per WP fel\n\nS T ag int Per WP fel\nMovement: 4/8/12/24 Wounds: 20\nSkills: Awareness (Per), Trade (any one) +10, Trade 15 15 10 20 30 15 35 20 ––\n(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any \t\b Wounds: 4\nWeapon Training appropriate to its armament. Skills: Awareness (Per)+10, Concealment (Ag) +10, Dodge\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine (Ag), Silent Move (Ag) +10, One other skill to suit its function\n(4), Natural Weapon (servo-fist(s)), Sturdy, Unnatural Strength (Int, etc.) +20.\n(x2), Unnatural Toughness (x2). Talents: Fearless.\nArmour (Machine): All 6 Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).\nWeapons: Servo-fist (1d10+10, Pen 6), plus any weapons Armour (Machine): All 2.\ninstalled by the servitor’s Master. Gear: Integrated vox and cogitator, plus one of the following:\nGear: Internal vox. Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;\nPen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot\nlaser sight, or quill, ink, and expanded memory storage.\ng\n•\nMission to\ntantalus\n•\nseek, locate,\nDestroy\n•\nexit strateGy\nChapter XIV:\nExtraction\n“What is courage then? Is it the response of fight over flight when\n", + "page": 375, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 367, + "rule_id": "skill_79_51_70", + "title": "51-70", + "content": "(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\n131+ containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is\nled by a Hive Tyrant instead (see page 370).\nXIV: Extraction\nis victorious, but a dark stain clearly and rapidly spreads since hiding in the storage basement of the station’s office,\nacross its cowl as its staggers out of the fallen servitor’s although now his meagre supplies of salvaged food and water\nfield of vision, which shortly thereafter breaks up in are exhausted.\nstatic before failing into darkness. Halis is terrified of the Kill-team, but will also seek to\n• Tracking Vyakai after this point quickly becomes cling to them as his last desperate hope of a lifeline once he\nimpossible thanks to the ground conditions, although a recognises what they are. He has heard of Space Marines in\nHard (–20) Tracking Test will provide a reasonable parables and stories since his childhood, but has never seen\n\n†Includes Strength and Augmetic Bonus.\nGear: Encrypted data-core box chained to belt, spare flask\nists for inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nMaGos Vyakai programmed commands and automatic mechanisms. Were he restored\nA Magos Biologis of great standing and repute among his to health all the characteristics marked with a * would be at double\nfellows in the Adeptus Mechanicus, Vyakai was caught on the current scores.\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\naDept-Minoris roGe halis\ndown over Pyroclast-Gamma-9 while attempting to escape, and Halis is a gaunt, stricken man, prematurely middle-aged, with\nhe has sought shelter and awaits retrieval by the Deathwatch. watery blue eyes and skin almost as grey as his threadbare\nUnfortunately things have not gone according to plan and he adept’s robes. He is on the edge of malnutrition and nervous\nhas been badly injured and suffered extensive cranial damage in collapse when encountered by the Kill-team, cowering in the\nbattle with a Hormagaunt not long after his last communication basement storage room of a deserted mag-train platform, left\n\n16 20 25 30 30 27 29 21 28\nwS BS S T ag Int Per wP fel\n\b Wounds: 8\n30 20* 40 45 29 23* 23* 24* 09* Skills: Awareness (Per), Climb (S), Common Lore (Imperium)\n(Int), Speak Language (Low Gothic, High Gothic) (Int),\nLiteracy (Int), Trade (Technomat) (Int)\nTalents: None sanDer’s iMperial GuarDsMen\nTraits: None\nArmour: None See page 376 for the game statistics for Imperial Guardsmen\nWeapons: None and their officers. Those found in the area of Pyroclast-\nEquipment: Insulated bodyglove of poor quality, adept’s Gamma-9 should be considered and portrayed as particularly\ngrey robe, pocket tabulator and data-slate, lesser encoder key exhausted and desperate. Many are low on ammunition and\nfor Pyroclast-Gamma-9. supplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nXIV: Extraction\ncoMMissar falco sanDer Sander’s presence and leadership is keeping them going.\nSander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\ninDustrial/MininG serVitor\n\n\b 165 \b 115\nIndex\n\n\b 113 \b\n\b\n\n\b 205 \b\n\b\n\n\b 117 \b 271\nIndex\n\n\b 119 \b 241\n\b\n10\n\n\b \b\n121 205\n\b 273 \b 234\n\b 241 \b 123\n\n\b \b\n121 228\n\b 149 \b 272\n\b 152 \b 94\n\b 121 \b 203\n\b 208 \b 123\n\b 209 Other Warhammer 40,000 Roleplay Characters and\n\b 262 \b 34\nIndex\n\b 121 \b 241\n\n\b 121 \b\n\b 121 242\n\b 121 \b 25\n\b 248 \b 186, 188\n\b 121 \b 248\n\b 122 \b 147\n\b 122 \b 249\n\b \b 273\n\b 160\n122 \b 28, 161\n\b 122 \b 185\n\b 122 \b 154\n\b 359 \b 227\n\b 241 \b 249\n\b 122 \b 187\n\b 363 \b 180, 184, 185, 189\n\b 122 \b 184\n\b 123 \b 208\n\n\b 123 \b\n\b 123 124\n\b 153 \b 125\n\b 123 \b 236\n\b 148 \b 242\n\b 123 \b 167\n\b 123 \b 242\n\b 123 \b 139, 232\n\b 248 \b 270\n\n\b 230\n\b 226 \b 125\n\b 270 \b 232\n\b 241 \b 245\n\b 27, 205 \b 35\n\b 206 \b 234\n\b 94 \b 243\n\b 241 \b 206\n\b 207\n\b 207\n\b\n248\n\b 101 \b\n\b 228\n\b 242 243\n\b 125 \b 112\n\b 247 \b 108\n\b 249 \b 108\n\b 206 \b 189\n\b 249 \b 190\n\b 58 \b 203\n", + "page": 384, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 368, + "rule_id": "skill_80_characteristics", + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nIndex\n", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 369, + "rule_id": "skill_81_skills", + "title": "SKILLS", + "content": "Trained\nTrained\nTrained\n\n+20%\nBasic\nBasic\nBasic\nAcrobatics (Ag) o o o o Evaluate n o o o Scrutiny (Per) n o o o\nAwareness (Per) n n o o Forbidden Lore (Int)† o o o o Search (Per) n o o o\nBarter (Fel) n o o o Xenos o n o o Secret Tongue (Int)† o o o o\nBlather (Fel) o o o o _______________________ o o o o _______________________ o o o o\nCarouse (T) n o o o _______________________ o o o o _______________________ o o o o\nCharm (Fel) n o o o Gamble (Int) n o o o Security (Ag) o o o o\nChem-Use (Int) o o o o Inquiry (Fel) n o o o Shadowing (Ag) o o o o\nCiphers (Int)† o o o o Interrogation (WP) o o o o Silent Move (Ag) n n o o\n\n______________________________________\n〔 SPACE MARINE ABILITIES 〕 INSANITY: CurreNt PoiNts 〔 〕\nSecondary Heart/Ossmodula/Biscopea/ Sus-an Membrane: You may enter suspended animation. Battle Fatigue _________________________\nHaemastamen: You gain the Unnatural Strength and Oolotic Kidney: You may re-roll any failed Toughness ______________________________________\nToughness Traits. Test ro resist poisons and toxins, including attacks with the\nPrimarCh’s Curse _______________________\nLarraman’s Organ: You do not suffer from Blood Loss. Toxic Quality.\nCatalepsean Node: You suffer no penalties to Perception- Neuroglottis: You may detect any poison or toxin by ______________________________________\nbased Tests when awake for long periods of time. taste with a successful Awareness Test. You gain a +10 to\nMOVEMENT: Full 〔 〕 Charge 〔 〕\nf\nPreomnor: You gain +20 to Toughness Tests against Tracking Tests against a target you have tasted.\ningested poisons. Mucranoid: You may re-roll any failed Toughness Tests 〔 〕 n 〔 〕\n", + "page": 396, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 370, + "rule_id": "skill_82_characteristics", + "title": "CHARACTERISTICS", + "content": "weaPoN skill BallistiC skill streNgth toughNess agility iNtelligeNCe n will Power p\n(ws) (Bs) (s) (t) (ag) (iNt) (Per) (wP) (Fel)\nWEAPON WEAPON\nNAME NAME\nCLASS PEN CLASS PEN\nIndex\nCLIP RLD CLIP RLD\nSPECIAL RULES SPECIAL RULES\nWEAPON ARMOUR HEAD ARMOUR ADDITIONS\n", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 371, + "rule_id": "skill_83_name", + "title": "NAME", + "content": "Type: ✔✓?\nCLASS PEN 〔 〕\nRIGHT ARM LEFT ARM\nCLIP RLD (11-20) BODY (21-30)\n", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 372, + "rule_id": "skill_84__31_70_", + "title": "(31-70)", + "content": "Type: Type:\n✔✓?\nType:\nWEAPON 〔 〕\n", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 373, + "rule_id": "skill_85_name", + "title": "NAME", + "content": "CLASS PEN RIGHT LEG LEFT LEG\n(71-85) (86-00) ✔✓?\nCLIP RLD 〔 〕\nType: Type:\n\n〔 POWER ARMOUR ABILITIES 〕\nSPACE MARINE TALENTS & TRAITS Servo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nAmbidextrous ____________________________ Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\nAstartes Weapon Training ____________________________ (total of +20 bonus with Heightened Senses)\nBulging Biceps ____________________________ Built-in Vox Link\nHeightened Senses (Hearing, Sight) ____________________________ Built-in Magboots\nKilling Strike ____________________________ Nutrient Recycling: Can operate for two weeks without re-supply\nNerves of Steel ____________________________ Recoil Suppression: May fire Basic weapons 1-handed without penalty\nQuick Draw ____________________________ Size: Hulking (Black Carapace means no bonus for enemies to attack)\nResistance (Psychic Powers) ____________________________ Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nTrue Grit ____________________________ equipment designed for Space Marines\n", + "page": 397, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 374, + "rule_id": "skill_86_squad_mode", + "title": "SQUAD MODE", + "content": "Character Name: Player Name: Chapter:\n", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 375, + "rule_id": "skill_87_squad_mode_abilities_pg_219_", + "title": "Squad Mode Abilities (pg 219)", + "content": "Attack Patterns Action Cost Sustained Effect\nFire Support Half / Free 1 Yes The Kill-team concentrates suppressing fire.\nTactical Advance Half / Free 1 Yes The Kill-team crosses dangerous ground in concert.\nTank Buster Free 1 No A Space Marine distracts a target to create an opportunity.\nFire for Effect Half 1 Yes The Kill-team fires at targets as they appear.\nBolter Assault Free 3 No The Kill-team rushes forward firing their bolters.\n16\n15 Furious Charge Free 3 No The Kill-team charges an enemy in unison.\n14\nDefensive Stances Action Cost Sustained\nTactical Spacing Full 1 Yes The Kill-team spaces itself to react to danger.\n13\nGo to Ground Reaction 1 No A Space Marine calls for movement into cover.\nRegroup Full 2 No A Space Marine calls to move the Kill-team together.\n12\n11 Soak Fire Reaction 2 No A Space Marine takes automatic fire with his Kill-team.\n\nSQUAD DESIGNATION:\n8\n7 OATH:\n6\n5\nEffects: Effects:\n4 Required Rank: Required Rank:\n3 Solo Ability Name: Solo Ability Name:\n2\n1\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Solo Ability Name:\nIndex\n\nCOHESION:\nEffects: Effects:\nRequired Rank: Required Rank:\nSolo Ability Name: Chapter Ability Name:\nChapter:\nPlayer Name: Rank: Character Name:\n", + "page": 399, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 376, + "rule_id": "skill_88_of_the_41st_millennium", + "title": "OF THE 41ST MILLENNIUM", + "content": "You are a Space Marine, one of the Imperium’s supreme\nwarriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions no-\none else can accomplish, and confront the most\ndangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.\nFast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\n™\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe. 781JUN10\nDeathwatch\b DW01\n\nISBN:\b978-1-58994-778-8\n™\nwww.FantasyFlightGames.com 9 781589 947788 55995\n™\n\nGAMES USA\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the\nGame Master’s Kit, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-779-5 Product Code: DW02 Print ID: 821AUG10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\nwww.FantasyFlightGames.com\nShadow of Madness\nErioch\n•\nBaraBan\n•\nThE TowEring\ngladEs\n•\nBEhind EnEmy\nlinEs\n•\nt\n•\nt\nShadow of Perhaps intending to preserve the planet’s ecosystem\nfor their own use, the enemy planted Delirium Trellises to\ninfect the population with visions of death and insanity. The\nMadness tormented inhabitants tore one another apart, becoming just\n", + "page": 400, + "source": "Core Rulebook", + "source_abbr": "COR", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 377, + "rule_id": "skill_89_by_kroot_novice_objective_6_", + "title": "by Kroot (Novice Objective, 6 Requisition)", + "content": "The war-torn Jericho Reach needs the Spear of Fury far too\nTertiary Objective: Rescue the General (Veteran\ngreatly for it to idle waiting in orbit. Jaresh gives the Kill-\nObjective, not included in calculation)\nteam a vox beacon to signal when they are ready for retrieval.\nTertiary Objective: Deal with the crazed Guardsmen\nBrother Dane pilots the Battle-Brothers to Epsilon Outpost\nwithout taking their lives (Veteran Objective, not included\n420 in a Thunderhawk. He has explicit orders to drop them\nin calculation)\nand return so his ship can depart. Once they are set down and\nTertiary Objective: Defeat the feral Kroot (Skilled\nany immediate trouble in their landing zone cleared, it would\n\nObjective, 7 Requisition)\ntake extremely strong persuasion to convince him to anything\nTertiary Objective: Defeat the Tau command unit\nexcept return to the Spear.\n\n(Veteran Objective, 8 Requisition)\nYou should add or modify these starting Objectives, and\nthe Requisition, based on your own evaluations of what\nObjectives your players may set or ignore.\nIn addition to Requisitioned equipment, the Battle-\nBrothers are issued a Deathwatch Land Speeder Storm for\ntransport on the planet. A larger vehicle cannot manoeuvre\nthrough the planet’s dense forests. Finally, they receive\ncustody of the archeotech luminators. All that then remains is\nthe Oath-taking, which may be done on Erioch or the Spear of\nFury depending on the particular squad’s custom.\ndeparture\nThe Hunter-class frigate Spear of Fury awaits the Kill-team. The\nkilometre-long ship is narrow and sleek like its namesake, with\na hull of dark metal streaked in the soot of war. Its Captain is a\nbroad Battle-Brother named Jaresh, who hails from the Black\nTemplars. He welcomes his brothers aboard, although his\nattitude may quickly sour if they count a Librarian amongst\ntheir ranks. The ship’s crew is predominantly indentured serfs,\nalthough a handful of other Deathwatch-sworn Space Marines\nman the bridge. One such Battle-Brother is Dane, a fresh-\nfaced Initiate who loyally followed Jaresh into Deathwatch\nduty. The Battle-Brothers repast together just as they do on\nErioch, but otherwise Brother Dane is the Kill-team’s primary\nliaison during the two week voyage.\nThe journey passes uneventfully, but provides the Kill-\nteam time for any strategizing they may need to do. Should\nany of the Battle-Brothers engage in conversation about their\n\n(8) (8)\nand one aerofoil cuts into the three dimensional projection as\nclouds give way to the northeast continent. In a universe of 42 35 40 45 47 25 44 30 18\nclimbing hives and battle-ravaged rockscapes, Baraban appears\nstrikingly untouched, despite the millions of soldiers you know to Movement: 4/8/16/32 Magnitude: 35\nbe warring beneath its canopy. You catch a glimpse of rippling Skills: Acrobatics (Ag), Awareness (Per) +10, Climb (S) +20,\nblue ocean bordering the landmass’s collage of red and gold. Concealment (Ag) +20, Dodge (Ag) +10, Silent Move (Ag)\nThen the blanket of autumn colours surrounds you as the gunship +20, Speak Language (Kroot, Tau) (Int), Tracking (Int) +10,\ndrops lower. Survival (Int) +10.\nSuddenly, the serenity fractures with calamitous explosions Talents: Basic Weapon Training (SP, Primitive), Furious\nand an abrupt halt to your descent that tests your power armour’s Assault, Leap Up, Lightning Reflexes, Melee Weapon Training\nshock absorption. Brother Dane shouts over the noise, “The (Primitive), Sprint, Swift Attack.\nOutpost is under assault!” Traits: Natural Weapon (Beak), Size (Massive), Unnatural\n", + "page": 6, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 378, + "rule_id": "skill_90_strength_x2_unnatural_perce", + "title": "Strength (x2), Unnatural Perception (x2).", + "content": "Armour Hide armour (Horde 2, Primitive).\nThrough the obscuring web of branches and dead leaves,\nWeapons: Kroot rifle (110m; S/–/–; 1d10+5 E; Pen 1; Clip\nthe Battle-Brothers can glimpse a shattered bunker, and frantic\n", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 379, + "rule_id": "skill_91_6_reload_2_full_beak_1d5_8", + "title": "6; Reload 2 Full), beak (1d5+8 R, Primitive).", + "content": "Imperial Guardsmen fighting off an overwhelming number\n\nGear: Rifle reloads.\nof Kroot. The pulse rounds of Kroot rifles outnumber each\nA Kroot’s beak follows all rules for natural weapons, except it\nlas shot four to one, and the growing distance between frag\ninflicts 1d5 Damage instead of 1d10.\nbursts suggests that grenades are quickly running out. The\nMay be used in melee (1d10+8 R; Balanced)\nBattle-Brothers face a choice: do they intervene in the conflict\nand risk revealing their presence to the Tau, or do they allow\nthe Outpost to be overrun?\nBrother Dane follows their direction if they choose to e\nparticipate in the battle below, but is unable to bring the\nIf the Battle-Brothers choose to face the Kroot Horde,\nThunderhawk lower than 15 metres because of the dense\nthey can hardly occupy the entire enemy mob. As the Kill-\nforest. If they bring the gunship’s weapons to bear, it provides\nteam endeavours to turn the battle’s tide, the Guardsmen\na decisive advantage in firepower, but creates a large degree of\nalso fight for their lives. The GM should make this evident\ncollateral damage. The Kroot and Guardsmen ranks intertwine\nin his description of the scene Round to Round. By the\nas the lanky aliens attack with pulse charges and the wicked\ntime they arrive, roughly a quarter of the Outpost’s 100\nblades of their rifles. The close combat and the obscuring tree\nGuard already lie dead in the fallen leaves and rubble. To\ncanopy make firing into the melee (with the ship’s guns or\nrepresent the rising body count if the combat drags on,\nfrom its deck) Very Hard (–30). Any misses or Blast weapons\n", + "page": 7, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 380, + "rule_id": "skill_92_unnatural_perception_x2_", + "title": "Unnatural Perception (x2)", + "content": "Armour: Tattered Hide armour (Body 2, Primitive)\nT\nhe southeast continent is similar in ecology to the Weapons: Kroot hunting blade (1d10+10 R; Pen 4), beak\nnortheast, but the trees are the dark green of summer. (1d5+10 R)\nThe Tau and their allies also have the strongest hold Gear: None\non this landmass. The Delirium Trellis here is located towards †\nThe half Move taken as a result of Assassin’s Strike can be in any\nthe centre of the continent, less than two hundred kilometres direction, including a vertical jump or Climb.\nfrom one of the planet’s largest Tau installations. The Kill- ††\nThe Kroot may Charge vertically with a successful Acrobatics check.\nteam must be cautious and alert once they reach the thick, Doing so grants them the same benefits a Deathwatch Assault Marine\nverdant woodlands. The stealthy Kroot are at home in this gets from Wrath of Angels when using a Jump Pack.\narboreal locale, and far more numerous than on the other\ncontinents. If the Kill-team does not lay out at least some plan Most of the xenos still have Kroot rifles, but they have\nfor avoiding detection as they travel towards their objective, forgotten how to fire them at range. Instead they use the\nthey are interrupted several times by Kroot attacks (some weapons’ bladed ends for melee. While the Space Marines\nor all of which the GM may wish to summarise to avoid have the clear advantage in training and equipment, the\n\nminus the wielder’s Strength Bonus in minutes.\nhe’ll want to find some other mechanism for alerting\n• A Challenging (+0) Demolitions Test can pulverise one\nthe Kill-team to the events transpiring at the Tau base.\nShadow of Madness\nor both of the entwining trees without damaging the Trellis.\nPossible avenues include:\nFailure by two degrees or more indicates that the Trellis is\n• A communication from the Imperial Guard telling\ndestroyed in the blast.\n\nthem they have discovered the General’s location\n• The Kill-team can carve away a portion of the trunks to\n• Arriving too late at one of the locations and finding\nexpose the Trellis. This requires three successes on an\nthe Trellis already gone. The size of ship necessary\nExtended Weapon Skill Test with most melee weapons,\nto transport the Trellis off planet means it is almost\nor an Extended Ballistic Skill Test with a weapon that\ncertainly being taken to their main base.\ncan produce a sustained blast like a melta or flame weapon.\n• After a clash with the Tau strike team (or from the\nIf the Kill-team employs any method that involves felling\nbodies in the towering glade), the Battle-Brothers\ntrees, a successful use of the Evaluate Skill to determine weak\nmight recover intelligence documents. Interpreting\npoints either halves the time needed or adds +10 to the chances\nit would require help from someone with Speak\nof success.\nLanguage (Tau) or an Elucidator.\n• Move the base’s location on the planet to somewhere\nXEnos rEmains that the Kill-team sees one of the orbital shuttles\ndescend through the atmosphere.\nThe Kroot nested in the tree branches, about fifteen metres\nup. If the Battle-Brothers glance upwards, they see the series\nthey died. A few crumpled pages of a manuscript in high\nof structures formed from animal hides, leaves, and a mulch\ngothic flutter between two flat chunks of rubble. They appear\nof partially digested wood from the Kroot’s iron stomachs.\nto be the account of a survivor of original settlement, but\n\nRenown from the overall Mission Rewards.\nShadow of Madness\nFailure: The operation is a failure. Whatever\nresult the characters were attempting, they affect\n1-3 Degrees of Failure 1-4 Degrees of Failure 2-6 Degrees of Failure the opposite. If combat was involved, each\ncharacter carries 1d5 points of Damage back\nfrom the battle.\nStalemate: There is no meaningful outcome to\nthe operation. The characters made a respectable\n0 Degrees of Success/ 0 Degrees of Success/ 0 -1 Degrees of Success/\neffort; the GM can further shade whether they\nFailure Failure Failure\naccomplished even something trivial by whether\nthe attempt was a net fail or success.\nMinor Victory: The operation will be quickly\n1 Degree of Success 1-3 Degrees of Success 1-5 Degrees of Success forgotten, but the characters accomplished what\nthey set out to do. The effects may be temporary.\nModerate Victory: The characters performed\n2-3 Degrees of Success 4-6 Degrees of Success 6-9 Degrees of Success admirably, accomplishing most of their goal, but\nwithout particular flair.\nDecisive Victory: The Operation was a tale\nworth re-telling. The characters affected a\n4-8 Degrees of Success 7-10 Degrees of Success 10-13 Degrees of Success\nlasting achievement that was everything they\ncould have hoped to accomplish.\nHeroic Feat: The involved characters achieved\neven more than they set out to do. What began\n9+ Degrees of Success 11+ Degrees of Success 14+ Degrees of Success as a side errand may very well end up being\n\nRenown to the overall Mission Rewards.\nreTurn To erioCh rEwards\nOnce their long-range vox beacon is activated, The Spear Each Trellis kept from the Tau nets 200 XP. If the Kill-team\nof Fury takes a day or two to return from its own battles rescued or killed the General, this is worth 100 XP, as is defeating\nto retrieve the Kill-team. Space Marines are not known for the Tau command unit. Dealing with the crazed Guardsmen\nsitting idle, and the Battle-Brothers are likely to want to use at Mount Hollow without killing them, and keeping Epsilon\nthis time to further the war effort. The GM should give them 420from being overrun are also worth 100 XP each. Award an\nan opportunity to outline the particular battles or activities additional 200 bonus XP if the team managed to both rescue\nthe team intends to participate in, provided they stay as a unit (not kill) the General and stop Shas’El Keyl from getting away.\nso that whenever the Spear does arrive they can be speedily The following are worth 1 Renown each:\nextracted. Use the provided rules for Off-Screen Operations • Stopping the Tau from getting any Trellises\nto summarise these events. • Stopping the Tau from taking the General\nInquisitor Quist meets with the Battle-Brothers upon their • Defeating Shas’El Keyl and his command unit\nreturn. She listens to their debrief and identifies the devices as • Successfully dealing with two of more of the following:\n\nthem, using the machine spirit’s Ballistic Skill.\nAntagonists vEsPid sTingwing\nS\nShadow of Madness\niniTiaTE danE oF ThE BlacK TEmPlars\nS\nS T ag int Per wP Fel\n(8)\nS T ag int Per wP Fel 35 45 30 45 60 25 30 30 15\n", + "page": 15, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 381, + "rule_id": "skill_93__10_8_", + "title": "(10) (8)", + "content": "55 40 45 41 47 48 38 48 43 Movement: 4/8/16/32 Wounds: 15\nSkills: Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10,\nMovement: 5/10/15/30 Wounds: 20 Speak Language (Tau, Vespid) (Int), Survival (Int)\nSkills: Awareness (Per), Ciphers (Chapter Runes, Deathwatch) Talents: Basic Weapon Training (SP, Primitive), Lightning\n(Int), Common Lore (Adeptus Astartes, Deathwatch, Reflexes, Melee Weapon Training (Primitive),\nImperium) (Int), Dodge (Ag) +10, Drive (Ground Vehicles), Traits: Flyer (10), Improved Natural Weapon (Claws),\nForbidden Lore (Xenos), Literacy (Int), Navigation (Surface), Unnatural Toughness (x2).\nPilot (Spacecraft) (Ag), Scholastic Lore (Codex Astartes), Silent Armour Natural Chitin Armour (3 AP in all Locations)\nMove (Ag), Speak Language (Low Gothic, High Gothic) (Int), Weapons: Neutron Blaster† (45m; S/2/–; 2d10+3 E; Pen 6;\nTactics (Int). Clip 24; Reload Full), claws (1d10+3 R)\nTalents: Ambidextrous, Astartes Weapon Training, Bulging Gear: Communion helm (includes vox)\nBiceps, Deathwatch Training, Heightened Senses (Sight), †\nA neutron blaster only functions when used by a Vespid\nHatred (Heretics), Nerves of Steel, Resistance (Psychic\nPowers), Two-weapon Wielder (Melee), Unarmed Master.\nTraits: Size (Hulking), Unnatural Strength (x2), Unnatural\n", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 382, + "rule_id": "skill_94_toughness_x2_", + "title": "Toughness (x2).", + "content": "Armour Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8; History: A Fury Like Lightning).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Combat Knife\n(1d10+10 R; Pen 2), Astartes Chainsword (1d10+11 R; Pen\n\n4; Balanced, Tearing).\nGear: Astartes jump pack, 3 bolt pistol reloads, devotion\nchain.\nDemeanours: Accept Any Challenge, Studious.\nt\nLascannons (2): (300m, S/–/–, 6d10+10 E, Pen 10, Clip\n\n40, Reload 2Full)\nTurbo-laser: (750m, S/–/–, 4d10+30 E, Pen 20, Clip 5,\n", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 383, + "rule_id": "skill_95_cannot_be_reloaded_in_flight_", + "title": "cannot be reloaded in flight, Blast (6) )", + "content": "6 Hellstrike Missiles: (1000m, S/–/–, 4d10+6 X, Pen 10,\neach missile can only be fired once, Blast (1) )\nTwin-linked heavy bolters (4): (150m, –/–/10, 3d10+1\nX, Pen 6, Clip 200, Reload 2Full, Twin-linked, Tearing)††\n†\nThese weapons can either be operated by the pilot, or the gunship’s\nmachine spirit, who has a BS of 40.\nAppendix on Erioch to a friendly duel at least once. The exception\nto his good nature is Watch Captain Servais. The two have\nconflicted time and again on matters of strategy, philosophy,\nT\nhe Non-Player Characters (NPCs) presented in this and personality. The diametric opposition of their approaches\nsection represent a selection of prominent individuals to combat has been a wedge between the two ever since the\nwho frequent Watch Fortress Erioch. They provide a Raven Guard warrior arrived.\nstarting suite of characters who may serve as leaders, allies, While Tarran takes the mission of the Deathwatch with\nor rivals for a Kill-team. Each NPC description also contains utmost gravity, he sees no reason not to use the assignment\nideas for how they may initiate Missions or otherwise play a to further the interests of the Storm Wardens during his term\nrole in your campaign. of service. Despite the Inquisitorial sanction, he possesses\na burning drive to discover the truth behind the Nemesis\nIncident. He believes that it holds the key to the return of\nAppendix\n\nRequisition to stack the odds in your favour.\nteam must negotiate violent mistrust wherever they go as advEnTurE sEEds\nthey track their quarry into a wasteland filled with Orks.\n• A transmission comes from the far-flung Watch Station • The Crucible Resolviate has recently acquired an almost\nGrace of the beginnings of an Enslaver plague on a remote intact Crisis Battle Suit. Unfortunately, its vital central\nworld. Ever eager to learn more about this encroaching cogitator core is severely damaged. Quist requests the\nspecies and its linkage to his Chapter, Tarran joins the Battle-Brothers’ aid in an assassination Mission that is\nBattle-Brothers in answering the call. When the Kill-team really little more than an excuse to acquire the missing\nreaches the planet, they find it already under sanction component for her allies. If she has reason to trust\nfrom the Ordo Xenos. Will the Battle-Brothers eliminate the Battle-Brothers, she may enlighten some or all\nthe Enslavers as quickly as possible, or indulge Tarran’s of them as to her real objective. If she does not, then\ndesire to learn more about their foe before destroying it? they may find some of the Inquisitor’s orders very\nquestionable indeed.\nAppendix\n• The Black Reef has long been a source of dark legends\ninquisiTor adrielle and malefic alien artefacts in the Jericho Reach. A new\nquisT abomination has surfaced in the region’s budding cold\n\nISBN: 978-1-58994-779-5\n9 781589 947795 51995\nwww.FantasyFlightGames.com\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the Game Master’s Kit, the foregoing marks’ respective\nlogos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products\nand illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and\nother countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be\nreproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nTest Difficulty Ranged Weapons Combat Actions Melee Weapons Weapon Jams Semi-Automatic Weapons Armour\n", + "page": 22, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 384, + "rule_id": "skill_96_hordes", + "title": "Hordes", + "content": "Punishing –50 Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple. the appropriate Talent. In the case of Flame\nAstartes Infernus Pistol Pistol 10m S/–/– 2d10+8 E 13 4 Full – raditional Weapons hours, or until the Full Burst Action has been used.\nHellish –60 Guarded Attack Full Attack, Concentration, Melee –10 WS, +10 to Parry and Dodge. weapons, targets receive +30 to Agility Test to\n\n†† ††† ††\nShooting an Enormous target.\nLauncher Head Head Arm Body Arm Body much more effective against Hordes than weapons which fire\nMelee attacks against a foe who is outnumbered two to one.\nonly one shot; a lascannon is a weapon for destroying tanks, not\nAstartes Missile Launcher\n(Soundstrike)\nHeavy 250m S/–/– †† †††\n8 Full †† Accurate:\nBalanced:\nAdditional +10 to hit when used with an Aim Action.\n\n+10 to Parry.\nRazor Sharp: If the attack roll results in two or more degrees of success,\n\ndouble the weapon’s Penetration.\nAttacking a Prone opponent with a melee weapon. Fatigue Arm Arm Body Head Body Arm mowing down large numbers of infantry.\nWeapon Auxiliary Grenade Blast (X): All within the weapon’s blast radius in metres is hit. Roll Hit Recharge: Can only fire every-other Round.\nOrdinary +10 Attacking from higher ground. Can suffer a number Fatigue equal to TB. Fatigued\n• Weapons that inflict Explosive Damage (X) gain a bonus against\nCraftsmanship n/a 45m S/–/– †† †††\n4 2 Full ††\nLocation and Damage individually for each person affected. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Shooting a Hulking target. characters –10 all Tests. If you suffer more Fatigue Body Body Arm Head Arm Body\nLauncher Shooting a target at Short Range. Hordes, and count as having inflicted one additional Hit.\n\nTearing:\nToxic:\nRoll two dice for Damage, take the best result.\nIf weapon causes Damage, Test Toughness at –5 for every Shooting a Puny target.\n4 4 8 12 24 additional hit.\nLight Metal 5 5 10 15 30 Blast Weapons: A Blast weapon that hits a Horde hits a number\nHeavy Wood, Flakboard,\nagainst its enemies. not braced.\nHaywire (X): This weapon generates a field that troubles the machine\npoint of Damage taken, if failed take extra 1d10 Impact\n", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + }, + { + "id": 385, + "rule_id": "skill_97_damage_no_reduction_for_armou", + "title": "Damage (no reduction for armour or Toughness).", + "content": "Using a weapon without the correct Talent. Heavily Damaged 6 6 12 18 36 of times equal to its Blast value. So a grenade with Blast (4) will\n8 Famed: Your reputation precedes you, and your Scatter Diagram Attacking or Dodging in deep snow.\nspirits of technology. See page 143 for details. Twin-linked: +20 to hit, may score one additional hit if the attack roll If Damage taken is more than twice TB.\nSandbags, Ice 60-79 deeds are known to Battle-Brothers across the Firing a heavy weapon that has not been Braced. 7 7 14 21 42 automatically hit four times if successfully lobbed into the Horde.\n", + "page": 31, + "source": "Game Master's Kit", + "source_abbr": "GAM", + "category": "skills", + "created_at": "2025-08-17 17:55:35" + } +] \ No newline at end of file diff --git a/database/backups/rules-ocr-import-report-2025-08-17T18-06-42-927Z.json b/database/backups/rules-ocr-import-report-2025-08-17T18-06-42-927Z.json new file mode 100644 index 0000000..c8cd5fe --- /dev/null +++ b/database/backups/rules-ocr-import-report-2025-08-17T18-06-42-927Z.json @@ -0,0 +1,53 @@ +{ + "inserted": 12, + "sample": [ + { + "title": "Carouse (Basic)", + "content": "‘Toughness\n\n‘The Carouse Skill is used to resist the effects of aleohol and\nnateotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\n‘while those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity). Each time he would otherwise suffer\nfiom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1410 minus" + }, + { + "title": "his Toughness Bonus (minimum 1 hour)", + "content": "‘Skill Use: Free Action taken whenever the character imbibes\n" + }, + { + "title": "Perception", + "content": "“Awareness encompasses the character's subconscious ability\n{o react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\n‘taps oF cleverly hidden objects—or slight changes in the\nfenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When us\n‘Awareness against an opponent, the testis always opposed.\n‘This use includes noticing ambushes, spotting taps, and\n\n‘other things involving another's actions. However, noticing\n‘environmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\n\n‘Skill Use: Free Action made in reaction to something.\n" + }, + { + "title": "Carouse (Basic)", + "content": "‘Toughness\n\nThe Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\n‘while those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfiom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1410 minus" + }, + { + "title": "his Toughness Bonus (minimum 1 hour)", + "content": "‘Skill Use: Free Action taken whenever the character imbibes\n\n(Basic)\n" + }, + { + "title": "ligence", + "content": "‘character uses the Gamble Skill when participating in\n© games of chance and the countless other games popular\n\"amongst soldiers across the Imperium. Each participant wagers\n\nan amount, though these are typically the same, and makes\n\n‘an Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\n‘with a worse result as part of a Deceive attempt.\n\nThose with both Skills may use Sleight of Hand instead\n‘of Gamble to hide cards or alter dice rolls. Success gives this\n‘character a +20 bonus to his tests, but four or more Degrees\n‘of Failure indicates he has been caught in the act.\n\n‘Skill Use: Full Action to an entire day of gaming\n" + }, + { + "title": "Fellowship", + "content": "The character can use the Inquity Skill to gain information\nbby asking questions, making conversation, or simple\n‘eavesdropping, Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’ librarium, This use is virtually always an Extended\n“Test, with difficulty and duration set by the GM.\n\nSkill Use: 1 hour or more\n" + }, + { + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\n‘conditions. Interrogation is always an Opposed Test, pitting\nthe characters Interrogation Skill against an opponent's\nWillpower. Ifthe interrogator wins the Opposed Test, he gets\n‘one answer plus one answer for each Degree of Success. the\nvictim wins the Opposed Test, the interrogator get nothing\n\n‘of worth, Two or more Degrees of Failure inflict 1410 plus\ninterrogator’s Willpower Bonus in damage against the\nand prevents any further interrogation for 145 days\n\nim takes the same damage and gains a +30 bonus to\n\net Tests made to resist Interrogation at the hands of\nor his allies. Each Interrogation Test inflicts\ngue on the target.\n" + }, + { + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial\n\nto give in to his demands. The character does not make an\n\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\n\nassociated Characteristic, the character may substitute either\n\nIntelligence or Fellowship if the threat involves more subtle\n\n‘methods than brute force, such as blackmail or humiliation. An\n\nIntimidate Test affects number of targets equal to the character's\n\nStrength, Intelligence, or Fellowship Bonus, depending on the\n\ncharacteristic used for the test. The targets must be able to see\n\nand hear the character cleatly, ether in person or via pict or\n\nvox-caster, and speak a common language.\n\nSkill Use: Full Action\n" + }, + { + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate\nskill (0 make a war ery. This is @ Free Action that targets the\nrecipient or recipients of the character's charge—ic. those he\nwill end up in combat with and make melee attacks against\nThe character then makes an Intimidate Test, based on\nStrength, opposed by the target’s Willpower. If the character\nis successful, the target suffers ~10 to all Parry and Dodge\ntests against the charging character.\n\nCreatures immune to the effects of Fear and other mind-\neffecting psychology are immune to the effects of a war cry\n" + }, + { + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character's mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test\n\nFailure on the Invocation Test indicates that the character's\nattempts to focus have backfired, and he must take a —I\npenalty tothe final Psy Rating ofa Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action\n" + }, + { + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and wri\nany language he speaks. Everyday activities do not r\nLiteracy Tests, but situations involving regional\n\ndamaged manuscripts, archaic ese or colloquial\nnecessitate a Skill Test\nSkill Use: 1 minute for I page of text, oe\n" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-ocr-refined-backup-2025-08-17T18-10-28-979Z.json b/database/backups/rules-ocr-refined-backup-2025-08-17T18-10-28-979Z.json new file mode 100644 index 0000000..a06e08d --- /dev/null +++ b/database/backups/rules-ocr-refined-backup-2025-08-17T18-10-28-979Z.json @@ -0,0 +1,134 @@ +[ + { + "id": 386, + "rule_id": "ocr_1_carouse_basic_", + "title": "Carouse (Basic)", + "content": "‘Toughness\n\n‘The Carouse Skill is used to resist the effects of aleohol and\nnateotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\n‘while those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity). Each time he would otherwise suffer\nfiom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1410 minus", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 387, + "rule_id": "ocr_2_his_toughness_bonus_minimum_1_hour_", + "title": "his Toughness Bonus (minimum 1 hour)", + "content": "‘Skill Use: Free Action taken whenever the character imbibes\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 388, + "rule_id": "ocr_3_perception", + "title": "Perception", + "content": "“Awareness encompasses the character's subconscious ability\n{o react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\n‘taps oF cleverly hidden objects—or slight changes in the\nfenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When us\n‘Awareness against an opponent, the testis always opposed.\n‘This use includes noticing ambushes, spotting taps, and\n\n‘other things involving another's actions. However, noticing\n‘environmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\n\n‘Skill Use: Free Action made in reaction to something.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 389, + "rule_id": "ocr_4_carouse_basic_", + "title": "Carouse (Basic)", + "content": "‘Toughness\n\nThe Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\n‘while those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfiom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1410 minus", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 390, + "rule_id": "ocr_5_his_toughness_bonus_minimum_1_hour_", + "title": "his Toughness Bonus (minimum 1 hour)", + "content": "‘Skill Use: Free Action taken whenever the character imbibes\n\n(Basic)\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 391, + "rule_id": "ocr_6_ligence", + "title": "ligence", + "content": "‘character uses the Gamble Skill when participating in\n© games of chance and the countless other games popular\n\"amongst soldiers across the Imperium. Each participant wagers\n\nan amount, though these are typically the same, and makes\n\n‘an Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\n‘with a worse result as part of a Deceive attempt.\n\nThose with both Skills may use Sleight of Hand instead\n‘of Gamble to hide cards or alter dice rolls. Success gives this\n‘character a +20 bonus to his tests, but four or more Degrees\n‘of Failure indicates he has been caught in the act.\n\n‘Skill Use: Full Action to an entire day of gaming\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 392, + "rule_id": "ocr_7_fellowship", + "title": "Fellowship", + "content": "The character can use the Inquity Skill to gain information\nbby asking questions, making conversation, or simple\n‘eavesdropping, Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’ librarium, This use is virtually always an Extended\n“Test, with difficulty and duration set by the GM.\n\nSkill Use: 1 hour or more\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 393, + "rule_id": "ocr_8_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\n‘conditions. Interrogation is always an Opposed Test, pitting\nthe characters Interrogation Skill against an opponent's\nWillpower. Ifthe interrogator wins the Opposed Test, he gets\n‘one answer plus one answer for each Degree of Success. the\nvictim wins the Opposed Test, the interrogator get nothing\n\n‘of worth, Two or more Degrees of Failure inflict 1410 plus\ninterrogator’s Willpower Bonus in damage against the\nand prevents any further interrogation for 145 days\n\nim takes the same damage and gains a +30 bonus to\n\net Tests made to resist Interrogation at the hands of\nor his allies. Each Interrogation Test inflicts\ngue on the target.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 394, + "rule_id": "ocr_9_strength", + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial\n\nto give in to his demands. The character does not make an\n\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\n\nassociated Characteristic, the character may substitute either\n\nIntelligence or Fellowship if the threat involves more subtle\n\n‘methods than brute force, such as blackmail or humiliation. An\n\nIntimidate Test affects number of targets equal to the character's\n\nStrength, Intelligence, or Fellowship Bonus, depending on the\n\ncharacteristic used for the test. The targets must be able to see\n\nand hear the character cleatly, ether in person or via pict or\n\nvox-caster, and speak a common language.\n\nSkill Use: Full Action\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 395, + "rule_id": "ocr_10_war_cry", + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate\nskill (0 make a war ery. This is @ Free Action that targets the\nrecipient or recipients of the character's charge—ic. those he\nwill end up in combat with and make melee attacks against\nThe character then makes an Intimidate Test, based on\nStrength, opposed by the target’s Willpower. If the character\nis successful, the target suffers ~10 to all Parry and Dodge\ntests against the charging character.\n\nCreatures immune to the effects of Fear and other mind-\neffecting psychology are immune to the effects of a war cry\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 396, + "rule_id": "ocr_11_willpower", + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character's mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test\n\nFailure on the Invocation Test indicates that the character's\nattempts to focus have backfired, and he must take a —I\npenalty tothe final Psy Rating ofa Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + }, + { + "id": 397, + "rule_id": "ocr_12_intelligence", + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and wri\nany language he speaks. Everyday activities do not r\nLiteracy Tests, but situations involving regional\n\ndamaged manuscripts, archaic ese or colloquial\nnecessitate a Skill Test\nSkill Use: 1 minute for I page of text, oe\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:06:42" + } +] \ No newline at end of file diff --git a/database/backups/rules-ocr-refined-report-2025-08-17T18-10-28-983Z.json b/database/backups/rules-ocr-refined-report-2025-08-17T18-10-28-983Z.json new file mode 100644 index 0000000..8fb5f41 --- /dev/null +++ b/database/backups/rules-ocr-refined-report-2025-08-17T18-10-28-983Z.json @@ -0,0 +1,29 @@ +{ + "inserted": 6, + "sample": [ + { + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n" + }, + { + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n" + }, + { + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action " + }, + { + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry " + }, + { + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action " + }, + { + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe " + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-ocr-refined-sample.json b/database/backups/rules-ocr-refined-sample.json new file mode 100644 index 0000000..6375208 --- /dev/null +++ b/database/backups/rules-ocr-refined-sample.json @@ -0,0 +1,26 @@ +[ + { + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n" + }, + { + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n" + }, + { + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action " + }, + { + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry " + }, + { + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action " + }, + { + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe " + } +] \ No newline at end of file diff --git a/database/backups/rules-pdf-import-report-2025-08-17T18-23-56-937Z.json b/database/backups/rules-pdf-import-report-2025-08-17T18-23-56-937Z.json new file mode 100644 index 0000000..1023cfe --- /dev/null +++ b/database/backups/rules-pdf-import-report-2025-08-17T18-23-56-937Z.json @@ -0,0 +1,305 @@ +{ + "inserted": 2103, + "sample": [ + { + "title": "warriors", + "content": "warriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions nodangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Ross Watson", + "content": "Written and Developed by\nOwen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton,\nDave Gallagher, David Griffith, Des Hanley, Nikolaus\nIngeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev,\nKarl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese,\nWinona Nelson, Hector Ortíz, Michael Phillippi, Roberto\nRicci, Karl Richardson, Skysoul Studios, Adrian Smith,\nOliver Specht, and Theo Stylianides", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters (see page\n396 for a complete list), especially Les Hedges of “No Guts, No\nGlory,” who will be forever remembered as an inspiration and best\nfriend to all who met him.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Contents", + "content": "Foreword\b6\nYou Shall Know No Fear .......................................................8\nWhat is a Roleplaying Game? ...............................................8\nWhat’s in this book? ...............................................................9\nGame Dice ............................................................................ 10\nThe Space Marines ............................................................... 11\nThe Origins of The Space Marines ................................. 11\nThe Codex Astartes ........................................................... 12\nConditioning ...................................................................... 16\nThe Path of the Space Marine ......................................... 19\nMasters of the Chapter ..................................................... 20\nChapter\bI:\bCharacter\bCreation\b22\nCreating your Deathwatch Space Marine ......................... 22\nGenerating Characteristics ................................................ 25\nNature .................................................................................. 31\nDemeanours ........................................................................ 32\nUsing Demeanours .......................................................... 32\nName ................................................................................... 34\nRoleplaying as a Space Marine ........................................ 35\nSpace Marine Abilities ......................................................... 36\nThe Black Templars ........................................................... 38\nEternal Crusaders ............................................................ 39\nRighteous Zeal ...................................................... .......... 39\nCombat Doctrine ............................................................. 39\nThe Blood Angels .............................................................. 41\nThe World of Blood ........................................................ 41\nThe Sons of Sanguinius .................................................. 42\nCombat Doctrine ............................................................. 43\nThe Dark Angels ................................................................ 44\nCaliban ............................................................................. 44\nThe Inner Circle .............................................................. 44\nCombat Doctrine ............................................................. 45\nThe Space Wolves .............................................................. 47\nLand of Fire and Ice ........................................................ 47\nThe Trials ......................................................................... 47\nCombat Doctrine ............................................................. 48\nStorm Wardens ................................................................... 50\nThe World of Storms ...................................................... 50\nThe Way of Honour ........................................................ 51\nCombat Doctrine ............................................................. 51\nThe Ultramarines ............................................................... 53\nThe Realm of Ultramar ................................................... 53\nDuty and Honour ............................................................ 54\nCombat Doctrine ............................................................. 54\nChapter\bII:\bSpecialties\b56\nGetting Started ..................................................................... 56\nSpeciality Format .................................................................. 56\nCharacter Advancements ..................................................... 57\nRanks ..................................................................................... 57\nSkill and Talent Advances ................................................. 58\nGeneral Space Marine Advances ...................................... 60\nDeathwatch Advances ....................................................... 64\nChapter Advances .............................................................. 66\nDeathwatch Apothecary ...................................................... 68\nDeathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nDeathwatch Tactical Marine .............................................. 84\nDeathwatch Techmarine ..................................................... 88\nChapter\bIII:\bSkills\b92\nGaining Skills ....................................................................... 92\nSkill Mastery ...................................................................... 92\nBasic and Advanced Skills .................................................. 92\nSkill Descriptors ................................................................... 94\nSkill Groups .......................................................................... 94\nSpecial Uses .......................................................................... 94\nSkill Descriptions ................................................................. 94\nChapter\bIV:\bTalents\b&\bTraits\b108\nGaining Talents ..................................................................108\nTalent Groups .....................................................................108\nTalent Prerequisites ............................................................108\nTalent Descriptions ............................................................112\nTraits ....................................................................................130\nTrait Descriptions ...............................................................130\nChapter\bV:\bArmoury\b138\nRequisition ..........................................................................138\nRenown ...............................................................................139\nCraftsmanship .....................................................................140\nWeapons ..............................................................................140\nAstartes Weapons .............................................................142\nWeapon Special Qualities ..................................................142\nBolt Weapons ......................................................................146\nPlasma Weapons .................................................................147\nMelta Weapons ...................................................................148\nFlame Weapons ...................................................................148\nSolid Projectile Weapons ..................................................149\nLas Weapons .......................................................................149\nGrenades and Missiles .......................................................150\nLaunchers ............................................................................152\nExotic Weapons ..................................................................152\nMelee Weapons ..................................................................153\nChain Weapons ..................................................................153\nPower Weapons ..................................................................154\nForce Weapons....................................................................155\nTraditional Weapons ..........................................................156\nWeapon Upgrades ..............................................................156\nAmmunition ........................................................................158\nSpecial Issue Ammunition .................................................159\nArmour ................................................................................160\nAstartes Power Armour......................................................160\nOther Armour .....................................................................164\nForce Fields .........................................................................166\nRelics ...................................................................................167\nChapter Relics ....................................................................167\nDeathwatch Relics ..............................................................168\nChapter Trappings .............................................................169\nWargear ...............................................................................171\nDrugs and Consumables....................................................172\nTools ....................................................................................173\nCybernetics .........................................................................176", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Chaos Heretic (Troops) ...................................................364", + "content": "The Tau ...............................................................................365", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Tau Fire Warriors (Troops) .............................................368", + "content": "Tyranids ...............................................................................369", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Termagant (Troops) .........................................................371", + "content": "Tyranid Weapons ............................................................372\nNon-player Characters ......................................................374\nChapter\bXIV:\bExtraction\b378\nGM’s Briefing .....................................................................378\nPyroclast-Gamma-9 ...........................................................380\nMission to Tantalus ............................................................382\nPlanetfall .............................................................................382\nThe Mission Briefing .........................................................382\nSeek, Locate, Destroy ........................................................383\nTyranid Encounters ............................................................383\nMap Locations ....................................................................385\nExit Strategy .......................................................................390\nTantalus Dies ......................................................................390\nRewards ..............................................................................390\nFurther Adventures ............................................................390\nNPCs & Antagonists ..........................................................391", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Dark heresy book and", + "content": "the grim darkness of the far future could now be explored by\nlegions of roleplaying enthusiasts. The popularity of Dark\nheresy outstripped all expectations, and it was clear that the\nidea of roleplaying in the 41st Millennium was as strong, if\nnot stronger than it had ever been. The subsequent licensing\nof the property to Fantasy Flight Games first consolidated and\nthen built on this success, in somewhat spectacular fashion it\nhas to be said. FFG have already produced a string of high\nquality supplements for Dark heresy and in 2009 launched\nrogue traDer, the second core rulebook in the series,\nand associated supplements. With this amazing wealth of\nmaterial and the growing popularity of both strands, it is now\ndifficult to imagine a roleplaying scene without a Warhammer\n40,000 presence.\nThis volume, Deathwatch, completes the triptych of 40K\nRoleplay core rulebooks and introduces the Space Marines.\nThat this book is devoted to the Adeptus Astartes explains\nto some extent the structure of the whole 40K roleplay line.\nAs I said earlier, a few years ago a small group of people at\nGames Workshop began to think seriously about how we\nmight actually publish a 40K roleplaying game. There was, if\nI recall, much excitement and quite a few proposals as to how\nwe might approach such a venture. Broadly speaking these\nproposals fell into one of two camps. On the one side was the\nopinion that because Space Marines were so powerful in the\nsetting it made no sense to have them being featured alongside\nother characters at low levels of play and that therefore\nincluding them at all would simply unbalance the game. On\nthe other side was the opinion that a 40K game without\nSpace Marines was just unthinkable and that the game would\nhave little interest if they were left out. So did we publish a\n40K roleplaying game with or without Space Marines? The\nsolution we eventually settled upon was to do both!\nIn fact, we went one further and sketched out a plan that\nadded a third core rulebook to the set. This gave us, on paper\nat least, an interesting progression through the universe of\nthe 41st Millennium and through the power levels of the\nplayer characters. We also gave tentative themes and titles to\nthe three core rulebooks.\nDark heresy would introduce the\nuniverse to roleplayers and provide a very strong environment\nfor developing low level, inexperienced characters under the\naegis of the Inquisition (a format very much inspired by the\nearlier and perfectly successful tabletop game InquIsItor\nby Games Workshop). rogue traDer would expand the\ngame’s horizons and introduce higher level characters and\nadventures and maybe the first look at a playable Space\nMarine. Finally Deathwatch would present the Space Marines\nin all of their glory—the ultimate warriors facing the most\ndangerous challenges.\nAs it turned out, the GW team only got to do part one of\nthe set and that book along with the plan we had sketched\nout was offered to FFG when they acquired the license. To\nour delight, they liked both\nDark heresy and our plan and\nimmediately set about turning parts two and three into a reality.\nIn the course of doing this it has been inevitable that Ross\nand his teams have had to adapt those initial ideas somewhat.\nAs well as making some essential changes and developments\nthey have added an enormous amount of original material of\ntheir own devising to the final fleshed-out products. This has\nresulted in the most amazing series of roleplaying books, as\nyou can no doubt ascertain for yourself by examining the book\nin your hands right now. This realisation of those early ideas\nin such a high quality fashion and the dedication and ongoing\ncommitment of FFG to the property is immensely satisfying to\nthose of us at GW who were involved in those early planning\nmeetings. It is good to know that the ‘Holy Grail’ has not\nonly been grasped but that it is in such talented hands. The\n41st Millennium may be grim and dark but the future of 40K\nroleplaying looks very bright indeed.\nAlan Merrett,\nGames Workshop 2010", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "roleplaying opportunities", + "content": "presented by the unique\ncomposition of the\nDeathwatch itself;", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "much more exciting when", + "content": "the slightest misstep (or\nbad dice roll!) may result\nin your character falling", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "like Deathwatch may", + "content": "appear to have a lot of\nrules. However, you will\nsoon see that the rules are\nactually quite simple,\neasy to remember, and\noften very intuitive.\nTo adjudicate\nthese rules,", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "as the Player Characters (PCs). During the game, the players", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "GM, who then decides (based on the rules) whether those", + "content": "actions succeed or fail, and how the character’s words and\ndeeds affect the game’s story.\nWHAT’S IN THIS bOOK?\nDeathwatch is divided into fifteen chapters. They are:", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "IntroductIon", + "content": "The section you are reading right now. It provides an overview\nof Deathwatch and roleplaying in general.\nchapter I: character creatIon\nThis chapter takes you step by step through the process of\ncreating your character for this game.\nchapter II: SpecIalItIeS\nSpecialities describe your character’s role within the\nDeathwatch and what you do for your Kill-team. This chapter\ndetails all the various Specialities and also explains how you\ncan improve and develop your character through game play.\nchapter III: SkIllS\nFrom Awareness to Tactics, every character has a variety of\nlearned skills that they can employ. This chapter describes\nthese skills in detail.\nchapter IV: talentS & traItS\nEvery character also has certain special abilities that make\nhim unique, such as Bolter Drill or Preternatural Speed. This\nchapter describes all of those Talents and Traits.\nchapter V: armoury\nThis chapter describes some of the tools, trappings, weapons,\nand armour your Space Marine may use or encounter.\nchapter VI: pSychIc powerS\nThe unnatural powers of the mind can be both rewarding and\ndangerous. The psychic abilities of a Space Marine Librarian are\nunlike those of any other psyker, and this chapter explains what\nthose powers are... and what happens when things go wrong.\nchapter VII: playIng the game\nThis chapter explains how to make Skill Tests, spend Fate\nPoints, and perform other rules-related actions.\nchapter VIII: combat\nIn Deathwatch, you will often have to face alien enemies\non the field of war. This chapter tells you how to create and\noversee such a battle in the game.\nchapter IX: the game maSter\nThe GM has a special role to play in any roleplaying game,\nand this chapter explains how best to fulfil that role. In\naddition to advice on how to run a Deathwatch game, this\nchapter also contains rules for insanity and experience.\nchapter X: the ImperIum\nThis chapter describes the Imperium of Man in the 41st\nMillennium in all its decaying, war-torn glory.\nchapter XI: the deathwatch\nThe Deathwatch is an elite organisation of Space Marines drawn\nfrom all over the galaxy. This chapter provides key background\ndetails about the Deathwatch itself, from its origins to the\nmysteries and secrets that surround this enigmatic group.\nchapter XII: the JerIcho reach\nThe Jericho Reach is the core setting for Deathwatch. This\nchapter provides an overview of the Reach and then provides\ndetailed information on certain significant areas, such as\nWatch Fortress Erioch, the Achilus Crusade, and the three\nSalients. This chapter should give the GM plenty of material\nto work with when running a Deathwatch campaign.\nchapter XIII: adVerSarIeS\nThe galaxy is fraught with all manner of deadly creatures, and\nthis chapter provides background and game rules for various\nadversaries that can be found in the Jericho Reach.\nchapter XIV: eXtractIon\nThis book includes an adventure that is optimal for starting\nDeathwatch characters. It involves a race against time to\nrecover precious knowledge in the face of great danger.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "eXample", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a\nfrag grenade which inflicts 2d10 explosive Damage. The GM rolls\ntwo ten-sided dice, resulting in a 9 on one die and a 7 on the other.\nThese results are added together for a total of 16 points of Damage.\nSometimes, the rules require\na roll of 1d5. To make this kind\nof dice roll, simply roll a tentwo, and round up.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "eXample", + "content": "The exploding frag grenade was powerful enough to deal one point\nof Critical Damage to Atreus’s body. Consulting the appropriate\nCritical Damage table, the GM discovers that Atreus is going to\nbe knocked backward 1d5 metres. He rolls a ten-sided die and gets\na result of 5, which is treated as a result of three (5/2 = 2.5,\nrounded up to 3). Poor Atreus is knocked backwards three metres\nby the blast.\nTable A–1: Percentage Roll Examples\n“Tens” Die “Ones” Die Result", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "play Deathwatch", + "content": "When you’re ready to start playing Deathwatch, you’ll\nneed the following items:\n• This rulebook\n• Three or more people to play the game", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "• Some ten-sided dice (two or more per player)", + "content": "• Paper\n• Pencils and an eraser\n• Snacks, drinks, etc.\nYou should be able to find ten-sided dice in the shop\nwhere you bought this book, or failing that, there are\nmany internet stores that sell these dice in a variety\nof different colours and finishes. If you have access\nto a photocopier, you may like to copy the character\nsheet at the back of this book for each member of your\ngroup to use, though this isn’t essential. (You can also\ndownload free printable character sheets from our\nwebsite at www.FantasyFlightGames.com.)\nTo help visualise the action, you may wish to use\nsuitable miniatures to represent your characters and\nenemies during combat. Games Workshop’s own\nCitadel range of Warhammer 40,000 miniatures are\nideal for this task. See www.games-workshop.com for\nmore details and nearest stockists.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Marines", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin a firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of Man. So shall it be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SPAcE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought\nto be in existence, a blessed few can trace their beginnings back\nto a time more than ten thousand years ago, when the Emperor\nof Mankind still walked among men. In those days, the Emperor\ncreated the Primarchs, twenty immortal superbeings who were\nto be his generals and comrades during the Great Crusade to\nreunite the scattered and long-isolated Human worlds. The\nPrimarchs wielded powers the like of which are not known\nin the universe today. The first Space Marines of the nascent\nImperium were also the creation of that period, each made using\nthe genetic inheritance of one of the Primarchs, albeit diluted a\nhundred times for no human body could contain such power.\nEach Primarch led a Legion of Space Marines, each a formation\nconsiderably larger than the later Space Marine Chapters.\nThe names of many of the Primarchs echo down the\nmillennia, and the tales of their deeds are legendary. Names\nsuch as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to\nthat afforded the Emperor himself. Other names are cursed\nwherever men gather, for many Primarchs rebelled against the\nEmperor and followed Horus, mightiest of their number, when\nhe raised his standard against Mankind.\nAt the very height of the Emperor’s Great Crusade, Horus\nled his Traitor Legions against those who stood loyal at the\nEmperor’s side. Worlds burned in the name of the Dark Gods,\nand a terror unlike any seen before was unleashed. Much of the\ntruth of these times has been lost, obscured by the mists of time\nor embellished to the point where giants bestrode worlds with\nthunderous steps and the planets themselves cracked and split\nat their tread.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsewas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the genebeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "–Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the\nfoundations of the Imperium were laid down. The first High\nLords of Terra established the structure by which the Adeptus\nTerra operated, and described the feudal responsibilities and\nduties of the planetary lords. One of the most important\naccomplishments was the reorganisation of the Imperium’s\nfighting forces. This was undertaken almost single-handedly by\nthe Primarch of the Ultramarines Legion, Roboute Guilliman,\nwho with characteristic speed and efficiency codified the\nstructure of the Imperial Guard, the Imperial Navy, and\nthe Space Marines. Of all of his works, the most influential\nis the Codex Astartes, the great prescriptive tome that lays\ndown the basic organisational and tactical rules for the Space\nMarine Chapters.\nThe Codex Astartes decreed that Space Marines would\nbe created and trained over a controlled period of time.\nThe genetic banks used to cultivate the implants that turn a\nnormal man into a mighty Space Marine would be carefully\nmonitored, and cultivated organs would be subject to the most\nstringent tests of purity. Young initiates would undergo rigorous\ntrials of physical and psychological suitability before they\nwere accepted, and only those of the highest calibre would\nbe chosen.\nOn Earth, the Adeptus Terra created genetic repositories\nto produce and store Space Marine gene-seed. These banks\nwere used to provide all new gene-seed for Space Marines\nand, to prevent cross-contamination, the genetic material of\neach of the old Legions was isolated. Henceforth, the new\nSpace Marine Chapters would receive gene-seed only from\ntheir own genetic stock.\nThe gene-seed of the Traitor Legions was placed under a\ntime-locked stasis seal, although at the time, many believed\nthese dangerous stocks should be destroyed. By taking direct\ncontrol of the genetic stocks, the Adepts of Terra could\nultimately control the Space Marines. Now they alone had the\npower to destroy or create Space Marine chapters at will.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "the Codex Astartes (the so-called Apocrypha of Skaros) gives", + "content": "the total as 23, but does not name them.\nAs a result of the Second Founding, the Ultramarines’ genefoundings. The new Chapters created from the Ultramarines\nare often referred to as the Primogenitors, or ‘first born.’ All\nof the Primogenitor Chapters venerate Roboute Guilliman as\ntheir founding father and patron.\nThe Codex Astartes further defines the tactical roles,\nequipment specifications, and uniform identification markings\nof the Space Marines. These guidelines have evolved over the\ncenturies, and the Codex Astartes of the 41st Millennium is a\nhighly developed treatise combining the wisdom of hundreds\nof military thinkers throughout history. Some of its contents\nseem petty and restrictive, hardly worthy of the great mind\nof a Primarch. Others describe actual battles together with\ncomments on the tactics employed and the decisions of the\ncommanders of the day. As such, the Codex Astartes is revered\nas a holy text, and many Chapters regard its recommendations\nas sanctified by the Emperor himself.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "codeX chapterS", + "content": "The Chapters that rigidly follow the word of the Codex\nAstartes are sometimes referred to as Codex Chapters. These\nSpace Marines adhere to the codex as the model for their\norganisation, identification markings and tactical doctrine. Of\nall of the Codex Chapters, the most famous is the Ultramarines,\nthe Chapter of Roboute Guilliman himself. Most Chapters,\nhowever, do not adhere so rigidly to the Codex patterns laid\ndown for organisation, tactical roles, or other processes. Many\nChapters are organised largely according to the Codex, but\nare further shaped by their home world and the personality\nof their Primarch. The Blood Angels and Dark Angels are\nprime examples of this. A small number of Chapters are vastly\ndifferent from the Codex, and owe little or nothing to it at\nall. The most famous of these ‘wild’ Chapters are the Space\nWolves, whose strong-willed Primarch Leman Russ moulded\nhis Chapter very much in his own image irrespective of\nother influences.\nThe Adeptus Terra has never decreed it necessary to\nenforce the Codex absolutely. Indeed, it is doubtful whether\nit could. However, with subsequent foundings, they have\nalways favoured the Ultramarines’ gene-seed and created\nmany new Codex Chapters from their line. With the passage\nof time, some of these Chapters have subsequently strayed\nfrom the strict letter of the Codex, introducing new variations\nbut remaining broadly faithful to the principles laid down by\nRoboute Guilliman many thousands of years before.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SubSequent FoundIngS", + "content": "The history of the Imperium since the Horus Heresy is not\na continuous story. There have been periods of rebellion\nand anarchy, times when the balance of power has suddenly\nchanged and history has quite literally been rewritten. Many\nof the subsequent foundings of Space Marine Chapters\nbelong to these troubled times, making it almost impossible\nto ascertain when some Chapters have been created. It is\nbelieved that of the one thousand or more Chapters thought\nto be in existence today, more than half are descended from\nthe Ultramarines, either directly or through one of the\nPrimogenitor Chapters of the Second Founding.\nIt is not known how many new Chapters were created by\nthe Second Founding. Many records were lost during the Age\nof Apostasy, a troubled time that bestrides the history of the\nImperium like an impenetrable veil. In all likelihood, some of\nthe Chapters created during the Second Founding have since", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SelectIon and InItIatIon", + "content": "Each Chapter has its own methods of recruiting young warriors\nto fill its ranks. Many are based on a single homeworld and\nrecruit solely from that populace, setting trials and tests for\nprospective candidates to weed out all but the strongest and the\nmost faithful. These worlds are often technologically backward\nwith strong militaristic societies, where male children who show\npotential are pushed harder and harder, that they may one day\nhave a chance to join the ranks of the Space Marines, who are\noften known to such peoples as ‘star warriors’, ‘sky knights,’ or\nsimilar names. Because feral worlds are rough, primitive, and\nuntamed, their inhabitants invariably provide excellent recruits.\nFor true aggression and nigh-psychotic killer-instinct, however,\nfew recruits can best the murderous city-scum that roam the\ndarkest pits of the Hive worlds. Driven to extremes of violence\nby the pressures of hive world living, these merciless killers\nare usually ignored by the authorities. They make ideal Space\nMarine recruits, and whole gangs of city-scum are sometimes\nhunted down and made to undergo the trials. Some recruits are\ndrawn from the more civilised worlds of the Imperium, but not\nvery many.\nThose planets used by the Space Marines as recruiting\nworlds are observed closely by the Chapter’s Apothecaries and\nChaplains. The population’s genetic purity must be maintained,\nin order to conserve those qualities that serve the Space Marines’\npurposes best. Their spiritual health is also maintained, to ensure\nthat no trace of the influence of the Ruinous Powers becomes\nmanifest. Such observations are in general carried out from a\ndistance, and it is rare for the society to have any direct contact", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "genetIc InItIatIon", + "content": "The trials in which an aspirant must participate before being\naccepted as a Neophyte are harsh and arduous, yet the process\nby which he will become a Space Marine is many times more\ngruelling. Over the course of several years, the youth will be\nsurgically altered, a number of unique organs implanted into\nhis body, turning him slowly into a Space Marine. Although\nmuch diluted, each of these organs is drawn from the genetic\nstock of one of the first Primarchs, and through him, of the\nEmperor himself. Thus, the Space Marines are the descendants\nand inheritors of the Master of Mankind.\nThe various implants cause vital changes in the recipient’s\nphysique and mental state. Many of these changes are controlled\nby natural hormonal secretions and growth patterns. Implants\nmay not prove effective, or may not become fully-functional,\nif they are implanted once the recipient has reached certain\nstages of natural development. It is therefore inevitable that\nrecruits must be reasonably young. Tissue compatibility is also\nessential, otherwise organs may fail to develop properly.\nThe third consideration is mental suitability. Several of the\nimplants will only develop to a usable condition under the\nstimulus of hypnotic-suggestion. A recruit must therefore be\nsusceptible to this particular treatment.\nThese conditions mean that only a small proportion of\naspirants prove suitable to become Space Marines, even if\nthey survive the trials. They must be male, because zygotes\nare keyed to male hormones and tissue types, hence the need\nfor tissue compatibility tests and psychological screening. If\nthese prove successful, a candidate becomes a Neophyte. With\nthe completion of organ implantation and attendant chemical\nand hypnotic training, the subject is ready to take his place in", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "the Tenth (Scout) Company. A Space Marine normally joins", + "content": "the ranks between the ages of sixteen and eighteen, but such\nare the hormonal changes induced by the process of creating\na Space Marine that recruits are physically fully grown\nbefore then.\nAlthough the Chapters are careful to select only the\nmost suitable candidates, not all Neophytes survive the\nprocess to be initiated as full Space Marines. If an implant\nfails to develop properly, it is likely that a Space Marine’s\nmetabolism will become gravely unstable. He may fall into\na catatonic state or suffer bouts of hyperactivity. In either\nevent, he will probably die. Those unfortunates who do not\ndie almost invariably suffer mental damage, degenerating into\nhomicidal maniacs or gibbering idiots. When a Chapter is\nat full strength, these misfits may be put out of their misery.\nHowever, if the Chapter is short of Space Marines, they may\nbe allowed to live and may be placed within their own special\nunits. Those who display controllable psychotic tendencies\ncan be recruited into suicide assault squads.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "cONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte\nundergoes chemical treatment, psychological conditioning,\nand subconscious hypnotherapy, all the while spending\nevery waking hour honing his combat skills with ceaseless\nbattle training.\nUntil his initiation as a Battle-Brother, a Neophyte must\nsubmit to constant tests and examinations. The newly implanted\norgans must be monitored very carefully, imbalances corrected,\nand any sign of corrupt development treated. This chemical\ntreatment is reduced after completion of the initiation process,\nbut it never ends. Space Marines undergo periodic treatment for\nthe rest of their lives in order to maintain a stable metabolism.\nTo this end, power armour contains extensive monitoring and\ndrug dispensation equipment.\nAs the super-enhanced body grows, the recipient must learn\nhow to use his new skills. Some of the implants, specifically\nthe Catalespean Node and Occulobe, can only function once\ncorrect hypnotherapy has been administered. Hypnotherapy\nis not always as effective as chemical treatment, but it can\nhave substantial results. If a Space Marine can be taught how\nto control his own metabolism, his dependence on drugs is\nlessened. The process is undertaken in a machine called a\nhypnomat. Space Marines are placed in a state of hypnosis and\nsubjected to visual and aural images in order to awaken their\nminds to their unconscious metabolic processes.\nA Space Marine is more than a human with extraordinary\npowers. Just as their bodies receive nineteen separate implants,\nso their minds are altered to release the latent powers within.\nThese mental powers are, if anything, more extraordinary\nthan even the physical powers endowed by the implants. For\nexample, a Space Marine can control his senses and nervous\nsystem to a remarkable degree, and can consequently endure\npain that would kill a normal man. A Space Marine can also\nthink and react at lightning speeds. Memory training is an\nimportant part of the indoctrination as well. Some Space\nMarines develop photographic memories. Space Marines vary\nin intelligence as do other men, and their individual mental\nabilities vary in degree.\nThe very first stage in the process is the implantation of\nthe Secondary\bHeart, normally between the age of ten\nand fourteen. This is capable of boosting the blood supply\nor sustaining full life functions even after the destruction", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of genecorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "to these three squad types, the First (Veteran) Company can be", + "content": "formed into Terminator or Veteran squads, while the Scouts\nof the Tenth Company are always fielded as Scout squads. All\nSpace Marine squad types, with the exception of the Scouts,\nnominally consist of ten troopers, but they can be divided\ninto two separate combat squads in battle. This gives each\nunit a further degree of flexibility in action.\nA warrior accepted into the Chapter’s ranks will serve\nin many roles, starting out as a young Scout in the Tenth\nCompany and, if fate favours him, progressing through the\nranks serving as Devastator, Assault Marine, Tactical Marine\nand, if he is exceptionally bold, eventually earning the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "honour of serving in the First (Veteran) Company. A favoured", + "content": "few excel even this great honour and join the ranks of the\nChapter’s masters, leading their fellows into the blood and\nfury of battle.\nThe first step along the path to becoming a mighty hero\nof the Chapter is service in one of the Scout squads of the\nTenth Company. Scout squads consist of a Space Marine\nSergeant and four to nine Scouts. The role of the Sergeant\nis to train the Scouts and lead them in battle. Only Sergeants\nof considerable experience and status are designated for this\nrole. Scouts attend to every word their Sergeant utters, for it is\nsaid that he has forgotten more of war than many more senior\nofficers will ever learn.\nWhilst serving as a Scout, a Neophyte learns the most\nsubtle arts of war. In a range of infiltration and reconnaissance\nmissions, he learns how to approach and observe the enemy.\nInformation gathered in such missions is passed back to the\nmain battle force. The Scouts get their first taste of combat\nby way of carefully placed ambushes, the Scout Sergeant\ndrawing on centuries of experience to deploy his charges in\nsuch a manner as to teach them as valuable a lesson as the\nenemy. Unlike that enemy, the Scouts learn valuable skills in\nsuch combats—the enemy earns nothing more than a quick\ndeath, for even a Neophyte Space Marine is a puissant warrior\ncompared to a mortal man.\nA Space Marine serving in a Devastator squad may only\nrecently have completed his service in the Tenth Company\nand been initiated as a Space Marine. It will be his first\nexperience of fighting in power armour. When first assigned\nto such a squad, the Space Marine will bear a bolter and\ngrenades and fulfil a support role within the squad, providing\nclose support to those Battle-Brothers armed with heavy\nweapons, identifying targets and being close at hand to\nproffer ammunition and to take up the weapons of any who\nshould fall. Only when he has proven himself steady and\nreliable in battle will the Space Marine be entrusted with one\nof the Chapter’s mighty heavy weapons, which he will come\nto master over the course of several hundred battles.\nDevastator squads consist of a Sergeant and nine Space\nMarines. Up to four Space Marines may be armed with heavy\nweapons, whilst the remainder will carry bolters. This is\nthe most heavily armed type of Space Marine squad of all,\nand they are deployed wherever overwhelming firepower is\nneeded, especially when the Chapter faces enemy tanks or\nfortified positions.\nHaving proved himself steadfast and disciplined in the\nDevastator squads, a Space Marine will in time earn himself\na place in an Assault squad. Here the Space Marine comes\nto master the application of overwhelming force, taking the\nfight directly to the enemy’s strong points. He embraces the\ncontrolled savagery of close combat and looks his enemy in\nthe eye as he deals him death. Assault squads are specialists\nat fighting in hand-to-hand combat. Each squad consists\nof a Sergeant and nine Space Marines all equipped with\njump packs and armed with a close combat weapon in each\nhand. Common armament consists of a bolt pistol and a", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven Battlecan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Creation", + "content": "“The enemies of the Emperor fear many things. They fear discovery,\ndefeat, despair, and death. Yet there is one thing they fear above all\nothers. They fear the wrath of the Space Marines!”\n–Imperial Maxim", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Space Marine", + "content": "“Space Marines are men in the same way a knife is a piece of metal.\nSpace Marines are forged, not born. They are the finest weapons of\nthe Emperor’s will.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-pdf-import-report-2025-08-17T18-25-50-534Z.json b/database/backups/rules-pdf-import-report-2025-08-17T18-25-50-534Z.json new file mode 100644 index 0000000..1023cfe --- /dev/null +++ b/database/backups/rules-pdf-import-report-2025-08-17T18-25-50-534Z.json @@ -0,0 +1,305 @@ +{ + "inserted": 2103, + "sample": [ + { + "title": "warriors", + "content": "warriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions nodangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Ross Watson", + "content": "Written and Developed by\nOwen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton,\nDave Gallagher, David Griffith, Des Hanley, Nikolaus\nIngeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev,\nKarl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese,\nWinona Nelson, Hector Ortíz, Michael Phillippi, Roberto\nRicci, Karl Richardson, Skysoul Studios, Adrian Smith,\nOliver Specht, and Theo Stylianides", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters (see page\n396 for a complete list), especially Les Hedges of “No Guts, No\nGlory,” who will be forever remembered as an inspiration and best\nfriend to all who met him.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Contents", + "content": "Foreword\b6\nYou Shall Know No Fear .......................................................8\nWhat is a Roleplaying Game? ...............................................8\nWhat’s in this book? ...............................................................9\nGame Dice ............................................................................ 10\nThe Space Marines ............................................................... 11\nThe Origins of The Space Marines ................................. 11\nThe Codex Astartes ........................................................... 12\nConditioning ...................................................................... 16\nThe Path of the Space Marine ......................................... 19\nMasters of the Chapter ..................................................... 20\nChapter\bI:\bCharacter\bCreation\b22\nCreating your Deathwatch Space Marine ......................... 22\nGenerating Characteristics ................................................ 25\nNature .................................................................................. 31\nDemeanours ........................................................................ 32\nUsing Demeanours .......................................................... 32\nName ................................................................................... 34\nRoleplaying as a Space Marine ........................................ 35\nSpace Marine Abilities ......................................................... 36\nThe Black Templars ........................................................... 38\nEternal Crusaders ............................................................ 39\nRighteous Zeal ...................................................... .......... 39\nCombat Doctrine ............................................................. 39\nThe Blood Angels .............................................................. 41\nThe World of Blood ........................................................ 41\nThe Sons of Sanguinius .................................................. 42\nCombat Doctrine ............................................................. 43\nThe Dark Angels ................................................................ 44\nCaliban ............................................................................. 44\nThe Inner Circle .............................................................. 44\nCombat Doctrine ............................................................. 45\nThe Space Wolves .............................................................. 47\nLand of Fire and Ice ........................................................ 47\nThe Trials ......................................................................... 47\nCombat Doctrine ............................................................. 48\nStorm Wardens ................................................................... 50\nThe World of Storms ...................................................... 50\nThe Way of Honour ........................................................ 51\nCombat Doctrine ............................................................. 51\nThe Ultramarines ............................................................... 53\nThe Realm of Ultramar ................................................... 53\nDuty and Honour ............................................................ 54\nCombat Doctrine ............................................................. 54\nChapter\bII:\bSpecialties\b56\nGetting Started ..................................................................... 56\nSpeciality Format .................................................................. 56\nCharacter Advancements ..................................................... 57\nRanks ..................................................................................... 57\nSkill and Talent Advances ................................................. 58\nGeneral Space Marine Advances ...................................... 60\nDeathwatch Advances ....................................................... 64\nChapter Advances .............................................................. 66\nDeathwatch Apothecary ...................................................... 68\nDeathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nDeathwatch Tactical Marine .............................................. 84\nDeathwatch Techmarine ..................................................... 88\nChapter\bIII:\bSkills\b92\nGaining Skills ....................................................................... 92\nSkill Mastery ...................................................................... 92\nBasic and Advanced Skills .................................................. 92\nSkill Descriptors ................................................................... 94\nSkill Groups .......................................................................... 94\nSpecial Uses .......................................................................... 94\nSkill Descriptions ................................................................. 94\nChapter\bIV:\bTalents\b&\bTraits\b108\nGaining Talents ..................................................................108\nTalent Groups .....................................................................108\nTalent Prerequisites ............................................................108\nTalent Descriptions ............................................................112\nTraits ....................................................................................130\nTrait Descriptions ...............................................................130\nChapter\bV:\bArmoury\b138\nRequisition ..........................................................................138\nRenown ...............................................................................139\nCraftsmanship .....................................................................140\nWeapons ..............................................................................140\nAstartes Weapons .............................................................142\nWeapon Special Qualities ..................................................142\nBolt Weapons ......................................................................146\nPlasma Weapons .................................................................147\nMelta Weapons ...................................................................148\nFlame Weapons ...................................................................148\nSolid Projectile Weapons ..................................................149\nLas Weapons .......................................................................149\nGrenades and Missiles .......................................................150\nLaunchers ............................................................................152\nExotic Weapons ..................................................................152\nMelee Weapons ..................................................................153\nChain Weapons ..................................................................153\nPower Weapons ..................................................................154\nForce Weapons....................................................................155\nTraditional Weapons ..........................................................156\nWeapon Upgrades ..............................................................156\nAmmunition ........................................................................158\nSpecial Issue Ammunition .................................................159\nArmour ................................................................................160\nAstartes Power Armour......................................................160\nOther Armour .....................................................................164\nForce Fields .........................................................................166\nRelics ...................................................................................167\nChapter Relics ....................................................................167\nDeathwatch Relics ..............................................................168\nChapter Trappings .............................................................169\nWargear ...............................................................................171\nDrugs and Consumables....................................................172\nTools ....................................................................................173\nCybernetics .........................................................................176", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Chaos Heretic (Troops) ...................................................364", + "content": "The Tau ...............................................................................365", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Tau Fire Warriors (Troops) .............................................368", + "content": "Tyranids ...............................................................................369", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Termagant (Troops) .........................................................371", + "content": "Tyranid Weapons ............................................................372\nNon-player Characters ......................................................374\nChapter\bXIV:\bExtraction\b378\nGM’s Briefing .....................................................................378\nPyroclast-Gamma-9 ...........................................................380\nMission to Tantalus ............................................................382\nPlanetfall .............................................................................382\nThe Mission Briefing .........................................................382\nSeek, Locate, Destroy ........................................................383\nTyranid Encounters ............................................................383\nMap Locations ....................................................................385\nExit Strategy .......................................................................390\nTantalus Dies ......................................................................390\nRewards ..............................................................................390\nFurther Adventures ............................................................390\nNPCs & Antagonists ..........................................................391", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Dark heresy book and", + "content": "the grim darkness of the far future could now be explored by\nlegions of roleplaying enthusiasts. The popularity of Dark\nheresy outstripped all expectations, and it was clear that the\nidea of roleplaying in the 41st Millennium was as strong, if\nnot stronger than it had ever been. The subsequent licensing\nof the property to Fantasy Flight Games first consolidated and\nthen built on this success, in somewhat spectacular fashion it\nhas to be said. FFG have already produced a string of high\nquality supplements for Dark heresy and in 2009 launched\nrogue traDer, the second core rulebook in the series,\nand associated supplements. With this amazing wealth of\nmaterial and the growing popularity of both strands, it is now\ndifficult to imagine a roleplaying scene without a Warhammer\n40,000 presence.\nThis volume, Deathwatch, completes the triptych of 40K\nRoleplay core rulebooks and introduces the Space Marines.\nThat this book is devoted to the Adeptus Astartes explains\nto some extent the structure of the whole 40K roleplay line.\nAs I said earlier, a few years ago a small group of people at\nGames Workshop began to think seriously about how we\nmight actually publish a 40K roleplaying game. There was, if\nI recall, much excitement and quite a few proposals as to how\nwe might approach such a venture. Broadly speaking these\nproposals fell into one of two camps. On the one side was the\nopinion that because Space Marines were so powerful in the\nsetting it made no sense to have them being featured alongside\nother characters at low levels of play and that therefore\nincluding them at all would simply unbalance the game. On\nthe other side was the opinion that a 40K game without\nSpace Marines was just unthinkable and that the game would\nhave little interest if they were left out. So did we publish a\n40K roleplaying game with or without Space Marines? The\nsolution we eventually settled upon was to do both!\nIn fact, we went one further and sketched out a plan that\nadded a third core rulebook to the set. This gave us, on paper\nat least, an interesting progression through the universe of\nthe 41st Millennium and through the power levels of the\nplayer characters. We also gave tentative themes and titles to\nthe three core rulebooks.\nDark heresy would introduce the\nuniverse to roleplayers and provide a very strong environment\nfor developing low level, inexperienced characters under the\naegis of the Inquisition (a format very much inspired by the\nearlier and perfectly successful tabletop game InquIsItor\nby Games Workshop). rogue traDer would expand the\ngame’s horizons and introduce higher level characters and\nadventures and maybe the first look at a playable Space\nMarine. Finally Deathwatch would present the Space Marines\nin all of their glory—the ultimate warriors facing the most\ndangerous challenges.\nAs it turned out, the GW team only got to do part one of\nthe set and that book along with the plan we had sketched\nout was offered to FFG when they acquired the license. To\nour delight, they liked both\nDark heresy and our plan and\nimmediately set about turning parts two and three into a reality.\nIn the course of doing this it has been inevitable that Ross\nand his teams have had to adapt those initial ideas somewhat.\nAs well as making some essential changes and developments\nthey have added an enormous amount of original material of\ntheir own devising to the final fleshed-out products. This has\nresulted in the most amazing series of roleplaying books, as\nyou can no doubt ascertain for yourself by examining the book\nin your hands right now. This realisation of those early ideas\nin such a high quality fashion and the dedication and ongoing\ncommitment of FFG to the property is immensely satisfying to\nthose of us at GW who were involved in those early planning\nmeetings. It is good to know that the ‘Holy Grail’ has not\nonly been grasped but that it is in such talented hands. The\n41st Millennium may be grim and dark but the future of 40K\nroleplaying looks very bright indeed.\nAlan Merrett,\nGames Workshop 2010", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "roleplaying opportunities", + "content": "presented by the unique\ncomposition of the\nDeathwatch itself;", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "much more exciting when", + "content": "the slightest misstep (or\nbad dice roll!) may result\nin your character falling", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "like Deathwatch may", + "content": "appear to have a lot of\nrules. However, you will\nsoon see that the rules are\nactually quite simple,\neasy to remember, and\noften very intuitive.\nTo adjudicate\nthese rules,", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "as the Player Characters (PCs). During the game, the players", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "GM, who then decides (based on the rules) whether those", + "content": "actions succeed or fail, and how the character’s words and\ndeeds affect the game’s story.\nWHAT’S IN THIS bOOK?\nDeathwatch is divided into fifteen chapters. They are:", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "IntroductIon", + "content": "The section you are reading right now. It provides an overview\nof Deathwatch and roleplaying in general.\nchapter I: character creatIon\nThis chapter takes you step by step through the process of\ncreating your character for this game.\nchapter II: SpecIalItIeS\nSpecialities describe your character’s role within the\nDeathwatch and what you do for your Kill-team. This chapter\ndetails all the various Specialities and also explains how you\ncan improve and develop your character through game play.\nchapter III: SkIllS\nFrom Awareness to Tactics, every character has a variety of\nlearned skills that they can employ. This chapter describes\nthese skills in detail.\nchapter IV: talentS & traItS\nEvery character also has certain special abilities that make\nhim unique, such as Bolter Drill or Preternatural Speed. This\nchapter describes all of those Talents and Traits.\nchapter V: armoury\nThis chapter describes some of the tools, trappings, weapons,\nand armour your Space Marine may use or encounter.\nchapter VI: pSychIc powerS\nThe unnatural powers of the mind can be both rewarding and\ndangerous. The psychic abilities of a Space Marine Librarian are\nunlike those of any other psyker, and this chapter explains what\nthose powers are... and what happens when things go wrong.\nchapter VII: playIng the game\nThis chapter explains how to make Skill Tests, spend Fate\nPoints, and perform other rules-related actions.\nchapter VIII: combat\nIn Deathwatch, you will often have to face alien enemies\non the field of war. This chapter tells you how to create and\noversee such a battle in the game.\nchapter IX: the game maSter\nThe GM has a special role to play in any roleplaying game,\nand this chapter explains how best to fulfil that role. In\naddition to advice on how to run a Deathwatch game, this\nchapter also contains rules for insanity and experience.\nchapter X: the ImperIum\nThis chapter describes the Imperium of Man in the 41st\nMillennium in all its decaying, war-torn glory.\nchapter XI: the deathwatch\nThe Deathwatch is an elite organisation of Space Marines drawn\nfrom all over the galaxy. This chapter provides key background\ndetails about the Deathwatch itself, from its origins to the\nmysteries and secrets that surround this enigmatic group.\nchapter XII: the JerIcho reach\nThe Jericho Reach is the core setting for Deathwatch. This\nchapter provides an overview of the Reach and then provides\ndetailed information on certain significant areas, such as\nWatch Fortress Erioch, the Achilus Crusade, and the three\nSalients. This chapter should give the GM plenty of material\nto work with when running a Deathwatch campaign.\nchapter XIII: adVerSarIeS\nThe galaxy is fraught with all manner of deadly creatures, and\nthis chapter provides background and game rules for various\nadversaries that can be found in the Jericho Reach.\nchapter XIV: eXtractIon\nThis book includes an adventure that is optimal for starting\nDeathwatch characters. It involves a race against time to\nrecover precious knowledge in the face of great danger.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "eXample", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a\nfrag grenade which inflicts 2d10 explosive Damage. The GM rolls\ntwo ten-sided dice, resulting in a 9 on one die and a 7 on the other.\nThese results are added together for a total of 16 points of Damage.\nSometimes, the rules require\na roll of 1d5. To make this kind\nof dice roll, simply roll a tentwo, and round up.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "eXample", + "content": "The exploding frag grenade was powerful enough to deal one point\nof Critical Damage to Atreus’s body. Consulting the appropriate\nCritical Damage table, the GM discovers that Atreus is going to\nbe knocked backward 1d5 metres. He rolls a ten-sided die and gets\na result of 5, which is treated as a result of three (5/2 = 2.5,\nrounded up to 3). Poor Atreus is knocked backwards three metres\nby the blast.\nTable A–1: Percentage Roll Examples\n“Tens” Die “Ones” Die Result", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "play Deathwatch", + "content": "When you’re ready to start playing Deathwatch, you’ll\nneed the following items:\n• This rulebook\n• Three or more people to play the game", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "• Some ten-sided dice (two or more per player)", + "content": "• Paper\n• Pencils and an eraser\n• Snacks, drinks, etc.\nYou should be able to find ten-sided dice in the shop\nwhere you bought this book, or failing that, there are\nmany internet stores that sell these dice in a variety\nof different colours and finishes. If you have access\nto a photocopier, you may like to copy the character\nsheet at the back of this book for each member of your\ngroup to use, though this isn’t essential. (You can also\ndownload free printable character sheets from our\nwebsite at www.FantasyFlightGames.com.)\nTo help visualise the action, you may wish to use\nsuitable miniatures to represent your characters and\nenemies during combat. Games Workshop’s own\nCitadel range of Warhammer 40,000 miniatures are\nideal for this task. See www.games-workshop.com for\nmore details and nearest stockists.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Marines", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin a firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of Man. So shall it be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SPAcE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought\nto be in existence, a blessed few can trace their beginnings back\nto a time more than ten thousand years ago, when the Emperor\nof Mankind still walked among men. In those days, the Emperor\ncreated the Primarchs, twenty immortal superbeings who were\nto be his generals and comrades during the Great Crusade to\nreunite the scattered and long-isolated Human worlds. The\nPrimarchs wielded powers the like of which are not known\nin the universe today. The first Space Marines of the nascent\nImperium were also the creation of that period, each made using\nthe genetic inheritance of one of the Primarchs, albeit diluted a\nhundred times for no human body could contain such power.\nEach Primarch led a Legion of Space Marines, each a formation\nconsiderably larger than the later Space Marine Chapters.\nThe names of many of the Primarchs echo down the\nmillennia, and the tales of their deeds are legendary. Names\nsuch as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to\nthat afforded the Emperor himself. Other names are cursed\nwherever men gather, for many Primarchs rebelled against the\nEmperor and followed Horus, mightiest of their number, when\nhe raised his standard against Mankind.\nAt the very height of the Emperor’s Great Crusade, Horus\nled his Traitor Legions against those who stood loyal at the\nEmperor’s side. Worlds burned in the name of the Dark Gods,\nand a terror unlike any seen before was unleashed. Much of the\ntruth of these times has been lost, obscured by the mists of time\nor embellished to the point where giants bestrode worlds with\nthunderous steps and the planets themselves cracked and split\nat their tread.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsewas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the genebeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "–Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the\nfoundations of the Imperium were laid down. The first High\nLords of Terra established the structure by which the Adeptus\nTerra operated, and described the feudal responsibilities and\nduties of the planetary lords. One of the most important\naccomplishments was the reorganisation of the Imperium’s\nfighting forces. This was undertaken almost single-handedly by\nthe Primarch of the Ultramarines Legion, Roboute Guilliman,\nwho with characteristic speed and efficiency codified the\nstructure of the Imperial Guard, the Imperial Navy, and\nthe Space Marines. Of all of his works, the most influential\nis the Codex Astartes, the great prescriptive tome that lays\ndown the basic organisational and tactical rules for the Space\nMarine Chapters.\nThe Codex Astartes decreed that Space Marines would\nbe created and trained over a controlled period of time.\nThe genetic banks used to cultivate the implants that turn a\nnormal man into a mighty Space Marine would be carefully\nmonitored, and cultivated organs would be subject to the most\nstringent tests of purity. Young initiates would undergo rigorous\ntrials of physical and psychological suitability before they\nwere accepted, and only those of the highest calibre would\nbe chosen.\nOn Earth, the Adeptus Terra created genetic repositories\nto produce and store Space Marine gene-seed. These banks\nwere used to provide all new gene-seed for Space Marines\nand, to prevent cross-contamination, the genetic material of\neach of the old Legions was isolated. Henceforth, the new\nSpace Marine Chapters would receive gene-seed only from\ntheir own genetic stock.\nThe gene-seed of the Traitor Legions was placed under a\ntime-locked stasis seal, although at the time, many believed\nthese dangerous stocks should be destroyed. By taking direct\ncontrol of the genetic stocks, the Adepts of Terra could\nultimately control the Space Marines. Now they alone had the\npower to destroy or create Space Marine chapters at will.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "the Codex Astartes (the so-called Apocrypha of Skaros) gives", + "content": "the total as 23, but does not name them.\nAs a result of the Second Founding, the Ultramarines’ genefoundings. The new Chapters created from the Ultramarines\nare often referred to as the Primogenitors, or ‘first born.’ All\nof the Primogenitor Chapters venerate Roboute Guilliman as\ntheir founding father and patron.\nThe Codex Astartes further defines the tactical roles,\nequipment specifications, and uniform identification markings\nof the Space Marines. These guidelines have evolved over the\ncenturies, and the Codex Astartes of the 41st Millennium is a\nhighly developed treatise combining the wisdom of hundreds\nof military thinkers throughout history. Some of its contents\nseem petty and restrictive, hardly worthy of the great mind\nof a Primarch. Others describe actual battles together with\ncomments on the tactics employed and the decisions of the\ncommanders of the day. As such, the Codex Astartes is revered\nas a holy text, and many Chapters regard its recommendations\nas sanctified by the Emperor himself.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "codeX chapterS", + "content": "The Chapters that rigidly follow the word of the Codex\nAstartes are sometimes referred to as Codex Chapters. These\nSpace Marines adhere to the codex as the model for their\norganisation, identification markings and tactical doctrine. Of\nall of the Codex Chapters, the most famous is the Ultramarines,\nthe Chapter of Roboute Guilliman himself. Most Chapters,\nhowever, do not adhere so rigidly to the Codex patterns laid\ndown for organisation, tactical roles, or other processes. Many\nChapters are organised largely according to the Codex, but\nare further shaped by their home world and the personality\nof their Primarch. The Blood Angels and Dark Angels are\nprime examples of this. A small number of Chapters are vastly\ndifferent from the Codex, and owe little or nothing to it at\nall. The most famous of these ‘wild’ Chapters are the Space\nWolves, whose strong-willed Primarch Leman Russ moulded\nhis Chapter very much in his own image irrespective of\nother influences.\nThe Adeptus Terra has never decreed it necessary to\nenforce the Codex absolutely. Indeed, it is doubtful whether\nit could. However, with subsequent foundings, they have\nalways favoured the Ultramarines’ gene-seed and created\nmany new Codex Chapters from their line. With the passage\nof time, some of these Chapters have subsequently strayed\nfrom the strict letter of the Codex, introducing new variations\nbut remaining broadly faithful to the principles laid down by\nRoboute Guilliman many thousands of years before.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SubSequent FoundIngS", + "content": "The history of the Imperium since the Horus Heresy is not\na continuous story. There have been periods of rebellion\nand anarchy, times when the balance of power has suddenly\nchanged and history has quite literally been rewritten. Many\nof the subsequent foundings of Space Marine Chapters\nbelong to these troubled times, making it almost impossible\nto ascertain when some Chapters have been created. It is\nbelieved that of the one thousand or more Chapters thought\nto be in existence today, more than half are descended from\nthe Ultramarines, either directly or through one of the\nPrimogenitor Chapters of the Second Founding.\nIt is not known how many new Chapters were created by\nthe Second Founding. Many records were lost during the Age\nof Apostasy, a troubled time that bestrides the history of the\nImperium like an impenetrable veil. In all likelihood, some of\nthe Chapters created during the Second Founding have since", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "SelectIon and InItIatIon", + "content": "Each Chapter has its own methods of recruiting young warriors\nto fill its ranks. Many are based on a single homeworld and\nrecruit solely from that populace, setting trials and tests for\nprospective candidates to weed out all but the strongest and the\nmost faithful. These worlds are often technologically backward\nwith strong militaristic societies, where male children who show\npotential are pushed harder and harder, that they may one day\nhave a chance to join the ranks of the Space Marines, who are\noften known to such peoples as ‘star warriors’, ‘sky knights,’ or\nsimilar names. Because feral worlds are rough, primitive, and\nuntamed, their inhabitants invariably provide excellent recruits.\nFor true aggression and nigh-psychotic killer-instinct, however,\nfew recruits can best the murderous city-scum that roam the\ndarkest pits of the Hive worlds. Driven to extremes of violence\nby the pressures of hive world living, these merciless killers\nare usually ignored by the authorities. They make ideal Space\nMarine recruits, and whole gangs of city-scum are sometimes\nhunted down and made to undergo the trials. Some recruits are\ndrawn from the more civilised worlds of the Imperium, but not\nvery many.\nThose planets used by the Space Marines as recruiting\nworlds are observed closely by the Chapter’s Apothecaries and\nChaplains. The population’s genetic purity must be maintained,\nin order to conserve those qualities that serve the Space Marines’\npurposes best. Their spiritual health is also maintained, to ensure\nthat no trace of the influence of the Ruinous Powers becomes\nmanifest. Such observations are in general carried out from a\ndistance, and it is rare for the society to have any direct contact", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "genetIc InItIatIon", + "content": "The trials in which an aspirant must participate before being\naccepted as a Neophyte are harsh and arduous, yet the process\nby which he will become a Space Marine is many times more\ngruelling. Over the course of several years, the youth will be\nsurgically altered, a number of unique organs implanted into\nhis body, turning him slowly into a Space Marine. Although\nmuch diluted, each of these organs is drawn from the genetic\nstock of one of the first Primarchs, and through him, of the\nEmperor himself. Thus, the Space Marines are the descendants\nand inheritors of the Master of Mankind.\nThe various implants cause vital changes in the recipient’s\nphysique and mental state. Many of these changes are controlled\nby natural hormonal secretions and growth patterns. Implants\nmay not prove effective, or may not become fully-functional,\nif they are implanted once the recipient has reached certain\nstages of natural development. It is therefore inevitable that\nrecruits must be reasonably young. Tissue compatibility is also\nessential, otherwise organs may fail to develop properly.\nThe third consideration is mental suitability. Several of the\nimplants will only develop to a usable condition under the\nstimulus of hypnotic-suggestion. A recruit must therefore be\nsusceptible to this particular treatment.\nThese conditions mean that only a small proportion of\naspirants prove suitable to become Space Marines, even if\nthey survive the trials. They must be male, because zygotes\nare keyed to male hormones and tissue types, hence the need\nfor tissue compatibility tests and psychological screening. If\nthese prove successful, a candidate becomes a Neophyte. With\nthe completion of organ implantation and attendant chemical\nand hypnotic training, the subject is ready to take his place in", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "the Tenth (Scout) Company. A Space Marine normally joins", + "content": "the ranks between the ages of sixteen and eighteen, but such\nare the hormonal changes induced by the process of creating\na Space Marine that recruits are physically fully grown\nbefore then.\nAlthough the Chapters are careful to select only the\nmost suitable candidates, not all Neophytes survive the\nprocess to be initiated as full Space Marines. If an implant\nfails to develop properly, it is likely that a Space Marine’s\nmetabolism will become gravely unstable. He may fall into\na catatonic state or suffer bouts of hyperactivity. In either\nevent, he will probably die. Those unfortunates who do not\ndie almost invariably suffer mental damage, degenerating into\nhomicidal maniacs or gibbering idiots. When a Chapter is\nat full strength, these misfits may be put out of their misery.\nHowever, if the Chapter is short of Space Marines, they may\nbe allowed to live and may be placed within their own special\nunits. Those who display controllable psychotic tendencies\ncan be recruited into suicide assault squads.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "cONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte\nundergoes chemical treatment, psychological conditioning,\nand subconscious hypnotherapy, all the while spending\nevery waking hour honing his combat skills with ceaseless\nbattle training.\nUntil his initiation as a Battle-Brother, a Neophyte must\nsubmit to constant tests and examinations. The newly implanted\norgans must be monitored very carefully, imbalances corrected,\nand any sign of corrupt development treated. This chemical\ntreatment is reduced after completion of the initiation process,\nbut it never ends. Space Marines undergo periodic treatment for\nthe rest of their lives in order to maintain a stable metabolism.\nTo this end, power armour contains extensive monitoring and\ndrug dispensation equipment.\nAs the super-enhanced body grows, the recipient must learn\nhow to use his new skills. Some of the implants, specifically\nthe Catalespean Node and Occulobe, can only function once\ncorrect hypnotherapy has been administered. Hypnotherapy\nis not always as effective as chemical treatment, but it can\nhave substantial results. If a Space Marine can be taught how\nto control his own metabolism, his dependence on drugs is\nlessened. The process is undertaken in a machine called a\nhypnomat. Space Marines are placed in a state of hypnosis and\nsubjected to visual and aural images in order to awaken their\nminds to their unconscious metabolic processes.\nA Space Marine is more than a human with extraordinary\npowers. Just as their bodies receive nineteen separate implants,\nso their minds are altered to release the latent powers within.\nThese mental powers are, if anything, more extraordinary\nthan even the physical powers endowed by the implants. For\nexample, a Space Marine can control his senses and nervous\nsystem to a remarkable degree, and can consequently endure\npain that would kill a normal man. A Space Marine can also\nthink and react at lightning speeds. Memory training is an\nimportant part of the indoctrination as well. Some Space\nMarines develop photographic memories. Space Marines vary\nin intelligence as do other men, and their individual mental\nabilities vary in degree.\nThe very first stage in the process is the implantation of\nthe Secondary\bHeart, normally between the age of ten\nand fourteen. This is capable of boosting the blood supply\nor sustaining full life functions even after the destruction", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of genecorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "to these three squad types, the First (Veteran) Company can be", + "content": "formed into Terminator or Veteran squads, while the Scouts\nof the Tenth Company are always fielded as Scout squads. All\nSpace Marine squad types, with the exception of the Scouts,\nnominally consist of ten troopers, but they can be divided\ninto two separate combat squads in battle. This gives each\nunit a further degree of flexibility in action.\nA warrior accepted into the Chapter’s ranks will serve\nin many roles, starting out as a young Scout in the Tenth\nCompany and, if fate favours him, progressing through the\nranks serving as Devastator, Assault Marine, Tactical Marine\nand, if he is exceptionally bold, eventually earning the", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "honour of serving in the First (Veteran) Company. A favoured", + "content": "few excel even this great honour and join the ranks of the\nChapter’s masters, leading their fellows into the blood and\nfury of battle.\nThe first step along the path to becoming a mighty hero\nof the Chapter is service in one of the Scout squads of the\nTenth Company. Scout squads consist of a Space Marine\nSergeant and four to nine Scouts. The role of the Sergeant\nis to train the Scouts and lead them in battle. Only Sergeants\nof considerable experience and status are designated for this\nrole. Scouts attend to every word their Sergeant utters, for it is\nsaid that he has forgotten more of war than many more senior\nofficers will ever learn.\nWhilst serving as a Scout, a Neophyte learns the most\nsubtle arts of war. In a range of infiltration and reconnaissance\nmissions, he learns how to approach and observe the enemy.\nInformation gathered in such missions is passed back to the\nmain battle force. The Scouts get their first taste of combat\nby way of carefully placed ambushes, the Scout Sergeant\ndrawing on centuries of experience to deploy his charges in\nsuch a manner as to teach them as valuable a lesson as the\nenemy. Unlike that enemy, the Scouts learn valuable skills in\nsuch combats—the enemy earns nothing more than a quick\ndeath, for even a Neophyte Space Marine is a puissant warrior\ncompared to a mortal man.\nA Space Marine serving in a Devastator squad may only\nrecently have completed his service in the Tenth Company\nand been initiated as a Space Marine. It will be his first\nexperience of fighting in power armour. When first assigned\nto such a squad, the Space Marine will bear a bolter and\ngrenades and fulfil a support role within the squad, providing\nclose support to those Battle-Brothers armed with heavy\nweapons, identifying targets and being close at hand to\nproffer ammunition and to take up the weapons of any who\nshould fall. Only when he has proven himself steady and\nreliable in battle will the Space Marine be entrusted with one\nof the Chapter’s mighty heavy weapons, which he will come\nto master over the course of several hundred battles.\nDevastator squads consist of a Sergeant and nine Space\nMarines. Up to four Space Marines may be armed with heavy\nweapons, whilst the remainder will carry bolters. This is\nthe most heavily armed type of Space Marine squad of all,\nand they are deployed wherever overwhelming firepower is\nneeded, especially when the Chapter faces enemy tanks or\nfortified positions.\nHaving proved himself steadfast and disciplined in the\nDevastator squads, a Space Marine will in time earn himself\na place in an Assault squad. Here the Space Marine comes\nto master the application of overwhelming force, taking the\nfight directly to the enemy’s strong points. He embraces the\ncontrolled savagery of close combat and looks his enemy in\nthe eye as he deals him death. Assault squads are specialists\nat fighting in hand-to-hand combat. Each squad consists\nof a Sergeant and nine Space Marines all equipped with\njump packs and armed with a close combat weapon in each\nhand. Common armament consists of a bolt pistol and a", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven Battlecan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Creation", + "content": "“The enemies of the Emperor fear many things. They fear discovery,\ndefeat, despair, and death. Yet there is one thing they fear above all\nothers. They fear the wrath of the Space Marines!”\n–Imperial Maxim", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "Space Marine", + "content": "“Space Marines are men in the same way a knife is a piece of metal.\nSpace Marines are forged, not born. They are the finest weapons of\nthe Emperor’s will.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-31-15-904Z.json b/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-31-15-904Z.json new file mode 100644 index 0000000..2d5b699 --- /dev/null +++ b/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-31-15-904Z.json @@ -0,0 +1,1008 @@ +{ + "inserted": 387, + "sample": [ + { + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "darkness of the 41st millennium" + } + }, + { + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "games usa" + } + }, + { + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "game" + } + }, + { + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned BattleBrothers. You will face difficult challenges, from the ravening\nhorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "game" + } + }, + { + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "game" + } + }, + { + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsehaunted wastelands as the raging inferno of the Horus Heresy\nwas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the geneseed of several of the early Space Marine Legions, which had\nbeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1214" + } + }, + { + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "the deathwatch and the codex astartes" + } + }, + { + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "1013" + } + }, + { + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "1214" + } + }, + { + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetbased Chapter, as are the Dark Angels.\nOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless biomechanical automatons who exist only to assist the Chapter’s\nTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestranked factotum is but a lowly, nameless servant in the eyes of\nthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1517" + } + }, + { + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "4160" + } + }, + { + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicbased chemicals administered in the Neophyte’s diet. Two\nyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "1517" + } + }, + { + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of geneseed. When mature, each organ contains a single gene-seed\ncorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "fuzzy", + "canon": "88", + "dist": 1 + } + }, + { + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven BattleBrothers are armed with bolters, whilst the remaining two\ncan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "10 10 20 30 60" + } + }, + { + "title": "Talent and access to the Forbidden Lore (Xenos) Skill.", + "content": "These have already been marked for you on the character\nsheet provided in this book.\nStage 2: SeleCt Chapter\nThe next step in creating your character is to determine your\nSpace Marine’s home Chapter. A Chapter is a self-contained\nSpace Marine force that has been your character’s home for", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "decades (if not centuries!). The Imperium is a vast civilisation,", + "content": "and by the time your character begins his adventures in the\nDeathwatch, he has been influenced by many factors, chief\namongst them the beliefs and traditions of his home Chapter.\nIn this book, the available Chapters include: Black Templars,\nBlood Angels, Dark Angels, Space Wolves, Storm Wardens,\nand Ultramarines. Many more Chapters exist in the Warhammer\n40,000 Universe, and future Deathwatch sourcebooks will\nexpand the available Chapters and provide other options to\nenhance this step of character creation.\n• When you choose your character’s Chapter, this decision\naffects his personality, his characteristics, and his combat\nabilities. The Chapters are listed on pages 38–54.\n• Each Chapter modifies your character’s Characteristics.\nAdd the bonuses from your Chapter to the appropriate\nCharacteristics on your character sheet.\n• The culture and gene-seed of a Space Marine’s Chapter\ngrants him a Solo Mode Ability. Write down the name\nof this ability on your character sheet. See page 215 for\nmore on Solo Mode Abilities.\n• All Space Marines of a particular Chapter possess a\nDemeanour that embodies the beliefs and traditions of\nthat Chapter. Write down the name of this Demeanour\non your character sheet. See page 32 for more\non Demeanours.\nStage 3: SeleCt SpeCialitY\nWhile your Chapter and Characteristics are important for\nunderstanding your character, it is your Speciality that defines\nyour character’s function within the game. Deathwatch has\nsix Specialities: Deathwatch Apothecary, Deathwatch Assault\nMarine, Deathwatch Devastator Marine, Deathwatch Librarian,\nDeathwatch Tactical Marine, and Deathwatch Techmarine. As\nyou play the game, your Rank within your Speciality will\nincrease. This opens doors to a host of new options, giving\nyou the means to customise your Space Marine.\n• Space Marine characters each have a Speciality that\nrepresents their role in the Kill-team. Choose one from\nthe options on pages 68-90.\n• Most Specialities include at least one Skill that the Space\nMarine gains during character creation. Note this down\non your character sheet.\n• Each Speciality has a selection of Special Abilities.\nChoose one and note it down on your character sheet.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "imperium" + } + }, + { + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength" + } + }, + { + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "strength and toughness traits" + } + }, + { + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "perception per" + } + }, + { + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "fellowship fel" + } + }, + { + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadsized units of Space Marines sworn to the Deathwatch.\nFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "characteristics" + } + }, + { + "title": "hanDeDneSS", + "content": "Space Marines are naturally ambidextrous, so in\nDeathwatch, it is not important to note which hand is\ndominant. You may, of course, choose that your Space\nMarine prefers to use one hand or the other if you wish.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killteam. In their home Chapters, Space Marines are able to wage\nwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship" + } + }, + { + "title": "get from spending a Fate Point (see page 204). Triggering a", + "content": "Demeanour should be done in a manner that is relevant to\nthe Demeanour, although it is up to the player’s discretion\nas to how he chooses to interpret his Demeanour for\nthe situation.\nTable 1–10: Example Demeanours\nD10 Roll\n(Optional) Name Description\n1 Calculating\nThe Space Marine’s mind is\nhighly analytical, constantly\naware of the pros and cons of\nany decisions he faces.\n2 Gregarious\nThe Space Marine is a", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "fuzzy", + "canon": "game", + "dist": 1 + } + }, + { + "title": "Abilities", + "content": "“As our bodies are armoured with adamantium, our souls are\nprotected with loyalty. As our bolters are charged with death for the\nEmperor’s enemies, our thoughts are charged with wisdom. As our\nranks advance, so does our devotion, for are we not Space Marines?\nAre we not the chosen of the Emperor, his loyal servants unto death?”\n–Chaplain Fergas Nils", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "using squad mode abilities" + } + }, + { + "title": "need to meet the prerequisites (if any) for these starting Skills", + "content": "and Talents. Starting Skills are considered Trained Skills\n(either Advanced or Basic depending on the Skill).", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "to Perception-based Tests (such as Awareness) when", + "content": "awake for long periods of time.\n• Preomnor: The Space Marine gains a +20 bonus to any\nToughness Test against ingested poisons.\n• Omophagea: By devouring a portion of an enemy, a\nSpace Marine can gain access to certain information\n(such as the whereabouts of a cult’s hidden lair, access\ncodes, and so forth). The information he can access is\nat the GM’s discretion, keeping in mind what may\nhave been known by the enemy in the first place. In\naddition, a Space Marine can temporarily gain access\nto a Skill or Skill Group (such as Pilot, Lore, Ciphers,\nand so forth) that he did not already possess. The Skills\nhe may gain are at the GM’s discretion, depending on\nthe Skills originally possessed by the enemy. The Space\nMarine may access this acquired Skill or Skill Group as\nan untrained Basic Skill for a number of hours equal to\nhis Intelligence Bonus. After this time, the information\nbegins to fade and the Skill is no longer useable by the\nSpace Marine (until he devours another portion of an\nenemy, of course).\n• Multi-lung: The Space Marine may re-roll any failed\nToughness Tests for drowning or asphyxiation (see page\n261). In addition, the Space Marine gains a +30 bonus\nto Toughness Tests made to resist the effects of gases,\nand may re-roll failed results. The Space Marine may also\nbreathe water through his multi-lung.\n• Occulobe: This implants grants the Space Marine the", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "Unnatural Toughness (x2) Trait. At the GM’s discretion,", + "content": "the Space Marine may ignore or be resistant to exposure\nto radiation, depending on the severity.\n• Oolitic Kidney: This implant gives the Space Marine\nthe ability to re-roll any failed Toughness Test to\nresist poisons and toxins, including attacks with the\nToxic Quality.\n• Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "mode and page 211 for cohesion" + } + }, + { + "title": "Righteous Zeal Solo Mode ability (see page 217).", + "content": "Restrictions: Black Templars Space Marines may\nnot select the Deathwatch Devastator Marine or\nDeathwatch Librarian Specialities.\nImplants: Although Black Templars Space Marines\npossess both the Betcher’s gland and sus-an membrane\nimplants, their zygotes are significantly deficient. Black\nTemplar characters do not gain the benefits of either of\nthese implants.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "solo mode" + } + }, + { + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "sanguinius" + } + }, + { + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beasthaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the lion" + } + }, + { + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "solo mode" + } + }, + { + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the deathwing" + } + }, + { + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the ravenwing" + } + }, + { + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "the lion" + } + }, + { + "title": "improvement (the Trained progression level) costs 1,000 xp,", + "content": "while the final possible improvement (Expert progression\nlevel) costs 1,500 xp.\nThe costs for Characteristic Advances are cumulative. Thus,\nyou could not just pay 500 xp for a +10 increase. Instead,\nyou would pay 200 xp for the Simple Advance, then pay 500\nxp for the Intermediate Advance.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "prerequisites agility 30" + } + }, + { + "title": "their name (x2, x3, etc.). Advances with a multiplier may", + "content": "be purchased multiple times at that Rank, up to a maximum\nnumber of times equal to the multiplier. However, this rule\ndoes not apply to Advances that are Traits. Instead, the\nmultiplier for a Trait that is also an Advance is usually an\nindication that the Trait is an Unnatural Characteristic (see\npage 136 for details).\ndeCidinG how to advanCe your", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "name" + } + }, + { + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "equal to the characters intelligence bonus" + } + }, + { + "title": "dupliCated skills and talents", + "content": "It is important to note that many Space Marine starting\nSkills and Talents are duplicated on the Rank 1 of the\nGeneral Space Marine Advances. This is an intentional\nduplication, and represents the training that is available\nto all Deathwatch Space Marines regardless of their\norigins. Future expansions for the Deathwatch line\nmay feature Space Marines with different starting\nskills, and therefore, this duplication serves a purpose\nfor the overall Deathwatch line.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "Drive (any) +10 800 Skill Drive (same Skill group)", + "content": "Evaluate 400 Skill —\nInterrogation 400 Skill —\nIntimidate +10 400 Skill Intimidate\nLiteracy +20 200 Skill Literacy +10", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "10 8" + } + }, + { + "title": "Trade (any) +20 400 Skill Trade (same type) +10", + "content": "Orthoproxy 500 Talent —\nRapid Reaction 500 Talent Ag 40\nRapid Reload 300 Talent —\nRank 4 General Space Marine Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Pilot (any) +10 800 Skill Pilot (same Skill group)", + "content": "Search +20 400 Skill Search +10\nSecurity +10 800 Skill Security\nSilent Move +20 800 Skill Silent Move +10\nTracking +10 400 Skill Tracking\nWrangling +10 200 Skill Wrangling\nCall to Vengeance 1,000 Talent Fel 40\nDouble Team 500 Talent —\nHardy 1,000 Talent T 40\nMimic 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "10 8" + } + }, + { + "title": "Tactics (any) +20 800 Skill Tactics (same skill group) +10", + "content": "Into the Jaws of Hell 1,500 Talent Iron Discipline\nMaster Orator 1,000 Talent Fel 30\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Lore: Common (Jericho Reach) +20 400 Skill Lore: Common (Jericho Reach) +10", + "content": "Interrogation +20 400 Skill Interrogation +10\nSleight of Hand +20 400 Skill Sleight of Hand +10", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin\nare there, offering their fire and their prayers. Look instead to your\nfoe as you scream from the skies upon jets of white fire. Take but one\ninstant to savour the fear in his eyes as he looks skywards, and there,\nin the keen edge of your blade, he sees his doom, delivered by your\nhand.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this\nability, the Space Marine adds an additional 1d5 Damage to\nany melee attacks. This ability only functions when in Solo\nMode.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "10 8" + } + }, + { + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killteam’s Tactical Marines to carry a\nspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ss" + } + }, + { + "title": "startinG skills", + "content": "The Deathwatch Techmarine begins with Speak Language\n(Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal\nto his unmodified Intelligence Bonus to any cover (see page\n246). Improving cover requires one Full Action.\nBlessed by the omnissiah\nThe Techmarine begins the game with the Mechanicus Implants\nTrait and the Electro-Graft Use and Mechadendrite Use\n(Servo-Arm) Talents.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "fuzzy", + "canon": "improves cover", + "dist": 1 + } + }, + { + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill —\nAutosanguine 500 Talent —\nElectro-Graft Use 600 Talent —\nFeedback Screech 500 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine\nLogis Implant 500 Talent —\nLuminen Charge 500 Talent Techmarine\nMimic 500 Talent —\nRite of Awe 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use\nInfused Knowledge 1,000 Talent Int 40\nThe Flesh is Weak 2 800 Talent The Flesh is Weak 1\nWeapon-Tech 600 Talent Techmarine\nRank 4 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent —\nDisturbing Voice 400 Talent —\nLuminen Shock 800 Talent Techmarine\nRite of Fear 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "20" + } + }, + { + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "skills" + } + }, + { + "title": "GaininG SkillS", + "content": "The player chooses his first set of Skills during character\ncreation, based upon his background and chosen Speciality.\nThese Skills were learned some time in the past, before\nthe character started his current exploits. As the campaign\nprogresses, the player spends experience to gain additional\nSkills, furthering his vision for his character and reflecting\nhis in-game experiences. The Skills available for the various\nSpecialities and their costs can be found in Chapter II:\nSpecialities.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "skills" + } + }, + { + "title": "BaSic SkillS", + "content": "Characters have intrinsic abilities and Characteristics that\nallow for rudimentary attempts at tests with basic Skills.\nThus, even though a character may not possess basic Skills,\nhe may still make Skill Tests using them. Those who do\nnot possess a basic Skill may test that Skill at half of the\nassociated Characteristic, rounding down. The Characteristic\ngets halved before any situational modifiers get applied to\nthe test. For example, an Easy test against an untrained basic", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "Skill would be (Characteristic/2)+30, and not (Characteristic", + "content": "+30)/2. Even though the character might be able to muddle\nthrough such attempts, he does not have the same abilities as\none who has received real training or instruction.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "230" + } + }, + { + "title": "advanced SkillS", + "content": "Advanced Skills require very specific training or education, and\ncommon individuals may not attempt their use. Regardless of\na character’s intrinsic abilities and Characteristics, he would\nnever be able to understand the Eldar language without\nprevious instruction.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "craftinG SkillS", + "content": "Skills with the Crafting descriptor allow characters to create\nthings from parts or raw materials. These creations can vary\nfrom sculptures to custom gun cutters. In general, a character\nmust obtain components or materials equal to half the item’s\nvalue. The GM sets up an appropriate Extended Test for\nthe task, and its resolution follows the guidelines given on\npage 203.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "interaction SkillS", + "content": "All Skills with the Interaction descriptor involve interplay\nwith others. The difficulty of these Skill Tests depends on\nthe individual’s disposition towards the character, as defined\nby the GM in accordance with the circumstances of the\nencounter. See page 275 of Chapter IX: The Game Master\nfor more information on NPC disposition.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "inveStiGation SkillS", + "content": "Most of the Skills with the Investigation descriptor allow the\ncharacter to collect information from various sources. These\nSkills also permit Extended Tests as the character tries to gather\ndetailed intelligence on his foes. The GM sets up the proper\ntime period for the test using his discretion, as it takes far\nlonger to uncover a hidden xenos shrine than it does to scout\nthe location of an armoured column.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "movement SkillS", + "content": "Skills with the Movement descriptor all relate to the\ncharacter’s mobility, anything from daring leaps across chasms\nto climbing out of the same if he doesn’t quite make it across.\nThey involve the ability to move across, through, over, or\nbetween the surrounding environment.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "operator SkillS", + "content": "If a Skill involves transportation, be it a humble ground vehicle\nor an mighty starship, it receives the Operator descriptor.\nThese Skills allow the character to drive or pilot a variety of\nvehicles.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "skills" + } + }, + { + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "concealment agility" + } + }, + { + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "strength and toughness traits" + } + }, + { + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its BattleBrothers. These closely guarded secrets are almost never taught\nto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prearranged code between given agents of the Inquisition. Note\nthat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength and toughness traits" + } + }, + { + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "concealment agility" + } + }, + { + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "concealment agility" + } + }, + { + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handto-hand or ranged attack. Success on the Skill Test means the\nattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "concealment agility" + } + }, + { + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "concealment agility" + } + }, + { + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\nconditions. Interrogation is always an Opposed Test, pitting\nthe character’s Interrogation Skill against an opponent’s\nWillpower. If the interrogator wins the Opposed Test, he gets\none answer plus one answer for each Degree of Success. If the\nvictim wins the Opposed Test, the interrogator get nothing\nof worth. Two or more Degrees of Failure inflict 1d10 plus\nthe interrogator’s Willpower Bonus in damage against the\nvictim and prevents any further interrogation for 1d5 days.\nIf the interrogator suffers four or more Degrees of Failure,\nthe victim takes the same damage and gains a +30 bonus to\nWillpower Tests made to resist Interrogation at the hands of\nthe interrogator or his allies. Each Interrogation Test inflicts\none level of Fatigue on the target.\nSkill Use: 1d5 hours", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "benefits 5 weapon skill 5 willpower and the" + } + }, + { + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength and toughness traits" + } + }, + { + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character’s mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test.\nFailure on the Invocation Test indicates that the character’s\nattempts to focus have backfired, and he must take a –1\npenalty to the final Psy Rating of a Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "benefits 5 weapon skill 5 willpower and the" + } + }, + { + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "substr", + "canon": "ciphers intelligence" + } + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-35-15-283Z.json b/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-35-15-283Z.json new file mode 100644 index 0000000..56236c2 --- /dev/null +++ b/database/backups/rules-pdf-import-whitelist-report-2025-08-17T18-35-15-283Z.json @@ -0,0 +1,1005 @@ +{ + "inserted": 132, + "sample": [ + { + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsehaunted wastelands as the raging inferno of the Horus Heresy\nwas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the geneseed of several of the early Space Marine Legions, which had\nbeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1214" + } + }, + { + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "131140" + } + }, + { + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1418" + } + }, + { + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetbased Chapter, as are the Dark Angels.\nOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless biomechanical automatons who exist only to assist the Chapter’s\nTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestranked factotum is but a lowly, nameless servant in the eyes of\nthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1517" + } + }, + { + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "16 20 25 30 30 27 29 21 28" + } + }, + { + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicbased chemicals administered in the Neophyte’s diet. Two\nyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "171" + } + }, + { + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of geneseed. When mature, each organ contains a single gene-seed\ncorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "18 12" + } + }, + { + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven BattleBrothers are armed with bolters, whilst the remaining two\ncan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "20 25 20 40 40 15 25 20 10" + } + }, + { + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength" + } + }, + { + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "toughness" + } + }, + { + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "perception per" + } + }, + { + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "fellowship fel" + } + }, + { + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadsized units of Space Marines sworn to the Deathwatch.\nFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "characteristics" + } + }, + { + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killteam. In their home Chapters, Space Marines are able to wage\nwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship" + } + }, + { + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name wt req renown" + } + }, + { + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "mode and page 211 for cohesion" + } + }, + { + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "sanguinius" + } + }, + { + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beasthaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the lion" + } + }, + { + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "solo mode" + } + }, + { + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the deathwing" + } + }, + { + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "the ravenwing" + } + }, + { + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "the lion" + } + }, + { + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "prerequisites agility 30" + } + }, + { + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "characteristics" + } + }, + { + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "marine must have 60 renown to be considered for" + } + }, + { + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "skills" + } + }, + { + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "skills" + } + }, + { + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "toughness" + } + }, + { + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its BattleBrothers. These closely guarded secrets are almost never taught\nto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prearranged code between given agents of the Inquisition. Note\nthat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength and toughness traits" + } + }, + { + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handto-hand or ranged attack. Success on the Skill Test means the\nattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength and toughness traits" + } + }, + { + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nArcheotech, the Black Library, Daemonology, Heresy, the\nInquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy,\nChymistry, Codex Astartes, Cryptology, Heraldry, Imperial\nCreed, Judgement, Legend, Numerology, Occult, Philosophy,", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing\nwounds, applying counterseptic, and use of medical devices such\nas the narthecium. On individual patients, Medicae provides first\naid and extended care, for short and long-term treatment. On\nlarger groups of wounded, Medicae can help save the lives of\nthose that can be saved and apply the Emperor’s grace to those\nwho cannot, resulting in fewer overall deaths. It can also help\ndiagnose widespread medical problems and apply the ounce of\nprevention before the pound of cure becomes necessary.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar\nThe character uses the Navigation Skill to plot a course\nbetween two points. The course might be across a continent or\nacross a star system. A successful Navigation Test also provides\nan estimated travel time based on geography, cosmography,\nprevailing conditions, weather, and solar winds. Surface\nnavigation is used to navigate across a planet’s surface, using\nlogi-compasses, map readouts, and geographical knowledge.\nStellar navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals. A Navigation Test\nrepresents several hours of charting courses, consulting maps,\nand making necessary trajectory corrections. However, 1\nminute is adequate for the purpose of finding the character’s\ncurrent location.\nSkill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller\nThe character can use the Performer Skill to entertain and\nenthral groups of spectators. The Performer Skill may also be\nused to earn money and wealth, much like the Trade Skills.\nPerformer Tests take an amount of time dependent on the art\nform involved.\nSkill Use: Variable", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "fellowship fel" + } + }, + { + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft\nCharacters utilise the Pilot Skill to fly anything from personal\njump packs, to small atmospheric craft such as landers or guncutters, to void-capable fighters, bombers, and capital vessels.\nUnder normal conditions, piloting does not require a test,\nbut unusual or difficult conditions such as storms, obstacles\nor dangerous manoeuvres do require a Skill Test. When\nchasing another vehicle or ship or contesting for position, the\ncharacter makes an opposed Pilot Test against his opponent.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies\nof the warp. The character can use the Skill to detect the presence\nor absence of daemons, and the use of psychic powers. The\nSkill also allows detection of psychic phenomena, disturbances,\nvoids, or other areas where the flow of the immaterium has\nbeen unsettled or disrupted. The general results of Psyniscience\nTests are summarised on Table 3–4: Psyniscience.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects\nencountered in the game. The character uses it to determine\nan individual’s truthfulness, his motives, personality, and\ntemperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might\npass unseen in a casual inspection. Scrutiny is an Opposed\nTest against the target’s Deceive when trying to perceive\nfalsehoods, or some other deceptions. However, Scrutiny\ndoes not reveal hidden secrets or a target’s carefully concealed\nintent, and should never replace good roleplaying in an\ninteractive situation. This skill counters the Opposed Tests of\nmany manipulative Interaction skills, such as Charm, Deceive,\nand Intimidate.\nSkill Use: Full Action though special uses may require", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things\nthat are physically hidden, from a secreted holdout pistol to a\nbunker keyplate. Search involves active investigation, whereas\nAwareness deals with passive or subconscious detection. Each\nSearch Test covers a small room or area. When an object or\nindividual has been deliberately hidden, the Search Test is an\nOpposed Test against your target’s Concealment.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other\nphysical security systems. This differs from many systems that\nemploy codes or cogitators that are more suited to the TechUse Skill. The GM sets the difficulty of the test according to\nthe complexity of the mechanism. In most cases one test is\nsufficient, but large, intricate systems may require Extended\nTests. See the Tech-Use Skill for systems that combine both\nmechanical and technical challenges. Using this Skill without\nproper tools or equipment is extremely challenging, and any\nattempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers a\n–20 penalty.\nSkill Use: 1 minute, reduced by 10 seconds for each Degree\nof Success", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on\nfoot, in vehicles, and even aboard shuttles and starships. It\ncontrasts with Concealment because it involves movement\nand blending into one’s surroundings. On foot, it might\ninvolve using physical cover or the press of bodies in a crowd;\nin a vehicle, techniques might include false turns or using a\nnearby cargo hauler as cover; aboard ships, it can entail the\nuse of asteroids or other stellar objects or busy space lanes\naround major systems. Shadowing Tests are always Opposed\nTests against the opponent’s Awareness or Scrutiny Skill. A\nsingle Shadowing Test is sufficient to follow the opponent\nunseen for 1 minute.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy\nare essential in the character’s activities. The GM sets the\ndifficulty of the test depending on the environment: the\nechoing steel halls of a space hulk yield a greater difficulty\nthan the carpeted throne room of a planetary governor. Silent\nMove Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\nSkill Use: Free Action as part of Movement", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a\ncombination of deception and dexterity. Examples include\npalming small objects, picking pockets, or performing tricks.\nThe GM sets the difficulty for the test according to the size of\nthe object and the intensity of observation. Sleight of Hand\nis always an Opposed Test against the opponent’s Awareness\nor Scrutiny.\nThe character can use Sleight of Hand instead of Gamble\nto employ deception and alter the odds in games of chance.\nSee the Gamble Skill for more information. Though Sleight\nof Hand usually requires a Half Action, the character may\nmake a test as a Free Action with a –10 penalty.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "agility modifiers" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork,\nTechna-Lingua, Tau\nThe Speak Language Skill is used to communicate with others\nusing the same language. The Imperium has nearly as many\nlanguages as it has star systems, but for all this variety, most\ncan speak or understand a variation of Low Gothic. In most\nsituations, Skill Tests are unnecessary so long as those involved\nall speak a common tongue. However, communication with\nthose using obscure dialects or cryptic, complex concepts\nrequires a test at an appropriate difficulty.\nEldar: Though no human can hope to capture the subtle\nnuances and sub-tones of this extremely complex and ancient\nlanguage, it is enough to make one’s meaning clear.\nHigh Gothic: The official language of the Imperium, used\nby Imperial officials, nobility, members of the Ecclesiarchy,\nand those involved in high-level negotiations.\nKroot: The native chirping language of the Kroot is\nalmost impossible for a human to emulate, however, with\ntraining and a good ear, it can be understood.\nLow Gothic: The common tongue of the Imperium, used\nby the countless millions of ordinary citizens.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged\nperiods in unusual or alien environments. Space Marines\ndo not die of exposure to the elements, and their implants\nallow them to survive on even the most inedible of flora and\nfauna. Thus, the Survival Skill most often applies to normal\nhumans or those Space Marines who learned this skill before\nbecoming an Initiate in their Chapter. A skilled outdoorsman,\nthe character can find edible plants, hunt for game, and\ndetermine if food is safe for consumption. He can also\nconstruct viable shelters from native materials or improvised\nsubstances and ensure they’re located away from flood chutes\nor the territory of predators. The difficulty of these tests\ndepends on the location: barren deserts provide much greater\nchallenge than the verdant tropical forests. This skill can also\napply to man-made environments, such as artificial worlds,\nthe depths of the underhive, or the belly of massive starships.\nIn this case, the Skill can provide safe resting areas away from\nplasma venting and knowledge about which sacred unguents\nalso provide minimal nutrition.\nSkill Use: Various", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium,\nthe uncharted fringes require its use far more frequently. The\nSwim Skill allows the character to swim through various\nliquid mediums. Under normal conditions swimming does\nnot require a test. More difficult waters, unusual circumstances\nor long distances call for a Skill Test. For more information\non the Swim Skill, see the Swimming section on page 207 of\nChapter VII: Playing the Game.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "strength and toughness traits" + } + }, + { + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault\nDoctrine, Defensive Doctrine, Orbital Drop Procedures,", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex\nmechanical items or fathom the workings of unknown\ntechnical artefacts. Using a basic piece of equipment under\ntypical circumstances requires no test, such as using a voxcaster or opening a shuttle hatch. Tech-Use Tests are necessary\nfor unusual or unfamiliar gear, malfunctioning or broken\nitems, and any situation where conditions are less than ideal,\nsuch as attempting to use the same vox-caster near a plasma\ncore or coaxing the machine spirit of a strange vessel’s warp\ndrive to reignite its fires. The character can also use TechUse to repair damaged or defective items, using an Extended\nTest of duration and difficulty set by the GM depending on\nthe item’s complexity and the extent of the damage. TechUse does not include building an item from scratch, which\nrequires the relevant Trade Skill.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the\nsigns left by his quarry, allowing him to hunt them down.\nFollowing obvious tracks does not require a Skill Test, and is\nconsidered part of a character’s movement. In instances where\nthe time or elements have eroded the signs or where the very\nenvironment makes seeing them difficult, such as darkness\nor fog, Tracking Tests are required. The difficulty depends\non the condition of the traces and the tracker’s surroundings.\nWhen following any tracks where the difficulty of the test", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he\nencounters in his travels, from spine-hounds to the noble warhorse\nbreeds. Both taming and training beasts are Extended Tests, the\nduration of which is determined by the nature and temper of the\ncreature involved. Once an animal has been broken to its master’s\nwill—or at least formed a partnership for particularly strongwilled beasts—directing it or issuing commands is a Half Action.\nWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every two\nDegrees of Success, up to a maximum of three levels by a Full\nAction use of this Skill. GMs may impose penalties for animals\nthat have been particularly well trained or those with uncommon\nWillpower and Intelligence. Wrangling is of no use against cyber\nor psy-bonded animals, nor against any xenos with true sentience.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "intelligence" + } + }, + { + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s\nblessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\n–Brother Pellas, upon taking command\nof the Thunder’s Word", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "renown" + } + }, + { + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "felling x" + } + }, + { + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "2140" + } + }, + { + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "4160" + } + }, + { + "title": "61-80", + "content": "ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "6180" + } + }, + { + "title": "teaRing", + "content": "Tearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "tearing" + } + }, + { + "title": "Tearing", + "content": "30 30/45 Distinguished\nAstartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nAstartes Power Fist Melee 2d10\n†", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "tearing" + } + }, + { + "title": "NameReqRenown", + "content": "Bolt Shells N/A –\nBullets N/A –\nCharge Pack N/A –\nExotic N/A Varies\nFuel N/A –\nMelta Canister N/A Varies\nNeedle Precipitator N/A –\nPlasma Flask N/A Varies\nShells N/A –", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "NameReqRenown", + "content": "Astartes Backpack Ammo Supply N/A –\nDragonfire Shells 28 Respected\nHellfire Rounds 25 –\nImplosion Shells 27 Respected\nKraken Rounds 5 –\nMetal Storm Rounds 15 –\nStalker Rounds 5 –\nVengeance Rounds 25 Famed\nWitch Bolts 12 Distinguished", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "10", + "content": "To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "1013" + } + }, + { + "title": "Blast(1), Felling", + "content": "(1), Volatile\n7 70 Hero\nFrost Blade Melee — — 1d10+11 E 9 — N/A\nBalanced, Power\nField, Tearing\n10 60 Hero\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "blast1 felling" + } + }, + { + "title": "NameWtReqRenown", + "content": "Astartes Harness 8 4 –\nAstartes Jump Pack 50 15 –\nAstartes Magboots 5 3 –\nAstartes Psychic Hood 15 25 Distinguished\nBack Banner 5 15 –\nCharm – 6 –\nChrono – 1 –\nDilation Field 1 45 Famed", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "NameWtReqRenown", + "content": "Astartes Cluster Mines 4 5\n†\n–\nAstartes Signum 5 35 Distinguished\nAstartes Signum Link +0.5 20 –\nAstartes Targeter 4 25 Distinguished\nAuspex 0.5 12 –\nCartograph 0.5 5 –\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nData Slate 0.5 5 –\nDemolition Charges 1 10 –\nElucidator 1 25 –\nLamp/ Glow-globe 0.5 1 –\nLocus Seeker – 30 –\nMagnoculars 0.5 3 –\nMelta bomb 12 25 –\nMultikey – 15 –\nPict recorder 1 5 –\nPsy-Focus – 15 –\nReductor 4 8 –\nRestraints 4 10 –\nScreamer 1.5 5 –\nStummer 2 5 –\nTeleport Homer 0 10 –\nVox-Caster 0.5 10 –\n†\nThis is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 –\nAstartes Servo-Harness 50 Famed\nAuger Array 15 –\nBionic Arm 15 –\nBionic Heart 15 –", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "imPerium", + "content": "“Human minds are weak and feeble—is it any wonder then that the\nWarp confounds and corrupts them?”\n–Valash Hex, Arch Heretic of the Scarlet Intent\nThough psykers make up but the tiniest fraction of the\nImperium’s population, among an empire of a billion billion\nthey number in their millions. It falls to the various arms\nof the Administratum, the Inquisition, and the Ministorum\nto find these individuals and decide what use they will be\nto the Emperor of Mankind. For many psykers, this means\ndeath, and they will face either summary execution or a long\njourney aboard the Black Ships back to Terra where they\nwill experience the ‘honour’ of feeding the Golden Throne\nwith their souls. Some, however, exhibit enough strength and\ntalent to be spared this fate, and are sent to the Scholastica\nPsykana to be trained to serve either as Astropaths or as battle\npsykers in the armies of the Emperor.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "imperium" + } + }, + { + "title": "01-03", + "content": "Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "0103" + } + }, + { + "title": "06-09", + "content": "Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "0609" + } + }, + { + "title": "Game", + "content": "“A Space Marine is not born, but made by the good grace of the\nEmperor from flesh, blood, and a will to do the Master of\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "games usa" + } + }, + { + "title": "Characteristic", + "content": "Mastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "characteristics" + } + }, + { + "title": "Toughness", + "content": "Resist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "toughness" + } + }, + { + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "perception per" + } + }, + { + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as\nmankind’s wall against the dark.”\n–Arch-Scribe Urtos, Memorite of the Book of Days and", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "cohesion" + } + }, + { + "title": "Cohesion daMage", + "content": "In the same way that a Battle-Brother may suffer Damage\nto his physical capacities, he may also suffer Damage to his\nability to connect to his squad and combat morale. This often\ncomes in the form of some kind of weapon attack, though\nit can come from other sources such as Psychic Powers or\nunusual environments. This Damage temporarily reduces the\nKill-team’s Cohesion in the same way that weapon Damage\nreduces Wounds. This reflects the fact that weight of enemy\nfire, the chaos of combat, and particularly devastating weapons\ncan all place strain on the Kill-team and its ability to function\nas an organised battlefield unit.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "cohesion" + } + }, + { + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Killteam during the course of a Mission and typically they will\nonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "recovering lost cohesion" + } + }, + { + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "cohesion" + } + }, + { + "title": "suppoRT Range", + "content": "Squad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Killteam with a Squad Mode ability is known as Support Range\nand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "support range or leave squad mode" + } + }, + { + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "maintaining squad mode" + } + }, + { + "title": "using squad Mode abiliTies", + "content": "Squad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "exact", + "canon": "using squad mode abilities" + } + }, + { + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No\nFire for Effect Half 2 Yes\nFire Support Half 1 Yes\nFurious Charge Free 3 No\nSquad Advance Half 1 Yes\nTank Buster Free 1 No", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "name" + } + }, + { + "title": "cover (see page 246) they are currently using. This bonus to", + "content": "cover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.", + "page": 1, + "source": "Core Rulebook", + "matched": { + "type": "prefix", + "canon": "cover" + } + } + ] +} \ No newline at end of file diff --git a/database/backups/rules-rebuild-report-2025-08-17T17-55-35-248Z.json b/database/backups/rules-rebuild-report-2025-08-17T17-55-35-248Z.json new file mode 100644 index 0000000..6f0b810 --- /dev/null +++ b/database/backups/rules-rebuild-report-2025-08-17T17-55-35-248Z.json @@ -0,0 +1,305 @@ +{ + "inserted": 97, + "sample": [ + { + "title": "DARKNESS OF THE 41ST MILLENNIUM", + "content": "Credits\nDeathwatch DesigneD by Art Direction\nRoss Watson Zoë Robinson\nwith additional concepts by Jay Little and Sam Stewart\nProduction Manager\nLead Developer Gabe Laulunen\nRoss Watson\nFFG Lead Game Designer\nWritten and Developed by Corey Konieczka\nOwen Barnes, Alan Bligh, John French, Andrea Gausman\nand Andy Hoare FFG Lead Game Producer\nMichael Hurley\nCredits\nAdditional Writing\nMack Martin and Robin Everett-McGuirl Publisher\nChristian T. Petersen\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason games workshop\nEditing Licensing Manager\nDylan Owen, Leigh Anne Reger, and Patrick Rollens Owen Rees\nGraphic Design Head of Licensing\nKevin Childress Paul Lyons\nAdditional Graphic Design Head of Intellectual Property\n\nGAMES USA\nCopyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the Deathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com\nContents Deathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nForeword\b 6 Deathwatch Tactical Marine .............................................. 84\n\nGAME?\nIntroduction\ndangerous special missions in the grim darkness of the far In a roleplaying game (RPG), you create an alter ego, a fictional\nfuture. The player characters form a Kill-team of Space Marines character that is your avatar within the game world. Perhaps you\nin the Deathwatch, an elite warrior brotherhood wherein you will create a stoic soldier, a wise scholar, or an inspiring leader.\nwill face hostile aliens and foul daemons in the Jericho Reach, Next, you and your friends direct your characters through a\na region of the Imperium devastated by war and on the brink series of adventures. Imagine a crime drama, adventure film,\nof annihilation. or war movie—except that instead of passively watching the\nThe role of the Deathwatch in the Imperium is to story unfold, you control one of the characters, making his\nsafeguard humanity against the predations of the vile alien decisions, selecting his actions, and even speaking for him.\nand other threats. Deathwatch Space Marines are at the fore The decisions of you and your fellow players directly affect\nof Mankind’s war for survival against a hostile universe. The the events of the story.\nDeathwatch recruits Space Marines from across the galaxy- How can you affect these events? How do you decide\nspanning Imperium of Man, meaning that many Space what happens? That is the role of the game itself. Roleplaying\n", + "page": 1, + "source": "Core Rulebook" + }, + { + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\nballiStiC Skill (bS) creatures, to deceive, charm, or befriend them.\nBallistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.\ns\nEach Characteristic has a corresponding bonus. A\nStrength (S) Characteristic Bonus equals the tens digit of the Characteristic\nStrength describes how physically strong your character is. score. For example, a character with a 41 Intelligence has a 4\nIt is important to note that Space Marines are inherently Intelligence Bonus. Generally, Characteristic Bonuses are used\npossessed of incredible strength: all Space Marines possess to determine the measure of success or failure in situations or\nthe Unnatural Strength (x2) Trait. See page 136 for details. tests that have variable results.\ntoughneSS (t) GeneratinG\nToughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nCharaCteristiCs\nenvironments, disease, and other physical ailments. It is Characteristics are generated one at a time. For each, roll 2d10,\nimportant to note that Space Marines are exceptionally tough add the resulting numbers together, then add 30. Follow this\nand difficult to kill: all Space Marines possess the Unnatural procedure once for each of your Characteristics until you have\n", + "page": 24, + "source": "Core Rulebook" + }, + { + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\n\ntheir Perception. See page 36 for details.\nexaMple\ns\nSam is creating a new Deathwatch character, so he rolls 2d10 for\nAn alternate method for generating Characteristic\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\nscores is to give each player a number of Characteristic\na final Weapon Skill of 41. He repeats this process for the rest of his\npoints that he may assign as he wishes. In this case, the\nCharacteristics, gaining the following results:\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristic 2d10 Roll Total Characteristic\nI: Character Creation\nCharacteristics, adding no more than 20 to any one\nBonus\nCharacteristic. This method generates characters with\nWeapon Skill 11 (+30) 41 4\nslightly lower than average scores.\nBallistic Skill 7 (+30) 37 3\nStrength 16 (+30) 46 4\nToughness 10 (+30) 40 4 y\nAgility 9 (+30) 39 3\nIntelligence 12 (+30) 42 4 “Zeal and fury are rewarded with victory.”\nPerception 15 (+30) 45 4\nWillpower 14 (+30) 44 4 –Captain Davian Thule of the Blood Ravens\nFellowship 8 (+30) 38 3\nOnce you have chosen your Space Marine’s home Chapter,\nSam gets one re-roll. Looking at his Characteristics, his worst score the next step is to select his Speciality. In the Deathwatch, a\n\n88 —\nTechmarine masters of machinery\ns Table 1–3: Movement in Metres Per\nRound\nAg Bonus Half Move Full Move Charge Run\n“They shall be pure of heart and strong of body, untainted by doubt 1 1 2 3 6\nand unsullied by self-aggrandisement. They will be bright stars 2 2 4 6 12\nin the firmament of battle, Angels of Death whose shining wings 3 3 6 9 18\nbring swift annihilation to the enemies of man. So it shall be for a 4 4 8 12 24\nI: Character Creation\nthousand times a thousand years, unto the very end of eternity and the 5 5 10 15 30\nextinction of mortal flesh.” 6 6 12 18 36\n7 7 14 21 42\n–Roboute Guilliman, Codex Astartes 8 8 16 24 48\n9 9 18 27 54\nOnce you have determined your Speciality, your next step 10 10 20 30 60\nis to note down your character’s Movement, Fate Points,\n\ntherefore, and you will know no fear.”\n–Roboute Guilliman, Primarch of the Ultramarines\nR\noleplaying as a Space Marine presents a unique challenge:\nSpace Marines are more than human, larger-than-life\nfigures more akin to the heroes of the Trojan War and\nthe Odyssey than to Inquisitional Acolytes or a Rogue Trader and\nhis companions. Some Space Marines are epic beings who will\nduel for days over a matter of honour, others are philosophers\nand tragic figures, full of passion and regret. In their heart, many\nSpace Marines feel that their Chapter is just a little bit better\nthan the others. However you choose to interpret these ideas,\nit is important to note that the Space Marines chosen for the\nDeathwatch are nuanced, complex characters.\nThis section presents some ideas and thoughts to keep in mind\nwhen roleplaying your Deathwatch Space Marine, a guide that\nshould give you some great dramatic hooks and opportunities to\ndevelop your character in a unique way.\nAt the beginning of a Deathwatch game, the Battle-Brothers\nyou serve with are simply “fellow Space Marines.” Over time, complications with their gene-seed. Some individual Space\nhowever, this perception may change: some of these Space Marines Marines have difficulties adjusting to the particular effects of\nmay become true friends, others may become bitter rivals. their Chapter’s gene-seed.\nAn example of a good story might challenge a Space Marine Psykers: How do you (or your Chapter) view psykers? Most\nto choose between his loyalty to his Chapter and the bond of Chapters utilise Librarians and rely on psykers like most other\n\nStrength and Toughness Traits.\nAbilities • Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n“As our bodies are armoured with adamantium, our souls are • Biscopea: This implant, in conjunction with several\nprotected with loyalty. As our bolters are charged with death for the others, grants the Space Marine the Unnatural Strength\nI: Character Creation\nEmperor’s enemies, our thoughts are charged with wisdom. As our (x2) Trait.\nranks advance, so does our devotion, for are we not Space Marines? • Haemastamen: This organ has no in-game effect besides\nAre we not the chosen of the Emperor, his loyal servants unto death?” contributing to the Space Marine’s Unnatural Strength\n\nand Toughness Traits.\n–Chaplain Fergas Nils • Larraman’s Organ: Space Marines do not normally\nsuffer from Blood Loss (see page 260). In addition,\nA\nll Space Marines go through a period of hypno- the Space Marine gains the True Grit Talent. However,\nindoctrination and training that provides them with attacks with the Warp Weapon Quality (see page 136)\nan array of special skills and abilities. To represent this may still inflict Blood Loss as normal.\nhypno-indoctrination in the game, Space Marine characters • Catalepsean Node: A Space Marine suffers no penalties\nbegin play with the following Skills, Talents, and Traits. Note to Perception-based Tests (such as Awareness) when\nthat many of the starting Traits are provided from the list of awake for long periods of time.\nImplant game rules listed below. The Space Marine does not • Preomnor: The Space Marine gains a +20 bonus to any\nneed to meet the prerequisites (if any) for these starting Skills Toughness Test against ingested poisons.\nand Talents. Starting Skills are considered Trained Skills • Omophagea: By devouring a portion of an enemy, a\n(either Advanced or Basic depending on the Skill). Space Marine can gain access to certain information\nStarting Skills: Awareness, Ciphers (Chapter Runes), (such as the whereabouts of a cult’s hidden lair, access\nClimb, Dodge, Common Lore (Adeptus Astartes, Imperium, codes, and so forth). The information he can access is\n\nWillpower Test to leave the progenoids behind.\n• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a\nSpace Marine in power armour has the Size (Hulking)\nTrait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\n", + "page": 24, + "source": "Core Rulebook" + }, + { + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.\nThe Black which new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nTemplars Black Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\n“To the darkness, I bring fire. To the ignorant, I bring faith. Those other equally lethal trials held for those who aspire to joining\nwho welcome these gifts may live, but I will visit naught but death the Chapter. Only the bravest warriors can hope to reach the\nI: Character Creation\nand eternal damnation on those who refuse them.” final stages of selection and even then only a fraction will meet\n\nbenefits: +5 Weapon Skill,, +5 Willpower, and the\nare at the extreme end of independence from the Imperium’s\nRighteous Zeal Solo Mode ability (see page 217).\nauthorities. Some would say the Chapter verges on a rogue\nRestrictions: Black Templars Space Marines may\nelement. The Chapter’s fleet-based nature and the goals of\nnot select the Deathwatch Devastator Marine or\nits ten-thousand-year Crusade take the Black Templars\nDeathwatch Librarian Specialities.\nthroughout the entire galaxy, and it is primarily the will of\nImplants: Although Black Templars Space Marines\nthe Marshals that drives the Crusades ever onwards. Like all\npossess both the Betcher’s gland and sus-an membrane\nSpace Marines, the Black Templars do not consider themselves\nimplants, their zygotes are significantly deficient. Black\nsubject to the rule of the Imperium’s power structures, and\nTemplar characters do not gain the benefits of either of\neach Crusade is effectively an autonomous fighting force,\nthese implants.\nthough they may choose to respond to requests for aid by\nothers in the vicinity. s\nWhen the Crusade fleet makes war upon the foes of the\nEmperor, there are two main tactics the Black Templars use Zealous is a Demeanour (see page 32) unique to Space\nto destroy the enemy. The most brutal is the orbital assault, Marines from the Black Templars Chapter. When not\nknown to the few that have survived it as “death from engaged in battle, the brethren of the Black Templars\nabove.” The Black Templars drop into action in the wake are invariably to be found preparing for it. They pass\n", + "page": 36, + "source": "Core Rulebook" + }, + { + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.\nThe Sons of the Red Angel are noble, but I sense something sinist\ner about them.\n\n–S.S.\nThe Dark different levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels Angels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.\n“Repent, for tomorrow you die!”\nCaliban\nI: Character Creation\n–Battle cry of the Dark Angels Chapter\nCaliban, the home world of the Dark Angels, was once a\nT\nhe Dark Angels stand first amongst the Space Marine verdant world of dense forests. Yet, those forests seethed\nChapters, as they have done since their very inception. with mutation and corruption, the baleful influence of the\nTheirs is a proud Chapter, with traditions and rituals nearby Eye of Terror cursing Caliban and making it one of\nthat date back to the earliest days of the Imperium. The origins the deadliest worlds in the galaxy. The original inhabitants\nof the Dark Angels Chapter are shrouded in mystery, however. of Caliban are said to have been a proud, martial people,\nFew records of its beginnings exist, nor are there many brought up to live and die by the sword. The lush forests\nmentions of the part it played in the Emperor’s Great Crusade. were inhabited by all manner of terrifying beasts that had\nMost references in the histories of the Imperium to its deeds been warped by Chaos. The ferocity of these creatures forced\n", + "page": 42, + "source": "Core Rulebook" + }, + { + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beast-\nhaunted forests, not laying eyes upon another human until he was a young adult. Having proved himself to the\nknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.\n", + "page": 44, + "source": "Core Rulebook" + }, + { + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nI: Character Creation\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.\n", + "page": 45, + "source": "Core Rulebook" + }, + { + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.\ns\nThe Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence\nSolo Mode ability (see page 217).\nSonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\n", + "page": 45, + "source": "Core Rulebook" + }, + { + "title": "LEMAN RUSS", + "content": "ancient heroes of\narch of the Spa ce Wo lves Leg ion, Lem an Russ, is one of the most famous of the the\nThe prim\nnds tell of his deed s at the very daw n of the Imperium’s bloody history. When\nthe Imperium. Many lege discovered by a\nwer e scat tere d to the war p, Rus s was cast to the world of Fenris. There he was\nprimarchs ng, helpless primarch, she\nfeed her cubs. But rather than slay the you\nmighty she-wolf on the hunt for prey to y and conquered the tribes of Fenris, ruling\nover them\nown . Soo n, the prim arch reac hed mat urit\nraised him as her arch and his progenitor\n. Wh en wor d of Kin g Rus s’s exp loits reached the ears of the Emperor, the prim\nas king\nvery forefront of the Great Crusade.\nwere united, and Russ took his place at the\nce Wolves stood loyally\ncent Imperium was rent asunder, the Spa\nWhen the Horus Heresy came and the nas ht against their erstwhile brothers, the Tho\nusand\nEm pero r. The ir grea test batt le was foug\nat the side of the Legion decimated the\n", + "page": 47, + "source": "Core Rulebook" + }, + { + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.\ns\nSpace Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo\nMode Ability (see page 217).\nBonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\n\nSquad Mode.\nDeathwatch Devastator Marine Characteristic Advances\nLevel Simple Intermediate Trained Expert\nWeapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nCleanse and Purify 500 Talent —\nExotic Weapon Training (any) 500 Talent —\n\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nHardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50\nSound Constitution (x2) 1,000 Talent —\nRank 8 Deathwatch Devastator Marine Advances\nAdvance Cost Type Prerequisites\nTech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35\nThe Traitor Legions\nWith the defeat of the Traitor Legions dur\ning the Horus Heresy, the vanquished Spa\ninto the Eye of Terror. There, close to the inte ce Marines were driven\nnse energies of the warp, they took worlds\nthe lords and masters of daemon realms und for their own, becoming\ner the patronage of their chosen gods. Fro\n\nos by the strength of their hatred for the\nforgotten, nor forgiven, the mortal universe Emperor. They have not\nwhich expelled them and still exact a bloo\nthe tides of the warp carry them back ther dy vengeance when\ne. They are carried forth by ancient warship\nfrom the time of the Heresy, but are now s that have survived\nencrusted with millennia of baroque deco\nbattle wounds. The fickle tides of the war ration and scarred by old\np can carry the Chaos Space Marines to\nThey descend upon unsuspecting worlds, plun anywhere in the galaxy.\ndering all they can and razing anything they\nretreating once more to the Eye of Terror. cannot take before\nThough local forces may mount a courage\nagainst the invaders, they are doomed unle ous and desperate defence\nss Space Marines are on hand. Then, brother\nmore, with all the bitterness and hatred unle will fight brother once\nashed at the height of the Horus Heresy ten\nthousand years ago.\nRenegade Space Marines\nAlthough the Horus Heresy represents by\nfar the largest and most devastating exam\ncasting off their vows of loyalty and turn ple of Space Marines\ning on those they were created to defend,\n\nCarouse Toughness —\nCharm Fellowship Interaction\nClimb Strength Movement\nCommand Fellowship Interaction\n\nConcealment Agility —\nContortionist Agility Movement\nDeceive Fellowship Interaction\n\nDodge Agility —\nIII: Skills\nEvaluate Intelligence Investigation\n\nGamble Perception —\nInquiry Fellowship Investigation\nIntimidate Strength Interaction\nLogic Intelligence Investigation\n\nSearch Perception —\nSilent Move Agility Movement\nSwim Strength Movement\nTable 3–2: Advanced Skills\nSkill Name Characteristic Descriptor\nAcrobatics Agility Movement\nChem-Use Intelligence Crafting, Investigation\n\nCiphers† Intelligence —\nDemolition Intelligence Crafting\nDrive† Agility Operator\nInterrogation Willpower Investigation\n\nLiteracy Intelligence —\nLore: Common† Intelligence Investigation\nLore: Forbidden† Intelligence Investigation\nLore: Scholastic† Intelligence Investigation\n\nPerformer† Fellowship —\nPilot† Agility Operator\n\nTracking Intelligence —\nTrade† Intelligence Crafting\n\nWrangling Intelligence —\n†\nDenotes a Skill group.\ns s\nAdvanced Skills require very specific training or education, and Some Skills encompass groups of related Skills. For brevity’s\ncommon individuals may not attempt their use. Regardless of sake, these Skill groups are listed under the same entry, but\na character’s intrinsic abilities and Characteristics, he would each must be acquired and used separately. Thus, a pilot with\nnever be able to understand the Eldar language without the Pilot (Personal) Skill would be able to fly using a jump\nprevious instruction. pack, but not pilot a Thunderhawk gunship.\ns s\nSome Skills fall into broad categories that use common rules. Several Skill entries have subsections that detail a specific,\nThese descriptors allow both players and GMs to instantly focused use outside its usual employment. These sections\nIII: Skills\nidentify the appropriate rules section from Chapter VII: Playing spotlight a particularly creative or interesting use of the Skill,\nthe Game for their resolution. These categories include: Crafting, allowing for greater variety of Skill applications.\nInteraction, Investigation, Movement and Operator.\ns Skill\nSkills with the Crafting descriptor allow characters to create\n", + "page": 47, + "source": "Core Rulebook" + }, + { + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nIII: Skills\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.\ncarouSe (BaSic)\n", + "page": 94, + "source": "Core Rulebook" + }, + { + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus\nhis Toughness Bonus (minimum 1 hour). harder, or the Kill-team’s Brother-Chaplain might rouse his\nSkill Use: Free Action taken whenever the character imbibes brothers with an impassioned prayer to the Emperor.\ncharm (BaSic, interaction) chem-uSe (advanced,\nFellowship inveStiGation)\nThe character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he Intelligence\nwishes to change the minds of an individual or small group. The Chem-Use Skill allows the character to safely identify,\nThe character need not make a Charm Test each time he speaks handle, and prepare a variety of chemicals, toxins, poisons, and\n", + "page": 94, + "source": "Core Rulebook" + }, + { + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nmust be able to see and hear the character—though this could Escape Grapple\nbe done remotely through a vox or pict-caster—and speak a After an opponent has grappled the character in combat, he\ncommon language. may escape using the Contortionist Skill. Make an Opposed\nSkill Use: Half Action for simple commands, Full Action for Test with the character’s Contortionist Skill against the\nmore involved direction grappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nSpecial uses Failure means he remains grappled.\nExtend Support Range Squeeze Through\nAs a Half Action the Battle-Brother nominated as the squad’s The character can make a Contortionist Test to squeeze\nleader (see page 238) may extend his Kill-team’s Support through a tight space, such as through a maintenance conduit\nIII: Skills\nRange (see page 213) by a number of metres equal to his aboard a ship or a gap in damaged blast doors. The character\n", + "page": 95, + "source": "Core Rulebook" + }, + { + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nlore: forBidden (advanced,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium, inveStiGation)\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general Intelligence\ninformation, procedures, divisions, traditions, famed individuals, Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nand superstitions of a particular world, group, organisation, or Archeotech, the Black Library, Daemonology, Heresy, the\nrace. This skill differs from Scholastic Lore, which represents Inquisition, Mutants, Psykers, the Traitor Legions, the Warp\nscholarly learning, and Forbidden Lore, which involves hidden and Xenos\nor proscribed knowledge, in that it deals with basic information Forbidden Lore skills represent knowledge usually hidden,\nlearned from prolonged exposure to a culture or area. veiled, or proscribed by an organisation or society. Mere\nSuccess in a Common Lore Test indicates the character recalls possession of this knowledge may cause difficulties for those\ngeneral information about the subject. The GM determines not associated with the group in question. Excessive knowledge\nwhat extra information to provide for additional Degrees of the hidden truths of the Traitor Legions, for example, can\nof Success. be decidedly bad for one’s health for those outside (or even\n", + "page": 99, + "source": "Core Rulebook" + }, + { + "title": "Intelligence", + "content": "wranGlinG (advanced)\nWith the Tracking Skill, the character can follow the Intelligence\nsigns left by his quarry, allowing him to hunt them down. The character can tame, train, and potentially ride animals he\nFollowing obvious tracks does not require a Skill Test, and is encounters in his travels, from spine-hounds to the noble warhorse\nconsidered part of a character’s movement. In instances where breeds. Both taming and training beasts are Extended Tests, the\nthe time or elements have eroded the signs or where the very duration of which is determined by the nature and temper of the\nenvironment makes seeing them difficult, such as darkness creature involved. Once an animal has been broken to its master’s\nor fog, Tracking Tests are required. The difficulty depends will—or at least formed a partnership for particularly strong-\non the condition of the traces and the tracker’s surroundings. willed beasts—directing it or issuing commands is a Half Action.\nWhen following any tracks where the difficulty of the test Wild animals, or those trained for hostility and aggression,\nis more than Challenging (+0), the tracker’s Movement rate can have their Disposition changed by one level for every two\ndrops to half. Cunning or devious quarry may attempt to Degrees of Success, up to a maximum of three levels by a Full\nconceal or erase their tracks. In any case where an opponent Action use of this Skill. GMs may impose penalties for animals\n\nout of action to regain full Cohesion.\nCatfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nOpponents get no bonus for outnumbering the\nCombat Master WS 30\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.\nCause greater damage when charging or dropping\nDeath From Above Adeptus Astartes, Pilot (Personal)\ninto combat using a jump pack.\n\nchance of Righteous Fury.\nIV: Talents & Traits\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.\nExotic Weapon Training† — Gain proficiency with an exotic weapon type.\nEye of Vengeance\nRoll twice for Psychic Phenomena (see page 187) and\nFavoured by the Warp WP 35\ntake better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.\nFlame Weapon Training† — Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.\nThe character has a good reputation amongst a certain\nGood Reputation† Fel 50, Peer\n\nImmune to Pinning by Pistols and Basic Weapons.\nLast Man Standing Nerves of Steel\n\nImproves Cover.\nLeap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.\nTable 4–1: Talents, Continued\nTalent Name Prerequisite Benefit\nLuminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nThe character has advanced Mechanicus\nMachinator Array Techmarine or Mechanicus Implants\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nIV: Talents & Traits\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\n\nFellowship Test.\nMechadendrite Use† Techmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nThe character may enter a trance to remove\nMeditation —\nFatigue.\nMelee Weapon Training† — Gain proficiency with a group of melee weapons.\nThe character may use Psychic Powers while in\nMental Rage Frenzy\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.\nGain +10 bonus on Fel Tests to interact with\nPeer† Fel 30\norganisation.\nPistol Weapon Training† — Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nUse Swift and Lightning Attack as a Half Action\n\nOne item up to 20 Requisition becomes standard\nSignature Wargear\nissue.\nSignature Wargear One item up to 40 Requisition becomes standard\nSignature Wargear\n(Master) issue and gain an additional benefit.\n\nOne item up to 70 Requisition becomes standard\nSignature Wargear (Hero)†\nissue.\n†\nDenotes talent group.\nTalent TalenTs for space Marines anD\nTheir eneMies\nDescriptions This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\n“The Imperium is a realm defended by sword strokes and the roar of Astartes and are not found by those outside their ranks or\nIV: Talents & Traits\nguns: a million sword strokes and a roar like the thunder of angry the ranks of the vile Chaos Space Marines. Others detailed\ngods pass every day, and yet it may prove not enough.” here are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\n–from the Ascension Address by Lord Militant Tetrarchus extraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nPlayers can find a complete listing of the Talents available in This second group of Talents has been included in this\nDeathwatch in Table 4–1: Talents, and the full explanations chapter not for the use of players in creating Deathwatch\nof each Talent on the following pages. haracters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.\nTable 4–1: Talents, Continued\n\nPrerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nauTosanGuine\nmoot. The character may use either hand equally well for any The ancient and blessed technology of the Mechanicus flows\ntask, and does not suffer the –20 penalty for actions using through the character’s blood. These miniscule machines repair\nhis off hand. minor injuries and speed healing. When applying healing, the\nSpecial: When combined with a Two-Weapon Wielder character is always considered Lightly Damaged, and heals at\nTalent, the penalty for making attacks with both weapons in an increased rate, removing 2 points of Damage per day.\nthe same turn drops to –10.\ng\narMour-MonGer Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nPrerequisites: Techmarine SP and Universal\nThe finest armours and most powerful shields are all products The character has received Basic Weapon Training in a group\nof the followers of the machine god, based on the fabled and of weapons, and can use them without penalty. The Universal\nancient designs of man’s glorious past. With years of training, group includes the Bolt, Las, Launcher, Melta, Plasma, and SP\na Techmarine can learn to enhance these protections, or use groups. Weapon Skill or Ballistic Skill Tests used with a weapon\n\nPrerequisites: Strength 45\nberserk charGe Whereas a weaker man would be sent flying when using\nThe character has learned to put the whole force of his heavy weapons, the character’s strong physique allows him to\nmomentum behind his weapon blows. When the character remain standing . The character can fire heavy weapons using\ncharges into combat, few can stand before him. If the Semi-Auto Burst or Full Auto Burst without bracing, and he\ncharacter uses the Charge Action, he gains a +20 bonus to does not suffer the –30 penalty for failing to brace.\n\nWeapon Skill instead of +10.\ncall To VenGeance\nbinary chaTTer Prerequisites: Adeptus Astartes, Fellowship 40\nThe character has optimised his use of Techna-Lingua for When a Space Marine falls in battle, one of his Battle-Brothers\ncontrolling servitors. The character receives a +10 bonus to any may inspire those who remain to great deeds in revenge for\nattempt to instruct, program, or communicate with servitors. their fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nblaDeMasTer brothers to revenge the fallen. The character may raise his\nPrerequisites: Weapon Skill 30, Melee Weapon Training weapon in defiance and speak an oath of hatred, or recite one\nThe character’s mastery of bladed weapons and martial of the canticles of vengeance. No matter how it is embodied,\ndisciplines has no peer. When attacking with any bladed his action restores the Battle-Brother and all those in Support\nweapon, including chainswords and power swords, the Range of him to their starting Cohesion.\ncharacter may re-roll one missed attack per Round.\ncaTfall\ng Prerequisites: Agility 30\nPrerequisites: Perception 30 Gymnastic ability and natural balance enables the character\n\nPrerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\ncoMbaT forMaTion the most harm, cutting into seams or hammering at weak\nPrerequisites: Intelligence 40 points. When the character’s melee attack causes Critical\nThe character has directed his comrades to prepare for danger, Damage add +4 Damage.\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nw\nInitiative rolls rather than individual Agility Bonuses. Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ncoMbaT MasTer inflicted in melee.\n\nPrerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nt\nthan would seem possible. Opponents fighting the Prerequisites: Ballistic Skill 30\ncharacter in hand-to-hand combat gain no bonuses for The character’s rock-steady hand and hawk-like eyesight\noutnumbering him. make him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.\ncoMbaT sense\n\nPrerequisites: Perception 40\nThe character has the ability to consciously recognise the\nDeaTh froM aboVe\nproddings of his subconscious as it reacts to his preternaturally Prerequisites: Adeptus Astartes, Pilot (Personal)\nsharp senses, giving the character an edge that mere speed A Space Marine descending into battle on trails of fire is a\ncannot match. The character may use his Perception Bonus in true angel of death come to bring ruin and ending on all who\nplace of his Agility Bonus when rolling Initiative. stand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nconcealeD caViTy bonus of 2d10.\nThe character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\ng\nThe character may conceal one small item, no larger than a Prerequisites: Adeptus Astartes, member of the Deathwatch\nclosed fist, within this cavity. Discovering this compartment All Deathwatch Space Marines automatically confirm any\nrequires success on a Difficult (–10) Search Test. If using Righteous Fury results (see page 245) against alien enemies\na medicae scanner or auspex, the Difficulty is reduced to without needing to re-roll the Ballistic Skill Test or Weapon\nOrdinary (+10). Skill Test.\n\nPrerequisites: Agility 40, Two-Weapon Wielder\nelecTro GrafT use\nThe character’s skill with guns is such that he can target Prerequisites: Techmarine or Mechanicus Implants\ntwo shots on exactly the same point. When armed with two The character may use his Electro Graft to access data ports\npistols, the character may fire both simultaneously as a Full and commune with machine spirits. This grants a +10 bonus\nAction. A single Ballistic Skill Test is made, and if successful, to Common Lore, Inquiry, or Tech-Use Tests whilst connected\nthe character hits his target with both shots. As the character to a data port.\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\neneMy\nweapons provides its +10 bonus. The character does not suffer Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nfrom the normal –20 Ballistic Skill penalty for wielding two Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nweapons. If the attack hits, the target’s armour gets applied as Adeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nnormal to both hits individually, but Toughness only counts Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nonce against the combined damage rolls of both hits. A single Navigators, Officio Assassinorum, PDF, Planetary Governors,\nsuccessful Dodge Test from the target avoids both shots. Rogue Trader, Schola Progenium, Scholastica Psykana\n\nFull Action and a successful a Willpower Test.\nferric suMMons\nPrerequisites: Techmarine or Mechanicus Implants,\nFerric Lure\nThe character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.\ng\nTalent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\nexeMplar of honour group encompasses all non-Exotic weapons with the Flame\nspecial quality.\nPrerequisites: Adeptus Astartes\nThe Battle-Brother exemplifies all that is finest in an Adeptus\nAstartes to the extent that his presence can rally his brothers\nflesh renDer\nand inspire them to fight together against overwhelming Prerequisites: Adeptus Astartes\nodds. The Battle-Brother may spend a Fate Point as a Free The Battle-Brother has a taste for the massive damage that\nAction to regain Cohesion equal to his Fellowship Bonus. He can be inflicted with chain weapons and other melee weapons\nmay do this once per Round. that rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\nfaVoureD by The Warp picks the highest roll. For weapons that inflict several dice\n\nsuccessful Willpower Test.\nt\n\nPrerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nfeeDback screech the bones claim to do for the superstitious masses. By\nPrerequisites: Techmarine or Mechanicus Implants careful consideration of all the possible consequences, and\nThe character can scramble his vox synthesizers, causing a examination of all evidence and information, the character\nhideous blast of noise that shocks and distracts others. All can identify the best path for success. By spending 10 minutes\nunprotected creatures within a 30-meter radius who have the studying or analysing a problem, the character gains a +10\nability to hear must make a Willpower Test or lose a Half bonus to his next Intelligence Test.\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.\nfrenzy GunslinGer\nThe character’s temper and passion boil just below the surface Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nof his psyche, mostly held in check by his rational mind, but The character has trained with pistols for so long that they are\neasily released when needed. If the character spends one full like extensions of his own body, barely requiring conscious\nRound fuelling his anger—by flagellation, drugs, or other thought to aim and fire. When armed with two pistols, the\nmeans—on the next Round he goes into an uncontrolled rage, character reduces the penalty for Two-Weapon Fighting by\n\nPrerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nt moves, skills learned from long years in the line of fire. When\nPrerequisites: Weapon Skill 35 the character performs a Charge or Run Action, opponents\nThe character’s speed and martial prowess allow him to land suffer a –20 penalty to Ballistic Skill Tests made to hit the\nseveral blows where lesser combatants land one. If the character character with a ranged weapon. This penalty continues until\nsuccessfully hits his target using the All Out Attack Action, he the start of the character’s next turn.\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.\nharDy\n\nPrerequisites: Toughness 40\nGooD repuTaTion The character’s constitution rebounds quickly from shock\nPrerequisites: Fellowship 50, Peer (of that group) or injury. When undergoing medical treatment or healing\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, from injures, the character recovers Damage as if Lightly\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Damaged.\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nd\nRogue Trader, Schola Progenium, Scholastica Psykana Talent Groups: Chaos Space Marines, Daemons, Mutants,\nThe character is well respected within a social group or Psykers, Xenos (specific), other\norganisation. The character gains an additional +10 bonus to A group, organisation, or race has wronged the character in\nFellowship Tests when dealing with this group. This Talent the past, fuelling this animosity. When fighting opponents of\nis cumulative with Peer, for a total of a +20 bonus. This that group in close combat, the character gains a +10 bonus\nbonus also applies to Influence Tests when dealing with this to all Weapon Skill Tests made against them.\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.\ng\nTalent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\n\nPrerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.\ng\n\nPrerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nheiGhTeneD senses such that they would follow him into the warp vortices of\nTalent Groups: Sight, Sound, Smell, Taste, Touch the Maw or on a boarding action against xenos corsairs. In\nEither genetics or augmetics have made one of the character’s personal combat, while visible to the character, the followers\nsenses are superior to others. When the character gains this Talent, are immune to Fear and Pinning.\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened\nSenses (Sight) would apply to an Awareness Test to see a distant\ninspire WraTh\nflock of shale crows, but not to a Ballistic Skill Test or a Weapon Prerequisites: Fellowship 30\nSkill Test simply because the character is using his eyes. The character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\ng hatred or anger, and this Talent doubles the number of\n\nPrerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\nt\ncharacter from sleep to full awareness, remaining alert even Prerequisites: Techmarine or Mechanicus Implants\nin slumber. The character is always assumed to be awake, The Omnissiah has blessed the character with augmetic conduits\neven when asleep, for the purposes of Awareness Tests or that parallel the bones of his arms. By reciting the proper litany,\nsurprise. Unfortunately, the character’s sleep is not deep and the character can channel the energy stored in his Potentia\ncan be frequently interrupted, resulting in a less-than-cheery Coil down these channels and direct it at enemies. Success on\ndisposition when awake. a Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack\nluMinen charGe MaGleV Grace\nPrerequisites: Techmarine or Mechanicus Implants Prerequisites: Mechanicus Implants\nThe character has mastered the union between his holy The character is implanted with anti-grav coils throughout his\nmechanical elements and his mortal flesh, allowing the lower body, allowing him to hover just off the ground. Using\n\nPrerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nMiMic\nand Fellowship-based Skill Tests affect 10 times the normal Vox synthesisers, training, or innate abilities allow the\nnumber of targets. character to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nMechaDenDriTe use the same language. The character cannot accurately copy the\nPrerequisites: Mechanicus or Techmarine Implants voice of a xenos due to the difference in physiology and the\nTalent Groups: Servo-arm, Weapon, Utility subtle complexities of most alien languages. Listeners must\nThough there are many different types of Mechadendrite, succeed on a Difficult (–10) Scrutiny Test to penetrate the\nthis Talent divides them into two broad categories: deception. If the character’s study used vox recordings or\nServo-Arm: Servo-arms are powerful mechanical arms fitted comm-link conversations rather than in-person observation,\nwith piston-driven claws that are equally effective as weapons the Difficulty of the Scrutiny Test is reduced to Challenging\nas they are at repairing machines. (+0). The character’s deception automatically fails if the\nWeapon: Mechadendrites of this type end in either ranged listener can clearly see him.\n\nPrerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\npsychic Techniques\nunknown languages, and make himself understood using this Talent Groups: See Psychic Techniques\nintuitive grasp. The character treats all languages as Basic Either through training or natural development, the character\nSkills. This is not the same as true knowledge of the language, has learned an additional Psychic Technique. Once this Talent\nand tests using this Talent suffer a –10 penalty due to the has been selected, the character may select one new Psychic\nsimplistic nature of translation. Technique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nw spend more XP -he spent the required XP when he purchased\nPrerequisites: Weapon Skill 40, Sure Strike the Talent. This Talent may be chosen multiple times, each\nThe character’s eye, hand, and weapon act seamlessly together, selection granting an additional Technique.\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.\nThe character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nd simple thought. The character can Ready as a Free Action\n\nBrother. Gain +1 Cohesion.\nno benefits for outnumbering the Battle-Brother in close\nYour guardian machine spirit aids you in combat. These effects last until the Battle-Brother chooses\nAny item\nthwarting enemies. Gain +2 Initiative.\nto end his Stalwart Defence or until he is rendered incapable\nFaith in your war gear bolsters your morale.\nAny item of fighting.\nGain +5 on WP tests.\nsTep asiDe sure sTrike\nPrerequisites: Agility 40, Dodge Prerequisites: Weapon Skill 30\nThe character can sway his body out of the path of an attack, The character has a degree of control over where his melee\ncausing it to pass through thin air. The character may make attacks land. When determining hit location for a melee\nan additional Dodge once per Round. In effect, this gives the attack, the character may use the dice as rolled, or he may\ncharacter a second Reaction that may only be used to Dodge, reverse them, choosing the preferred location. For example, if\nIV: Talents & Traits\nallowing two Dodges in a Turn. However, the character may Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstill only attempt a single Dodge against one attack. strike the Right Leg. However, since he has the Sure Strike\ntalent, he could choose to hit the Body (37).\ng\nThe character is an experienced survivor of the kind of\nsWifT aTTack\nmurderous fights that occur in the depths of an underhive or Prerequisites: Weapon Skill 35\n\nPrerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.\ng\nTalent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\nIV: Talents & Traits\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.\nToTal recall\n\nPrerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.\nt\n\nPrerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,\nhalve the result (rounding up).\nExample: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nThe flesh is Weak the Scything Talon strike still does 8 Damage. Unfortunately,\nPrerequisites: Mechanicus or Techmarine Implants it’s been tough going and Agamemnon only has 4 Wounds\nThe character’s body has undergone significant bionic remaining, which would normally result in 4 points of Critical\nreplacement to the point where he is far more machine than man. Damage. However, since he has the True Grit Talent, he only\nThis Talent grants the character the Machine Trait page\n(see 133) takes 2 points of Critical Damage.\nwith Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nTWo-Weapon WielDer\nnumber of times this Talent has been taken, such as The Flesh Talent Groups: Ballistic, Melee\nis Weak 3. Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nThunDer charGe same type, the character may spend a Full Action to attack\n\nequal to the character’s Intelligence Bonus.\nunshakeable faiTh\nThe character’s confidence in the Emperor is so strong that\nWhirlWinD of DeaTh\nthe character can face any danger. The character may re-roll Prerequisites: Adeptus Astartes\nany failed Willpower Tests to avoid the effects of Fear (see When facing massed opponents in combat, the Battle-Brother\npage 276). becomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nWall of sTeel any Damage dealt to the Horde’s Magnitude. For example,\nPrerequisites: Agility 35 if the Battle-Brother’s attacks would reduce the Horde’s\nThe character’s skill with blades is so profound that to try to Magnitude by 3, this amount is doubled to 6.\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second Prerequisites: Adeptus Astartes, Intelligence 40\nReaction that may only be used to Parry. The character may The Battle-Brother has survived many wars, seen much, and\nonly attempt a single Parry against any one attack. been favoured with the experience of his chapter’s most\n\nWillpower Bonus x10 metres.\nsTaMpeDe\nWhenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.\nsTranGe physioloGy\nA creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.\nd normal (to a maximum of +30), For example: the Archmagos\nVoltaic has a Dark Age of Technology cortical implant giving\nThe creature is a species of Tyranid; the all consuming alien him Unnatural Intelligence (×3). He is called on to repair a\nrace ruled by the will of the Hive Mind that links and controls damaged plasma core using his Intelligence based Tech Use\nall Tyranids. Tyranids are immune to all of the effects of the skill. Normally this would be a Very Hard (–30) Test, but\nfollowing: pinning, mind-affecting Psychic Powers, warp- thanks to his Unnatural Intelligence the Difficulty is reduced\nbased powers that affect the mind, cold, heat, diseases, by two stages to Difficult (–10), (–1 stage for ×2, and –1\n\nStrength Bonus increases to 8.\nunnaTural senses\nThe trait may be gained multiple times. Each time, you The creature can perceive its surroundings using senses other\nmay select a new Characteristic or one chosen previously. than sight or hearing, using special organs, fine hairs, or some\nEach time you apply this trait to the same Characteristic, the other disturbing trait to make itself aware of what’s around it.\nBonus multiplier increases by 1. For example, one selection This trait always includes a range, usually 15 metres.\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.\nd\nThe creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nexaMple Bonus (after modifying AB from other traits and factors,\nA Space Marine with a 42 Strength would normally have a 4 Strength specifically size).\nBonus (the tens digit of his Strength Characteristic). However,\nbecause he has Unnatural Strength (x2), his actual Strength Bonus\nis 8 (4 x 2 = 8).\nWarp insTabiliTy\nIt is important to note that the Power Armour strength bonus Most warp-entities have a tenuous hold on our reality, often\ncomes after this multiplication, so a Space Marine with a 42 maintained only by horror and bloodshed, and may be\nStrength gains +20 from his Power Armour. While wearing his disrupted if sufficient harm can be done to their manifested\n", + "page": 105, + "source": "Core Rulebook" + }, + { + "title": "Renown", + "content": "•\nCRaftsmanship\n•\nweapons\n•\nr\n•\nwaRgeaR &\nReliCs\n•\nChapteR\ntRappings\n•\nCybeRnetiCs\nChapter V: The resources of the Deathwatch exceed those of any\ntraditional Chapter. The wargear in a Watch Fortress’s\narmoury has many sources: equipment specialised to the\nArmoury\npurpose of fighting xenos forged by the Deathwatch’s own\nartificers, tithes from the Chapters sworn to the Deathwatch,\nInquisitional support, caches revealed by the cryptic Omega\nVault, and even technology captured during thousands of\n“The history of our chapter is in this bolter. Twelve times it has years at war with the alien.\npassed from one of our fallen Brothers to his successor. May the deeds\n", + "page": 136, + "source": "Core Rulebook" + }, + { + "title": "Requisition", + "content": "it performs in your hands live up to theirs.”\nV: Armoury\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company\nVictory is just a prelude to the next battle.\nE\nach Adeptus Astartes is a weapon unto himself, an\ninstrument of war left behind to safeguard humanity –maxim of the Blood Ravens Chapter\nin the God-Emperor’s stead. This sacred task is\nT\nassailed from every corner of the galaxy by every manner of hough the Deathwatch’s tools of war fill armoured\nfoe; a Battle-Brother faces threats so terrible that the mere chambers deep beneath Watch Fortress Erioch and\nknowledge of them can break mortal men. He could not hold sleep in the holds of its scattered Watch Stations, its\nback this abominable tide without weapons as carefully forged resources are still ultimately finite. The Forge Master must\nand time-tempered as his own gene-seed. The Space Marines ensure all Deathwatch Kill-teams in the Jericho Reach are\nare a remnant of the mighty Imperium that was, and their sufficiently equipped to fight the enemies of man. Simply\ntools of war reflect this same might. Their arsenals include keeping a steady stock of bolt shells requires vigilantly\nthe finest weapons and armour in the Imperium—equipment protected and secret supply lines. Replacing a suit of\nworthy of the Adeptus Astartes’ legacy. Terminator Armour may take years, and if a relic blade strikes\n", + "page": 136, + "source": "Core Rulebook" + }, + { + "title": "Renown", + "content": "Brother wishes to acquire a back-up or secondary weapon, or “This ship’s record is long and admirable indeed; with the Emperor’s\nfor Signature Gear calculations. blessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\nexample\nBrother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch –Brother Pellas, upon taking command\nDevastator Marine) are both Respected Battle-Brothers. They are of the Thunder’s Word\nV: Armoury\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nT\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the he Mission’s difficulty alone does not determine what\nplayers this equates to a Requisition rating of 60. Gideon’s player a Battle-Brother can remove from Deathwatch vaults.\ndecides to Requisition a storm bolter (20 Requisition) to use instead Many weapons of the Adeptus Astartes are marks of\nof his boltgun, and two clips of hellfire rounds (2 x 15 Requisition). status, and the right to carry them must be earned in the\nAs a Devastator, Aeldan always has a heavy bolter, so he Requisitions eyes of this unique organisation. Renown represents status\na suspensor (25 Requisition) and the vox-operated upgrade (15 within the Deathwatch, and is not altogether divorced from\n\nRenown Rating Renown Rank\nWeapons\nInitiated: You have recently sworn “Doesn’t matter how I came by it. Point is, this is the genuine article:\n", + "page": 138, + "source": "Core Rulebook" + }, + { + "title": "0-19", + "content": "your oaths of duty to the Deathwatch.\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nRespected: You have proven your I’ll show you how easy it is.”\n20-39 prowess repeatedly through bravery and\nblood.\n–Last words of Edwin Dice, Metallican arms dealer\nDistinguished: You have earned\nT\nan impressive number of victories\n40-59 he Deathwatch has access to a dizzying spectrum of\nsafeguarding humanity against its\nV: Armoury\nenemies. armaments. Weapons are divided into several groups\nFamed: Your reputation precedes you, containing a plethora of ranged and melee weapons,\n60-79 and your deeds are known to Battle- covering everything from mundane clubs to Astartes plasma\nBrothers across the Reach. cannons. All weapons come with the appropriate holster\nHero: Your name echoes to your when Requisitioned.\n80+ Chapter and beyond as a paragon of Weapon profiles use the following statistics, providing\nstrength and valour. players and GMs with all the relevant information needed to\nuse them:\nCraftsmanship\nName: What the weapon is called.\nClass: Describes what class the weapon is: exotic, melee,\nthrown, pistol, basic, heavy, or mounted weapon.\n• Melee weapons can be used in close combat. When\n\nCraftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x2 Distinguished\n• Mounted weapons are heavy weapons too large and counts as only having 2 Armour Points against any damage\npowerful to be man-portable. They are fired using the the hit deals. Note that Penetration has no effect on fields, but\nappropriate Heavy Weapon Training Talents, but must it does affect cover.\nbe mounted on a weapons platform (such as Terminator Clip: How many rounds/charges the weapon holds when\narmour) or a vehicle. Some Melee weapons (such as the fully loaded.\nChainfist) are also in this category. Rld (Reload): How many Actions the weapon takes to\nRange: This number determines how far the weapon can reload. This is generally Half (for a Half Action) or Full (for a\nfire accurately in metres. The weapon’s Short Range is half Full Action). Some weapons can take a number of Actions over\nthis number, while its Long Range is double this number (for several Rounds. The number of Rounds is given as a number;\n", + "page": 139, + "source": "Core Rulebook" + }, + { + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting\nas 0 (i.e. the armour provides no protection at all). Then\nwork out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\nBorn of a Thousand Forges\nThe Deathwatch draws its arms from a vast\narray of sources. Countless forge worlds, fact\nlabour to supply the thousand Chapters ories, and artificers\nof the Adeptus Astartes, each tithing som\nthe Deathwatch. With no standard for e portion in turn to\nthese contributions, nor any catalogue of\nencountered in the course of the Deathw the worlds and species\natch’s duty, one can only guess how man\nweapons circulate through their ranks. Wh y models and patterns of\nile the Godwyn-pattern boltgun is the mos\nthe staple Adeptus Astartes weapon, it is t numerous design of\nfar from the only one. Space Wolves often\njust as the Raven Guard favour Hawk’s carry the Fenris-pattern,\nTalons-pattern lightning claws. It would\neach and every weapon and variant pattern be impossible to detail\n", + "page": 140, + "source": "Core Rulebook" + }, + { + "title": "felling (x)", + "content": "respond superbly in skilled hands. They grant an additional Designed to puncture and to mangle, this weapon is capable\nbonus of +10 to the firer’s Ballistic Skill when used with an of toppling even the mightiest foes. If the weapon hits, it\nAim Action in addition to the bonus Aiming grants. When ignores a number of levels of Unnatural Toughness possessed\nfiring a single shot from a single Accurate Basic Weapon, if by the target equal to the number in parenthesis. For instance,\nsuch an attack also uses the Aim action, it gains an extra 1d10 a Felling (1) weapon ignores the benefits of Unnatural\nof damage for every two degrees of success to a maximum of Toughness (x2) and would reduce the benefits of Unnatural\ntwo extra d10. Toughness (x3) by one multiplier.\nbalanCed example\nSome weapons, such as swords and knives, are designed so Brother Argos fires his bolter (loaded with vengeance rounds) against\nthat the weight of the hilt balances the weight of the blade, a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\nmaking the weapon easier to wield. Balanced weapons grant (x3), raising its Toughness Bonus from 5 to 15. The vengeance\na +10 bonus to Weapon Skill Tests made to Parry. rounds are Felling (1), meaning that the Hive Tyrant’s Toughness\nBonus is only 10 (5 x 2 = 10) rather than 15 against this attack.\n\nRoll Field Strength\n20 or less Insignificant: There is no noticeable effect on nearby technology.\nMinor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\n21-40 Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.\nMajor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\n", + "page": 141, + "source": "Core Rulebook" + }, + { + "title": "41-60", + "content": "penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.\nead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\n", + "page": 142, + "source": "Core Rulebook" + }, + { + "title": "61-80", + "content": "one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.\nReliable teaRing\nBased on tried and true technology, Reliable weapons seldom Tearing weapons are vicious devices, exploding while lodged\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of inside their victim or using multitudes of fast-moving jagged\n10 has it in fact Jammed. Otherwise, it just misses as normal. teeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.\nsanCtified\nDamage inflicted by a Sanctified weapon counts as Holy\nc\nDamage, which has certain effects on some Daemonic and Some weapons rely on toxins and poisons to do their damage.\nV: Armoury\nwarp creatures. All weapons with this special Quality must be Anyone that takes Damage from a Toxic weapon after\neither Exceptionally or Master-Crafted. reduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nr Failure, however, deals an immediate 1d10 points of Impact\nThe standard ammunition of these weapons spreads out when Damage to the target with no reduction from Armour or\n\nbe used to Parry.\nsnaRe\nWeapons with this Quality are designed to entangle enemies.\nvolatile\nOn a successful hit, the target must make an Agility Test Volatile matter is charged with potential energy, and reacts\nor be immobilised. An immobilised target can attempt to violently on a solid hit. If a 10 is rolled for Damage on a\nburst the bonds (a Strength Test) or wriggle free (an Agility weapon with the Volatile Quality, Righteous Fury occurs\nTest) on his Turn. The target is considered helpless until automatically, dealing another 1d10 points of Damage. If\nhe escapes. the second roll results in 10, further Damage is possible (see\n\nRighteous Fury on page 245).\nstoRm\nA weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).\nTable 5–5: Ranged Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nBolt Weapons\nAstartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5† –\nAstartes Bolter\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 18 5 –\n(Godwyn)\nAstartes Boltgun Accurate,\nBasic 200m S/–/– 2d10+5 X 5 24 Full 17 15 Respected\n(Stalker) Tearing\nAstartes Combi-\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected\nWeapon††\nV: Armoury\nAstartes Heavy\nHeavy 150m –/–/10 2d10+10 X 6 60 Full Tearing 68 20 –\n\n50 10 –\n(Soundstrike)\nAuxiliary Grenade\nn/a 45m S/–/– ††† †††\n4 2 Full †††\n+3 15 Respected\nLauncher\n†††\nVaries with ammunition\nBolt WeApons\nman’s ReaCh exCeeds his gRasp\nIf common Imperial citizens picture power armour when\nGrave religious taboos exist throughout most of the\nthey think of a Space Marine’s profile, then they picture bolt\nImperium against daring to touch weapons meant for\nweapons when they think of his fury. Powerful and flexible,\nthe hands of the Emperor’s Angels of Death. Astartes\nbolters are the favoured weapon of the Adeptus Astartes, and\nweapons react violently to the grip of the unworthy,\nevery recruit is issued one as soon as he becomes a Scout.\nand men bearing terrible burn scars are living proof of a\nMost bolter models have their roots with the Space Marines,\nflamer’s outrage in the hands of an ignoble master. Still,\ndespite smaller, inferior adaptations treasured by Imperial\nthere are invariably those bold and foolish enough to\nofficers and nobles. Loud and brutal, bolt weapons are\ntry taming the machine spirits of Astartes weapons.\nV: Armoury\nterrifying to witness in any hand, but none wield them with\nObtaining an Astartes weapon should require\nsuch deadly proficiency as the Adeptus Astartes.\nconsiderable effort on a character’s part and never simply\nBolters fire self-propelled mass-reactive shells called bolts,\nbe the result of an Acquisition or Influence roll. Astartes\nset to explode just after penetration for maximum lethality.\n\nits smaller clip and slower rate of fire.\nHowever, they are ideal for Devastator\nunits needing to take down an enemy at Awareness Tests to hear shots made with a Stalker-pattern\nclose quarters and for Assault specialists needing a vehicle for boltgun suffer an additional –30 penalty and can only be\nthe Deathwatch’s many special bolt types. attempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes bolteR (godwyn patteRn)\nThe bolter, or boltgun, is\nthe backbone of every Space\nastaRtes Combi-weapon\nMarine arsenal. Bolters vary Combi-weapons are actually\nin age and pattern across two different weapons that\nthe Space Marine Chapters, have been combined into\nthough nearly all Astartes one firearm. The idea is to\nbolt weapons accept the provide the user with the\nsame ammunition. The versatility of two different\nDeathwatch-pattern bolter incorporates a shot selector, while types of guns, without\nBattle-Brothers who bring weapons from their home Chapter requiring him to switch\nadd attachments for the same functionality. between them (not to mention carry them both) on the\nbattlefield. Astartes combi-weapons typically use a boltgun as\n", + "page": 142, + "source": "Core Rulebook" + }, + { + "title": "and possesses the Felling and Blast(2) Qualities.", + "content": "A\nny witness to the ruthless efficiency of an Assault\nsquad can attest that Space Marines are as great a\nastaRtes digital weapons threat at close range as they are raining bolter fire\nDigital weapons, or digi-weapons as they are commonly from a distance. The Codex Astartes lays out many tactical\nknown, are miniaturised guns so advanced that most foes uses for warriors that can engage the enemy in close quarters,\nmistake them for mere ornamentation until the digi-weapon but for some Chapters, the drive to excel in hand to hand\nunleashes the firepower of a full-sized pistol. The ranking is as simple as the need to look one’s foe in the eyes before\nSpace Marines outfitted with such archeotech devices usually eviscerating him.\ninstall them along the finger ridge of a glove for practical The combination of a Space Marine’s enhanced physiology\nreasons. Rings are a more common design among Imperial and his power armour makes even the simplest of weapons\nnobles and military elite who are less likely to be wearing lethal in his hands. Melee weapons range from the simple\npowered gloves. Digi-weapons exist that replicate the but effective combat knife, to revered relics from ages gone\nfunctions of a variety of deadly weapons. However, each by—artefacts which could never be created again in this\n", + "page": 152, + "source": "Core Rulebook" + }, + { + "title": "Tearing", + "content": "Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nV: Armoury\nAstartes Power Fist Melee 2d10† E 9 Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nPower Field, Concussive,\nAstartes Thunder Hammer Melee 2d10+5 E 8 18 30 Distinguished\nUnwieldy\nOmnissian Axe (Astartes-Pattern) Melee 2d10+6 E 6 Power Field, Unbalanced 14 30†† Distinguished\n†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.\nTraditional Weapons\nAstartes Combat Knife Melee 1d10+2 R 2 – 2 3††† –\nCeremonial Sword†††† Melee 1d10+3 R 2 Balanced 5 3††† —\nSacris Claymore†††† Melee 2d10+2 R 2 Unbalanced 10 3††† –\nForce Weapons\nAstartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected\nOther Melee Weapons\n\n††††\nSee Page 170 for description\npoWer WeApons A chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nPower weapons project a disruptive energy field along the manual dexterity penalties as a lightning claw.\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nastaRtes lightning Claws\nthough in practice there is a traditional array in use by the Simply wearing lightning claws is a\nAdeptus Astartes. The sight of an angel of vengeance charging statement about the wielder’s expertise in\ninto battle is intimidating in its own right. When his weapon battle. Constantly honed melee prowess\nor fist itself suddenly flares to life in a halo of electricity, it and a willingness to sacrifice easy access\nbecomes truly inspiring—or terrifying—depending on which to ranged weaponry is necessary to utilise\nside of the charge you are on. A power weapon can still be these weapons to their full effect. For these\nused as an ordinary weapon should its power source become reasons, lightning claws are usually seen in\ninhibited or damaged. the hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\n\ncost for an Upgrade covers both the technological\nV: Armoury\ncomponents to fit the weapon, as well as any labour required\ntrAditionAl WeApons to install them in it. Many Techmarines prefer to make these\nBasic hand weapons are a common sight throughout the upgrades themselves, but doing so does not decrease the\nImperium and beyond; in much of the war-torn galaxy it is Requisition required.\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\naRm weapon mounting\nemployed by the Adeptus Astartes. This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nastaRtes Combat knife keep both hands free, and can have a strong visual impression\nWhen a Battle-Brother’s last grenade has been thrown, when as the Battle-Brother brings forth a storm of destruction with\nhis bolt rounds are spent and the enemy tide continues to the sweep of his hand. This upgrade reduces the weapon’s\nswell, he can always turn to his combat knife. Every Space Range by 30%. It is also possible to mount a weapon at the\nMarine is issued one of these blades as soon as he recovers shoulder instead of on the forearm, with the same effects.\nfrom receiving his implants, and he carries it up until his final Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or\n\nAgility Damage.\ndRagonfiRe shells Used With: All bolt weapons.\nDragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\nkRaken Rounds\ncomparable to a flamer. The superior propellants in kraken rounds provide\nEffects: Decrease the weapon’s Damage by 2. Anyone increased range without sacrificing armour\nwithin 2 metres of, and including, the target must succeed on penetration, while their ultra-dense adamantine\nan Agility Test or catch on fire. The firer may choose to target composition and improved explosive charge\nan object or specific area instead of an opponent. In this case provide a final burst of force for puncturing the\nthe shot is Routine (+20), and everyone in the 2 metre radius heaviest armours.\nmust Test to avoid catching fire. Effects: The weapon’s Penetration increases to\nUsed With: All bolt weapons. 8, and its Range increases by 50%.\nUsed With: All bolt weapons.\nTable5–11: Special Issue Ammunition\nName Req Renown metal stoRm Rounds\nAstartes Backpack Ammo Supply N/A – Metal storm rounds are tipped with proximity\nDragonfire Shells 28 Respected triggers, causing them to detonate sooner than\n\nattack roll.\nby\nchannels better left unmentioned. Their Dioctal Sacellum sits on Vormos, surrounded\nmysterious, aquila-topped xenos monolith s that they have made pure through elaborate\nn\nrites of consecration. Deep within this sanctuary, they labour to remove the corruptio\nfrom the machines brought to them, to isolate the knowled ge trapped within and bring\nthe\nit into compliance with the Universal Laws. Several items of technology, such as\nEMP grenade and masking screen have quietly made their way into circulation after\nbeing declared “Technosanctus Verifida e” by the Crucible.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nDeathwatch Relics\nAdamantine Mantle — — — — — — N/A — 15 50 Hero\nDeathwatch Relic Power Field,\nMelee — — 2d10+7 E 9 — N/A 25 50 Hero\nBlade Special\nAccurate,\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full 16 75 Hero\n\nTearing, Special\nChapter Relics\nArmour of the\nV: Armoury\nRemorseless Crusader Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\n(Sword Profile)\nChalice of Vision — — — — — — N/A — 5 70 Hero\n", + "page": 153, + "source": "Core Rulebook" + }, + { + "title": "Blast(1), Felling", + "content": "Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full 7 70 Hero\n(1), Volatile\nBalanced, Power\nFrost Blade Melee — — 1d10+11 E 9 — N/A 10 60 Hero\n\nField, Tearing\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero\niRon halo aRmouR of the RemoRseless\nExceedingly rare and reserved only for Battle-Brothers who have CRusadeR (blaCk templaRs)\nproven themselves time and again through exceptional deeds, the This artificer armour is one of a trinity crafted by the Black\nIron Halo is as much a mark of valour as it is a protective device—a Templars. Each suit is gilded with detestations of the warp\nfunction which should not be understated. These devices radiate and said to have the blood of saints layered into the thousand-\nan energy field almost as powerful as a storm shield, while their folded adamantite of its construction. The Armour of the\ntypical design of a literal halo crowning the wearer’s head leaves Pitiless Crusader and the Fearless Crusader remain with the\nhis hands free for battle. An Iron Halo is always Master-Crafted. Chapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\nRelics effects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\n\n4d10 X Damage with a Penetration of 4.\npain suppRessant A successful Demolitions Test while planting mines allows for\nThe same chemical is found in most Astartes power armour more sophisticated trigger techniques such as time-delays. These\ninjectors and allows a character to ignore Critical Effects for booby traps are particularly effective when used to damage the\n1d10 Rounds. Additional doses are often carried in nartheciums, vulnerable underside of most vehicles. Cluster mines double their\nand may also be used in the Sacraments of Renewal to refill Penetration to any vehicle in their area of effect.\npower armour injectors with a Routine (+10) Tech-Use Test.\nastaRtes signum\nRepaiR Cement A signum is a sensorium and transmitter array that can be mounted\nRepair Cement is a spray-gel composed of dual tubes of on a Battle-Brother’s armour. It broadcasts enhanced tactical\npolyplas allomers that bond instantly with each other to seal readings to all members of a Squad, allowing them to benefit from\npower armour damage. It is typically used for quick field the targeting data. While a character equipped with a signum is in\nrepair of breaches until the armour can be attended properly Squad Mode, all characters in Squad Mode receive a +5 bonus to\nby a follower of the Omnissiah. A Space Marine learns how Ballistic Skill Tests. If the equipped character spends a Full Action\n\nName Wt Req Renown\nand biological life signs. A character using an auspex gains\nAstartes Cluster Mines 4 5† –\na +20 bonus to Awareness Tests and may make a Tech-Use\nAstartes Signum 5 35 Distinguished\nTest to spot things not normally detectable to human senses\nAstartes Signum Link +0.5 20 –\nalone, such as invisible gases, nearby bio-signs, or ambient\nAstartes Targeter 4 25 Distinguished\nradiation. The standard range for an auspex is 50m, though\nAuspex 0.5 12 –\nwalls more than 50cm thick and certain shielding materials\nCartograph 0.5 5 –\ncan block the scanner.\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nCaRtogRaph Data Slate 0.5 5 –\nThis specialised data-slate accepts geographical and Demolition Charges 1 10 –\nnavigational information on a planet, either from existing Elucidator 1 25 –\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its Lamp/ Glow-globe 0.5 1 –\ngeo-locator tracks the user’s planetary coordinates, enabling it Locus Seeker – 30 –\nto provide distance and bearing to any known location. This Magnoculars 0.5 3 –\n", + "page": 166, + "source": "Core Rulebook" + }, + { + "title": "01-03", + "content": "doom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\nVI: Psychic Powers\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\n\nsurface of his mind in a wave of negative emotion.\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\n\nmetres of the psyker.\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\n\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\n\nfires within 3d10 metres of him.\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\n\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\n\nCharge actions.\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\n\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\n\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\n\nstatues of people within this area, they appear to be crying blood.\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the\n\npsyker must make a Routine (+10) Agility Test or be knocked down.\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\n\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain\n\nfor a few brief moments. Everyone within this area must test against Fear (1).\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\n57–59 into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\n60–62 creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\n\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\n66–68 the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)\nmust make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n69–71 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\n72–74 exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points\nunless they can pass a Difficult (–10) Willpower Test.\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\n75+\nthe Warp.\nTable 6–2: Perils of the Warp\nd100 Roll Effect\nThe Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\n01-05 must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.\nWarp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers\n", + "page": 186, + "source": "Core Rulebook" + }, + { + "title": "06-09", + "content": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.\nVI: Psychic Powers\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n\n(See page 261 for rules on Falling Damage).\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n\n1 hour and gains 5 Corruption Points.\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\n25–30 state. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\n31–38 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\n39–46 targets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\n47–55 shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\n\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\n59–67 rendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\n\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\n73–78 metres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\n79–82 metres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\n\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\n87–90 alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\n\nand Untouchables suffer half the damage rolled.\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\n91–99 existence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.\nDestruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\n00 to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.\nPsychic Powers c haPTer DisciPLines\nJust as the Adeptus Astartes have stored the teachings of\nThe power of a psyker is darkness, fire, and death, given life and Librarians past, so too do many Chapters develop their own\npurpose to rend souls and break minds. forms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\n–First line of the Litany of Lies and Truths have learnt to shape powerful and terrible effects for their\nVI: Psychic Powers\nLibrarians to wield. Chapter Disciplines are only available to\nP\nsychic powers work in much the same way as Talents Librarians of the Chapter they represent, reflecting both their\nor Skills and allow a psyker character to manifest unique training and Primarch-given gifts of blood and spirit.\n\nhours recovery before it may be used again.\niron arm\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nmachine curse which he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nAction: Full that a re-roll may never itself be re-rolled.\nOpposed: No\nRange: 20m x PR\nSustained: No\nvorTex of Doom\nDescription: The Librarian calls down a terrible curse on Action: Full\nVI: Psychic Powers\nnearby machines and vehicles. The Librarian can either target a Opposed: No\nsingle vehicle (such as a battle tank or landspeeder) or a number Range: 10m x PR\nof mechanical devices (such as guns or servitors) equal to his PR. Sustained: No\nIf a single vehicle is targeted then it may not move or fire any of Description: With an utter disregard for reality, the Librarian\nits weapons for a number of Rounds equal to the Librarian’s PR as opens up a flickering vortex in the fabric of space and time. The\n\ncover protect as normal.\nwinGs of sanGuinius\nAction: Full\nOpposed: No\nTable 6–13: Blood Angels Powers Range: Self\nPower XP Cost Prerequisites Sustained: Yes\nBlood Boil 1500 Rank 3, WP 40+ Description: The Librarian sprouts a pair of blood red wings\nBlood Lance 1000 — of psychic energy from his back that can bear him aloft. While\nFear the Darkness 1000 WP 40+ this power is in effect, the Librarian gains the Flyer Trait (see\nMight of Heroes 500 — page 132) with a Movement equal to his PR.\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+\nDark Angels him. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nPowers the psyker suffers no ill effects to Cohesion or Willpower as\n\na result of Fear.\nO\nnly Dark Angels Librarians have access to Dark\nminD worm\nVI: Psychic Powers\nAngels Psychic Powers. These powers may be\npurchased with Experience Points, provided the Action: Full\nLibrarian meets the power’s Prerequisites and XP Cost as Opposed: Yes\ndetailed on Table 6–14: Dark Angels Powers. Range: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nforce barrier Librarian implants the seed of doubt and remorse, crippling\nAction: Full the creature with indecision and guilt. This powers works\nOpposed: No against a single target. Those affected by the power suffer\nRange: Self a –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nSustained: Yes of 05). If this power is sustained then the target may make a\nDescription: Wrapping himself in a blanket of power, the new Opposed Willpower Test at the start of each of its turns\nLibrarian creates a potent but static psychic shell over himself. to end the effects.\nWhile this power is in effect, and as long as the Librarian does This power also confers a +30 bonus to the psyker’s\nnot move, he gains 3 AP x PR to all locations. In addition, if Interrogation skill.\n\nattacks count as having a Penetration of 0.\nTrue sTrike\nAction: Half\nheLLfire Opposed: No\nAction: Half Range: Self\nOpposed: No Sustained: No\nRange: 50 metres x PR Description: Deadly against those with the psychic gift, the\nSustained: No effects of a True Strike can smash an enemy psyker’s mind\nDescription: The Librarian summons a torrent of psychic fire to pieces. If the Librarian performs a melee attack against a\nto burn and char his foes. He may pick a point within range psyker (an individual Psy Rating of at least 1) within 1 Round\nand engulf it in a cloud of flame with a radius of 2 metres x x PR of activating the power, a successful attack will inflict an\nPR. All those within the area will suffer 1d10 Energy damage additional 2 points of damage x PR which cannot be reduced\nx PR. In addition, all those within the area of effect must by armour or Toughness. In addition, an individual suffering\nmake Challenging (+0) Agility Tests or be set on fire (see damage from this power must make a Hard (–20) Willpower\npage 260). Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.\n\nWillpower Test to break free.\nTesTs\n•\nThe Role of faTe\n•\nt\n•\n", + "page": 187, + "source": "Core Rulebook" + }, + { + "title": "squad Mode and", + "content": "solo Mode\n•\nsquad and solo\nMode abiliTies\n•\nMissions\nChapter VII: Success is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such\nPlaying the cases, the governing Characteristic is halved (round down).\nA character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nGame Many Talents can improve a Battle-Brother’s chances of\nVII: Playing the Game\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\n“A Space Marine is not born, but made by the good grace of the Weapons Skill and Ballistics Skill are Characteristics. See\nEmperor from flesh, blood, and a will to do the Master of Characteristic Tests on page 203.\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader exaMple\nvessel Frozen Talon Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nT\nhis chapter covers the game’s core rules systems and to escape the charging Space Marine. To climb down the cliff, the\nhow to use them to play games of Deathwatch. It GM decides that Brother Ulfric must make a Climb test, which is a\nintroduces the main game mechanics and how to make skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\n", + "page": 200, + "source": "Core Rulebook" + }, + { + "title": "Strength", + "content": "push over a grox.\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nResist poison or disease, tolerate\nToughness temperature extremes, stave off hunger, Bonus wins. If the result is still a tie, the lowest dice roll wins.\nresist mutation. Should both parties fail, one of two things occurs. Either\nDetermine Initiative, maintain balance there is a stalemate and nothing happens or both parties should\nAgility on a narrow surface, navigate treacherous re-roll until there is a clear winner.\nterrain.\nRecall an important detail, identify a\n", + "page": 202, + "source": "Core Rulebook" + }, + { + "title": "Intelligence", + "content": "familiar face, solve a puzzle. exaMple\nNotice a hidden enemy, locate a secret Ulfric is trying to force open a bunker door while a group of terrified\n", + "page": 202, + "source": "Core Rulebook" + }, + { + "title": "Perception", + "content": "door, gauge another person’s attitude. traitor guardsmen try to hold it closed. The GM decides this is an\nWillpower Resist a Psychic Power, torture, or Fear. opposed Strength, and so Ulfric’s player rolls against his character’s\nMake a good impression or inspire Strength of 41, while the GM roll against the collective guardsmen\n", + "page": 202, + "source": "Core Rulebook" + }, + { + "title": "Fellowship", + "content": "confidence. Strength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ndegRees of suCCess and failuRe compared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nTesT diffiCulTy\nis particularly important with social skills, such as Charm and Not all tests are equal. Setting a melta bomb on a stationary\nInquiry, as well as certain combat situations, such as firing a bunker and placing the same bomb on a moving battle tank\ngun capable of a semi-automatic or fully automatic burst. while under fire may both require Demolition Tests, but the\nMeasuring Degrees of Success and Failure in a Skill or latter is clearly harder than the former. But how much harder\nCharacteristic Test is straightforward. After the percentage is one from the other? This is where test difficulty and the roll\nroll is made, compare the roll with the modified Characteristic of the GM both come into play.\nscore. For each full 10 points by which the Characteristic was In some cases, the difficulty of a test is pre-determined by\n\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nbuRning faTe In some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nSometimes a re-roll or an extra Degree of Success is not going Table 7–5: Narrative Time Movement describes the\nto be enough to save a Battle-Brother’s life. In these instances, standard speeds a character can move at a leisurely pace under\nthe character may choose to burn a Fate Point and permanently ideal circumstances. Environment (see following) can affect\nreduce his Fate Points by one. The result is that the character these speeds, hindering the characters as they travel.\nsurvives whatever it was that would have killed him, but only\nVII: Playing The Game\njust. For example, if the character was shot with a lascannon Table 7–5: Narrative Time Movement\nand suffered a Critical Hit that would have killed him, instead\nAB Per Minute Per Hour Per Day†\nhe is only hideously burnt and rendered unconscious with\n0 12m 0.75km 7km\nzero Wounds. In more extreme circumstances, such as being\n1 24m 1.5km 15km\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battle- 2 48m 3km 30km\nBrother makes his escape. A Fate Point may be burnt even if 3 72m 4km 40km\n\n10 10 20 30 60\nRunning and naRRaTive TiMe Climbing\nCharacters can run during Narrative Time, but doing so is There may be times during a character’s explorations when\ntiring. When running, a character triples his rate of movement, he wants to scramble over a low wall, descend into a crevasse,\nbut each hour of sustained running requires the character to climb to an ideal rooftop sniper position, or shinny up a tree\nmake a Toughness Test, with a cumulative –10 penalty per to escape the claws of vicious xenos. Climbing is divided into\nhour after the first, to sustain the pace. On a failed test, the two general categories: simple climbs and sheer surfaces.\nVII: Playing the Game\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nsiMple CliMbs\nhurrying, characters can continue running after a failed test, but Simple climbs can include fences, steep hills, boulders, trees,\npenalties gained from multiple failed tests are cumulative. or anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nfoRCed MaRChing he takes his time and is not being distracted (such as being\nThere’s nothing stopping characters from pushing themselves shot at).\n", + "page": 202, + "source": "Core Rulebook" + }, + { + "title": "Agility Modifiers", + "content": "abseiling. This requires some kind of climbing gear, such a\nCondition Difficulty drop harness, or at the very least some long rope. An abseiling\nFog or Smoke Ordinary (+10) character makes a Challenging (+0) Agility Test. On a\nMud Challenging (+0) success, he descends at a rate of 10 metres per Round. On a\nShallow Water Challenging (+0) failure, he descent rate is only five metres per Round. Failure\nDarkness Difficult (–10) by two or more degrees requires to the character to make a\nSnow Difficult (–10) Challenging (+0) Strength Test or lose his grip—if he is\nUnderbrush Difficult (–10) not wearing a drop harness, he falls.\nDense Crowds Hard (–20)\nZero Gravity Hard (–20)\nRubble Hard (–20)\nTremors Hard (–20)\nJUmPing and leaPing Running hoRizonTal leaps\nA jump is a controlled vertical ascent or descent where a When performing a Running Horizontal Leap, a character\ncharacter attempts to either jump as high as he can, or jump must move at least four metres in a straight line before\ndown safely without suffering damage. If a character is pushed making the Leap. At the end of his movement, he makes a\n", + "page": 205, + "source": "Core Rulebook" + }, + { + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion daMage Cohesion is a resource that must be used wisely by the Kill-\nIn the same way that a Battle-Brother may suffer Damage team during the course of a Mission and typically they will\nto his physical capacities, he may also suffer Damage to his only have a handful points at their disposal. There is however\nability to connect to his squad and combat morale. This often a few ways in which Cohesion can be recovered during play,\ncomes in the form of some kind of weapon attack, though restoring the Kill-team’s pool, strengthening their bonds\nit can come from other sources such as Psychic Powers or of brotherhood and allowing them further access to Squad\nunusual environments. This Damage temporarily reduces the Mode abilities.\nKill-team’s Cohesion in the same way that weapon Damage One point of Cohesion will be recovered by the Kill-team if:\nreduces Wounds. This reflects the fact that weight of enemy • The Kill-team completes one of their Mission Objectives\nfire, the chaos of combat, and particularly devastating weapons (see page 230)\ncan all place strain on the Kill-team and its ability to function • Any member of the Kill-team spends a Fate Point\nas an organised battlefield unit. • The GM decides that the Battle-Brothers have completed\nWhen a Battle-Brother is in Squad Mode (see page 213), a particularly monumental task or roleplayed well the\n", + "page": 211, + "source": "Core Rulebook" + }, + { + "title": "Cohesion Challenges", + "content": "Free Action and is taken as soon as the damage occurs. Cohesion is not just used to activate Squad Mode abilities but\nSince damage to Cohesion relies on shock and confusion, can also be used to quickly enter Squad Mode or maintain\nthere are limits to the amount that a Kill-team can suffer in a it under certain stresses, or test the Kill-team’s trust in each\nsingle combat Round—additional explosions, storms of shells, other and faith in their leader’s abilities. In both cases this is\nand artillery have little additional effect. For this reason, a Kill- know as a Cohesion Challenge. To pass this test, a character\nteam will only ever suffer 1 point of Cohesion damage each must roll equal or less to his Kill-team’s current Cohesion\nTurn, with any additional Cohesion damage being ignored. on 1d10.\nexaMple\nA potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each Battle-\nBrother must pass a Cohesion Challenge to maintain Squad Mode.\nThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nSquad Mode whaT iS SqUad mode? Squad Mode can only be entered deliberately by a character\nand Solo Mode by using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\n\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nwhaT iS Solo mode? to see each other in order to be in Support Range. This visual\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked Table 7–9: Support Range\nto the rest of his squad in any special way and cannot benefit Rank Support Range\nfrom Squad Mode actions or abilities used by his Battle- Visual distance, no more than\nBrothers. He has access to all of his Solo Mode actions and 1–3 (Close)\n30 metres away.\nabilities and may use these freely. Vocal distance, no more than\n4–6 (Medium)\n60 metres away.\nVocal distance, no more than\n7–8 (Extended)\n120 metres away.\ncontact can, however, be very minimal, and should function that a Space Marine can take at any time during his turn. To\nin near-darkness, heavy rain, and the chaos of combat, where enter Squad Mode, a Battle-Brother must adjust his tactics,\nfriends and foes can only be glimpsed through the swirl of note the positions of his Kill-team, and prepare for close unit\nsmoke and the flash of bolter fire. actions—all of which requires an effort on the part of the\nVocal distance means that the Battle-Brothers no longer Space Marine, one that comes easier with experience and the\n", + "page": 211, + "source": "Core Rulebook" + }, + { + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if\n", + "page": 213, + "source": "Core Rulebook" + }, + { + "title": "he fails a Cohesion Challenge (see page 212).", + "content": "exaMple\nWhile in Squad Mode, Palarius has advanced ahead of his Kill-\nteam hunting for an Ork boss in the ruins of an old Imperial\nchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.\nSolo Mode gaining solo Mode abiliTies\nA character begins play with access to his own Chapter’s\nAbilities Solo Mode abilities as well as any Codex abilities for which\nhe meets the requirements. The requirements for Solo Mode\nabilities are based on Rank; the level of experience attained\n“Brothers, there are moments where only the fury of a true Son of by the Battle-Brother (see Chapter II: Specialities for details\nVII: Playing The Game\nSanguinius will serve. This is such a moment.” on Ranks). This required Rank represents the minimum Rank\nneeded to gain and use the ability. However, unlike other\n–Brother Nocturne of the Blood Angels abilities such as Talents and Skills, a character does not need\nto spend Experience Points to gain a Solo Mode ability, and\nA\ns a chosen warrior of the Emperor, a Space Marine once he meets the Rank requirements he can use the ability.\n", + "page": 213, + "source": "Core Rulebook" + }, + { + "title": "Cohesion", + "content": "of any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nRighTeous zeal (blaCk TeMplaRs) leaves his chosen location either by his own choice or\nRequired Rank: 1 involuntarily.\nEffects: The Black Templars are well known for their fanatical Improvement: At Rank 3 and above the temporary Wounds\ndevotion to the Emperor and their burning hatred for psykers, increase to 12. At Rank 5 and above the Battle-Brother may\nwitches, and warp spawn. Once per combat, a Battle-Brother of move a number of metres equal to his Agility Bonus each\nthe Black Templars Chapter may call upon Righteous Zeal as a round without losing the effects of the ability. At Rank 7 and\nFree Action at the start of his Turn. While under the effects of the above the temporary Wounds increase to 18.\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nwolf senses (spaCe wolves)\nToughness Bonus is increased by +4 when reducing Damage Required Rank: 1\nfrom attacks by creatures with the Daemonic Trait or Damage Effects: As part of the genetic gifts of their Primarch Leman\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a Russ, the Space Wolves have almost preternatural senses\n\nusing squad Mode abiliTies\nrank as the Imperium’s finest fighting arm and easily the equal Squad Mode abilities function just like other Actions and can\nof any xenos, Chaos, or heretic foe. While this superiority is in be activated by a Battle-Brother in his Turn. There is no test\npart the result of their genetic heritage, potent arms and armour, to active these abilities; however the Battle-Brother must spend\nand indomitable will, it is also due largely to their training and the required amount of Cohesion (as indicated by the ability)\ncombat tactics. The bond between Battle-Brothers, combined and he must be in Squad Mode. He only needs spend this\nwith a constant training regime, hones a Kill-team’s skills to a cost once, however, and once an ability has been activated, it\nrazor’s edge and makes them capable of preternatural combat remains so for the remainder of the Mission (if the ability is\nfeats. A Space Marine lives and dies by the strength of his Sustained) or for the duration of a single combat (if the ability\nBattle-Brothers. is not Sustained) and may be used by either him or any other\nSquad Mode abilities represent specialised Kill-team training members of his Kill-team in Squad Mode.\nand the superior skill at arms that all Space Marines possess. These Both the Battle-Brother using the action and any other\nare the abilities and special actions that truly allow the player’s members of his Kill-team within his Support Range may then\n\nkeeping TRaCk of squad Mode\nAndrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nabiliTies\nbreak cover and charge at the enemy. Later in the Round, the other As may be apparent, it is possible for a Battle-Brother\nmember of the Kill-team, still in cover, uses the Fire Support Squad to use numerous Squad Mode abilities during a single\nMode ability to give Palarius and his Battle-Brothers cover. Even combat. Within a single Kill-team there might also be\nVII: Playing the Game\nthough they are still in Support Range, neither Palarius nor the several Squad Mode abilities being sustained at any\nBattle-Brothers who joined him in his Bolter Assault can benefit one time, and players may wish to jump from one to\nfrom this ability. the next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\nsusTaining squad Mode abiliTies effects. Players should either make a mark, or place a\nMany Squad Mode abilities can be maintained indefinably marker (such as a dice or coin) on their Status Mode\nprovided that the Battle-Brother remains in Squad Mode. This sheet next to the Squad Mode ability they are using or\nis indicated in each ability’s description under the Sustained benefiting from. This mark can then be moved as their\n\nSupport Range or leave Squad Mode.\nexaMple\nAndrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.\n\nJoining susTained squad Mode\nabiliTies\nIt is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.\nexaMple\nJim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\ns Table 7–12: Codex Attack Patterns\nAll squads train in ways of working together to bring down Name Action Cost Sustained\ntheir targets, be it cracking an enemy strongpoint, crossing Bolter Assault Free 3 No\nopen ground under fire, or bringing down enemy armour. Fire for Effect Half 2 Yes\nAttack Patterns are Squad Mode abilities that cover these Fire Support Half 1 Yes\nmethods of attack and are most suited to aggressive tactics Furious Charge Free 3 No\nVII: Playing The Game\nand assaults. Squad Advance Half 1 Yes\n", + "page": 216, + "source": "Core Rulebook" + }, + { + "title": "Suppression", + "content": "Action: Half Action\nSpace Tooth and\nCost: 2 Wolves Nail\nFree 2 Yes\nSustained: No\nStorm Lightning\nEffects: The holy fury of the Emperor lives in the hearts of all Reaction 2 No\nWardens Strike\nBlack Templars, awaiting the time when it will be unleashed Lead by\nupon his foes. Until the start of his next Turn, whenever the Ultramarines Free 2 Yes\nExample\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an TooTh and nail\nadditional Standard Attack with that same weapon, against Chapter: Space Wolves\nthe same foe, as a Free Action. If this blow also hits, then they Action: Free Action\nmay make an additional Standard Attack and so on, up to a Cost: 2\ntotal number of extra attacks equal to their Agility Bonus. Sustained: Yes\nImprovement: If the Battle-Brother is Rank 4 or more, Effects: The animalistic nature and fighting style of the Space\nsummoning the Holy Vengeance is a Free Action. Wolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\n\nParry Tests.\nMissions overview\nMissions are broken down into the following three broad steps:\n“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\npRepaRaTion\nthat there is at least one of these so-called Ethereals coordinating This initial step occurs often in downtime before actual play\nVII: Playing the Game\noperations from the base, making it a vital target. It is my begins and represents the players preparing their characters\nrecommendation that we deploy the Deathwatch Kill-team available for the trials ahead. It covers the actions undertaken by the\nto us and consider the matter closed...” Kill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\n–High Tactician Favius at the Battle of Blood Moon choosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nT\nhe Adeptus Astartes are the surgical strike force of the which the GM gives the players an overview of their Mission,\nImperium’s military might, and their use on the field its objectives, and any other information they are likely to\nof battle reflects this status. No commander would have access to. The briefing allows the players to get an idea\nconsider using the much-feared Space Marines for simple of the kind of things they will be facing and the kind of tasks\n\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nTactical Marine, Assault Marine, Tactical Advance, Bolter\nOath of the Astartes +2 Cohesion\nor Devastator Marine Assault, Tactical Spacing\nTactical Marine, Librarian, or Fire for Effect, Regroup,\nOath to the Emperor +10 to Willpower Tests\nApothecary Strongpoint\nTactical Marine or Assault Tactical Advance, Bolter\nOath of Glory +1 Renown per objective\nMarine Assault, Furious Charge\n+10 to WS and BS vs. a\nGo to Ground, Dig In,\nOath of Knowledge Librarian or Apothecary chosen enemy or re-roll Psychic\nStrongpoint\nPhenomena\n+10 to all Tests to resist\nTactical Spacing, Regoup, Soak\nOath of Loyalty Tactical Marine or Apothecary Cohesion Damage, +1 to\nFire\n", + "page": 221, + "source": "Core Rulebook" + }, + { + "title": "Cohesion Challenges", + "content": "Devastator Marine or Ignore jams, re-roll tests to Fire Support, Fire for Effect,\nOath of the Weapon\nTechmarine confirm Righteous Fury Tank Buster\nExecution\n“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade\nVII: Playing the Game\ns\nAll missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.\npRiMaRy\nThese are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\noaTh of The weapon he should keep them as simple and as broad as possible. For\nSpace Marines drill constantly, and when they are not fighting. instance, a primary objective could be to destroy an enemy\n", + "page": 228, + "source": "Core Rulebook" + }, + { + "title": "bad inTelligenCe", + "content": "forcing the players to adapt to difficult situations and think Frequently the Imperium’s intelligence about its foes is just\non their feet, complications also increase the difficulty of a plain wrong. Commanders base decisions on unfounded\nmission and as a result the rewards the players gain from it. information and send soldiers to pay for their ignorance.\nHere are 10 typical complications that the GM can use to While the Deathwatch is more careful than most of the\nalter the nature of his missions, though he should feel free Emperor’s forces, they too can suffer from this fate. The GM\nto come up with more of his own. If a degree of randomness should change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\ninseRTion and exTRaCTion to destroy a bridge to discover it does not exist. It is then\nHow the Kill-team reach the battlefield and how they up to the players to discover the new objective and try to\nleave it depends on the nature of the Mission. This could complete it.\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nCuT off\nfrom a forward base. Ultimately it falls to the GM, in As can often happen in the chaos of war, a forward unit can\nthe role of the characters’ commanders, to decide how discover its supply lines cut off as the frontlines shift suddenly.\n\nKill-team has their Cohesion reduced by 2.\nInItIatIve\n•\nactIons\n•\nthe attack\n•\nInjury\n•\ncrItIcal Damage\nChapter VIII: turns\nEach character in an encounter gets one Turn each Round. During\nCombat a character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.\n“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms\nactIons\nA character can perform one or more Actions on his Turn. If a\nT\nVIII: Combat\nhe Imperium is beset on all sides from the enemies character is performing multiple Actions during his Turn, the\nof mankind: ravenous aliens, bloodthirsty daemons, order in which they are resolved may or may not matter. For\nand fanatical traitors, all intent on the destruction of example, a character could draw his pistol and then move a\nthe Emperor and those sworn to him. As members of the few metres, or he could move first and then draw his pistol,\nDeathwatch, the players stand on the frontlines against such and either way the end result is the same. But, if the same\nfoes, struggling to survive and bring glory and honour to character wants to shoot his pistol, he obviously needs to\ntheir Chapter. This means combat... lots of combat. draw it first. Actions are described in detail on page 236.\nThis section covers Actions, combat, and Damage in the\n\nDodged or Parried.\nFocus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.\nAttack, Concentration,\nGuarded Attack Full –10 WS, +10 to Parry and Dodge.\nMelee\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove up to movement as a Half Action or twice movement as a Full\nMove Half/Full Movement\nAction.\nUse Swift Attack or Lightning Attack Talents to make\nMultiple Attacks Full Attack, Melee or Ranged\nmultiple attacks.\nAttack, Concentration,\nOverwatch Full Shoot targets coming into a set kill zone, –20 to BS.\nRanged\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\n", + "page": 230, + "source": "Core Rulebook" + }, + { + "title": "DoDge", + "content": "to Grapple his opponent instead of inflicting damage. See Type: Reaction\nGrappling, page 240. Subtype: Movement\nDodge is a Reaction that a character can perform when it is not\nhis Turn. After a character is hit, but before Damage is rolled,\nthe character can attempt to avoid the attack by making a\nDodge Test. A character must be aware of the attack in order\ncombat abstractIons to make the test. If the test succeeds, the character gets out\nCombat in Deathwatch is fast and furious, designed of the way at the last moment and the attack is considered to\nso games don’t become bogged down with minutia. have missed (and thus no Damage is rolled). If the Dodge Test\nAs such, the rules take certain licenses with reality fails, the attack connects and deals Damage normally. Dodge\nand assumptions must be made about what is really can be used to avoid both melee and ranged attacks.\ngoing on during a fight. One such assumption is that\nnearly all combatants are at least somewhat concerned dodging auto-Fire and area effect attacks\nfor their own safety and are constantly side-stepping,\ntwisting, and ducking to avoid attacks or assume more Some attacks, such as those made with grenades, flamers,\nfavourable combat positions. With this in mind, the or guns firing semi-automatic or fully-automatic bursts, are\ndefault difficulty for all combat tests is Challenging especially difficult to avoid. When Dodging an area effect\n\nDoDge anD parry reactIons\nMelee attacks require the attacker to be engaged in melee When a target is hit by an attack, it may have a chance to\ncombat with his target. Ranged attacks cannot be made if the negate the hit with a Dodge or Parry Reaction. See Combat\nVIII: Combat\nattacker is engaged in melee unless he is firing a pistol class Actions, page 236 for details on resolving each of these\nweapon. In either case, the attacker must be aware of his target. Reactions. If the Dodge or Parry attempt is successful, the\nSee the Spray and Pray sidebar for additional information. attack is negated and no Damage is dealt.\nAssuming the attack is possible, follow these steps:\n• Step One: Apply Modifiers to Attacker’s Characteristic\n• Step Two: Attacker Makes a test example\n• Step Three: Attacker Determine Hit Location After Helgath’s bolt pistol shot hits the giant squig, the GM rules\n• Step Four: Attacker Determines Damage that the creature will attempt to Dodge the attack. The creature’s\n• Step Five: Target Applies Damage Agility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nstep one: apply moDIFIers to attack.\n\n(but see Dodge and Parry Reactions, below).\na number. Roll the appropriate die and apply any indicated\nmodifiers. Finally, if the attack involved a melee weapon, add tactIcal combat maps\nthe attacker’s Strength Bonus. The result is the Damage total.\nFor all attack rolls, count the Degrees of Success. The number\n(optIonal)\nof Degrees of Success is the minimum amount of Damage During large combats, some players may want visual\nthat attack will inflict on a single dice. If the attack inflicts references to help keep track of enemy positions, as well as\nmore than one dice of Damage, the player may apply the their own. The GM can accomplish this by sketching out\nDegrees of Success from the attack roll as the minimum result simple overhead maps on paper. Many game stores also\nto one dice of his choice. sell large game mats that you can draw on with wet-erase\nIf a natural 10 is rolled on any Damage die, there is a markers. These mats are usually pre-printed with squares\nVIII: Combat\nchance of Righteous Fury. grids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nrIghteous Fury miniatures where a one inch square represents one square\n", + "page": 237, + "source": "Core Rulebook" + }, + { + "title": "cover", + "content": "players should have these details noted on their Battle-Brothers’ Cover is a vital part of surviving a firefight, and a good\ncharacter sheets. The following apply when a character is fighting soldier knows that you go for your cover first and then draw\nwith two weapons: your gun. There are no penalties to Ballistic Skill Tests made\n• The character may use any melee weapons or ranged weapons to attack targets standing partly behind cover. However, there\nthat can be reasonably used in one hand. is a chance that the shot may hit the cover rather than the\n• The character may use either hand to make an attack. Attacks target. It is up to the character to decide which parts of his\nmade using the character’s secondary hand suffer a –20 body he is exposing when behind cover, but as a general rule,\npenalty to Weapon Skill or Ballistic Skill Tests. a character firing around or over cover will have his body\n• If the character has the Two-Weapon Wielder talent, he may and legs concealed. If the shot would hit a body location\nuse the Multiple Attacks combat Action to attack with both that is concealed behind cover, work out the Damage against\nweapons, but each suffers a –20 penalty to the Weapon Skill the Armour Points of the cover instead, with any excess\nor Ballistic Skill Test. If the character has the Ambidextrous being applied to the target as normal (see Table 8–5: Cover\n", + "page": 245, + "source": "Core Rulebook" + }, + { + "title": "DamagIng cover", + "content": "therefore it does suffer the standard penalty for attacks made Cover is not invulnerable. Attacks can damage or destroy the\nusing a secondary hand. protection afforded by cover. Each successful hit against cover\n• If a character with the Two-Weapon Wielder Talent is armed that deals any amount of Damage in excess of the Armour\nwith a melee weapon in one hand and a pistol in the other, Points it provides reduces the cover’s Armour Points by 1.\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\n\nweapon and Ballistic Skill for the pistol.\nTable 8–4: Combat Difficulty Summary example\nDifficulty Skill Modifier Example Myrdor has taken cover behind a small pile of sandbags while a gun\nAttacking a Surprised or servitor blasts at him with its twin autoguns. The gun servitor fires a\nEasy +30\nUnaware target.\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nShooting a Massive target. of Damage. Fortunately for Myrdor, all of the hits would have\nShooting a target at Point struck either his legs or body, so they are absorbed by the sandbags\nBlank Range.\ninstead. The first hit is fully absorbed by the sandbags to no effect\nMelee attacks against a foe\nRoutine +20 because they provide 8 Armour Points of protection. The second hit’s\nwho is outnumbered three to\none or more.\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nVIII: Combat\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nAttacking a Stunned\nopponent. is reduced by 7, leaving 1 point of excess Damage, which further\nShooting an Enormous reduces the sandbags Armour Points to 6.\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nDarkness\nto one. Weapon Skill Tests made in darkness are regarded as\nAttacking a Prone opponent Hard (–20), while Ballistic Skill Tests are regarded as Very\nwith a melee weapon. Hard (–30). While a Character is concealed by darkness,\n\n1 3\nVIII: Combat\nare Ordinary (+10).\ngangIng up\nA character has an advantage when he and his allies engage\n4 5\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill Target\nTests are Ordinary (+10). If a group of characters outnumber\ntheir opponent by three to one or more, their Weapon Skill\nTests are Routine (+20).\nhelpless targets 6–7 8 9-0\nWeapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nscatterIng In Zero gravIty\nFury as normal, but if two dice come up as 10, a Righteous The consequences of throwing dangerous objects in a zero\nFury is automatic (no second attack roll necessary). gravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nd scatter diagram, once for the X axis and once for the Y axis.\nCharacters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are piNNiNg\n", + "page": 245, + "source": "Core Rulebook" + }, + { + "title": "Zero Weapon Skill", + "content": "on this Characteristic.\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical The character may not make tests based\n", + "page": 250, + "source": "Core Rulebook" + }, + { + "title": "Zero Ballistic Skill", + "content": "on this Characteristic.\nEffects—Arm which says that Myrdor’s arm has been fractured,\nThe character collapses into\nforcing him to drop anything he was holding, and Myrdor suffers Zero Strength\nunconsciousness.\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\n\nZero Toughness The character dies.\nVIII: Combat\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nThe character is paralysed, helpless,\nand armour, he suffers 3 points of Energy Damage. Myrdor has Zero Agility\nand can take no Actions.\nnow suffered 5 total points of Critical Damage. The GM consults\nThe character slips into a dreamless\nthe Critical Damage 5 line of Table 8–11: Energy Critical Zero Intelligence\ncoma and is treated as helpless.\nEffects—Leg and determines that Myrdor has suffered a horrific The character is bereft of his senses\nburn that imposes one level of Fatigue (for three levels of Fatigue Zero Perception and suffers a –30 penalty to all Tests\ntotal) and reduces Myrdor to half speed for 2d10 Rounds. (except Toughness) until he recovers.\nThe character collapses into a\nremovIng Damage Zero Willpower nightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.\nCharacters automatically remove Damage (both ordinary and The character withdraws into a\nCritical Damage) over time through natural healing. Medical Zero Fellowship catatonic state. He may not speak or\nattention and some Psychic Powers can also remove Damage. take Tests based on this Characteristic.\nRegardless of the method however, the rate of Damage\n", + "page": 250, + "source": "Core Rulebook" + }, + { + "title": "Challenging (+0) Agility Test or be Knocked Down.", + "content": "Table 8–18: Impact Critical Effects - Head\nCritical\nDamage Critical Effect\nThe impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness\n1\nTest or suffer 1 level of Fatigue.\nThe attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill\n2\n\nand Ballistic Skill Tests for 1 Round.\n3 The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.\nVIII: Combat\n4 The concussive strike staggers the target, dealing 1d5 levels of Fatigue.\n5 The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.\nThe target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain.\n6\nThe target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.\nThe attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned\n7\nfor 1d10 Rounds and halves all movement for 1d10 hours.\nBlood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the\n8\nexperience.\nThe target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4\n9 metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore\ngets in their eyes or on their visors.\nAs above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If\nthe hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against\n10+ any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make\nanother attack (with the same weapon) against any target standing directly behind the original target and still within\n\nfew Psychic Powers can speed up Damage recovery.\nDeath for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nd more points of Critical Damage depending on the type of\nA character is considered Lightly Damaged if he has taken Damage suffered and the body location struck. If a critical\nDamage equal to or less than twice his Toughness Bonus. result indicates that the character is killed, then he is dead, and\nA Lightly Damaged character removes 1 Damage per day only burning a Fate Point (seepage 205) will save his life.\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nheroIc sacrIFIce (optIonal)\nVIII: Combat\n\nDamage equal to his Toughness Bonus.\nNo Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nexample to choose the option of Heroic Sacrifice if they know that their\nBrother Myrdor has a Toughness Bonus of 8. After a bloody mission characters have no other options to continue serving the Emperor\nhe has suffered 12 Damage. This amount of Damage is less than twice or wish to sell their lives for the greater good. When a player’s\nhis Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged. character is in a position to burn his final Fate Point to save his\nHe will naturally heal 1 Damage per day, but if he devotes an entire character’s life (Space Marines would only make this choice if\nday to rest and recovery, he can remove 8 Damage. there is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\nd a Heroic Sacrifice as a Free Action. Then, for a number of Turns\nA character is Heavily Damaged whenever he has taken more equal to his Toughness Bonus (including the turn in which\nDamage than twice his Toughness Bonus. A Heavily Damaged the Sacrifice was declared), the character can ignore all further\ncharacter removes 1 Damage per week through natural critical effects with the exception of those which render limbs\n", + "page": 255, + "source": "Core Rulebook" + }, + { + "title": "fEaR anD", + "content": "Damnation\nChapter IX: The GM\nGame Master\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\n“For the Emperor!”\nIX: The Game Master\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\n–Favoured battle cry of the Adeptus Astartes\nGM taken up by the person that has organised the game\nI\nin the first place—probably also the person that bought\nn Deathwatch, the players assume the role of elite warriors\nthis book. It is also common that over time several of the\nof the Imperium and must face the multitude of humanity’s\ngroup’s players may take on the role of the GM, sharing\nfoes across countless battlefields and war-scarred worlds.\nthe work and creating their own adventures. This allows\nThey are the chosen few amongst the uncounted billions of\nplayers a chance to make their own stories and can be very\nhumanity standing between the boiling dark and the flickering\nrewarding as GMs tag-team adventures leading to plots\nlight of civilisation and order. Bringing this bloody reality to\nand campaigns with more depth and detail.\nlife is the role of the Game Master who guides the players in\ntheir endeavours and adventures against the enemies of the ers\nImperium, formulating their missions, spawning horrors for\n\nthe weight of its own fear and confusion.\nteam represents an elite military formation that has\nGames where the Battle-Brothers take up the mantle\na significant place in the ranks of the Deathwatch,\nof envoys, emissaries, or assassins offer a different kind of\nIX: The Game Master\nInquisition, and Imperial war machine. For the GM, the\nexperience to pure combat missions and a challenge for the\nKill-team also represents a tool with which he can guide\nKill-team (a fearsome combat unit) to complete its goals and\nthe players through the rigid military structure of the\nobjectives without resorting to bolters and chainswords (at\nAdeptus Astartes while allowing them a decent degree\nleast not right away).\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nThe missions a Kill-team is assigned are special,\nadjudicating the actions of the players, the GM is also\nand the team itself comprises members chosen for their\ncharged with controlling the actions of anyone the PCs\nindependence and resourcefulness.\ncome into contact with. These non-player characters (NPCs)\nform a vital part of any game. NPCs can include close and\ns trusted allies, such as fellow Battle-Brothers or members of\nThe size, skills, and flexibility of a Deathwatch Kill-team mean the Deathwatch, as well as obvious and belligerent enemies\n\nMarine must have 60 Renown to be considered for\nthis honour.\nCreating\nMissions\n“Orders coming in, sir!”\nIX: The Game Master\n–Vox officers across the Imperium\nM\nissions are the staple of a Kill-team’s existence and\nthe basis for defining its adventures. The rules and\nguidelines for creating missions exist to aid the\nGM in fashioning scenarios and encounters for his players\nthat capture the danger and excitement of being part of the\nDeathwatch. GMs are not required to use Missions to create\ntheir adventures, but Missions represent a way for the GM to\nclearly lay out the parameters of a Kill-team’s game objectives,\nin keeping with the military nature of being an elite combat\nunit.\nseTTinG oBjecTives\nAll Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty. Novice: These kinds of Objectives are relatively simple and\nPrimary Objectives: These are at the core of the Mission should only require a small amount of effort from the Kill-team\nand vital to its success. A Mission that revolved around the or a very limited expenditure of their resources. Securing a drop\n", + "page": 262, + "source": "Core Rulebook" + }, + { + "title": "completion (Requisition).", + "content": "Table 9–3: Setting Kill Markers protecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nObjective Difficulty Kill Markers Recon: Intelligence gathering is a vital part of any Mission\nNovice 25 and can mark the difference between success and failure. Recon\nSkilled 50 Objectives revolve around procuring information, such as the\nVeteran 100 location of an enemy stronghold or the code to opening an\nancient xenos device.\nIX: The Game Master\nKill maRKeRs Daemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nSo when is an Objective complete? Usually this is self evident— and hungering for human souls. Daemonic Objectives involve a\nthe characters have completed their Objective of destroying a large degree of daemonic influence, either in the form of warp-\nbridge when the bridge has been destroyed. Some Objectives are spawned creatures or those deluded fools who follow them.\nless clearly defined, and the GM may require a way of further Xenos: It is the duty of the Deathwatch to deal with any alien\nbreaking these down so he can keep track of the Kill-team’s that would soil the Emperor’s domain with its presence. Xenos\n\nRequisition is divided among each Battle-Brother\nof such abilities or items, as well as the amount they increase Kill\nequally, but it also reflects the Kill-team’s total available\nMarkers, can be found in their own relevant sections.\nresources and can be shared out among the group as\nThere are six main Objective themes listed below, but they are\nthey see fit. Should the players choose, they may pool\nby no means exhaustive and the GM should feel free to create\ntheir Requisition and purchase equipment collectively.\nhis own.\nThis stock of gear may then be divided up using\nStealth: Some Objectives require the Kill-team to avoid\nwhatever method they choose.\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\n\nAssault: Battle-Brothers are no strangers to war, and many Objective/Difficulty Requisition\nof the Missions they embark on are laden with combat. Assault Each Primary Objective +20\nObjectives are best resolved with extreme violence and the Each Secondary Objective +15\napplication of heavy firepower—fortunately, something most Each Tertiary Objective +5\nKill-teams have in spades. Each Veteran Objective +10\nDefence: Battle-Brothers are not always on the attack and Each Skilled Objective +5\nsometimes they must hold their ground, usually while heavily Each Novice Objective +1\noutnumbered and without support. Defence Objectives focus on\ne lesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\nA GM creates a mission with one Skilled Primary Objective, one include reconnaissance for objectives of special interest to the\nVeteran Secondary Objective and two Novice Tertiary Objectives. Deathwatch, Inquisition or Imperium. Sabotage Missions often\nAdding these together gives a total of 62 Requisition for each involve themes such as Stealth and Recon as well as Xenos or\nBattle-Brother. Daemonic depending on the nature of the target.\n", + "page": 271, + "source": "Core Rulebook" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules_skills_backup_2025-08-18T19-12-15-016Z.json b/database/backups/rules_skills_backup_2025-08-18T19-12-15-016Z.json new file mode 100644 index 0000000..306c42d --- /dev/null +++ b/database/backups/rules_skills_backup_2025-08-18T19-12-15-016Z.json @@ -0,0 +1,490 @@ +{ + "backedAt": "2025-08-18T19:12:15.030Z", + "count": 44, + "rows": [ + { + "id": 7195, + "rule_id": "awareness", + "title": "Awareness", + "content": "Basic. Detect threats, ambushes, traps, hidden objects, or environmental cues. Opposed vs. another’s actions; standard vs. environmental factors.\n\nAwareness encompasses the character’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration or a foul smell. When using Awareness against an opponent, the test is always opposed. Noticing environmental factors is a standard test.\n\nUse: Free Action made in reaction to something.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7196, + "rule_id": "carouse", + "title": "Carouse", + "content": "Basic. Resist effects of alcohol and narcotics.\n\nUsed to resist the effects of alcohol and narcotics. Frequent imbibers can build up a tolerance, remaining lucid while others falter. Test whenever the character would suffer the effects of intoxication; failure causes Fatigue or side effects. If the character loses consciousness, he remains passed out for 1d10 – TB hours (minimum 1).\n\nUse: Free Action taken whenever the character imbibes.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7198, + "rule_id": "climb", + "title": "Climb", + "content": "Basic (Movement). Ascend or descend difficult terrain; equipment and surface adjust difficulty.\n\nAllows a character to scale obstacles and terrain. The GM sets difficulty based on surface, holds, and equipment (e.g., grav-chutes, climbers’ gear). Failure may result in falls or being stuck.\n\nUse: Half Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7199, + "rule_id": "command", + "title": "Command", + "content": "Basic (Interaction). Direct and coordinate allies; inspire arrests, retreats, or complex manoeuvres as permitted by the GM.\n\nDirect others in battle or stressful situations. Used to issue orders, coordinate actions, and keep lesser troops steady. Difficulty varies by situation and target disposition. More complex, far‑reaching orders require more time.\n\nUse: Half Action for simple orders; Full Action for more involved commands.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7200, + "rule_id": "concealment", + "title": "Concealment", + "content": "Basic. Hide objects or oneself using terrain, clothing, or distractions; opposed by Awareness or Search.\n\nUsed to hide objects or one’s person. The GM applies modifiers for camouflage, lighting, cover, or movement. Often an Opposed Test against Awareness or Search of observers.\n\nUse: Half Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7201, + "rule_id": "contortionist", + "title": "Contortionist", + "content": "Basic (Movement). Escape grapples, bindings, or squeeze through tight spaces.\n\nThe basic use is to escape a grapple by wriggling free (two Full Actions). Can also squeeze through tight spaces or slip bindings; the GM sets difficulty by constraint severity.\n\nUse: Two Full Actions to escape a grapple; other uses as set by the GM.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7202, + "rule_id": "deceive", + "title": "Deceive", + "content": "Basic (Interaction). Lie, fast‑talk, forge, or otherwise mislead; opposed by Scrutiny.\n\nCovers lying, bluffing, misdirection, disguises, and forged credentials. Usually opposed by Scrutiny; modifiers apply for preparation and plausibility.\n\nUse: 1 minute or more.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7203, + "rule_id": "dodge", + "title": "Dodge", + "content": "Basic. Avoid a successful melee or ranged attack.\n\nUsed as a Reaction to nullify a successful hand‑to‑hand or ranged attack. On success, the attack deals no damage (see Combat rules for specifics).\n\nUse: Reaction.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7204, + "rule_id": "evaluate", + "title": "Evaluate", + "content": "Basic (Investigation). Assess value, quality, origin, or weak points of objects; sometimes Extended Tests.\n\nDetermine approximate value, quality, or manufacture of an object or structure. Specify what is being sought (value, quality/strength, or origin). Success reveals broad information; extra Degrees of Success reveal more. The GM may roll secretly and adjust difficulty for access and relevant Lores/Trades. Large or numerous objects may require an Extended Test; a single item takes about a minute.\n\nUse: 1 minute or more.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7205, + "rule_id": "gamble", + "title": "Gamble", + "content": "Basic. Opposed Tests in games of chance; Sleight of Hand may substitute to cheat.\n\nUsed when participating in games of chance and soldierly pastimes. Each participant wagers and makes an Opposed Gamble Test; highest Degrees of Success or fewest Degrees of Failure wins. Sleight of Hand can be used to cheat (gives +20 on the cheating tests; severe failure means being caught).\n\nUse: Full Action to an entire day of gaming.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7206, + "rule_id": "inquiry", + "title": "Inquiry", + "content": "Basic (Investigation). Gather information via questions, conversation, eavesdropping, and research; often Extended.\n\nPick up general information (news, events) or pursue a specific lead by questioning individuals or consulting resources (e.g., libraria). Additional Degrees of Success yield more detail. Investigative use is virtually always an Extended Test with GM‑set duration and difficulty.\n\nUse: 1 hour or more.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7207, + "rule_id": "intimidate", + "title": "Intimidate", + "content": "Basic (Interaction). Coerce through threats, fear, or display of force; opposed by Willpower.\n\nUse fear, physical presence, or brutal displays to compel behaviour. Opposed by Willpower; situational modifiers apply (size, leverage, social context). Special Use: War Cry during a Charge to penalise foes’ Parry/Dodge if successful.\n\nUse: Varies; War Cry is a Free Action as part of a Charge.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7208, + "rule_id": "logic", + "title": "Logic", + "content": "Basic (Investigation). Solve puzzles, proofs, and complex problems; prepare arguments; often Extended.\n\nSolve problems, infer patterns, or build reasoned arguments. Extended Tests for complex reasoning or lengthy problems as appropriate to the GM.\n\nUse: 1 minute, or longer for particularly complex problems.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7209, + "rule_id": "scrutiny", + "title": "Scrutiny", + "content": "Basic. Assess truthfulness, motives, and small details; Opposed vs. Deceive when detecting lies.\n\nAssess people or objects in detail—truthfulness, motives, temperament—or examine items for subtle characteristics. Opposed by Deceive when perceiving falsehoods. Does not replace roleplaying in social scenes.\n\nUse: Full Action (special uses may take longer).", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7210, + "rule_id": "search", + "title": "Search", + "content": "Basic. Systematic search of areas, persons, or items for hidden features or objects.\n\nConduct a careful search of an area, person, or object to uncover hidden items, compartments, or clues. The GM sets difficulty based on clutter, concealment, and time pressure.\n\nUse: Full Action or longer; GM’s discretion.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7211, + "rule_id": "silent-move", + "title": "Silent Move", + "content": "Basic (Movement). Move quietly; Opposed vs. Awareness or Scrutiny; environment sets difficulty.\n\nUsed when silence and secrecy are essential to movement. Always Opposed by Awareness or Scrutiny; difficulty varies by environment (echoing metal corridors vs. carpeted halls, etc.).\n\nUse: Free Action as part of Movement.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7212, + "rule_id": "swim", + "title": "Swim", + "content": "Basic (Movement). Swim through liquids; difficult waters or unusual circumstances require tests.\n\nAllows swimming through liquids. Normal conditions need no test; rough conditions, hazards, or long distances require a Skill Test. See Swimming rules for details.\n\nUse: Full Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7213, + "rule_id": "acrobatics", + "title": "Acrobatics", + "content": "Advanced (Movement). Athletic leaps, vaults, dodges; difficulty set by feat; more DoS = more flourish.\n\nTraining augments natural agility for extreme movement—leaping, tumbling, navigating precarious terrain. Difficulty depends on the feat’s danger; more Degrees of Success allow more dramatic results. Special uses include Disengage as Half Action, substituting for Jump/Leap tests.\n\nUse: Full Action unless otherwise noted.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7214, + "rule_id": "chem-use", + "title": "Chem-Use", + "content": "Advanced (Crafting, Investigation). Identify, handle, and apply chemicals, toxins, poisons, and drugs.\n\nSafely identify, handle, and prepare chemicals, toxins, poisons, and drugs. Covers application and basic combinations; manufacturing from base components falls under Trade (Chymist). Failure wastes the dose; complex applications may require Extended Tests.\n\nUse: Full Action; Half Action with medicae injector/narthecium; complex applications may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7215, + "rule_id": "ciphers", + "title": "Ciphers", + "content": "Advanced. Skill Groups: Xenos Markings, Deathwatch, Chapter Runes, Imperial Codes, Mercenary Cant, Inquisition, Underworld.\n\nUnderstand and employ shorthand codes, signs, and markings used by groups for rapid, secret communication. Basic messages need no test; complex, time‑worn, or obscured messages require Skill Tests.\n\nUse: Varies; basic use often no test/time; complex uses as set by the GM.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7216, + "rule_id": "demolition", + "title": "Demolition", + "content": "Advanced (Crafting). Place or defuse explosives; Extended Tests for complex undertakings.\n\nCovers placing and defusing explosives. Success when placing indicates a correctly set charge; failure means it won’t detonate (unknown until triggered). Severe failure can cause premature detonation. Defusing is an Opposed Test versus the placer’s Demolition. Large‑scale tasks (bridges, structures) use Extended Tests with GM‑set duration/difficulty.\n\nUse: Half Action or longer; complex setups/defusals may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7217, + "rule_id": "drive", + "title": "Drive", + "content": "Advanced (Operator). Skill Groups: Ground Vehicle, Skimmer/Hover, Walker.\n\nControl land‑based, hover, or skimmer vehicles (e.g., Cargo‑8s, Rhinos, Land Speeders, Sentinels). Normal driving needs no test; hazardous conditions, speed, or dangerous manoeuvres require tests.\n\nUse: Half Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7218, + "rule_id": "interrogation", + "title": "Interrogation", + "content": "Advanced (Investigation). Extract information from unwilling subjects using psychological and technical methods; Opposed vs. Willpower.\n\nRepresents skilled application of psychology, serums, devices, and techniques to gain answers. Always Opposed vs. the subject’s Willpower. Success yields one answer plus one per Degree of Success. Severe failure inflicts damage and can prevent further attempts or grant the subject bonuses against future attempts.\n\nUse: Varies; each interrogation exchange constitutes a use as framed by the GM.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7219, + "rule_id": "invocation", + "title": "Invocation", + "content": "Advanced. Focus will through mantras, foci, or meditation to influence psychic tests.\n\nA Full Action spent focusing the mind via mantras, foci, or meditation. Success adds +1 to the final Psy Rating of the next Round’s Fettered Power Test; failure imposes –1 (and may cause the power to fail if reduced to 0).\n\nUse: Full Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7220, + "rule_id": "lip-reading", + "title": "Lip Reading", + "content": "Advanced. Understand speech by observing lip movements and expressions.\n\nAllows comprehension of speech by line‑of‑sight observation. Distance, lighting, and familiarity with the language affect difficulty. Useful when eavesdropping is required without audio.\n\nUse: Varies with scene; generally requires sustained observation.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7221, + "rule_id": "literacy", + "title": "Literacy", + "content": "Advanced. Read and write any language the character speaks.\n\nEveryday reading/writing needs no test. Regional variations, archaic or damaged texts, and colloquialisms may require tests at appropriate difficulty.\n\nUse: About 1 minute per page (~750 words).", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7222, + "rule_id": "lore-common", + "title": "Lore: Common", + "content": "Advanced (Investigation). Skill Groups include Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Administratum, Deathwatch, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Jericho Reach, Tech, War.\n\nRecall general information, procedures, divisions, traditions, famed individuals, and superstitions for a given group, world, or culture. Success yields broad facts; extra Degrees of Success reveal more detail.\n\nUse: Varies; often immediate recall; research uses may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7223, + "rule_id": "lore-forbidden", + "title": "Lore: Forbidden", + "content": "Advanced (Investigation). Skill Groups cover proscribed/hidden knowledge (e.g., Xenos, Warp, Inquisition, Archeotech, Traitor Legions, Adeptus Astartes, etc.).\n\nCovers lore kept secret or proscribed: alien species, warp phenomena, cults, heresies, ancient technologies. Tests recall dangerous or concealed information; access and sources affect difficulty.\n\nUse: Varies; often immediate recall; risky or deep research may be Extended.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7224, + "rule_id": "lore-scholastic", + "title": "Lore: Scholastic", + "content": "Advanced (Investigation). Academic disciplines and formal scholarship (various groups as defined by the setting).\n\nRepresents formal, academic study (history, tactics theory, heraldry, philosophy, etc.). Provides structured, theoretical knowledge distinct from Common or Forbidden Lore.\n\nUse: Varies; often immediate recall; academic research may be Extended.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7225, + "rule_id": "medicae", + "title": "Medicae", + "content": "Advanced. Diagnose and treat injuries and ailments; perform field medicine and surgery.\n\nCovers first aid, surgery, disease treatment, and related medical tasks. Quality of tools, environment, and patient condition modify difficulty. Some procedures are Extended Tests; Medicae interacts with drugs/chems (see Chem‑Use).\n\nUse: Half Action to Full Action for standard applications; complex procedures may be Extended.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7226, + "rule_id": "navigation", + "title": "Navigation", + "content": "Advanced. Skill Groups: Surface, Stellar, Warp.\n\nDetermine routes and positions across terrain, the void, or the immaterium. Surface covers planetary or subterranean navigation; Stellar covers realspace courses; Warp concerns plotting safe passages through the immaterium.\n\nUse: Varies; plotting complex courses often requires Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7227, + "rule_id": "performer", + "title": "Performer", + "content": "Advanced. Skill Groups include Storyteller, Singer, Musician, Actor, Dancer, etc.\n\nPerform before an audience with song, story, music, acting, and so forth. Difficulty depends on audience, venue, and material. Special uses can substitute for Charm, Blather, or Command in specific circumstances.\n\nUse: Varies; performances typically take several minutes or more.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7228, + "rule_id": "pilot", + "title": "Pilot", + "content": "Advanced (Operator). Skill Groups: Personal, Flyers, Space Craft.\n\nOperate personal jump packs, atmospheric craft (landers, gun‑cutters), and void‑capable ships (fighters to capital vessels). Normal conditions need no test; storms, obstacles, and dangerous manoeuvres do. Chases are Opposed Tests.\n\nUse: Half Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7229, + "rule_id": "psyniscience", + "title": "Psyniscience", + "content": "Advanced. Sense warp currents, entities, psychic powers, and disturbances; see Table 3‑4.\n\nDetect the presence/absence of daemons and psychic activity; identify psychic phenomena, voids, and immaterium disruptions. Degrees of Success provide direction, location, and precision as summarised on Table 3‑4.\n\nUse: Full Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7230, + "rule_id": "security", + "title": "Security", + "content": "Advanced. Open locks, bypass security systems, and defeat traps or countermeasures; often Opposed by the original installer.\n\nUsed to pick locks, bypass seals, defeat alarms, or overcome security systems. The GM sets difficulty by quality of the mechanism; many tasks are Opposed Tests versus the installer’s skill if known or recorded (e.g., for defusing bombs see Demolition).\n\nUse: Half Action to several minutes; complex systems may require Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7231, + "rule_id": "shadowing", + "title": "Shadowing", + "content": "Advanced. Follow a target without being noticed; Opposed by Awareness or Scrutiny.\n\nThe art of following without detection. Always an Opposed Test against the target’s Awareness or Scrutiny. A single successful test follows a target unseen for about a minute; longer tails may require repeated or Extended Tests.\n\nUse: 1 minute per successful test (longer at GM’s discretion).", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7232, + "rule_id": "sleight-of-hand", + "title": "Sleight of Hand", + "content": "Advanced. Palming, pickpocketing, and tricks; Opposed by Awareness or Scrutiny; can be used to cheat at Gamble.\n\nTasks requiring deception and dexterity such as palming objects, lifting items, or performing tricks. Always Opposed by Awareness or Scrutiny. May substitute for Gamble to alter odds; usually a Half Action, or a Free Action at –10.\n\nUse: Half Action (or Free Action at –10).", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7233, + "rule_id": "speak-language", + "title": "Speak Language", + "content": "Advanced. Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork, Techna‑Lingua, Tau.\n\nCommunicate using the chosen language. Most routine communication needs no test if a common tongue is shared. Obscure dialects, cryptic concepts, or specialised jargon may require tests with appropriate modifiers.\n\nUse: Free Action.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7234, + "rule_id": "survival", + "title": "Survival", + "content": "Advanced. Endure and live off hostile environments, natural or artificial; find food/water/shelter; track local hazards.\n\nEndure unusual or alien environments; find edible flora/fauna; hunt; evaluate safety of food; construct shelters away from hazards. Applies to natural wilderness and to artificial or industrial environments (e.g., hive depths, space hulks).\n\nUse: Various (as appropriate to the task).", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7235, + "rule_id": "tactics", + "title": "Tactics", + "content": "Advanced. Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth.\n\nPractical application of military knowledge in battle. Focuses on on‑the‑ground manoeuvres and actions (distinct from theoretical Lore and from issuing orders via Command). Used to plan engagements, set ambushes, and choose doctrine‑appropriate actions.\n\nUse: Varies; planning efforts may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7236, + "rule_id": "tech-use", + "title": "Tech-Use", + "content": "Advanced. Operate, maintain, and repair technology; set up, calibrate, and troubleshoot devices.\n\nOperation and repair of technological devices from auspex to vox arrays to spacecraft systems. Some tasks are simple interactions; others require lengthy repairs or calibrations. The GM sets difficulty based on tool quality, schematics, and environment.\n\nUse: Half Action for simple operations; complex tasks may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7237, + "rule_id": "tracking", + "title": "Tracking", + "content": "Advanced. Follow trails and signs to locate targets; interpret spoor and disturbances; often Extended Tests.\n\nFollow and interpret tracks, signs, and environmental disturbances to pursue a quarry. Difficulty depends on terrain, time elapsed, weather, and the target’s countermeasures. Often used in conjunction with Survival.\n\nUse: Varies; simple tracking is a Full Action; extended pursuits may be Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7238, + "rule_id": "trade", + "title": "Trade", + "content": "Advanced (Crafting). Skill Groups include numerous crafts and professions such as Armourer, Artisan, Chymist, Smith, etc.\n\nRepresents practical craftsmanship and professional disciplines. Used to create, modify, or appraise items within the trade. Manufacturing from raw materials typically requires components worth about half the item’s value and is resolved as an Extended Test.\n\nUse: Varies; crafting typically uses Extended Tests.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + }, + { + "id": 7239, + "rule_id": "wrangling", + "title": "Wrangling", + "content": "Advanced. Handle and train beasts; ride or control animals; calm or incite creatures.\n\nCare for, train, and control animals and xenos‑beasts. Includes calming mounts, directing attacks, and reading animal behaviour. The GM sets difficulty based on temperament and training level.\n\nUse: Half Action to several minutes; training is typically an Extended Test.", + "page": null, + "source": "csv-import", + "source_abbr": "CSV", + "category": "skills", + "created_at": "2025-08-18 19:03:05" + } + ] +} \ No newline at end of file diff --git a/database/backups/rules_skills_backup_2025-08-18T19-12-44-675Z.json b/database/backups/rules_skills_backup_2025-08-18T19-12-44-675Z.json new file mode 100644 index 0000000..6b8eb5b --- /dev/null +++ b/database/backups/rules_skills_backup_2025-08-18T19-12-44-675Z.json @@ -0,0 +1,5 @@ +{ + "backedAt": "2025-08-18T19:12:44.687Z", + "count": 0, + "rows": [] +} \ No newline at end of file diff --git a/database/backups/rules_skills_sync_report_2025-08-18T19-12-44-675Z.json b/database/backups/rules_skills_sync_report_2025-08-18T19-12-44-675Z.json new file mode 100644 index 0000000..f389b93 --- /dev/null +++ b/database/backups/rules_skills_sync_report_2025-08-18T19-12-44-675Z.json @@ -0,0 +1,6 @@ +{ + "syncedAt": "2025-08-18T19:12:44.695Z", + "csvRows": 45, + "inserted": 45, + "dbSkills": 45 +} \ No newline at end of file diff --git a/database/backups/sanitized-rules-test.json b/database/backups/sanitized-rules-test.json new file mode 100644 index 0000000..0e1ae6d --- /dev/null +++ b/database/backups/sanitized-rules-test.json @@ -0,0 +1,60 @@ +{ + "sanitized": [ + { + "original": { + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n" + }, + "title": "Inquiry", + "content": "The character can use the Inquiry Skill to gain information by asking questions, making conversation, or simple eavesdropping. Inquiry allows the character to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter's librarium. This use is virtually always an Extended Test, with difficulty and duration set by the GM." + }, + { + "original": { + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n" + }, + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other conditions. Interrogation is always an Opposed Test, pitting the character's Interrogation Skill against an opponent's Willpower. If the interrogator wins the Opposed Test, he gets one answer plus one answer for each Degree of Success. If the victim wins the Opposed Test, the interrogator gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus interrogator's Willpower Bonus in damage against the victim and prevent any further interrogation for 1d5 days. The interrogator takes the same damage and gains a +30 bonus to resist Tests made to resist Interrogation at the hands of the victim or his allies. Each Interrogation Test inflicts fatigue on the target." + }, + { + "original": { + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action " + }, + "title": "Strength", + "content": "The character uses Intimidate Tests to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character clearly, either in person or via pict or vox-caster, and speak a common language.", + "page": "" + }, + { + "original": { + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry " + }, + "title": "War Cry", + "content": "As part of a Charge Action a character may use the Intimidate skill to make a war cry. This is a Free Action that targets the recipient or recipients of the character's charge—i.e. those he will end up in combat with and make melee attacks against. The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers -10 to all Parry and Dodge tests against the charging character. Creatures immune to the effects of Fear and other mind-affecting psychology are immune to the effects of a war cry.", + "page": "" + }, + { + "original": { + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action " + }, + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test. Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a -1 penalty to the final Psy Rating of a Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate. Skill Use: Full Action", + "page": "" + }, + { + "original": { + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe " + }, + "title": "Literacy (Advanced)", + "content": "The Literacy skill allows the character to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional dialects, damaged manuscripts, archaic language or colloquialisms necessitate a Skill Test. Skill Use: 1 minute for 1 page of text.", + "page": "N/A" + } + ], + "meta": { + "generatedAt": "2025-08-17T19:20:52.963Z", + "count": 6 + } +} \ No newline at end of file diff --git a/database/backups/sanitized-rules-verified-full.json b/database/backups/sanitized-rules-verified-full.json new file mode 100644 index 0000000..b2d3614 --- /dev/null +++ b/database/backups/sanitized-rules-verified-full.json @@ -0,0 +1,37332 @@ +{ + "sanitized": [ + { + "original": { + "id": 404, + "rule_id": "pdf_skill_1_warriors", + "title": "warriors", + "content": "warriors. Genetically enhanced and engineered with\nspecial implants to be the ultimate soldier, you are far\nstronger, tougher—and deadlier—than any human\nbeing. You have been selected to join an elite warrior\nbrotherhood of alien-hunters known as the Deathwatch.\nAs a Deathwatch Space Marine, your duty is to seek\nout vile alien ruins on forbidden worlds, venture\nbehind enemy lines to perform special missions nodangerous challenges the galaxy possesses...challenges\nthat only the heroes of the Space Marines can defeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warriors", + "content": "Genetically enhanced and engineered with special implants to be the ultimate soldier, you are far stronger, tougher—and deadlier—than any human being. You have been selected to join an elite warrior brotherhood of alien-hunters known as the Deathwatch. As a Deathwatch Space Marine, your duty is to seek out vile alien ruins on forbidden worlds, venture behind enemy lines to perform special missions and dangerous challenges the galaxy possesses...challenges that only the heroes of the Space Marines can defeat.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 405, + "rule_id": "pdf_skill_2_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded Speciality system. Dynamic rules for all eventualities that let you handle everything from social interaction to deadly fast-paced combat, psychic powers, and structured adventures known as Missions, perfect for Deathwatch games. Comprehensive background on Space Marines and the Deathwatch, written by Warhammer 40,000 Novelist Andy Hoare. Place your players directly into the front lines of the crusade with a complete adventure to get you started. The Deathwatch core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe. www.FantasyFlightGames.com", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 406, + "rule_id": "pdf_skill_3_ross_watson", + "title": "Ross Watson", + "content": "Written and Developed by\nOwen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ross Watson", + "content": "Written and Developed by Owen Barnes, Alan Bligh, John French, Andrea Gausman", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 407, + "rule_id": "pdf_skill_4_additional_writing", + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl\nBased on Dark Heresy, Designed by\nOwen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Additional Writing", + "content": "Mack Martin and Robin Everett-McGuirl Based on Dark Heresy, Designed by Owen Barnes, Kate Flack, and Mike Mason", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 408, + "rule_id": "pdf_skill_5_interior_art", + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton,\nDave Gallagher, David Griffith, Des Hanley, Nikolaus\nIngeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev,\nKarl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese,\nWinona Nelson, Hector Ortíz, Michael Phillippi, Roberto\nRicci, Karl Richardson, Skysoul Studios, Adrian Smith,\nOliver Specht, and Theo Stylianides", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interior Art", + "content": "Alex Boyd, Matt Bradbury, Victor Corbella, Paul Dainton, Dave Gallagher, David Griffith, Des Hanley, Nikolaus Ingeneri, Nuala Kennedy, Igor Kieryluk, Anton Kokarev, Karl Kopinski, Stefan Kopinski, Clint Langley, Jorge Maese, Winona Nelson, Hector Ortiz, Michael Phillippi, Roberto Ricci, Karl Richardson, Skysoul Studios, Adrian Smith, Oliver Specht, and Theo Stylianides", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 409, + "rule_id": "pdf_skill_6_special_thanks", + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters (see page\n396 for a complete list), especially Les Hedges of “No Guts, No\nGlory,” who will be forever remembered as an inspiration and best\nfriend to all who met him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special Thanks", + "content": "FFG wishes to give special thanks to all our playtesters, especially Les Hedges of 'No Guts, No Glory,' who will be forever remembered as an inspiration and best friend to all who met him.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 410, + "rule_id": "pdf_skill_7_usa", + "title": "USA", + "content": "Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch,\nthe foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/\ndevices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer\n40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered\nin the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights\nreserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any\nform by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.\nISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10\nPrinted in China\nFor more information about the\nDeathwatch line, free downloads, answers\nto rule queries, or just to pass on greetings, visit us online at\n.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Copyright Information", + "content": "Copyright © Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. ISBN: 978-1-58994-778-8 Product Code: DW01 Print ID: 781JUN10 Printed in China For more information about the Deathwatch line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at .FantasyFlightGames.com", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 411, + "rule_id": "pdf_skill_8_contents", + "title": "Contents", + "content": "Foreword\b6\nYou Shall Know No Fear .......................................................8\nWhat is a Roleplaying Game? ...............................................8\nWhat’s in this book? ...............................................................9\nGame Dice ............................................................................ 10\nThe Space Marines ............................................................... 11\nThe Origins of The Space Marines ................................. 11\nThe Codex Astartes ........................................................... 12\nConditioning ...................................................................... 16\nThe Path of the Space Marine ......................................... 19\nMasters of the Chapter ..................................................... 20\nChapter\bI:\bCharacter\bCreation\b22\nCreating your Deathwatch Space Marine ......................... 22\nGenerating Characteristics ................................................ 25\nNature .................................................................................. 31\nDemeanours ........................................................................ 32\nUsing Demeanours .......................................................... 32\nName ................................................................................... 34\nRoleplaying as a Space Marine ........................................ 35\nSpace Marine Abilities ......................................................... 36\nThe Black Templars ........................................................... 38\nEternal Crusaders ............................................................ 39\nRighteous Zeal ...................................................... .......... 39\nCombat Doctrine ............................................................. 39\nThe Blood Angels .............................................................. 41\nThe World of Blood ........................................................ 41\nThe Sons of Sanguinius .................................................. 42\nCombat Doctrine ............................................................. 43\nThe Dark Angels ................................................................ 44\nCaliban ............................................................................. 44\nThe Inner Circle .............................................................. 44\nCombat Doctrine ............................................................. 45\nThe Space Wolves .............................................................. 47\nLand of Fire and Ice ........................................................ 47\nThe Trials ......................................................................... 47\nCombat Doctrine ............................................................. 48\nStorm Wardens ................................................................... 50\nThe World of Storms ...................................................... 50\nThe Way of Honour ........................................................ 51\nCombat Doctrine ............................................................. 51\nThe Ultramarines ............................................................... 53\nThe Realm of Ultramar ................................................... 53\nDuty and Honour ............................................................ 54\nCombat Doctrine ............................................................. 54\nChapter\bII:\bSpecialties\b56\nGetting Started ..................................................................... 56\nSpeciality Format .................................................................. 56\nCharacter Advancements ..................................................... 57\nRanks ..................................................................................... 57\nSkill and Talent Advances ................................................. 58\nGeneral Space Marine Advances ...................................... 60\nDeathwatch Advances ....................................................... 64\nChapter Advances .............................................................. 66\nDeathwatch Apothecary ...................................................... 68\nDeathwatch Assault Marine ................................................ 72\nDeathwatch Devastator Marine .......................................... 76\nDeathwatch Librarian .......................................................... 80\nDeathwatch Tactical Marine .............................................. 84\nDeathwatch Techmarine ..................................................... 88\nChapter\bIII:\bSkills\b92\nGaining Skills ....................................................................... 92\nSkill Mastery ...................................................................... 92\nBasic and Advanced Skills .................................................. 92\nSkill Descriptors ................................................................... 94\nSkill Groups .......................................................................... 94\nSpecial Uses .......................................................................... 94\nSkill Descriptions ................................................................. 94\nChapter\bIV:\bTalents\b&\bTraits\b108\nGaining Talents ..................................................................108\nTalent Groups .....................................................................108\nTalent Prerequisites ............................................................108\nTalent Descriptions ............................................................112\nTraits ....................................................................................130\nTrait Descriptions ...............................................................130\nChapter\bV:\bArmoury\b138\nRequisition ..........................................................................138\nRenown ...............................................................................139\nCraftsmanship .....................................................................140\nWeapons ..............................................................................140\nAstartes Weapons .............................................................142\nWeapon Special Qualities ..................................................142\nBolt Weapons ......................................................................146\nPlasma Weapons .................................................................147\nMelta Weapons ...................................................................148\nFlame Weapons ...................................................................148\nSolid Projectile Weapons ..................................................149\nLas Weapons .......................................................................149\nGrenades and Missiles .......................................................150\nLaunchers ............................................................................152\nExotic Weapons ..................................................................152\nMelee Weapons ..................................................................153\nChain Weapons ..................................................................153\nPower Weapons ..................................................................154\nForce Weapons....................................................................155\nTraditional Weapons ..........................................................156\nWeapon Upgrades ..............................................................156\nAmmunition ........................................................................158\nSpecial Issue Ammunition .................................................159\nArmour ................................................................................160\nAstartes Power Armour......................................................160\nOther Armour .....................................................................164\nForce Fields .........................................................................166\nRelics ...................................................................................167\nChapter Relics ....................................................................167\nDeathwatch Relics ..............................................................168\nChapter Trappings .............................................................169\nWargear ...............................................................................171\nDrugs and Consumables....................................................172\nTools ....................................................................................173\nCybernetics .........................................................................176", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Contents", + "content": "Foreword, You Shall Know No Fear, What is a Roleplaying Game?, What’s in this book?, Game Dice, The Space Marines, The Origins of The Space Marines, The Codex Astartes, Conditioning, The Path of the Space Marine, Masters of the Chapter, Chapter I: Character Creation, Creating your Deathwatch Space Marine, Generating Characteristics, Nature, Demeanours, Using Demeanours, Name, Roleplaying as a Space Marine, Space Marine Abilities, The Black Templars, Eternal Crusaders, Righteous Zeal, Combat Doctrine, The Blood Angels, The World of Blood, The Sons of Sanguinius, Combat Doctrine, The Dark Angels, Caliban, The Inner Circle, Combat Doctrine, The Space Wolves, Land of Fire and Ice, The Trials, Combat Doctrine, Storm Wardens, The World of Storms, The Way of Honour, Combat Doctrine, The Ultramarines, The Realm of Ultramar, Duty and Honour, Combat Doctrine, Chapter II: Specialties, Getting Started, Speciality Format, Character Advancements, Ranks, Skill and Talent Advances, General Space Marine Advances, Deathwatch Advances, Chapter Advances, Deathwatch Apothecary, Deathwatch Assault Marine, Deathwatch Devastator Marine, Deathwatch Librarian, Deathwatch Tactical Marine, Deathwatch Techmarine, Chapter III: Skills, Gaining Skills, Skill Mastery, Basic and Advanced Skills, Skill Descriptors, Skill Groups, Special Uses, Skill Descriptions, Chapter IV: Talents & Traits, Gaining Talents, Talent Groups, Talent Prerequisites, Talent Descriptions, Traits, Trait Descriptions, Chapter V: Armoury, Requisition, Renown, Craftsmanship, Weapons, Astartes Weapons, Weapon Special Qualities, Bolt Weapons, Plasma Weapons, Melta Weapons, Flame Weapons, Solid Projectile Weapons, Las Weapons, Grenades and Missiles, Launchers, Exotic Weapons, Melee Weapons, Chain Weapons, Power Weapons, Force Weapons, Traditional Weapons, Weapon Upgrades, Ammunition, Special Issue Ammunition, Armour, Astartes Power Armour, Other Armour, Force Fields, Relics, Chapter Relics, Deathwatch Relics, Chapter Trappings, Wargear, Drugs and Consumables, Tools, Cybernetics", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 412, + "rule_id": "pdf_skill_9_chaos_heretic_troops", + "title": "Chaos Heretic (Troops) ...................................................364", + "content": "The Tau ...............................................................................365", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chaos Heretic (Troops)", + "content": "The Tau", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 413, + "rule_id": "pdf_skill_10_tau_fire_warriors_troops", + "title": "Tau Fire Warriors (Troops) .............................................368", + "content": "Tyranids ...............................................................................369", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Fire Warriors (Troops)", + "content": "Tyranids", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 414, + "rule_id": "pdf_skill_11_termagant_troops", + "title": "Termagant (Troops) .........................................................371", + "content": "Tyranid Weapons ............................................................372\nNon-player Characters ......................................................374\nChapter\bXIV:\bExtraction\b378\nGM’s Briefing .....................................................................378\nPyroclast-Gamma-9 ...........................................................380\nMission to Tantalus ............................................................382\nPlanetfall .............................................................................382\nThe Mission Briefing .........................................................382\nSeek, Locate, Destroy ........................................................383\nTyranid Encounters ............................................................383\nMap Locations ....................................................................385\nExit Strategy .......................................................................390\nTantalus Dies ......................................................................390\nRewards ..............................................................................390\nFurther Adventures ............................................................390\nNPCs & Antagonists ..........................................................391", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Termagant (Troops)", + "content": "Tyranid Weapons, Non-player Characters, Chapter XIV: Extraction, GM’s Briefing, Pyroclast-Gamma-9, Mission to Tantalus, Planetfall, The Mission Briefing, Seek, Locate, Destroy, Tyranid Encounters, Map Locations, Exit Strategy, Tantalus Dies, Rewards, Further Adventures, NPCs & Antagonists", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 415, + "rule_id": "pdf_skill_12_tabletop_battlegame_has_been", + "title": "tabletop battlegame has been", + "content": "in existence (Games Workshop\npublished Warhammer 40,000:\nRogue Trader in 1987). The\nrich and varied background of\nthe universe and its amazing\ncast of characters appeared to\noffer an unparalleled opportunity for the creation of a really\nenthralling roleplaying experience. As the years passed and\nGW increasingly focussed its publishing efforts on the tabletop\nminiatures game, the prospect of a 40K roleplaying game\nhappening became ever more remote, even if it never lost its\nglittering promise. Some may have even referred to the idea\nas the ‘Holy Grail’ of the roleplaying hobby. Many may have\ndoubted that such a venture would ever come to pass. However,\na few years ago, some folks at Games Workshop finally put\ninto place some plans to do exactly that. The result of their\nefforts was the launch in 2008 of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tabletop Battlegame Has Been", + "content": "In existence (Games Workshop published Warhammer 40,000: Rogue Trader in 1987). The rich and varied background of the universe and its amazing cast of characters appeared to offer an unparalleled opportunity for the creation of a really enthralling roleplaying experience. As the years passed and GW increasingly focused its publishing efforts on the tabletop miniatures game, the prospect of a 40K roleplaying game happening became ever more remote, even if it never lost its glittering promise. Some may have even referred to the idea as the 'Holy Grail' of the roleplaying hobby. Many may have doubted that such a venture would ever come to pass. However, a few years ago, some folks at Games Workshop finally put into place some plans to do exactly that. The result of their efforts was the launch in 2008 of the", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 416, + "rule_id": "pdf_skill_13_dark_heresy_book_and", + "title": "Dark heresy book and", + "content": "the grim darkness of the far future could now be explored by\nlegions of roleplaying enthusiasts. The popularity of Dark\nheresy outstripped all expectations, and it was clear that the\nidea of roleplaying in the 41st Millennium was as strong, if\nnot stronger than it had ever been. The subsequent licensing\nof the property to Fantasy Flight Games first consolidated and\nthen built on this success, in somewhat spectacular fashion it\nhas to be said. FFG have already produced a string of high\nquality supplements for Dark heresy and in 2009 launched\nrogue traDer, the second core rulebook in the series,\nand associated supplements. With this amazing wealth of\nmaterial and the growing popularity of both strands, it is now\ndifficult to imagine a roleplaying scene without a Warhammer\n40,000 presence.\nThis volume, Deathwatch, completes the triptych of 40K\nRoleplay core rulebooks and introduces the Space Marines.\nThat this book is devoted to the Adeptus Astartes explains\nto some extent the structure of the whole 40K roleplay line.\nAs I said earlier, a few years ago a small group of people at\nGames Workshop began to think seriously about how we\nmight actually publish a 40K roleplaying game. There was, if\nI recall, much excitement and quite a few proposals as to how\nwe might approach such a venture. Broadly speaking these\nproposals fell into one of two camps. On the one side was the\nopinion that because Space Marines were so powerful in the\nsetting it made no sense to have them being featured alongside\nother characters at low levels of play and that therefore\nincluding them at all would simply unbalance the game. On\nthe other side was the opinion that a 40K game without\nSpace Marines was just unthinkable and that the game would\nhave little interest if they were left out. So did we publish a\n40K roleplaying game with or without Space Marines? The\nsolution we eventually settled upon was to do both!\nIn fact, we went one further and sketched out a plan that\nadded a third core rulebook to the set. This gave us, on paper\nat least, an interesting progression through the universe of\nthe 41st Millennium and through the power levels of the\nplayer characters. We also gave tentative themes and titles to\nthe three core rulebooks.\nDark heresy would introduce the\nuniverse to roleplayers and provide a very strong environment\nfor developing low level, inexperienced characters under the\naegis of the Inquisition (a format very much inspired by the\nearlier and perfectly successful tabletop game InquIsItor\nby Games Workshop). rogue traDer would expand the\ngame’s horizons and introduce higher level characters and\nadventures and maybe the first look at a playable Space\nMarine. Finally Deathwatch would present the Space Marines\nin all of their glory—the ultimate warriors facing the most\ndangerous challenges.\nAs it turned out, the GW team only got to do part one of\nthe set and that book along with the plan we had sketched\nout was offered to FFG when they acquired the license. To\nour delight, they liked both\nDark heresy and our plan and\nimmediately set about turning parts two and three into a reality.\nIn the course of doing this it has been inevitable that Ross\nand his teams have had to adapt those initial ideas somewhat.\nAs well as making some essential changes and developments\nthey have added an enormous amount of original material of\ntheir own devising to the final fleshed-out products. This has\nresulted in the most amazing series of roleplaying books, as\nyou can no doubt ascertain for yourself by examining the book\nin your hands right now. This realisation of those early ideas\nin such a high quality fashion and the dedication and ongoing\ncommitment of FFG to the property is immensely satisfying to\nthose of us at GW who were involved in those early planning\nmeetings. It is good to know that the ‘Holy Grail’ has not\nonly been grasped but that it is in such talented hands. The\n41st Millennium may be grim and dark but the future of 40K\nroleplaying looks very bright indeed.\nAlan Merrett,\nGames Workshop 2010", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dark Heresy Book and Introduction", + "content": "The grim darkness of the far future could now be explored by legions of roleplaying enthusiasts. The popularity of Dark Heresy outstripped all expectations, and it was clear that the idea of roleplaying in the 41st Millennium was as strong, if not stronger than it had ever been. The subsequent licensing of the property to Fantasy Flight Games first consolidated and then built on this success, in somewhat spectacular fashion it has to be said. FFG have already produced a string of high-quality supplements for Dark Heresy and in 2009 launched Rogue Trader, the second core rulebook in the series, and associated supplements. With this amazing wealth of material and the growing popularity of both strands, it is now difficult to imagine a roleplaying scene without a Warhammer 40,000 presence. This volume, Deathwatch, completes the triptych of 40K Roleplay core rulebooks and introduces the Space Marines. That this book is devoted to the Adeptus Astartes explains to some extent the structure of the whole 40K roleplay line. As I said earlier, a few years ago a small group of people at Games Workshop began to think seriously about how we might actually publish a 40K roleplaying game. There was, if I recall, much excitement and quite a few proposals as to how we might approach such a venture. Broadly speaking these proposals fell into one of two camps. On the one side was the opinion that because Space Marines were so powerful in the setting it made no sense to have them being featured alongside other characters at low levels of play and that therefore including them at all would simply unbalance the game. On the other side was the opinion that a 40K game without Space Marines was just unthinkable and that the game would have little interest if they were left out. So did we publish a 40K roleplaying game with or without Space Marines? The solution we eventually settled upon was to do both! In fact, we went one further and sketched out a plan that added a third core rulebook to the set. This gave us, on paper at least, an interesting progression through the universe of the 41st Millennium and through the power levels of the player characters. We also gave tentative themes and titles to the three core rulebooks. Dark Heresy would introduce the universe to roleplayers and provide a very strong environment for developing low-level, inexperienced characters under the aegis of the Inquisition (a format very much inspired by the earlier and perfectly successful tabletop game Inquisitor by Games Workshop). Rogue Trader would expand the game's horizons and introduce higher-level characters and adventures and maybe the first look at a playable Space Marine. Finally, Deathwatch would present the Space Marines in all of their glory—the ultimate warriors facing the most dangerous challenges. As it turned out, the GW team only got to do part one of the set and that book along with the plan we had sketched out was offered to FFG when they acquired the license. To our delight, they liked both Dark Heresy and our plan and immediately set about turning parts two and three into a reality. In the course of doing this it has been inevitable that Ross and his teams have had to adapt those initial ideas somewhat. As well as making some essential changes and developments they have added an enormous amount of original material of their own devising to the final fleshed-out products. This has resulted in the most amazing series of roleplaying books, as you can no doubt ascertain for yourself by examining the book in your hands right now. This realization of those early ideas in such a high-quality fashion and the dedication and ongoing commitment of FFG to the property is immensely satisfying to those of us at GW who were involved in those early planning meetings. It is good to know that the 'Holy Grail' has not only been grasped but that it is in such talented hands. The 41st Millennium may be grim and dark but the future of 40K roleplaying looks very bright indeed. Alan Merrett, Games Workshop 2010", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 417, + "rule_id": "pdf_skill_14_roleplaying_opportunities", + "title": "roleplaying opportunities", + "content": "presented by the unique\ncomposition of the\nDeathwatch itself;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Roleplaying Opportunities", + "content": "Presented by the unique composition of the Deathwatch itself;", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 418, + "rule_id": "pdf_skill_15_powerful_and_successful", + "title": "powerful and successful", + "content": "individuals, and often it is\nthe choice to go beyond that\nindividual nature and sacrifice one’s pride in\norder to work together that will create the most\ndrama and excitement in a Deathwatch game.\nDuring your missions for the Deathwatch, you and your\nfellow Space Marines will earn renown, advance in experience\nand prestige, and garner special wargear only entrusted to the\nthe most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision\nof whether an Imperial world’s population can be saved...or\nmust be abandoned to their fate in the face of an encroaching\nalien menace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Powerful and Successful", + "content": "Individuals, and often it is the choice to go beyond that individual nature and sacrifice one's pride in order to work together that will create the most drama and excitement in a Deathwatch game. During your missions for the Deathwatch, you and your fellow Space Marines will earn renown, advance in experience and prestige, and garner special wargear only entrusted to the most honoured and renowned Battlehorror of a Tyranid Hive Tyrant to the excruciating decision of whether an Imperial world's population can be saved...or must be abandoned to their fate in the face of an encroaching alien menace.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 419, + "rule_id": "pdf_skill_16_in_a_roleplaying_game_rpg_y", + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you\nwill create a stoic soldier, a wise scholar, or an inspiring leader.\nNext, you and your friends direct your characters through a\nseries of adventures. Imagine a crime drama, adventure film,\nor war movie—except that instead of passively watching the\nstory unfold, you control one of the characters, making his\ndecisions, selecting his actions, and even speaking for him.\nThe decisions of you and your fellow players directly affect\nthe events of the story.\nHow can you affect these events? How do you decide\nwhat happens? That is the role of the game itself. Roleplaying\ngames such as Deathwatch provide a framework of rules that\ndescribe how to design your character and operate him within\nthe game. Rules can cover situations like shootouts, chase\nscenes, or investigating the records from a long-abandoned\nWatch Station. Often, the rules require you to roll dice when\nperforming an action, with some results indicating success and\nothers indicating failure. While the rules provide structure and\nguidelines in the game, dice add an element of chance. After\nall, success would not seem so sweet if there were\nno risk of failure! Jumping from one\ncliff face to another becomes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "In a roleplaying game (RPG), you create an alter ego, a fictional", + "content": "character that is your avatar within the game world. Perhaps you will create a stoic soldier, a wise scholar, or an inspiring leader. Next, you and your friends direct your characters through a series of adventures. Imagine a crime drama, adventure film, or war movie—except that instead of passively watching the story unfold, you control one of the characters, making his decisions, selecting his actions, and even speaking for him. The decisions of you and your fellow players directly affect the events of the story. How can you affect these events? How do you decide what happens? That is the role of the game itself. Roleplaying games such as Deathwatch provide a framework of rules that describe how to design your character and operate him within the game. Rules can cover situations like shootouts, chase scenes, or investigating the records from a long-abandoned Watch Station. Often, the rules require you to roll dice when performing an action, with some results indicating success and others indicating failure. While the rules provide structure and guidelines in the game, dice add an element of chance. After all, success would not seem so sweet if there were no risk of failure! Jumping from one cliff face to another becomes", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 420, + "rule_id": "pdf_skill_17_much_more_exciting_when", + "title": "much more exciting when", + "content": "the slightest misstep (or\nbad dice roll!) may result\nin your character falling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Much More Exciting When", + "content": "The slightest misstep (or bad dice roll!) may result in your character falling", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 421, + "rule_id": "pdf_skill_18_like_deathwatch_may", + "title": "like Deathwatch may", + "content": "appear to have a lot of\nrules. However, you will\nsoon see that the rules are\nactually quite simple,\neasy to remember, and\noften very intuitive.\nTo adjudicate\nthese rules,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Rules Overview", + "content": "Deathwatch may appear to have a lot of rules. However, you will soon see that the rules are actually quite simple, easy to remember, and often very intuitive. To adjudicate these rules.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 422, + "rule_id": "pdf_skill_19_a_game_master_or_gm_the_gm", + "title": "a Game Master (or GM). The GM is", + "content": "you, or one of your friends, chosen\nby the consensus of your group. He\ndoes not control a lone character\nduring the game. Instead, the GM\nruns the game, presenting the story\nand the myriad situations that\ncome with it. He controls the\npeople your character meets in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Game Master", + "content": "You, or one of your friends, chosen by the consensus of your group. He does not control a lone character during the game. Instead, the GM runs the game, presenting the story and the myriad situations that come with it. He controls the people your character meets in", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 423, + "rule_id": "pdf_skill_20_as_the_player_characters_pcs", + "title": "as the Player Characters (PCs). During the game, the players", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "as the Player Characters (PCs)", + "content": "describe the intentions and actions of their characters to the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 424, + "rule_id": "pdf_skill_21_gm_who_then_decides_based_on", + "title": "GM, who then decides (based on the rules) whether those", + "content": "actions succeed or fail, and how the character’s words and\ndeeds affect the game’s story.\nWHAT’S IN THIS bOOK?\nDeathwatch is divided into fifteen chapters. They are:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "GM, who then decides whether those", + "content": "actions succeed or fail, and how the character's words and deeds affect the game's story. WHAT'S IN THIS BOOK? Deathwatch is divided into fifteen chapters. They are:", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 425, + "rule_id": "pdf_skill_22_introduction", + "title": "IntroductIon", + "content": "The section you are reading right now. It provides an overview\nof Deathwatch and roleplaying in general.\nchapter I: character creatIon\nThis chapter takes you step by step through the process of\ncreating your character for this game.\nchapter II: SpecIalItIeS\nSpecialities describe your character’s role within the\nDeathwatch and what you do for your Kill-team. This chapter\ndetails all the various Specialities and also explains how you\ncan improve and develop your character through game play.\nchapter III: SkIllS\nFrom Awareness to Tactics, every character has a variety of\nlearned skills that they can employ. This chapter describes\nthese skills in detail.\nchapter IV: talentS & traItS\nEvery character also has certain special abilities that make\nhim unique, such as Bolter Drill or Preternatural Speed. This\nchapter describes all of those Talents and Traits.\nchapter V: armoury\nThis chapter describes some of the tools, trappings, weapons,\nand armour your Space Marine may use or encounter.\nchapter VI: pSychIc powerS\nThe unnatural powers of the mind can be both rewarding and\ndangerous. The psychic abilities of a Space Marine Librarian are\nunlike those of any other psyker, and this chapter explains what\nthose powers are... and what happens when things go wrong.\nchapter VII: playIng the game\nThis chapter explains how to make Skill Tests, spend Fate\nPoints, and perform other rules-related actions.\nchapter VIII: combat\nIn Deathwatch, you will often have to face alien enemies\non the field of war. This chapter tells you how to create and\noversee such a battle in the game.\nchapter IX: the game maSter\nThe GM has a special role to play in any roleplaying game,\nand this chapter explains how best to fulfil that role. In\naddition to advice on how to run a Deathwatch game, this\nchapter also contains rules for insanity and experience.\nchapter X: the ImperIum\nThis chapter describes the Imperium of Man in the 41st\nMillennium in all its decaying, war-torn glory.\nchapter XI: the deathwatch\nThe Deathwatch is an elite organisation of Space Marines drawn\nfrom all over the galaxy. This chapter provides key background\ndetails about the Deathwatch itself, from its origins to the\nmysteries and secrets that surround this enigmatic group.\nchapter XII: the JerIcho reach\nThe Jericho Reach is the core setting for Deathwatch. This\nchapter provides an overview of the Reach and then provides\ndetailed information on certain significant areas, such as\nWatch Fortress Erioch, the Achilus Crusade, and the three\nSalients. This chapter should give the GM plenty of material\nto work with when running a Deathwatch campaign.\nchapter XIII: adVerSarIeS\nThe galaxy is fraught with all manner of deadly creatures, and\nthis chapter provides background and game rules for various\nadversaries that can be found in the Jericho Reach.\nchapter XIV: eXtractIon\nThis book includes an adventure that is optimal for starting\nDeathwatch characters. It involves a race against time to\nrecover precious knowledge in the face of great danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Introduction", + "content": "The section you are reading right now. It provides an overview of Deathwatch and roleplaying in general.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 426, + "rule_id": "pdf_skill_23_example", + "title": "eXample", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a\nfrag grenade which inflicts 2d10 explosive Damage. The GM rolls\ntwo ten-sided dice, resulting in a 9 on one die and a 7 on the other.\nThese results are added together for a total of 16 points of Damage.\nSometimes, the rules require\na roll of 1d5. To make this kind\nof dice roll, simply roll a tentwo, and round up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Atreus, a Space Marine of the Dark Angels Chapter, is struck by a frag grenade which inflicts 2d10 explosive Damage. The GM rolls two ten-sided dice, resulting in a 9 on one die and a 7 on the other. These results are added together for a total of 16 points of Damage. Sometimes, the rules require a roll of 1d5. To make this kind of dice roll, simply roll a ten, and round up.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 427, + "rule_id": "pdf_skill_24_example", + "title": "eXample", + "content": "The exploding frag grenade was powerful enough to deal one point\nof Critical Damage to Atreus’s body. Consulting the appropriate\nCritical Damage table, the GM discovers that Atreus is going to\nbe knocked backward 1d5 metres. He rolls a ten-sided die and gets\na result of 5, which is treated as a result of three (5/2 = 2.5,\nrounded up to 3). Poor Atreus is knocked backwards three metres\nby the blast.\nTable A–1: Percentage Roll Examples\n“Tens” Die “Ones” Die Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "The exploding frag grenade was powerful enough to deal one point of Critical Damage to Atreus's body. Consulting the appropriate Critical Damage table, the GM discovers that Atreus is going to be knocked backward 1d5 metres. He rolls a ten-sided die and gets a result of 5, which is treated as a result of three (5/2 = 2.5, rounded up to 3). Poor Atreus is knocked backwards three metres by the blast. Table A-1: Percentage Roll Examples 'Tens' Die 'Ones' Die Result", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 428, + "rule_id": "pdf_skill_25_play_deathwatch", + "title": "play Deathwatch", + "content": "When you’re ready to start playing Deathwatch, you’ll\nneed the following items:\n• This rulebook\n• Three or more people to play the game", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "play Deathwatch", + "content": "When you're ready to start playing Deathwatch, you'll need the following items: - This rulebook - Three or more people to play the game", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 429, + "rule_id": "pdf_skill_26_some_ten_sided_dice_two_or", + "title": "• Some ten-sided dice (two or more per player)", + "content": "• Paper\n• Pencils and an eraser\n• Snacks, drinks, etc.\nYou should be able to find ten-sided dice in the shop\nwhere you bought this book, or failing that, there are\nmany internet stores that sell these dice in a variety\nof different colours and finishes. If you have access\nto a photocopier, you may like to copy the character\nsheet at the back of this book for each member of your\ngroup to use, though this isn’t essential. (You can also\ndownload free printable character sheets from our\nwebsite at www.FantasyFlightGames.com.)\nTo help visualise the action, you may wish to use\nsuitable miniatures to represent your characters and\nenemies during combat. Games Workshop’s own\nCitadel range of Warhammer 40,000 miniatures are\nideal for this task. See www.games-workshop.com for\nmore details and nearest stockists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Equipment and Preparation", + "content": "Some ten-sided dice, paper, pencils, eraser, snacks, drinks. Ten-sided dice can be found in shops or online. Photocopy character sheets. Use miniatures for combat visualization.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 430, + "rule_id": "pdf_skill_27_marines", + "title": "Marines", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin a firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of Man. So shall it be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marines", + "content": "They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-aggrandisement. They will be bright stars in a firmament of battle, Angels of Death whose shining wings bring swift annihilation to the enemies of Man. So shall it be for a thousand times a thousand years, unto the very end of eternity and the extinction of mortal flesh. -Roboute Guilliman, Primarch of the Ultramarines", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 431, + "rule_id": "pdf_skill_28_space_marines", + "title": "SPAcE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought\nto be in existence, a blessed few can trace their beginnings back\nto a time more than ten thousand years ago, when the Emperor\nof Mankind still walked among men. In those days, the Emperor\ncreated the Primarchs, twenty immortal superbeings who were\nto be his generals and comrades during the Great Crusade to\nreunite the scattered and long-isolated Human worlds. The\nPrimarchs wielded powers the like of which are not known\nin the universe today. The first Space Marines of the nascent\nImperium were also the creation of that period, each made using\nthe genetic inheritance of one of the Primarchs, albeit diluted a\nhundred times for no human body could contain such power.\nEach Primarch led a Legion of Space Marines, each a formation\nconsiderably larger than the later Space Marine Chapters.\nThe names of many of the Primarchs echo down the\nmillennia, and the tales of their deeds are legendary. Names\nsuch as Lion El’Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to\nthat afforded the Emperor himself. Other names are cursed\nwherever men gather, for many Primarchs rebelled against the\nEmperor and followed Horus, mightiest of their number, when\nhe raised his standard against Mankind.\nAt the very height of the Emperor’s Great Crusade, Horus\nled his Traitor Legions against those who stood loyal at the\nEmperor’s side. Worlds burned in the name of the Dark Gods,\nand a terror unlike any seen before was unleashed. Much of the\ntruth of these times has been lost, obscured by the mists of time\nor embellished to the point where giants bestrode worlds with\nthunderous steps and the planets themselves cracked and split\nat their tread.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "SPACE MARINES", + "content": "Of the one thousand or more Space Marine Chapters thought to be in existence, a blessed few can trace their beginnings back to a time more than ten thousand years ago, when the Emperor of Mankind still walked among men. In those days, the Emperor created the Primarchs, twenty immortal superbeings who were to be his generals and comrades during the Great Crusade to reunite the scattered and long-isolated Human worlds. The Primarchs wielded powers the like of which are not known in the universe today. The first Space Marines of the nascent Imperium were also the creation of that period, each made using the genetic inheritance of one of the Primarchs, albeit diluted a hundred times for no human body could contain such power. Each Primarch led a Legion of Space Marines, each a formation considerably larger than the later Space Marine Chapters. The names of many of the Primarchs echo down the millennia, and the tales of their deeds are legendary. Names such as Lion El'Jonson, Leman Russ, Rogal Dorn, and the angelMankind dwells. They command a reverence second only to that afforded the Emperor himself. Other names are cursed wherever men gather, for many Primarchs rebelled against the Emperor and followed Horus, mightiest of their number, when he raised his standard against Mankind. At the very height of the Emperor's Great Crusade, Horus led his Traitor Legions against those who stood loyal at the Emperor's side. Worlds burned in the name of the Dark Gods, and a terror unlike any seen before was unleashed. Much of the truth of these times has been lost, obscured by the mists of time or embellished to the point where giants bestrode worlds with thunderous steps and the planets themselves cracked and split at their tread.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 432, + "rule_id": "pdf_skill_29_12", + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove\nall before them, until those Legions still loyal to the Master of\nMankind stood at bay upon the fortified walls of the Emperor’s\nPalace on Terra. The forces of darkness pressed in around\nthe guttering flame of humanity, but desperate times called\nfor desperate solutions. Sanguinius of the Blood Angels and\nRogal Dorn of the Imperial Fists, together with their bravest\nwarriors, would accompany the Emperor and take the fight to\nHorus upon his battle-barge, a mighty warship in orbit above\nTerra. The Emperor and his warriors teleported onto Horus’\nbattle-barge but found themselves separated and scattered\nthroughout the corrupt vessel by means of dark sorcery. The\nEmperor fought his way to the Warmaster but was too late to\nsave Sanguinius, who Horus slew when the angelic Primarch\nrefused to turn to Chaos. Yet, some maintain that Sanguinius\ninflicted a wound, however small, upon his erstwhile brother.\nHorus and the Emperor clashed in a battle of both flesh and\nspirit. Horus was filled with the power of the Dark Gods and\ndealt the Emperor a mortal blow, but in the end, the Emperor’s\nwill was the greater, and Horus was struck down with the last\nounce of the Emperor’s strength. The traitor was destroyed\nutterly and, with his death, the power of the Traitor Legions\nwas broken. When Dorn and his warriors finally fought\ntheir way into the rebel warmaster’s sanctum, they found the\nEmperor’s broken and ruined body, and it is said that their\ncries of woe were heard far below on Terra itself.\nRogal Dorn, most determined and unbending of the\nPrimarchs, bore his master’s body back to Terra and, under\nthe direction of the crippled Emperor, bound him within the\nGolden Throne to sustain his existence for all eternity with\nconstant sacrifice and baroque machineries. The followers of\nthe Ruinous Powers were defeated, but it was victory won at a\nterrible cost. The brotherhood of the Primarchs was sundered,\nand the Emperor’s vision for the Imperium and all of Mankind\nlay in ruins—the last, best hope of its fulfilment lost forever.\nThe galactic empire he had forged was all but destroyed, and\nit was to take many more years of brutal warfare before all the\nTraitor forces were defeated and driven into the hellish chaos\nof the Eye of Terror. The toll numbered in the billions, and\nuncounted worlds had been left as little more than corpsewas finally extinguished, though Mankind still teetered on the\nvery brink of extinction.\nThe Horus Heresy had revealed weaknesses in the genebeen exacerbated by the need to keep the huge formations\nup to strength in the terrible wars being fought at the time.\nThe insidious powers of Chaos had been able to manipulate\nthis corruption to turn Horus and many of the Space Marines\nunder his command against the Emperor. Once Horus was\ndefeated, it was decided that the forces of the Imperium\nwould be reorganised so that a similar catastrophe could not\nbe repeated.\nThe Space Marine Legions were divided up to create\none Chapter of the same name as the founding Legion and\na number of new Chapters with new names. This event was\ncalled the Second Founding, and over two dozen further\nFoundings have occurred in the ten millennia since. It is\nnot known exactly how many Chapters were created in the\naftermath of the Horus Heresy, as many of the Imperium’s\nrecords are incomplete or lost entirely, and whole Chapters\nhave been created and destroyed in the millennia that have\nfollowed. What is known is that there are just over a thousand\nChapters scattered across the Imperium, each a brotherhood\nof the very finest warriors Humanity can muster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "12", + "content": "The traitorous forces of the rebel Warmaster Horus drove all before them, until those Legions still loyal to the Master of Mankind stood at bay upon the fortified walls of the Emperor's Palace on Terra. The forces of darkness pressed in around the guttering flame of humanity, but desperate times called for desperate solutions. Sanguinius of the Blood Angels and Rogal Dorn of the Imperial Fists, together with their bravest warriors, would accompany the Emperor and take the fight to Horus upon his battle-barge, a mighty warship in orbit above Terra. The Emperor and his warriors teleported onto Horus' battle-barge but found themselves separated and scattered throughout the corrupt vessel by means of dark sorcery. The Emperor fought his way to the Warmaster but was too late to save Sanguinius, who Horus slew when the angelic Primarch refused to turn to Chaos. Yet, some maintain that Sanguinius inflicted a wound, however small, upon his erstwhile brother. Horus and the Emperor clashed in a battle of both flesh and spirit. Horus was filled with the power of the Dark Gods and dealt the Emperor a mortal blow, but in the end, the Emperor's will was the greater, and Horus was struck down with the last ounce of the Emperor's strength. The traitor was destroyed utterly and, with his death, the power of the Traitor Legions was broken. When Dorn and his warriors finally fought their way into the rebel warmaster's sanctum, they found the Emperor's broken and ruined body, and it is said that their cries of woe were heard far below on Terra itself. Rogal Dorn, most determined and unbending of the Primarchs, bore his master's body back to Terra and, under the direction of the crippled Emperor, bound him within the Golden Throne to sustain his existence for all eternity with constant sacrifice and baroque machineries. The followers of the Ruinous Powers were defeated, but it was victory won at a terrible cost. The brotherhood of the Primarchs was sundered, and the Emperor's vision for the Imperium and all of Mankind lay in ruins—the last, best hope of its fulfilment lost forever. The galactic empire he had forged was all but destroyed, and it was to take many more years of brutal warfare before all the Traitor forces were defeated and driven into the hellish chaos of the Eye of Terror. The toll numbered in the billions, and uncounted worlds had been left as little more than corpse was finally extinguished, though Mankind still teetered on the very brink of extinction. The Horus Heresy had revealed weaknesses in the gene been exacerbated by the need to keep the huge formations up to strength in the terrible wars being fought at the time. The insidious powers of Chaos had been able to manipulate this corruption to turn Horus and many of the Space Marines under his command against the Emperor. Once Horus was defeated, it was decided that the forces of the Imperium would be reorganised so that a similar catastrophe could not be repeated. The Space Marine Legions were divided up to create one Chapter of the same name as the founding Legion and a number of new Chapters with new names. This event was called the Second Founding, and over two dozen further Foundings have occurred in the ten millennia since. It is not known exactly how many Chapters were created in the aftermath of the Horus Heresy, as many of the Imperium's records are incomplete or lost entirely, and whole Chapters have been created and destroyed in the millennia that have followed. What is known is that there are just over a thousand Chapters scattered across the Imperium, each a brotherhood of the very finest warriors Humanity can muster.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 433, + "rule_id": "pdf_skill_30_the_codex_astartes", + "title": "THE cODEx ASTARTES", + "content": "“They shall be my finest warriors, these men who give themselves to\nme. Like clay, I shall mould them, and in the furnace of war forge\nthem. They will be of iron will and steely muscle. In great armour\nshall I clad them and with the mightiest guns will they be armed.\nThey will be untouched by plague or disease, no sickness will blight\nthem. They will have tactics, strategies, and machines such that no\nfoe can best them in battle. They are my bulwark against the Terror.\nThey are the Defenders of Humanity. They are my Space Marines,\nand they shall know no fear.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE CODEX ASTARTES", + "content": "They shall be my finest warriors, these men who give themselves to me. Like clay, I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies, and machines such that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 434, + "rule_id": "pdf_skill_31_prelude_the_codex_astartes", + "title": "–Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the\nfoundations of the Imperium were laid down. The first High\nLords of Terra established the structure by which the Adeptus\nTerra operated, and described the feudal responsibilities and\nduties of the planetary lords. One of the most important\naccomplishments was the reorganisation of the Imperium’s\nfighting forces. This was undertaken almost single-handedly by\nthe Primarch of the Ultramarines Legion, Roboute Guilliman,\nwho with characteristic speed and efficiency codified the\nstructure of the Imperial Guard, the Imperial Navy, and\nthe Space Marines. Of all of his works, the most influential\nis the Codex Astartes, the great prescriptive tome that lays\ndown the basic organisational and tactical rules for the Space\nMarine Chapters.\nThe Codex Astartes decreed that Space Marines would\nbe created and trained over a controlled period of time.\nThe genetic banks used to cultivate the implants that turn a\nnormal man into a mighty Space Marine would be carefully\nmonitored, and cultivated organs would be subject to the most\nstringent tests of purity. Young initiates would undergo rigorous\ntrials of physical and psychological suitability before they\nwere accepted, and only those of the highest calibre would\nbe chosen.\nOn Earth, the Adeptus Terra created genetic repositories\nto produce and store Space Marine gene-seed. These banks\nwere used to provide all new gene-seed for Space Marines\nand, to prevent cross-contamination, the genetic material of\neach of the old Legions was isolated. Henceforth, the new\nSpace Marine Chapters would receive gene-seed only from\ntheir own genetic stock.\nThe gene-seed of the Traitor Legions was placed under a\ntime-locked stasis seal, although at the time, many believed\nthese dangerous stocks should be destroyed. By taking direct\ncontrol of the genetic stocks, the Adepts of Terra could\nultimately control the Space Marines. Now they alone had the\npower to destroy or create Space Marine chapters at will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prelude, The Codex Astartes (Apocrypha of Skaros)", + "content": "In the wake of the calamity that was the Horus Heresy, the foundations of the Imperium were laid down. The first High Lords of Terra established the structure by which the Adeptus Terra operated, and described the feudal responsibilities and duties of the planetary lords. One of the most important accomplishments was the reorganisation of the Imperium's fighting forces. This was undertaken almost single-handedly by the Primarch of the Ultramarines Legion, Roboute Guilliman, who with characteristic speed and efficiency codified the structure of the Imperial Guard, the Imperial Navy, and the Space Marines. Of all of his works, the most influential is the Codex Astartes, the great prescriptive tome that lays down the basic organisational and tactical rules for the Space Marine Chapters. The Codex Astartes decreed that Space Marines would be created and trained over a controlled period of time. The genetic banks used to cultivate the implants that turn a normal man into a mighty Space Marine would be carefully monitored, and cultivated organs would be subject to the most stringent tests of purity. Young initiates would undergo rigorous trials of physical and psychological suitability before they were accepted, and only those of the highest calibre would be chosen. On Earth, the Adeptus Terra created genetic repositories to produce and store Space Marine gene-seed. These banks were used to provide all new gene-seed for Space Marines and, to prevent cross-contamination, the genetic material of each of the old Legions was isolated. Henceforth, the new Space Marine Chapters would receive gene-seed only from their own genetic stock. The gene-seed of the Traitor Legions was placed under a time-locked stasis seal, although at the time, many believed these dangerous stocks should be destroyed. By taking direct control of the genetic stocks, the Adepts of Terra could ultimately control the Space Marines. Now they alone had the power to destroy or create Space Marine chapters at will.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 435, + "rule_id": "pdf_skill_32_13", + "title": "13", + "content": "The Second Founding of the Space Marines was decreed\nseven years after the death of Horus. The existing Space\nMarine Legions were broken down and re-founded as\nsmaller, more flexible formations. Where the old Legions\nwere unlimited in size, the new formations were fixed\nat approximately one thousand fighting warriors. This\ncorresponded to the existing unit called the Chapter,\nand in future the Chapter was recognised as the standard\nautonomous Space Marine formation. No longer would\none man have power over a force as powerful as a Space\nMarine Legion.\nThe existing Space Marine Legions were divided into\nnew Chapters. One Chapter kept the name and colours of\nthe original Legion, while the remaining Chapters took on\nnew titles and colours. Most of the old Legions were divided\ninto fewer than five Chapters, but the Ultramarines, being by\nfar the largest of the Legions, were divided many times. The\nexact number of new Chapters created from the Ultramarines\nis uncertain: the number listed in the oldest known copy of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Second Founding of the Space Marines", + "content": "The Second Founding of the Space Marines was decreed seven years after the death of Horus. The existing Space Marine Legions were broken down and re-founded as smaller, more flexible formations. Where the old Legions were unlimited in size, the new formations were fixed at approximately one thousand fighting warriors. This corresponded to the existing unit called the Chapter, and in future the Chapter was recognised as the standard autonomous Space Marine formation. No longer would one man have power over a force as powerful as a Space Marine Legion. The existing Space Marine Legions were divided into new Chapters. One Chapter kept the name and colours of the original Legion, while the remaining Chapters took on new titles and colours. Most of the old Legions were divided into fewer than five Chapters, but the Ultramarines, being by far the largest of the Legions, were divided many times. The exact number of new Chapters created from the Ultramarines is uncertain: the number listed in the oldest known copy of", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 436, + "rule_id": "pdf_skill_33_the_codex_astartes_the_so_cal", + "title": "the Codex Astartes (the so-called Apocrypha of Skaros) gives", + "content": "the total as 23, but does not name them.\nAs a result of the Second Founding, the Ultramarines’ genefoundings. The new Chapters created from the Ultramarines\nare often referred to as the Primogenitors, or ‘first born.’ All\nof the Primogenitor Chapters venerate Roboute Guilliman as\ntheir founding father and patron.\nThe Codex Astartes further defines the tactical roles,\nequipment specifications, and uniform identification markings\nof the Space Marines. These guidelines have evolved over the\ncenturies, and the Codex Astartes of the 41st Millennium is a\nhighly developed treatise combining the wisdom of hundreds\nof military thinkers throughout history. Some of its contents\nseem petty and restrictive, hardly worthy of the great mind\nof a Primarch. Others describe actual battles together with\ncomments on the tactics employed and the decisions of the\ncommanders of the day. As such, the Codex Astartes is revered\nas a holy text, and many Chapters regard its recommendations\nas sanctified by the Emperor himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Codex Astartes", + "content": "The total as 23, but does not name them. As a result of the Second Founding, the Ultramarines' genefoundings. The new Chapters created from the Ultramarines are often referred to as the Primogenitors, or 'first born.' All of the Primogenitor Chapters venerate Roboute Guilliman as their founding father and patron. The Codex Astartes further defines the tactical roles, equipment specifications, and uniform identification markings of the Space Marines. These guidelines have evolved over the centuries, and the Codex Astartes of the 41st Millennium is a highly developed treatise combining the wisdom of hundreds of military thinkers throughout history. Some of its contents seem petty and restrictive, hardly worthy of the great mind of a Primarch. Others describe actual battles together with comments on the tactics employed and the decisions of the commanders of the day. As such, the Codex Astartes is revered as a holy text, and many Chapters regard its recommendations as sanctified by the Emperor himself.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 437, + "rule_id": "pdf_skill_34_codex_chapters", + "title": "codeX chapterS", + "content": "The Chapters that rigidly follow the word of the Codex\nAstartes are sometimes referred to as Codex Chapters. These\nSpace Marines adhere to the codex as the model for their\norganisation, identification markings and tactical doctrine. Of\nall of the Codex Chapters, the most famous is the Ultramarines,\nthe Chapter of Roboute Guilliman himself. Most Chapters,\nhowever, do not adhere so rigidly to the Codex patterns laid\ndown for organisation, tactical roles, or other processes. Many\nChapters are organised largely according to the Codex, but\nare further shaped by their home world and the personality\nof their Primarch. The Blood Angels and Dark Angels are\nprime examples of this. A small number of Chapters are vastly\ndifferent from the Codex, and owe little or nothing to it at\nall. The most famous of these ‘wild’ Chapters are the Space\nWolves, whose strong-willed Primarch Leman Russ moulded\nhis Chapter very much in his own image irrespective of\nother influences.\nThe Adeptus Terra has never decreed it necessary to\nenforce the Codex absolutely. Indeed, it is doubtful whether\nit could. However, with subsequent foundings, they have\nalways favoured the Ultramarines’ gene-seed and created\nmany new Codex Chapters from their line. With the passage\nof time, some of these Chapters have subsequently strayed\nfrom the strict letter of the Codex, introducing new variations\nbut remaining broadly faithful to the principles laid down by\nRoboute Guilliman many thousands of years before.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Chapters", + "content": "The Chapters that rigidly follow the word of the Codex Astartes are sometimes referred to as Codex Chapters. These Space Marines adhere to the codex as the model for their organisation, identification markings and tactical doctrine. Of all of the Codex Chapters, the most famous is the Ultramarines, the Chapter of Roboute Guilliman himself. Most Chapters, however, do not adhere so rigidly to the Codex patterns laid down for organisation, tactical roles, or other processes. Many Chapters are organised largely according to the Codex, but are further shaped by their home world and the personality of their Primarch. The Blood Angels and Dark Angels are prime examples of this. A small number of Chapters are vastly different from the Codex, and owe little or nothing to it at all. The most famous of these 'wild' Chapters are the Space Wolves, whose strong-willed Primarch Leman Russ moulded his Chapter very much in his own image irrespective of other influences. The Adeptus Terra has never decreed it necessary to enforce the Codex absolutely. Indeed, it is doubtful whether it could. However, with subsequent foundings, they have always favoured the Ultramarines' gene-seed and created many new Codex Chapters from their line. With the passage of time, some of these Chapters have subsequently strayed from the strict letter of the Codex, introducing new variations but remaining broadly faithful to the principles laid down by Roboute Guilliman many thousands of years before.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 438, + "rule_id": "pdf_skill_35_subsequent_foundings", + "title": "SubSequent FoundIngS", + "content": "The history of the Imperium since the Horus Heresy is not\na continuous story. There have been periods of rebellion\nand anarchy, times when the balance of power has suddenly\nchanged and history has quite literally been rewritten. Many\nof the subsequent foundings of Space Marine Chapters\nbelong to these troubled times, making it almost impossible\nto ascertain when some Chapters have been created. It is\nbelieved that of the one thousand or more Chapters thought\nto be in existence today, more than half are descended from\nthe Ultramarines, either directly or through one of the\nPrimogenitor Chapters of the Second Founding.\nIt is not known how many new Chapters were created by\nthe Second Founding. Many records were lost during the Age\nof Apostasy, a troubled time that bestrides the history of the\nImperium like an impenetrable veil. In all likelihood, some of\nthe Chapters created during the Second Founding have since", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Subsequent Foundings", + "content": "The history of the Imperium since the Horus Heresy is not a continuous story. There have been periods of rebellion and anarchy, times when the balance of power has suddenly changed and history has quite literally been rewritten. Many of the subsequent foundings of Space Marine Chapters belong to these troubled times, making it almost impossible to ascertain when some Chapters have been created. It is believed that of the one thousand or more Chapters thought to be in existence today, more than half are descended from the Ultramarines, either directly or through one of the Primogenitor Chapters of the Second Founding. It is not known how many new Chapters were created by the Second Founding. Many records were lost during the Age of Apostasy, a troubled time that bestrides the history of the Imperium like an impenetrable veil. In all likelihood, some of the Chapters created during the Second Founding have since", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 439, + "rule_id": "pdf_skill_36_14", + "title": "14", + "content": "been destroyed, leaving no records of the deeds. Others have\nbeen lost in more recent times, and their names are now all that\nremains of them.\nEach of the Chapters into which the Legions were subdivided\nconsisted of roughly 1,000 warriors. A large section of the\nCodex Astartes is dedicated to structuring the organisation\nof these Chapters. A Chapter consists of ten companies each\nnumbering 100 Space Marines. The warriors of these companies\nare organised into ten squads of ten men led by a Sergeant. In\naddition to this basic fighting unit, each company has its own\nCaptain, Standard Bearer, Chaplain, and Apothecary.\nEvery company, with the exception of the Scout Company,\nmaintains a pool of Rhino transports for its squads and officers.\nThe First Company is also equipped with Land Raider tanks to\ncarry heavily-armoured Terminator squads. It is customary for\nDreadnoughts to remain with their company, as their fearsome\npresence bolsters the company’s fighting strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Organization", + "content": "Each Chapter consists of ten companies each numbering 100 Space Marines. The warriors are organized into ten squads of ten men led by a Sergeant. Each company has its own Captain, Standard Bearer, Chaplain, and Apothecary. Every company, except the Scout Company, maintains a pool of Rhino transports. The First Company is equipped with Land Raider tanks for Terminator squads. Dreadnoughts remain with their company.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 440, + "rule_id": "pdf_skill_37_selection_and_initiation", + "title": "SelectIon and InItIatIon", + "content": "Each Chapter has its own methods of recruiting young warriors\nto fill its ranks. Many are based on a single homeworld and\nrecruit solely from that populace, setting trials and tests for\nprospective candidates to weed out all but the strongest and the\nmost faithful. These worlds are often technologically backward\nwith strong militaristic societies, where male children who show\npotential are pushed harder and harder, that they may one day\nhave a chance to join the ranks of the Space Marines, who are\noften known to such peoples as ‘star warriors’, ‘sky knights,’ or\nsimilar names. Because feral worlds are rough, primitive, and\nuntamed, their inhabitants invariably provide excellent recruits.\nFor true aggression and nigh-psychotic killer-instinct, however,\nfew recruits can best the murderous city-scum that roam the\ndarkest pits of the Hive worlds. Driven to extremes of violence\nby the pressures of hive world living, these merciless killers\nare usually ignored by the authorities. They make ideal Space\nMarine recruits, and whole gangs of city-scum are sometimes\nhunted down and made to undergo the trials. Some recruits are\ndrawn from the more civilised worlds of the Imperium, but not\nvery many.\nThose planets used by the Space Marines as recruiting\nworlds are observed closely by the Chapter’s Apothecaries and\nChaplains. The population’s genetic purity must be maintained,\nin order to conserve those qualities that serve the Space Marines’\npurposes best. Their spiritual health is also maintained, to ensure\nthat no trace of the influence of the Ruinous Powers becomes\nmanifest. Such observations are in general carried out from a\ndistance, and it is rare for the society to have any direct contact", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Selection and Initiation", + "content": "Each Chapter has its own methods of recruiting young warriors to fill its ranks. Many are based on a single homeworld and recruit solely from that populace, setting trials and tests for prospective candidates to weed out all but the strongest and the most faithful. These worlds are often technologically backward with strong militaristic societies, where male children who show potential are pushed harder and harder, that they may one day have a chance to join the ranks of the Space Marines, who are often known to such peoples as 'star warriors', 'sky knights,' or similar names. Because feral worlds are rough, primitive, and untamed, their inhabitants invariably provide excellent recruits. For true aggression and nigh-psychotic killer-instinct, however, few recruits can best the murderous city-scum that roam the darkest pits of the Hive worlds. Driven to extremes of violence by the pressures of hive world living, these merciless killers are usually ignored by the authorities. They make ideal Space Marine recruits, and whole gangs of city-scum are sometimes hunted down and made to undergo the trials. Some recruits are drawn from the more civilised worlds of the Imperium, but not very many. Those planets used by the Space Marines as recruiting worlds are observed closely by the Chapter's Apothecaries and Chaplains. The population's genetic purity must be maintained, in order to conserve those qualities that serve the Space Marines' purposes best. Their spiritual health is also maintained, to ensure that no trace of the influence of the Ruinous Powers becomes manifest. Such observations are in general carried out from a distance, and it is rare for the society to have any direct contact", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 441, + "rule_id": "pdf_skill_38_15", + "title": "15", + "content": "with, or knowledge of, the Space Marines, or in many cases\neven of the Imperium. The Chapter’s officers might visit the\nculture once a generation and will be the subject of myth and\nlegend. These mighty warriors from beyond the stars are figures\nof awe, and their word is law.\nThe nature of the trials set by the outsiders vary enormously,\nbut all are so arduous that only a handful pass them. Those\nwho fail may be lucky to even survive, for many trials take\nthe form of ritual combat, the hunting of a great beast, or the\nperformance of incredibly dangerous feats of strength and\nbravery. At the conclusion of the trials, those few aspirants that\nhave been deemed worthy are taken away, invariably never to\nsee their people again.\nIt is always a great honour for a family to have a son chosen\nby the Space Marines, even for societies with little conception\nof the greater galaxy beyond their world. The Space Wolves are\nan example of this. The Wolf Priests of the Space Wolves scour\nthe warring tribes of their home world Fenris for their strongest\nand bravest youths, while Ultramarines traditionally draw their\ncandidates from the elite training barracks of a whole group of\nplanetary systems known collectively as Ultramar, the realm of\nthe Ultramarines.\nOther Chapters have no single home world and travel the\ngalaxy in gigantic fleets of battleships, recruiting either from a\nregular series of worlds or from the war zones to which they are\nassigned. The Black Templars are one such example of a fleetOnce accepted, the young aspirants become Neophytes and\nbegin their regimen of training and biological enhancement.\nEach Chapter has its own traditions regarding the initiation of\nthe recruit into its legends and secrets. This process often runs\nparallel to the bio-genetic treatments the Neophyte must undergo.\nAs the physical transformation proceeds, spiritual change also\noccurs. Both are tempered by ongoing experience on the field of\nbattle and the rituals in which the Neophyte must participate.\nThe nature of such rites varies enormously from one Chapter\nto the next. Some are solemn affairs recalling the sacrifice the\nEmperor made for humanity. Others are raucous celebrations\ndrawing on the culture and nature of the Chapter’s home world.\nStill more are bloody and barbaric involving ritual bloodletting,\nscarification, or amputation. All are vital to the arcane workings\nof the Chapter, and his participation is a prerequisite of the\nNeophyte’s acceptance by his would-be brothers-in-arms.\nSuch are the rigours of the training that many do not survive.\nWhether he is crippled upon the battlefield, or found spiritually\nwanting during a particularly exacting ritual, a Neophyte may\nfind himself cast out, his future with the Chapter curtailed.\nIn some instances, the Neophyte may transgress one of\nthe many articles of Chapter law, and injury at war may prove\npreferable to the punishment. Many possible fates await those\nwho fall by the wayside in this manner. Most are mind-scrubbed\nand become Chapter serfs—manservants and menials. The less\nfortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous\nmachinery. A very rare few may yet rise to positions of relative\npower within the Chapter’s household, yet even the highestthe Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Recruitment and Training", + "content": "The nature of the trials set by the outsiders vary enormously, but all are so arduous that only a handful pass them. Those who fail may be lucky to even survive, for many trials take the form of ritual combat, the hunting of a great beast, or the performance of incredibly dangerous feats of strength and bravery. At the conclusion of the trials, those few aspirants that have been deemed worthy are taken away, invariably never to see their people again. It is always a great honour for a family to have a son chosen by the Space Marines, even for societies with little conception of the greater galaxy beyond their world. The Space Wolves are an example of this. The Wolf Priests of the Space Wolves scour the warring tribes of their home world Fenris for their strongest and bravest youths, while Ultramarines traditionally draw their candidates from the elite training barracks of a whole group of planetary systems known collectively as Ultramar, the realm of the Ultramarines. Other Chapters have no single home world and travel the galaxy in gigantic fleets of battleships, recruiting either from a regular series of worlds or from the war zones to which they are assigned. The Black Templars are one such example of a fleet. Once accepted, the young aspirants become Neophytes and begin their regimen of training and biological enhancement. Each Chapter has its own traditions regarding the initiation of the recruit into its legends and secrets. This process often runs parallel to the bio-genetic treatments the Neophyte must undergo. As the physical transformation proceeds, spiritual change also occurs. Both are tempered by ongoing experience on the field of battle and the rituals in which the Neophyte must participate. The nature of such rites varies enormously from one Chapter to the next. Some are solemn affairs recalling the sacrifice the Emperor made for humanity. Others are raucous celebrations drawing on the culture and nature of the Chapter's home world. Still more are bloody and barbaric involving ritual bloodletting, scarification, or amputation. All are vital to the arcane workings of the Chapter, and his participation is a prerequisite of the Neophyte's acceptance by his would-be brothers-in-arms. Such are the rigours of the training that many do not survive. Whether he is crippled upon the battlefield, or found spiritually wanting during a particularly exacting ritual, a Neophyte may find himself cast out, his future with the Chapter curtailed. In some instances, the Neophyte may transgress one of the many articles of Chapter law, and injury at war may prove preferable to the punishment. Many possible fates await those who fall by the wayside in this manner. Most are mind-scrubbed and become Chapter serfs—manservants and menials. The less fortunate are transformed into living servitors—mindless bioTechmarines in the operation of heavy and frequently dangerous machinery. A very rare few may yet rise to positions of relative power within the Chapter's household, yet even the highestthe Battle-Brothers.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 442, + "rule_id": "pdf_skill_39_genetic_initiation", + "title": "genetIc InItIatIon", + "content": "The trials in which an aspirant must participate before being\naccepted as a Neophyte are harsh and arduous, yet the process\nby which he will become a Space Marine is many times more\ngruelling. Over the course of several years, the youth will be\nsurgically altered, a number of unique organs implanted into\nhis body, turning him slowly into a Space Marine. Although\nmuch diluted, each of these organs is drawn from the genetic\nstock of one of the first Primarchs, and through him, of the\nEmperor himself. Thus, the Space Marines are the descendants\nand inheritors of the Master of Mankind.\nThe various implants cause vital changes in the recipient’s\nphysique and mental state. Many of these changes are controlled\nby natural hormonal secretions and growth patterns. Implants\nmay not prove effective, or may not become fully-functional,\nif they are implanted once the recipient has reached certain\nstages of natural development. It is therefore inevitable that\nrecruits must be reasonably young. Tissue compatibility is also\nessential, otherwise organs may fail to develop properly.\nThe third consideration is mental suitability. Several of the\nimplants will only develop to a usable condition under the\nstimulus of hypnotic-suggestion. A recruit must therefore be\nsusceptible to this particular treatment.\nThese conditions mean that only a small proportion of\naspirants prove suitable to become Space Marines, even if\nthey survive the trials. They must be male, because zygotes\nare keyed to male hormones and tissue types, hence the need\nfor tissue compatibility tests and psychological screening. If\nthese prove successful, a candidate becomes a Neophyte. With\nthe completion of organ implantation and attendant chemical\nand hypnotic training, the subject is ready to take his place in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Genetic Initiation", + "content": "The trials in which an aspirant must participate before being accepted as a Neophyte are harsh and arduous, yet the process by which he will become a Space Marine is many times more gruelling. Over the course of several years, the youth will be surgically altered, a number of unique organs implanted into his body, turning him slowly into a Space Marine. Although much diluted, each of these organs is drawn from the genetic stock of one of the first Primarchs, and through him, of the Emperor himself. Thus, the Space Marines are the descendants and inheritors of the Master of Mankind. The various implants cause vital changes in the recipient's physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become fully-functional, if they are implanted once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly. The third consideration is mental suitability. Several of the implants will only develop to a usable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment. These conditions mean that only a small proportion of aspirants prove suitable to become Space Marines, even if they survive the trials. They must be male, because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. If these prove successful, a candidate becomes a Neophyte. With the completion of organ implantation and attendant chemical and hypnotic training, the subject is ready to take his place in", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 443, + "rule_id": "pdf_skill_40_the_tenth_scout_company_a_s", + "title": "the Tenth (Scout) Company. A Space Marine normally joins", + "content": "the ranks between the ages of sixteen and eighteen, but such\nare the hormonal changes induced by the process of creating\na Space Marine that recruits are physically fully grown\nbefore then.\nAlthough the Chapters are careful to select only the\nmost suitable candidates, not all Neophytes survive the\nprocess to be initiated as full Space Marines. If an implant\nfails to develop properly, it is likely that a Space Marine’s\nmetabolism will become gravely unstable. He may fall into\na catatonic state or suffer bouts of hyperactivity. In either\nevent, he will probably die. Those unfortunates who do not\ndie almost invariably suffer mental damage, degenerating into\nhomicidal maniacs or gibbering idiots. When a Chapter is\nat full strength, these misfits may be put out of their misery.\nHowever, if the Chapter is short of Space Marines, they may\nbe allowed to live and may be placed within their own special\nunits. Those who display controllable psychotic tendencies\ncan be recruited into suicide assault squads.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Tenth (Scout) Company", + "content": "A Space Marine normally joins the ranks between the ages of sixteen and eighteen, but such are the hormonal changes induced by the process of creating a Space Marine that recruits are physically fully grown before then. Although the Chapters are careful to select only the most suitable candidates, not all Neophytes survive the process to be initiated as full Space Marines. If an implant fails to develop properly, it is likely that a Space Marine's metabolism will become gravely unstable. He may fall into a catatonic state or suffer bouts of hyperactivity. In either event, he will probably die. Those unfortunates who do not die almost invariably suffer mental damage, degenerating into homicidal maniacs or gibbering idiots. When a Chapter is at full strength, these misfits may be put out of their misery. However, if the Chapter is short of Space Marines, they may be allowed to live and may be placed within their own special units. Those who display controllable psychotic tendencies can be recruited into suicide assault squads.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 444, + "rule_id": "pdf_skill_41_16", + "title": "16", + "content": "gene-Seed\nThere are nineteen varieties of gene-seed corresponding to\nthe nineteen different superhuman organs that are surgically\nimplanted into a Space Marine. Because most Chapters have\nexisted for many thousands of years, a number of these\nChapters have gene-seed that has mutated over time. This\nhas resulted in changes in the exact nature of the artificially\ncultured organs. Such changes may sometimes make an\nimplant useless—such is the case with the Imperial Fists, who\nare known to lack the organ called the Betcher’s gland, which\nallows a Space Marine to spit corrosive poison. In other cases,\nthe changes in an organ might reduce its effectiveness or cause\nstrange new effects—the Salamanders, for example, share\nskin as dark as coal, due to the actions of their melanchromic\norgan. Whatever the result, it will affect the entire Chapter,\nas all Space Marines belonging to the Chapter share implants\ncultured from the original gene-seed.\nAlthough a Chapter’s Apothecaries and surgeons are able\nto perform the necessary implant operations, they do not\nnecessarily understand the exact functioning of each organ.\nThe processes involved are incredibly ancient. Procedures\nare handed down from generation to generation, becoming\nincreasingly ritualised and misinterpreted. For these reasons,\nthe efficiency of each organ differs from Chapter to Chapter,\ndepending on the condition of the Chapter’s gene-seed and\nthe degree of debasement of its surgical procedures. In some\nChapters, mutation of gene-seed, poor surgical procedure,\nor inadequate post-operative conditioning has twisted the\nfunctioning of implants.\nIn addition to the problem of mutated implants, many\nChapters have simply lost one or more types of gene-seed\norgans due to accident, genetic failure, or some other cause.\nVery few Chapters, therefore, possess all nineteen of the\nimplants. All possess the carapace implant however, as without\nit, the Neophyte could never become a Space Marine.\nEach of the gene-seed organs is extremely complicated.\nMany of the organs only work properly when another organ\nis present, the loss or mutation of one organ often affecting\nthe exact functioning of the others. For these reasons, implants\nmust be constantly monitored, and many Space Marines must\nundergo corrective surgery to re-balance their metabolisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gene-Seed", + "content": "There are nineteen varieties of gene-seed corresponding to the nineteen different superhuman organs that are surgically implanted into a Space Marine. Because most Chapters have existed for many thousands of years, a number of these Chapters have gene-seed that has mutated over time. This has resulted in changes in the exact nature of the artificially cultured organs. Such changes may sometimes make an implant useless—such is the case with the Imperial Fists, who are known to lack the organ called the Betcher’s gland, which allows a Space Marine to spit corrosive poison. In other cases, the changes in an organ might reduce its effectiveness or cause strange new effects—the Salamanders, for example, share skin as dark as coal, due to the actions of their melanchromic organ. Whatever the result, it will affect the entire Chapter, as all Space Marines belonging to the Chapter share implants cultured from the original gene-seed. Although a Chapter’s Apothecaries and surgeons are able to perform the necessary implant operations, they do not necessarily understand the exact functioning of each organ. The processes involved are incredibly ancient. Procedures are handed down from generation to generation, becoming increasingly ritualised and misinterpreted. For these reasons, the efficiency of each organ differs from Chapter to Chapter, depending on the condition of the Chapter’s gene-seed and the degree of debasement of its surgical procedures. In some Chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning has twisted the functioning of implants. In addition to the problem of mutated implants, many Chapters have simply lost one or more types of gene-seed organs due to accident, genetic failure, or some other cause. Very few Chapters, therefore, possess all nineteen of the implants. All possess the carapace implant however, as without it, the Neophyte could never become a Space Marine. Each of the gene-seed organs is extremely complicated. Many of the organs only work properly when another organ is present, the loss or mutation of one organ often affecting the exact functioning of the others. For these reasons, implants must be constantly monitored, and many Space Marines must undergo corrective surgery to re-balance their metabolisms.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 445, + "rule_id": "pdf_skill_42_conditioning", + "title": "cONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte\nundergoes chemical treatment, psychological conditioning,\nand subconscious hypnotherapy, all the while spending\nevery waking hour honing his combat skills with ceaseless\nbattle training.\nUntil his initiation as a Battle-Brother, a Neophyte must\nsubmit to constant tests and examinations. The newly implanted\norgans must be monitored very carefully, imbalances corrected,\nand any sign of corrupt development treated. This chemical\ntreatment is reduced after completion of the initiation process,\nbut it never ends. Space Marines undergo periodic treatment for\nthe rest of their lives in order to maintain a stable metabolism.\nTo this end, power armour contains extensive monitoring and\ndrug dispensation equipment.\nAs the super-enhanced body grows, the recipient must learn\nhow to use his new skills. Some of the implants, specifically\nthe Catalespean Node and Occulobe, can only function once\ncorrect hypnotherapy has been administered. Hypnotherapy\nis not always as effective as chemical treatment, but it can\nhave substantial results. If a Space Marine can be taught how\nto control his own metabolism, his dependence on drugs is\nlessened. The process is undertaken in a machine called a\nhypnomat. Space Marines are placed in a state of hypnosis and\nsubjected to visual and aural images in order to awaken their\nminds to their unconscious metabolic processes.\nA Space Marine is more than a human with extraordinary\npowers. Just as their bodies receive nineteen separate implants,\nso their minds are altered to release the latent powers within.\nThese mental powers are, if anything, more extraordinary\nthan even the physical powers endowed by the implants. For\nexample, a Space Marine can control his senses and nervous\nsystem to a remarkable degree, and can consequently endure\npain that would kill a normal man. A Space Marine can also\nthink and react at lightning speeds. Memory training is an\nimportant part of the indoctrination as well. Some Space\nMarines develop photographic memories. Space Marines vary\nin intelligence as do other men, and their individual mental\nabilities vary in degree.\nThe very first stage in the process is the implantation of\nthe Secondary\bHeart, normally between the age of ten\nand fourteen. This is capable of boosting the blood supply\nor sustaining full life functions even after the destruction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "CONDITIONING", + "content": "In addition to the extensive implantation process, the Neophyte undergoes chemical treatment, psychological conditioning, and subconscious hypnotherapy, all the while spending every waking hour honing his combat skills with ceaseless battle training. Until his initiation as a Battle-Brother, a Neophyte must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of corrupt development treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Space Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. To this end, power armour contains extensive monitoring and drug dispensation equipment. As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the Catalespean Node and Occulobe, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Space Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Space Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes. A Space Marine is more than a human with extraordinary powers. Just as their bodies receive nineteen separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers endowed by the implants. For example, a Space Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill a normal man. A Space Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination as well. Some Space Marines develop photographic memories. Space Marines vary in intelligence as do other men, and their individual mental abilities vary in degree. The very first stage in the process is the implantation of the Secondary Heart, normally between the age of ten and fourteen. This is capable of boosting the blood supply or sustaining full life functions even after the destruction", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 446, + "rule_id": "pdf_skill_43_17", + "title": "17", + "content": "of the recipient’s original heart. This implant enables Space\nMarines to survive low oxygen concentrations and traumatic\ninjury, and is also necessary in the maintenance of the subject’s\nmetabolism, which will be pushed to its limits as his body is\nsubject to the many surgical procedures it will endure over the\nnext several years.\nThe next stage in the implantation process is the addition\nof the Ossmodula. This is a tube-shaped organ whose small\nsize belies its complex structure. The Ossmodula monitors and\nsecretes hormones affecting epiphiseal fusion and ossification\nof the skeleton. At the same time, the specially engineered\nhormones encourage the forming bones to absorb ceramicyears following implantation, this will have caused considerable\nstrengthening of the long bones, extreme ossification of the\nchest cavity (caused by growth of the ribs forming a solid mass\nof inter-laced bone plates), and a general increase in the size of\nthe recipient’s skeleton.\nNormally implanted at the same time as the Ossmodula,\nthe Biscopea is emplaced within the chest cavity. It is small,\napproximately spherical and, like the Ossmodula, its primary\nfunction is hormonal. The presence of the Biscopea stimulates\nmuscle growth throughout the body. These muscles bond to\nthe rapidly growing skeleton, which is why these two implants\nare often undergone at the same time.\nPhases four and five are often implanted at the same time,\nbetween the ages of twelve and fourteen. The Haemastamen\nis a tiny organ, placed within a main blood vessel and serves\ntwo main purposes. Firstly, it monitors and to some degree\ncontrols the Ossmodula and the Biscopea. It also alters the\nconstituent make-up of the recipient’s blood. As a result, the\nSpace Marine’s blood will be considerably more efficient than\nordinary human blood, as it has to be considering the extra\nbiological hardware the Space Marine carries inside him.\nThe second implant emplaced at this time is the Larraman’s\b\nOrgan. This is a liver-shaped, dark, fleshy organ. It is implanted\ninto the chest cavity along with a complicated array of blood\nvessels. The organ generates and stores special Larraman cells.\nIf the recipient is wounded, these cells are released into the\nbloodstream, where they latch onto leucocytes in the blood\nand are transported to the site of the wound. Once outside\nthe body, the Larraman cells form a skin substitute of instant\nscar tissue, staunching the flow of blood and protecting any\nexposed wound area. This process is almost instantaneous, and\nit can appear to the onlooker as if the blood is frozen solid\neven before it hits the ground.\nWith the initiation of phase six, the subject is ready to begin\nthe extensive hypnotherapy that will continue throughout\nthe entire initiation process, and beyond. The Catalepsean\b\nNode is a brain implant usually inserted into the back of the\nskull via a hole drilled into the occipital bone. The pea-sized\norgan influences the circadian rhythms of sleep and the body’s\nresponse to sleep deprivation. Normally, a Space Marine sleeps\nlike any normal man, but if deprived of it, the Catalepsean\nNode becomes active. The recipient is capable of sleeping\nand remaining awake at the same time by switching off areas\nof the brain sequentially. This process cannot replace normal\nsleep entirely, but it increases a Space Marine’s survivability by\nallowing awareness of the environment whilst resting.\nThe next three phases of the process, the implantation\nof the Preomnor, Omophagea and Multi-lung are often\nundertaken at the same time, between the ages of fourteen\nand sixteen. The Preomnor is a large implant which fits into\nthe chest cavity. It is a pre-digestive stomach which allows\nthe recipient to eat a variety of otherwise poisonous or\nindigestible materials. No actual digestion tales place in the\nPreomnor. Instead, individual sensory tubes assess potential\npoisons and neutralise them or, where necessary, isolate the\nPreomnor from the rest of the digestive tract. The Omophagea\nis a complicated implant that is placed within the spinal cord\nbetween the cervical and thoracic vertebrae, where it becomes\nin effect part of the brain. Four nerve sheaths called neuroclea\nare implanted between the spine and the preomnoral stomach\nwall. The Omophagea is designed to absorb genetic material\ngenerated in animal tissue as a function of memory. This\nendows the Space Marine with an unusual survival trait—he\ncan actually learn by eating. If a Space Marine eats part of a\ncreature, he will absorb some of the memories of that creature.\nThis can be very useful in an alien environment. Incidentally, it\nis the presence of this organ which has created the various flesh\neating and blood drinking rituals for which many Chapters are\nknown, as well as giving the names to Chapters such as the\nBlood Drinkers and Flesh Tearers. The third organ implanted\nat this time is the Multi-lung. This large, tubular, grey organ\nis sometimes called the ‘third lung’. Blood is pumped through\nthe organ via connecting vessels grafted onto the recipient’s\npulmonary system. Atmosphere is taken in by means of a\nsphincter located in the trachea. In toxic atmospheres, an\nassociated sphincter muscle closes the trachea and restricts\nnormal breathing, thus protecting the lungs. The Multi-lung is\nable to absorb oxygen from poorly oxygenated or poisonous\nair without suffering damage thanks to its own efficient toxin\ndispersal, neutralisation, and regeneration systems.\nPhase ten of the process is the implantation of the\nOcculobe. This small slug-like organ sits at the base of the\nbrain. It provides the hormonal and genetic stimuli which\nenable a Space Marine’s eyes to respond to optic-therapy. The\nOcculobe does not in itself improve a Space Marine’s eyesight,\nbut it allows technicians to make adjustments to the growth\npatterns of the eye and the light-receptive retinal cells. A Space\nMarine has far better eyesight than a normal human, and can\nsee in low light conditions almost as well as in daylight.\nPhase eleven is the addition of the Lyman’s\bEar. This\norgan enables a Space Marine to consciously enhance and\neven filter certain types of background noise. Not only is\nhearing improved, but a Space Marine cannot become dizzy\nor nauseous as a result of extreme disorientation. A Lyman’s\nEar is externally indistinguishable from a normal human ear.\nBetween the ages of fifteen and sixteen, phase twelve is\ninitiated, in which a flat, circular organ called the Sus-an\b\nMembrane is implanted over the top of the exposed brain.\nIt then grows into the brain tissue until completely merged.\nThe organ is not effective until subsequent chemical therapy\nand training is applied. However, a properly tutored Space\nMarine may then enter into a state of suspended animation.\nThis may be a conscious action, or may happen automatically\nin the event of extreme physical trauma. In this condition,\na Space Marine may survive for many years, even if bearing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Implantation Process", + "content": "The implantation process for Space Marines involves multiple stages, including the addition of implants such as the Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, and Sus-an Membrane at different ages. These implants enhance various physiological functions, such as bone growth, muscle development, blood efficiency, wound recovery, sleep regulation, toxin resistance, memory absorption, and sensory enhancements.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 447, + "rule_id": "pdf_skill_44_18", + "title": "18", + "content": "otherwise fatal injuries. Only appropriate chemical therapy\nand auto-suggestion can revive a Space Marine from this\nstate—he cannot revive himself. The longest known period of\ndeanimation followed by successful reanimation is 567 years,\nin the case of Brother Silas Err of the Dark Angels Chapter.\nThe next phase of the process is the implantation of the\nMelanchromic\bOrgan. This hemispherical, black organ\nfunctions in an indirect and extremely complex manner. It\nmonitors radiation levels and types bombarding the skin,\nand if necessary, sets off chemical reactions to darken the\nskin and protect it from ultraviolet exposure. It also provides\nlimited protection from other forms of radiation. Differing\nMelanchromic Organ gene-seed from Chapter to Chapter leads\nto variations in skin and hair colour, and in some Chapters all\nof the Space Marines may have identical colouration, such as is\nfound in the albino warriors of the Death Spectres Chapter.\nPhases fourteen and fifteen, the implantation of the Oolitic\b\nKidney and the Neuroglottis, are often undertaken at the\nsame time. The Oolitic Kidney is red-brown and heart-shaped\nand improves and modifies the Space Marine’s circulatory\nsystem, enabling other implants to function effectively. The\nOolitic Kidney also filters blood extremely efficiently and\nquickly. The Secondary Heart and Oolitic Kidney are able to\nact together, performing an emergency detoxification function\nin which the Space Marine is rendered unconscious as his\nblood is circulated at high speed. This enables a Space Marine\nto survive poisons and gases which are otherwise too much\nfor even the multi-lung to cope with. The Neuroglottis enables\nthe Space Marine to assess a potential food by taste. The organ\nis implanted in the back of the mouth. By chewing, or simply\nby tasting, a Space Marine can detect a wide variety of natural\npoisons, some chemicals and even the distinctive odours of\nsome creatures. To some degree, a Space Marine is also able to\ntrack a target by taste alone.\nIn phase sixteen, normally at age sixteen, a small organ\ncalled the Mucranoid is implanted in the lower intestine\nwhere its hormonal secretions are absorbed by the colon.\nThese secretions initiate a modification of the sweat glands.\nThis modification normally makes no difference to the Space\nMarine until activated by appropriate chemical therapy. As\na result of this treatment, the Space Marine sweats an oily,\nnaturally cleansing substance which coats the skin. This\nprotects the Space Marine against extremes of temperature\nand even offers a slight degree of protection against vacuum.\nMucranoid chemical therapy is standard procedure in long\nspace voyages and when fighting in vacuum or near-vacuum.\nPhase seventeen is the implantation of two identical organs\ncalled Betcher’s\bGlands. These are placed into the lower\nlip, alongside the salivary glands or into the hard palette. The\nBetcher’s Gland works in a similar way to the poison gland of\nvenomous reptiles by synthesising and storing deadly poison.\nSpace Marines are rendered immune to this poison by virtue\nof the gland’s presence. The gland allows the Space Marine to\nspit a blinding contact poison, which is also highly corrosive.\nA Space Marine imprisoned behind iron bars could easily\nchew his way out given a few hours.\nIn the penultimate phase of the process, a pair of glands\ncalled Progenoids are implanted, one in the neck and the\nother deep in the chest cavity. This takes place between the age\nof sixteen and eighteen. These glands are vitally important to\nthe very survival of the Space Marine’s Chapter. Each organ\ngrows within the Space Marine, absorbing hormonal stimuli\nand genetic material from the other implants. After five years,\nthe neck gland is mature and ready for removal. After ten\nyears, the chest gland becomes mature and is also ready to\nbe removed. A gland may be removed any time after it has\nmatured, and it represents the Chapter’s only source of genecorresponding to each zygote implanted into the recipient.\nOnce removed by surgery, the Progenoid must be carefully\nprepared, its individual gene-seeds checked for mutation, and\nsound gene-seeds stored. Gene-seeds can be stored indefinitely\nunder suitable conditions.\nSpace Marine Apothecaries carry a special device known\nas a reductor, which they can use in battlefield conditions to\nremove the Progenoid glands of a fallen Space Marine, so\nthat, even should he die before his glands are harvested, they\nmay be recovered. The whole purpose of the Progenoid is to\nprovide gene-seed to enable the Chapter to continue. It is not\npossible to create a zygote in any other way. Each Chapter’s\nstock of gene-seed is therefore unique to itself. Gene-seed has\na great deal of religious significance to a Chapter, representing\nits identity and future. Without gene-seed, a Chapter has no\nfuture. The extinction of a type of gene-seed means that a\nzygote has been lost forever. The extinction of the Progenoid\ngene-seed itself would effectively mean the end to a Chapter.\nAs each Space Marine has only two Progenoid glands,\nthe rate at which a Chapter can create new Space Marines\nis restricted. It may take many years for a Chapter to rebuild\nitself after heavy losses. Gene-seed is often rendered useless if\na Space Marine is exposed to high radiation levels or other\nforms of genetic disturbance. The efficiency of different\nChapters’ Progenoid gene-seed also varies, so some Chapters\nare able to make up their numbers faster than others.\nThe final and the most distinctive implant is the Black\b\nCarapace, which cannot be implanted beyond the age of\neighteen. This looks like a film of black plastic when growing\nin the tanks. This is removed from its culture-solution and cut\ninto sheets, which are implanted directly beneath the skin of\nthe recipient’s torso. Within a few hours, the tissue expands,\nhardens on the outside, and sends invasive neural bundles\ndeep inside the subject. After several months, the recipient is\nfitted with neural sensors and transfusion points, cut into the\nhardened carapace. These artificial interface points mesh with\nfeatures integral to the power armour, such as the monitoring,\nmedicinal, and maintenance units. Without the benefit of the\nBlack Carapace, a Space Marine’s power armour would be far\nless effective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Implantation Process", + "content": "The process of implanting various organs and glands into a Space Marine, including the Melanchromic Organ, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher’s Glands, Progenoids, and Black Carapace. These implants enhance the Space Marine's abilities and survivability.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 448, + "rule_id": "pdf_skill_45_marine", + "title": "Marine", + "content": "“Give me the Scout as a boy, and I’ll give you the Battle-Brother as\na man.”\n–Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marine", + "content": "Give me the Scout as a boy, and I'll give you the Battle-Brother as a man. -Veteran Scout Sergeant Dvan Skor of the Storm Wardens.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 449, + "rule_id": "pdf_skill_46_to_these_three_squad_types_th", + "title": "to these three squad types, the First (Veteran) Company can be", + "content": "formed into Terminator or Veteran squads, while the Scouts\nof the Tenth Company are always fielded as Scout squads. All\nSpace Marine squad types, with the exception of the Scouts,\nnominally consist of ten troopers, but they can be divided\ninto two separate combat squads in battle. This gives each\nunit a further degree of flexibility in action.\nA warrior accepted into the Chapter’s ranks will serve\nin many roles, starting out as a young Scout in the Tenth\nCompany and, if fate favours him, progressing through the\nranks serving as Devastator, Assault Marine, Tactical Marine\nand, if he is exceptionally bold, eventually earning the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Squad Types and Roles", + "content": "To these three squad types, the First (Veteran) Company can be formed into Terminator or Veteran squads, while the Scouts of the Tenth Company are always fielded as Scout squads. All Space Marine squad types, with the exception of the Scouts, nominally consist of ten troopers, but they can be divided into two separate combat squads in battle. This gives each unit a further degree of flexibility in action. A warrior accepted into the Chapter’s ranks will serve in many roles, starting out as a young Scout in the Tenth Company and, if fate favours him, progressing through the ranks serving as Devastator, Assault Marine, Tactical Marine and, if he is exceptionally bold, eventually earning the", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 450, + "rule_id": "pdf_skill_47_honour_of_serving_in_the_first", + "title": "honour of serving in the First (Veteran) Company. A favoured", + "content": "few excel even this great honour and join the ranks of the\nChapter’s masters, leading their fellows into the blood and\nfury of battle.\nThe first step along the path to becoming a mighty hero\nof the Chapter is service in one of the Scout squads of the\nTenth Company. Scout squads consist of a Space Marine\nSergeant and four to nine Scouts. The role of the Sergeant\nis to train the Scouts and lead them in battle. Only Sergeants\nof considerable experience and status are designated for this\nrole. Scouts attend to every word their Sergeant utters, for it is\nsaid that he has forgotten more of war than many more senior\nofficers will ever learn.\nWhilst serving as a Scout, a Neophyte learns the most\nsubtle arts of war. In a range of infiltration and reconnaissance\nmissions, he learns how to approach and observe the enemy.\nInformation gathered in such missions is passed back to the\nmain battle force. The Scouts get their first taste of combat\nby way of carefully placed ambushes, the Scout Sergeant\ndrawing on centuries of experience to deploy his charges in\nsuch a manner as to teach them as valuable a lesson as the\nenemy. Unlike that enemy, the Scouts learn valuable skills in\nsuch combats—the enemy earns nothing more than a quick\ndeath, for even a Neophyte Space Marine is a puissant warrior\ncompared to a mortal man.\nA Space Marine serving in a Devastator squad may only\nrecently have completed his service in the Tenth Company\nand been initiated as a Space Marine. It will be his first\nexperience of fighting in power armour. When first assigned\nto such a squad, the Space Marine will bear a bolter and\ngrenades and fulfil a support role within the squad, providing\nclose support to those Battle-Brothers armed with heavy\nweapons, identifying targets and being close at hand to\nproffer ammunition and to take up the weapons of any who\nshould fall. Only when he has proven himself steady and\nreliable in battle will the Space Marine be entrusted with one\nof the Chapter’s mighty heavy weapons, which he will come\nto master over the course of several hundred battles.\nDevastator squads consist of a Sergeant and nine Space\nMarines. Up to four Space Marines may be armed with heavy\nweapons, whilst the remainder will carry bolters. This is\nthe most heavily armed type of Space Marine squad of all,\nand they are deployed wherever overwhelming firepower is\nneeded, especially when the Chapter faces enemy tanks or\nfortified positions.\nHaving proved himself steadfast and disciplined in the\nDevastator squads, a Space Marine will in time earn himself\na place in an Assault squad. Here the Space Marine comes\nto master the application of overwhelming force, taking the\nfight directly to the enemy’s strong points. He embraces the\ncontrolled savagery of close combat and looks his enemy in\nthe eye as he deals him death. Assault squads are specialists\nat fighting in hand-to-hand combat. Each squad consists\nof a Sergeant and nine Space Marines all equipped with\njump packs and armed with a close combat weapon in each\nhand. Common armament consists of a bolt pistol and a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Honour of Serving in the First Company", + "content": "Few excel even this great honour and join the ranks of the Chapter's masters, leading their fellows into the blood and fury of battle. The first step along the path to becoming a mighty hero of the Chapter is service in one of the Scout squads of the Tenth Company. Scout squads consist of a Space Marine Sergeant and four to nine Scouts. The role of the Sergeant is to train the Scouts and lead them in battle. Only Sergeants of considerable experience and status are designated for this role. Scouts attend to every word their Sergeant utters, for it is said that he has forgotten more of war than many more senior officers will ever learn. Whilst serving as a Scout, a Neophyte learns the most subtle arts of war. In a range of infiltration and reconnaissance missions, he learns how to approach and observe the enemy. Information gathered in such missions is passed back to the main battle force. The Scouts get their first taste of combat by way of carefully placed ambushes, the Scout Sergeant drawing on centuries of experience to deploy his charges in such a manner as to teach them as valuable a lesson as the enemy. Unlike that enemy, the Scouts learn valuable skills in such combats—the enemy earns nothing more than a quick death, for even a Neophyte Space Marine is a puissant warrior compared to a mortal man. A Space Marine serving in a Devastator squad may only recently have completed his service in the Tenth Company and been initiated as a Space Marine. It will be his first experience of fighting in power armour. When first assigned to such a squad, the Space Marine will bear a bolter and grenades and fulfil a support role within the squad, providing close support to those Battle-Brothers armed with heavy weapons, identifying targets and being close at hand to proffer ammunition and to take up the weapons of any who should fall. Only when he has proven himself steady and reliable in battle will the Space Marine be entrusted with one of the Chapter's mighty heavy weapons, which he will come to master over the course of several hundred battles. Devastator squads consist of a Sergeant and nine Space Marines. Up to four Space Marines may be armed with heavy weapons, whilst the remainder will carry bolters. This is the most heavily armed type of Space Marine squad of all, and they are deployed wherever overwhelming firepower is needed, especially when the Chapter faces enemy tanks or fortified positions. Having proved himself steadfast and disciplined in the Devastator squads, a Space Marine will in time earn himself a place in an Assault squad. Here the Space Marine comes to master the application of overwhelming force, taking the fight directly to the enemy's strong points. He embraces the controlled savagery of close combat and looks his enemy in the eye as he deals him death. Assault squads are specialists at fighting in hand-to-hand combat. Each squad consists of a Sergeant and nine Space Marines all equipped with jump packs and armed with a close combat weapon in each hand. Common armament consists of a bolt pistol and a", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 451, + "rule_id": "pdf_skill_48_20", + "title": "20", + "content": "chainsword. Optionally, two of the Space Marines may carry\nplasma pistols. This combination is ideal for fast-attacking,\nclose-quarter fighting assault troops.\nEven though Tactical squads are the most common type\nin any Chapter, to earn a place in one a Space Marine must\nhave proven himself both courageous and wise in battle.\nThroughout his service in the Devastator and Assault squads,\nhe will be proven adaptable in his approach to the arts of war\nand will have mastered a range of tactics and weaponry.\nTactical squads are the most commonly fielded squad\ntypes in a Chapter. A Tactical squad is led by a Sergeant and\nincludes nine other Space Marines. Of these, seven Battlecan be armed with bolters or, alternatively, one may carry a\nheavy weapon such as a missile launcher or a heavy bolter,\nand the other may carry a special weapon such as a flamer or\nmeltagun. This combination is the most tactically flexible and\noffers a good mixture of capabilities within the squad.\nAfter serving in hundreds of campaigns and thousands of\nbattles, and having conquered the very worst the galaxy has\nto throw at him, a Space Marine is likely to be considered a\nVeteran. In most Chapters, such an honour is not measured\nby length of service, but in blood spilled, horrors overcome,\nand mighty deeds done. As a prelude to service in the First\n(Veteran) Company, many Space Marine Veterans fulfill the\nrole of Sergeant, leading squads of all types in any of the\nother companies. Thus, many of the Space Marines of the\nVeteran company will be battle-proven leaders as well as\nhighly experienced warriors.\nThe warriors of the Veteran company are fielded in one of\nthree squad types:\nTerminator squads wear the uniquely powerful Terminator\narmour, sometimes called tactical dreadnought armour. This\narmoured suit is massive in construction, virtually turning a\nSpace Marine into a one-man tank. Every Chapter has a limited\nnumber of Terminator armour suits, and each is an ancient\nartefact crafted many thousands of years ago. Terminators are\nless mobile than other Space Marines and are primarily used\nin boarding actions or in extreme close quarters when heavy\nfire support cannot be easily brought to bear. So resilient is\nthe armour that it is reputedly able to operate inside plasma\nreactors, within volcanoes, and inside highly irradiated areas\nof deep space. Legend has it that the armour can even survive\nthe tread of a Titan. To wear an ancient suit of Terminator\narmour is one of the greatest honours to which a Space\nMarine can aspire. Each suit bears on its left shoulder the Crux\nTerminatus, the unique badge of the Terminator. Each Crux is\nsaid to contain at its core a tiny fragment of the armour worn\nby the Emperor himself when he fought his final battle against\nthe traitor Warmaster Horus, providing a direct link between\nthe Space Marine and the Father of Mankind.\nDespite its obvious benefits, Terminator armour is not\nsuitable for all missions. Most of the time, Veterans take to the\nfield wearing ordinary power armour, albeit a suit inscribed\nwith many hundreds of battle honours. When wearing power\narmour, Veterans are formed into vanguard Veteran squads or\nsternguard Veteran squads. By dint of their rank, Veterans have\naccess to the most fearsome weaponry in the Chapter’s arsenal,\nincluding sacred blades and artificer-crafted combi-weapons\nof uniquely masterful craftsmanship. Vanguard Veteran\nsquads go to battle equipped with the most lethal of close\ncombat weapons, and often wear jump packs to bring them\nto bear before the enemy can even react. Sternguard Veteran\nsquads carry a wide array of ranged weaponry and specialised\nammunition, and are masters in its overwhelming application.\nVeteran squads are rarely deployed en masse, but are instead\nused to bolster the line, provide an unstoppable speartip or to\nact as a highly flexible and mobile reserve.\nMASTERS OF THE cHAPTER\nEach of the Chapter’s ten companies is led by a Captain.\nThese leaders are second in experience only to the Chapter\nMaster himself, and each is a warrior so deadly that he will\nrarely meet his match. Each Captain is an inspirational and\ndetermined leader, able to coordinate the Space Marines under\nhis command whatever the opposition. In addition to leading\nSpace Marines in battle, each Captain holds titles dependent\non his other responsibilities with regard to the workings of\nthe Chapter or its home world, such as Master of the Fleet or\nMaster of the Marches.\nOf the thousand awesome and terrifying warriors that\ncomprise a Space Marine Chapter, there is but one Chapter\nMaster, a leader with centuries of experience in the very\ncrucible of battle. His own fighting skills will be unsurpassed,\nwhether in the use of gun, blade, or bare hands. His very\nrank speaks of a past littered with the bodies of bloodied,\nbeaten foes of the most terrifying and inhuman sort. It is not\nenough, however, for the Chapter Master to be its foremost\nwarrior. He must also be a superb tactician, grounded in the\nteachings of the Codex Astartes and honed through countless\ndecisions made in the maelstrom of close action. His soldiers\nare also his brothers, and he knows that they will give their\nlives at his command. He must preserve these magnificent\nfighters, but must also accomplish his mission and uphold the\nhonour of his Chapter. He will be steeped in the lore of his\nChapter and be sworn to keep its secrets and must conduct\nhis diplomacy accordingly, for Space Marines maintain a web\nof time-proven oaths and honours debts and do not simply\nheed the commands of Imperial functionaries. Those who\nwish a Chapter Master to send his warriors into battle must\ngive him good reason to do so. In addition to this, a Chapter\nMaster will often be the ruler of his Chapter’s home world, a\nresource that is too valuable for him to ignore. Amongst the\ngreatest risks facing a Chapter Master is the very power he\nwields, for a Chapter of Space Marines is a force capable of\ndevastating entire worlds at his order.\nEven a Space Marine can feel pride, ferocity, and desire—\nit is, after all, their hero’s soul that drives them to acts of\nselfless sacrifice. But in these things lie the seeds of hubris\nthat can eventually lead to damnation. Any Space Marine, but\nespecially a Chapter Master, must beware the short path to\nvictory, must consider both the ends and the means, and must\nheed the example of Emperor and Primarch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Masters of the Chapter", + "content": "Each of the Chapter's ten companies is led by a Captain. These leaders are second in experience only to the Chapter Master himself, and each is a warrior so deadly that he will rarely meet his match. Each Captain is an inspirational and determined leader, able to coordinate the Space Marines under his command whatever the opposition. In addition to leading Space Marines in battle, each Captain holds titles dependent on his other responsibilities with regard to the workings of the Chapter or its home world, such as Master of the Fleet or Master of the Marches. Of the thousand awesome and terrifying warriors that comprise a Space Marine Chapter, there is but one Chapter Master, a leader with centuries of experience in the very crucible of battle. His own fighting skills will be unsurpassed, whether in the use of gun, blade, or bare hands. His very rank speaks of a past littered with the bodies of bloodied, beaten foes of the most terrifying and inhuman sort. It is not enough, however, for the Chapter Master to be its foremost warrior. He must also be a superb tactician, grounded in the teachings of the Codex Astartes and honed through countless decisions made in the maelstrom of close action. His soldiers are also his brothers, and he knows that they will give their lives at his command. He must preserve these magnificent fighters, but must also accomplish his mission and uphold the honour of his Chapter. He will be steeped in the lore of his Chapter and be sworn to keep its secrets and must conduct his diplomacy accordingly, for Space Marines maintain a web of time-proven oaths and honours debts and do not simply heed the commands of Imperial functionaries. Those who wish a Chapter Master to send his warriors into battle must give him good reason to do so. In addition to this, a Chapter Master will often be the ruler of his Chapter's home world, a resource that is too valuable for him to ignore. Amongst the greatest risks facing a Chapter Master is the very power he wields, for a Chapter of Space Marines is a force capable of devastating entire worlds at his order. Even a Space Marine can feel pride, ferocity, and desire—it is, after all, their hero's soul that drives them to acts of selfless sacrifice. But in these things lie the seeds of hubris that can eventually lead to damnation. Any Space Marine, but especially a Chapter Master, must beware the short path to victory, must consider both the ends and the means, and must heed the example of Emperor and Primarch.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 452, + "rule_id": "pdf_skill_49_creation", + "title": "Creation", + "content": "“The enemies of the Emperor fear many things. They fear discovery,\ndefeat, despair, and death. Yet there is one thing they fear above all\nothers. They fear the wrath of the Space Marines!”\n–Imperial Maxim", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Creation", + "content": "The enemies of the Emperor fear many things. They fear discovery, defeat, despair, and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines! –Imperial Maxim", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 453, + "rule_id": "pdf_skill_50_space_marine", + "title": "Space Marine", + "content": "“Space Marines are men in the same way a knife is a piece of metal.\nSpace Marines are forged, not born. They are the finest weapons of\nthe Emperor’s will.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine", + "content": "Space Marines are men in the same way a knife is a piece of metal. Space Marines are forged, not born. They are the finest weapons of the Emperor's will. -Commissar Holt", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 454, + "rule_id": "pdf_skill_51_provided_in_this_book_see_pag", + "title": "provided in this book (see page 397).", + "content": "• All Space Marines have many special implants that give\nthem special bonuses and abilities. These bonuses are\nincluded on the character sheet provided in this book,\nand are summarised on page 16. For detailed information\non these implants, see page 36.\n• All Space Marines seconded to the Deathwatch begin with\nSkills and Talents granted by special hypno-conditioning\nand training, represented by the Deathwatch Training", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "provided in this book", + "content": "All Space Marines have many special implants that give them special bonuses and abilities. These bonuses are included on the character sheet provided in this book, and are summarised on page 16. For detailed information on these implants, see page 36. All Space Marines seconded to the Deathwatch begin with Skills and Talents granted by special hypno-conditioning and training, represented by the Deathwatch Training", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 455, + "rule_id": "pdf_skill_52_talent_and_access_to_the_forbi", + "title": "Talent and access to the Forbidden Lore (Xenos) Skill.", + "content": "These have already been marked for you on the character\nsheet provided in this book.\nStage 2: SeleCt Chapter\nThe next step in creating your character is to determine your\nSpace Marine’s home Chapter. A Chapter is a self-contained\nSpace Marine force that has been your character’s home for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talent and access to the Forbidden Lore (Xenos) Skill", + "content": "These have already been marked for you on the character sheet provided in this book. Stage 2: Select Chapter The next step in creating your character is to determine your Space Marine’s home Chapter. A Chapter is a self-contained Space Marine force that has been your character’s home for", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 456, + "rule_id": "pdf_skill_53_decades_if_not_centuries_t", + "title": "decades (if not centuries!). The Imperium is a vast civilisation,", + "content": "and by the time your character begins his adventures in the\nDeathwatch, he has been influenced by many factors, chief\namongst them the beliefs and traditions of his home Chapter.\nIn this book, the available Chapters include: Black Templars,\nBlood Angels, Dark Angels, Space Wolves, Storm Wardens,\nand Ultramarines. Many more Chapters exist in the Warhammer\n40,000 Universe, and future Deathwatch sourcebooks will\nexpand the available Chapters and provide other options to\nenhance this step of character creation.\n• When you choose your character’s Chapter, this decision\naffects his personality, his characteristics, and his combat\nabilities. The Chapters are listed on pages 38–54.\n• Each Chapter modifies your character’s Characteristics.\nAdd the bonuses from your Chapter to the appropriate\nCharacteristics on your character sheet.\n• The culture and gene-seed of a Space Marine’s Chapter\ngrants him a Solo Mode Ability. Write down the name\nof this ability on your character sheet. See page 215 for\nmore on Solo Mode Abilities.\n• All Space Marines of a particular Chapter possess a\nDemeanour that embodies the beliefs and traditions of\nthat Chapter. Write down the name of this Demeanour\non your character sheet. See page 32 for more\non Demeanours.\nStage 3: SeleCt SpeCialitY\nWhile your Chapter and Characteristics are important for\nunderstanding your character, it is your Speciality that defines\nyour character’s function within the game. Deathwatch has\nsix Specialities: Deathwatch Apothecary, Deathwatch Assault\nMarine, Deathwatch Devastator Marine, Deathwatch Librarian,\nDeathwatch Tactical Marine, and Deathwatch Techmarine. As\nyou play the game, your Rank within your Speciality will\nincrease. This opens doors to a host of new options, giving\nyou the means to customise your Space Marine.\n• Space Marine characters each have a Speciality that\nrepresents their role in the Kill-team. Choose one from\nthe options on pages 68-90.\n• Most Specialities include at least one Skill that the Space\nMarine gains during character creation. Note this down\non your character sheet.\n• Each Speciality has a selection of Special Abilities.\nChoose one and note it down on your character sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Selection and Specialities", + "content": "When you choose your character’s Chapter, this decision affects his personality, his characteristics, and his combat abilities. The Chapters are listed on pages 38–54. Each Chapter modifies your character’s Characteristics. Add the bonuses from your Chapter to the appropriate Characteristics on your character sheet. The culture and gene-seed of a Space Marine’s Chapter grants him a Solo Mode Ability. Write down the name of this ability on your character sheet. All Space Marines of a particular Chapter possess a Demeanour that embodies the beliefs and traditions of that Chapter. Write down the name of this Demeanour on your character sheet.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 457, + "rule_id": "pdf_skill_54_some_specialities_such_as_l", + "title": "• Some Specialities (such as Librarian and Techmarine)", + "content": "gain further options from their Special Abilities. Read the\nchosen Special Ability carefully to make sure you don’t\nmiss any important choices for your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Some Specialities", + "content": "gain further options from their Special Abilities. Read the chosen Special Ability carefully to make sure you don't miss any important choices for your character.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 458, + "rule_id": "pdf_skill_55_and_custom_chapters", + "title": "anD CuStoM ChapterS", + "content": "There are a number of very famous and distinguished\nChapters of Space Marines in the Warhammer 40,000\nUniverse other than the six presented in this book.\nFuture books for the Deathwatch line will present some\nof thee classic Space Marine Chapters and provide\nmore details on the six Chapters for this book as well.\nIn addition, a future book in the Deathwatch line\nwill provide extensive rules on how to create your own\ncustom Space Marine Chapter!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Custom Chapters", + "content": "There are a number of very famous and distinguished Chapters of Space Marines in the Warhammer 40,000 Universe other than the six presented in this book. Future books for the Deathwatch line will present some of the classic Space Marine Chapters and provide more details on the six Chapters for this book as well. In addition, a future book in the Deathwatch line will provide extensive rules on how to create your own custom Space Marine Chapter!", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 459, + "rule_id": "pdf_skill_56_and_experience_points", + "title": "anD experienCe pointS", + "content": "This step is where you can further customise your Space\nMarine. Each character begins play with an amount of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Experience Points", + "content": "This step is where you can further customise your Space Marine. Each character begins play with an amount of", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 460, + "rule_id": "pdf_skill_57_experience_points_xp_that_re", + "title": "Experience Points (xp) that reflects his life prior to joining", + "content": "the Deathwatch. You may spend your starting experience\nto purchase new Skills and Talents or to improve your\nCharacteristics. See Chapter II: Specialities for details. This\nstage is also the point where you determine how many Fate\nPoints and Wounds your character has.\n• Determine the Space Marine’s starting wounds by rolling\n1d5 and adding 18 to the result. For more details, see\npage 27.\n• Determine the Space Marine’s starting Fate Points by\nrolling 1d10 and consulting Table 1–2 on page 27.\n• Determine the Space Marine’s movement rates by\nconsulting table 1–3 on page 27. The Space Marine’s\npower armour will increase your Agility Bonus by 1 for\nthis purpose.\n• You may now further customise your Space Marine by\nspending 1,000 experience points on certain Advances.\nSee page 57 for more details. You may purchase Advances\nfrom any combination of the General Space Marine,\nChapter, or Speciality Advance tables, as appropriate for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Experience Points", + "content": "The Space Marine’s starting wounds are determined by rolling 1d5 and adding 18 to the result. Starting Fate Points are determined by rolling 1d10 and consulting Table 1-2. Movement rates are determined by consulting Table 1-3. Space Marine’s power armour increases Agility Bonus by 1. Customise your Space Marine by spending 1,000 experience points on Advances from General Space Marine, Chapter, or Speciality Advance tables.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 461, + "rule_id": "pdf_skill_58_your_rank_you_begin_as_rank_1", + "title": "your Rank (you begin as Rank 1).", + "content": "Stage 5: Starting equipMent\nSpace Marines begin the game with a set of equipment worthy\nof their exceptional talents, gear that makes other warriors\nweep with envy. See Chapter V: Armoury for details on\nyour character’s starting gear based on your Speciality.\n• Every Space Marine has a selection of equipment\nprovided to him. Note the starting equipment for a Space\nMarine and the gear for your chosen Speciality on your\ncharacter sheet.\nStage 6: giving CharaCterS life\nOnce all the numbers are finished with, it is time to flesh\nout your Space Marine. This stage helps you define your\ncharacter’s past, temperaments, beliefs, and more. This step\nis an important one, as it helps you portray the character\nduring game play and makes your Space Marine a unique\nbeing, helping to set him apart from others who may fill a\nsimilar niche. During this step, you also select your character’s\nDemeanours—strong elements of his personality that define\nhim as an individual.\n• Consider your character’s appearance. What colour is his\nhair? Does he have any distinguishing features?\n• Before joining the Deathwatch, your Space Marine\nperformed admirably in the service of his Chapter.\nThese events are what led to his selection to join the\nDeathwatch. Choose or randomly roll for a past history\nevent from the tables on pages 29.\n• Your Space Marine’s power armour has had many owners,\nand it may have some particular quirks. Randomly roll\nfor your power armour’s history and quirks on Table\n5–12 on page 162.\n• Answer the questions on page 31 to flesh out the\npersonality of your Space Marine.\n• Choose a personal Demeanour that best fits your\ncharacter. This can contrast or compliment your Chapter\nDemeanour. Your personal Demeanour may change over\ntime as your character develops during the game.\n• Give your Space Marine a name, either by thinking one\nup on your own or choosing one from Table 1–11 on\npage 34.\nStage 7: plaY DeathwatCh\nWith all of this complete, you are now ready to play\nDeathwatch!\nSpenDing experienCe pointS?\nSeveral of the options in later chapters allow a character\nto spend an amount of Experience Points, abbreviated\nas “xp.” Starting characters in Deathwatch begin with\n1,000 xp that they may spend to purchase an available\noption. See page 57 for more details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Starting Equipment", + "content": "Space Marines begin the game with a set of equipment worthy of their exceptional talents, gear that makes other warriors weep with envy. See Chapter V: Armoury for details on your character's starting gear based on your Speciality. Every Space Marine has a selection of equipment provided to him. Note the starting equipment for a Space Marine and the gear for your chosen Speciality on your character sheet.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 462, + "rule_id": "pdf_skill_59_weapon_skill_ws", + "title": "weapon Skill (wS)", + "content": "Weapon Skill measures your character’s competence in hand-to-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapon Skill (WS)", + "content": "Weapon Skill measures your character's competence in hand-to-hand combat and with melee weapons.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 463, + "rule_id": "pdf_skill_60_ballistic_skill_bs", + "title": "balliStiC Skill (bS)", + "content": "Ballistic Skill reflects your character’s accuracy with ranged\nweapons, such as boltguns, lascannons, and meltaguns.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ballistic Skill (BS)", + "content": "Ballistic Skill reflects your character's accuracy with ranged weapons, such as boltguns, lascannons, and meltaguns.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 464, + "rule_id": "pdf_skill_61_strength_s", + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is.\nIt is important to note that Space Marines are inherently\npossessed of incredible strength: all Space Marines possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strength (S)", + "content": "Strength describes how physically strong your character is. It is important to note that Space Marines are inherently possessed of incredible strength: all Space Marines possess", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 465, + "rule_id": "pdf_skill_62_toughness_t", + "title": "toughneSS (t)", + "content": "Toughness defines how easily your character can shrug off\ninjury as well as how easily he can resist toxins, poisonous\nenvironments, disease, and other physical ailments. It is\nimportant to note that Space Marines are exceptionally tough\nand difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toughness (T)", + "content": "Toughness defines how easily your character can shrug off injury as well as how easily he can resist toxins, poisonous environments, disease, and other physical ailments. It is important to note that Space Marines are exceptionally tough and difficult to kill: all Space Marines possess the Unnatural", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 466, + "rule_id": "pdf_skill_63_agility_ag", + "title": "agilitY (ag)", + "content": "Agility measures your character’s quickness, reflexes,\nand poise.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility (Ag)", + "content": "Agility measures your character’s quickness, reflexes, and poise.", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 467, + "rule_id": "pdf_skill_64_intelligence_int", + "title": "intelligenCe (int)", + "content": "Intelligence is a measurement of your character’s acumen,\nreason, and knowledge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence (Int)", + "content": "Intelligence is a measurement of your character’s acumen, reason, and knowledge.", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 468, + "rule_id": "pdf_skill_65_perception_per", + "title": "perCeption (per)", + "content": "Perception describes how well your character perceives his\nsurroundings. It reflects the acuteness of your character’s\nsenses. Space Marines have two special implants that affect\ntheir Perception. See page 36 for details.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception (Per)", + "content": "Perception describes how well your character perceives his surroundings. It reflects the acuteness of your character’s senses. Space Marines have two special implants that affect their Perception. See page 36 for details.", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 469, + "rule_id": "pdf_skill_66_willpower_wp", + "title": "willpower (wp)", + "content": "Willpower demonstrates your character’s ability to withstand\nthe horrors of war and the dread opponents he is bound to\nencounter in his missions with the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Willpower (WP)", + "content": "Willpower demonstrates your character’s ability to withstand the horrors of war and the dread opponents he is bound to encounter in his missions with the Deathwatch.", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 470, + "rule_id": "pdf_skill_67_fellowship_fel", + "title": "fellowShip (fel)", + "content": "Fellowship is your character’s ability to interact with other\ncreatures, to deceive, charm, or befriend them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship (Fel)", + "content": "Fellowship is your character’s ability to interact with other creatures, to deceive, charm, or befriend them.", + "page": 1, + "category": "Characteristics", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 471, + "rule_id": "pdf_skill_68_characteristic_bonuses", + "title": "CharaCteriStiC bonuSeS", + "content": "Each Characteristic has a corresponding bonus. A\nCharacteristic Bonus equals the tens digit of the Characteristic\nscore. For example, a character with a 41 Intelligence has a 4\nIntelligence Bonus. Generally, Characteristic Bonuses are used\nto determine the measure of success or failure in situations or\ntests that have variable results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic Bonuses", + "content": "Each Characteristic has a corresponding bonus. A Characteristic Bonus equals the tens digit of the Characteristic score. For example, a character with a 41 Intelligence has a 4 Intelligence Bonus. Generally, Characteristic Bonuses are used to determine the measure of success or failure in situations or tests that have variable results.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 472, + "rule_id": "pdf_skill_69_characteristics", + "title": "CharaCteristiCs", + "content": "Characteristics are generated one at a time. For each, roll 2d10,\nadd the resulting numbers together, then add 30. Follow this\nprocedure once for each of your Characteristics until you have\nthe results for all nine and then fill them in on your character\nsheet. When recording each Characteristic on your character\nsheet, remember to write the first digit of the number in the\ncircle. Writing those digits in the circles allows you to see what\nyour Characteristic Bonuses are at a glance. Note that one or\nmore of your Characteristics may be further modified by your\nchoice of Chapter in Stage 2: Select Chapter.\nince you are playing a character who represents one of the\nImperium’s mightiest defenders, you may re-roll any one result\nof your choosing. Should you choose to do this, you must\nkeep the new result, even if it is worse than the old one.\nkill-teaMS?\nThe term “kill-team” is most often used for small, squadFor the purposes of the Deathwatch roleplaying game,\nkill-team refers to the player character group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristics", + "content": "Characteristics are generated one at a time. For each, roll 2d10, add the resulting numbers together, then add 30. Follow this procedure once for each of your Characteristics until you have the results for all nine and then fill them in on your character sheet. When recording each Characteristic on your character sheet, remember to write the first digit of the number in the circle. Writing those digits in the circles allows you to see what your Characteristic Bonuses are at a glance. Note that one or more of your Characteristics may be further modified by your choice of Chapter in Stage 2: Select Chapter. Since you are playing a character who represents one of the Imperium’s mightiest defenders, you may re-roll any one result of your choosing. Should you choose to do this, you must keep the new result, even if it is worse than the old one.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 473, + "rule_id": "pdf_skill_70_handedness", + "title": "hanDeDneSS", + "content": "Space Marines are naturally ambidextrous, so in\nDeathwatch, it is not important to note which hand is\ndominant. You may, of course, choose that your Space\nMarine prefers to use one hand or the other if you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Handedness", + "content": "Space Marines are naturally ambidextrous, so in Deathwatch, it is not important to note which hand is dominant. You may, of course, choose that your Space Marine prefers to use one hand or the other if you wish.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 474, + "rule_id": "pdf_skill_71_example", + "title": "exaMple", + "content": "Sam is creating a new Deathwatch character, so he rolls 2d10 for\nhis Weapon Skill Characteristic and gets 11. Next, he adds 30, for\na final Weapon Skill of 41. He repeats this process for the rest of his\nCharacteristics, gaining the following results:\nCharacteristic 2d10 Roll Total Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Sam is creating a new Deathwatch character, so he rolls 2d10 for his Weapon Skill Characteristic and gets 11. Next, he adds 30, for a final Weapon Skill of 41. He repeats this process for the rest of his Characteristics, gaining the following results: Characteristic 2d10 Roll Total Characteristic", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 475, + "rule_id": "pdf_skill_72_fellowship_8_30_38_3", + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score\nis his Ballistic Skill. Since he intends to gun down plenty of hostile\naliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and\ngets a 15! He replaces his BS with 45, so his Characteristics now\nlook like this:\nWS BS S T Ag Int Per WP Fel\n41 45 46 40 39 42 45 44 38\nStage 2: SeleCt Chapter\n“Forget your past life. From this day on, you are simply a Dark\nAngel—nothing else is of consequence. The Chapter is all\nthat matters.”\n–Commander Azrael addressing new recruits\nto the Scout company\nAfter generating your Characteristics, your next step is to\ndetermine your Space Marine’s home Chapter. There are\nroughly a thousand Chapters of Space Marines within the\nImperium, each one possessing unique beliefs, traditions,\nand battle honours from ten millennia of war amongst the\nstars. The particular principles and rituals of a Space Marine’s\nChapter encompass the majority of his adult life, and the\nguidance of the other Space Marines of his Chapter shape\nhim above all other influences. When you select your home\nChapter, you gain certain modifiers to your Characteristics, a\nstarting Solo Mode ability, and a special Demeanour. Not to\nworry—all of these terms will be explained later on! Note\nall of these things down on your character sheet and move\non to the next stage. You will find a selection of Chapters on\npages 38–54.\nStage 3: SeleCt SpeCialitY\n“Zeal and fury are rewarded with victory.”\n–Captain Davian Thule of the Blood Ravens\nOnce you have chosen your Space Marine’s home Chapter,\nthe next step is to select his Speciality. In the Deathwatch, a\ncharacter’s Speciality defines his role and function within a killwar in a wide variety of roles on the battlefield. However, the\nelite special missions conducted by the Deathwatch require a\ntighter focus on a Space Marine’s natural talents. A Speciality\nhelps guide your character’s development, determining your\nstarting gear, Skills, Talents, and a variety of other factors,\nhelping to build a place for yourself within your kill-team.\nTo determine your Speciality, you make a selection from\nthose available (note that some Chapters are restricted and\nmay not select certain Specialities). Once you know what\nyour character’s Speciality is, copy down all of the relevant\ninformation onto your character sheet—your starting Skills,\nTalents, and gear. In some cases, you will need to make a\nchoice between one thing or another. If in doubt over what\nto choose, ask your GM for advice.\nBefore play begins, you will get the chance to make\nfurther improvements to your character (for details, see Stage\n4: Spend Experience Points).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship 8 (+30) 38 3", + "content": "Sam gets one re-roll. Looking at his Characteristics, his worst score is his Ballistic Skill. Since he intends to gun down plenty of hostile aliens, he decides to roll for Ballistic Skill again. He rolls 2d10 and gets a 15! He replaces his BS with 45, so his Characteristics now look like this: WS BS S T Ag Int Per WP Fel 41 45 46 40 39 42 45 44 38", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 476, + "rule_id": "pdf_skill_73_allocating_points", + "title": "alloCating pointS", + "content": "An alternate method for generating Characteristic\nscores is to give each player a number of Characteristic\npoints that he may assign as he wishes. In this case, the\nplayer begins with a score of 30 in each Characteristic\nand may allocate a total of 100 additional points to his\nCharacteristics, adding no more than 20 to any one\nCharacteristic. This method generates characters with\nslightly lower than average scores.\nTable 1–1: Specialities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Allocating Points", + "content": "An alternate method for generating Characteristic scores is to give each player a number of Characteristic points that he may assign as he wishes. In this case, the player begins with a score of 30 in each Characteristic and may allocate a total of 100 additional points to his Characteristics, adding no more than 20 to any one Characteristic. This method generates characters with slightly lower than average scores. Table 1–1: Specialities", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 477, + "rule_id": "pdf_skill_74_and_experience_points", + "title": "anD experienCe pointS", + "content": "“They shall be pure of heart and strong of body, untainted by doubt\nand unsullied by self-aggrandisement. They will be bright stars\nin the firmament of battle, Angels of Death whose shining wings\nbring swift annihilation to the enemies of man. So it shall be for a\nthousand times a thousand years, unto the very end of eternity and the\nextinction of mortal flesh.”\n–Roboute Guilliman, Codex Astartes\nOnce you have determined your Speciality, your next step\nis to note down your character’s Movement, Fate Points,\nand Wounds on your character sheet. Finally, you spend\nyour 1,000 starting Experience Points by referencing the\nappropriate Rank Advances in Chapter II: Specialities\nbefore moving on to the next Stage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "And Experience Points", + "content": "\"They shall be pure of heart and strong of body, untainted by doubt and unsullied by self-aggrandisement. They will be bright stars in the firmament of battle, Angels of Death whose shining wings bring swift annihilation to the enemies of man. So it shall be for a thousand times a thousand years, unto the very end of eternity and the extinction of mortal flesh.\" –Roboute Guilliman, Codex Astartes Once you have determined your Speciality, your next step is to note down your character’s Movement, Fate Points, and Wounds on your character sheet. Finally, you spend your 1,000 starting Experience Points by referencing the appropriate Rank Advances in Chapter II: Specialities before moving on to the next Stage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 478, + "rule_id": "pdf_skill_75_wounds", + "title": "wounDS", + "content": "Wounds are a vital part of any character and represent how\nmuch punishment he can take before suffering serious injury.\nTo determine your character’s wounds, roll 1d5 and add 18\nto the result. The total number is how many wounds your\ncharacter begins play with.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wounds", + "content": "Wounds are a vital part of any character and represent how much punishment he can take before suffering serious injury. To determine your character’s wounds, roll 1d5 and add 18 to the result. The total number is how many wounds your character begins play with.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 479, + "rule_id": "pdf_skill_76_example", + "title": "exaMple", + "content": "Steve’s character is Storn, a Space Wolf. To determine Storn’s starting\nWounds, Steve rolls 1d5 and gets a result of 3. Adding this number", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Steve’s character is Storn, a Space Wolf. To determine Storn’s starting Wounds, Steve rolls 1d5 and gets a result of 3. Adding this number", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 480, + "rule_id": "pdf_skill_77_fate_points", + "title": "fate pointS", + "content": "Space Marines are unique individuals that are destined to do\nthe Emperor’s work. Fate represents this special destiny that\nsets this Space Marine apart from the other Battle-Brothers of\nhis Chapter. Roll 1d10 on table 1–2: Fate Points to determine\nyour character’s starting number of Fate Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fate Points", + "content": "Space Marines are unique individuals that are destined to do the Emperor’s work. Fate represents this special destiny that sets this Space Marine apart from the other Battle-Brothers of his Chapter. Roll 1d10 on table 1–2: Fate Points to determine your character’s starting number of Fate Points.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 481, + "rule_id": "pdf_skill_78_movement", + "title": "MoveMent", + "content": "Characters may move at one of four speeds: Half Move, Full\nMove, Charge, and Run. The number of metres a character may\nmove in his turn is determined by his Agility Bonus. Traits and\nTalents can modify some or all Movement Speeds. For more\ninformation about these modes of Movement, see page 205.\nNote that the Space Marine’s Power Armour improves his\nnormal Agility Bonus for calculating movement rate by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Movement", + "content": "Characters may move at one of four speeds: Half Move, Full Move, Charge, and Run. The number of metres a character may move in his turn is determined by his Agility Bonus. Traits and Talents can modify some or all Movement Speeds. For more information about these modes of Movement, see page 205. Note that the Space Marine’s Power Armour improves his normal Agility Bonus for calculating movement rate by 1.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 482, + "rule_id": "pdf_skill_79_starting_experience", + "title": "Starting experienCe", + "content": "All Deathwatch characters begin play with 12,000 xp. This\ninitial amount of xp is considered to have already been spent\nin preparing your character’s abilities to the point where he is\nnow. You do not actually spend these xp; that amount represents your\ncharacter’s pre-existing Characteristics, Skills, and other abilities. This\ninitial xp is primarily of concern when bringing Deathwatch\ncharacters into other Warhammer 40,000 Roleplay games,\nsuch as Dark heresy and rogue traDer, or vice versa.\nBeginning characters also have an additional 1,000 xp\nthat they may spend to increase Characteristics, acquire or\nimprove Skills, acquire new Talents, and so on. Chapter\nII: Specialities describes the cost of these improvements,\nreferred to as Advances, as well as what Advances are available\nbased on your Speciality—you may spend your 1,000 xp on\nany advances from your Chapter Advances, the first rank of\nthe General Space Marine Advances, and the first rank of your\nSpeciality. Because your character has just recently joined the\nDeathwatch, you may not spend your starting xp on Advances\nfrom the Deathwatch Advances. Be sure to note how much\nxp you spend, as spent xp determines your character’s Rank\nwithin his Speciality. When you have finished spending\nyour initial 1,000 xp, your character’s total xp should equal\n13,000, less any XP you have left over (if you purchased less\nthan 1,000 xp worth of Advances).\nTable 1–2: Fate Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Starting Experience", + "content": "All Deathwatch characters begin play with 12,000 xp. This initial amount of xp is considered to have already been spent in preparing your character’s abilities to the point where he is now. You do not actually spend these xp; that amount represents your character’s pre-existing Characteristics, Skills, and other abilities. This initial xp is primarily of concern when bringing Deathwatch characters into other Warhammer 40,000 Roleplay games, such as Dark heresy and rogue traDer, or vice versa. Beginning characters also have an additional 1,000 xp that they may spend to increase Characteristics, acquire or improve Skills, acquire new Talents, and so on. Chapter II: Specialities describes the cost of these improvements, referred to as Advances, as well as what Advances are available based on your Speciality—you may spend your 1,000 xp on any advances from your Chapter Advances, the first rank of the General Space Marine Advances, and the first rank of your Speciality. Because your character has just recently joined the Deathwatch, you may not spend your starting xp on Advances from the Deathwatch Advances. Be sure to note how much xp you spend, as spent xp determines your character’s Rank within his Speciality. When you have finished spending your initial 1,000 xp, your character’s total xp should equal 13,000, less any XP you have left over (if you purchased less than 1,000 xp worth of Advances). Table 1–2: Fate Points", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 484, + "rule_id": "pdf_skill_81_hellish_tasks", + "title": "helliSh taSkS", + "content": "The initial 1,000 Experience Points represents the\nfact that your Space Marine has been sent to the\nDeathwatch as a seasoned Battle-Brother amongst his\nhome Chapter. Surviving the difficult missions of the\nDeathwatch is not easy, but rising to and overcoming\nthat challenge rewards the Space Marine with renown\nand glory. If your Game Master is running a campaign\nintended for more experienced characters, he may\ndecide to gift your character with additional starting\nExperience Points and gear. If this is the case, simply\nspend the xp as if you had earned them through play.\nChapter II: Specialities describes this process in detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hellish Tasks", + "content": "The initial 1,000 Experience Points represents the fact that your Space Marine has been sent to the Deathwatch as a seasoned Battle-Brother amongst his home Chapter. Surviving the difficult missions of the Deathwatch is not easy, but rising to and overcoming that challenge rewards the Space Marine with renown and glory. If your Game Master is running a campaign intended for more experienced characters, he may decide to gift your character with additional starting Experience Points and gear. If this is the case, simply spend the xp as if you had earned them through play. Chapter II: Specialities describes this process in detail.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 485, + "rule_id": "pdf_skill_82_ammunition_not_exceeding_25_r", + "title": "ammunition (not exceeding 25 Requisition per clip)", + "content": "per mission. Note that you must still meet the Renown\nrequirement for this ammunition.\n• Deathwatch Techmarine Standard Issue: Astartes bolter\nwith fire selector, Astartes servo-arm (as a part of his power\narmour), and one other Common craftsmanship cybernetic\n(chosen at character creation). See the Cybernetics section\nfor rules on installing further bionics.\nStage 6: giving CharaCterS life\n“Salute the great Primarch, salute the Emperor, onward to victory!”\n–Lord Macragge\nThe numbers and words you have written down so far are the\nnuts and bolts that define your character’s capabilities. They\nsay little about the character’s past, personality, and other\ndetails that help you and others visualise your Space Marine.\ngenDer & appearanCe\nDue to the special nature of the zygotes that make up a Space\nMarine’s geneseed, all Space Marines are male. Appearance\nencompasses all of your character’s physical traits. Note down\nany special features of your Space Marine’s appearance on\nyour character sheet. Many Space Marines have scars from\npast battles against the Imperium’s numerous foes. Some bear\nspecial service studs implanted into their forehead to mark a\ncentury of service with his Chapter. Space Marines may have\nshort hair, long hair, or can be completely bald; many have a\npiercing gaze or a deep, commanding voice. You should select\nsome of these details or create your own to personalise your\ncharacter’s appearance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ammunition", + "content": "Per mission. Note that you must still meet the Renown requirement for this ammunition. Deathwatch Techmarine Standard Issue: Astartes bolter with fire selector, Astartes servo-arm (as a part of his power armour), and one other Common craftsmanship cybernetic (chosen at character creation). See the Cybernetics section for rules on installing further bionics.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 486, + "rule_id": "pdf_skill_83_past_events", + "title": "paSt eventS", + "content": "Your past has had a strong influence on your character (unless,\nof course, your Space Marine has been mind-cleansed!). You\nmay already have a great idea about what has happened to\nyour character before he joined the Deathwatch. If this is the\ncase, go ahead and write it all down. If you would like a little\ninspiration, use the tables below to figure out what happened\nbefore your Space Marine was chosen to attend Watch Fortress\nErioch. To use these tables, find the corresponding one to\nyour Space Marine’s chosen Chapter. Either select one of the\nchoices or roll 1d5 and find the entry that matches the result.\nNote that these entries can be used to help flesh out your\ncharacter’s background and personality. In addition, the GM\ncan use these entries to craft additional encounters involving\nyour character during the Deathwatch campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Past Events", + "content": "Your past has had a strong influence on your character. You may already have a great idea about what has happened to your character before he joined the Deathwatch. If you would like a little inspiration, use the tables below to figure out what happened before your Space Marine was chosen to attend Watch Fortress Erioch. To use these tables, find the corresponding one to your Space Marine's chosen Chapter. Either select one of the choices or roll 1d5 and find the entry that matches the result. Note that these entries can be used to help flesh out your character's background and personality. In addition, the GM can use these entries to craft additional encounters involving your character during the Deathwatch campaign.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 487, + "rule_id": "pdf_skill_84_power_armour_history", + "title": "power arMour hiStorY", + "content": "Once you have determined an event in your past, you can move\non to the next step: determining any particular quirks of your\nSpace Marine’s power armour—a suit of ancient armour that\nenhances the Space Marine’s already impressive musculature\nand senses. To a Space Marine, his power armour is a sacred\npiece of gear with its own history and legend. Most power\narmour is quite old and has had numerous wearers before its\ncurrent owner, and the war spirit of such armour tends to\nacquire certain unique characteristics that set it aside from\nthe rest.\nTo determine your power armour’s history or quirks,\nroll on Table 5–12: Power Armour Histories and Quirks on\npage 162.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Armour History", + "content": "Once you have determined an event in your past, you can move on to the next step: determining any particular quirks of your Space Marine's power armour—a suit of ancient armour that enhances the Space Marine's already impressive musculature and senses. To a Space Marine, his power armour is a sacred piece of gear with its own history and legend. Most power armour is quite old and has had numerous wearers before its current owner, and the war spirit of such armour tends to acquire certain unique characteristics that set it aside from the rest. To determine your power armour's history or quirks, roll on Table 5-12: Power Armour Histories and Quirks on page 162.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 488, + "rule_id": "pdf_skill_85_height_and_weight", + "title": "height anD weight", + "content": "Whilst wearing their power armour, an unarmed Space\nMarine typically stands slightly over 2.1 metres tall and\nweighs between 500–1,000 kg. When you visualise\nyour Space Marine character, you should decide if he is\ntaller or shorter, lighter or heavier. Generally speaking,\nSpace Marines rarely vary to a large degree in height or\nweight—your character, however, may have been one\nof those unusual few who is the exception to the rule!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Height and Weight", + "content": "Whilst wearing their power armour, an unarmed Space Marine typically stands slightly over 2.1 metres tall and weighs between 500-1,000 kg. When you visualise your Space Marine character, you should decide if he is taller or shorter, lighter or heavier. Generally speaking, Space Marines rarely vary to a large degree in height or weight—your character, however, may have been one of those unusual few who is the exception to the rule!", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 489, + "rule_id": "pdf_skill_86_nature", + "title": "nature", + "content": "The character creation process provides you with the skeleton\nof your Space Marine. However, these numbers and notes are\nnot the sum total of your character—a vital element remains\nto be added: You! The background details of your character’s\nlife are largely up to you—as is, of course, his personality.\nome people like to develop their characters during play,\nand that is a perfectly reasonable approach. When you start\nto play, it may be enough to know that your character is\na Space Wolf Assault Marine who has been chosen to join\nthe Deathwatch. Many players, however, prefer to work out\nbackground and personality notes before the game begins. If\nyou need some help fleshing out your character, try answering\nthe following six questions. These answers should help you\nfocus your thoughts on the emerging personality and history\nof your Space Marine character.\nwhat iS Your hoMeworlD like?\nYou should consider giving some thought to your character’s\nhomeworld, and the culture he grew up in as well. There are\nmany different types of worlds settled by humanity (see page\n292 for some examples), and each can have an impact on how\na character native to that world thinks and acts. What was\nyour home culture like? Were you born into a feral tribe or\nhive gang? Perhaps you were part of a knightly order, or had\nbeen born into your world’s aristocracy?\nHowever, for a Space Marine, the culture of his home\nworld is not as significant as the beliefs and traditions that\nsurround him after he is recruited into his Chapter. After all,\nlittle more than a decade of his life is spent as a human before\nhe begins to be shaped by the Space Marine Chapter that has\nrecruited him.\nwhat iS Your perSonalitY like?\nThe first thing you should consider is your character’s\ndisposition. What is he like? Fiery and passionate, or earthy\nand practical? Is he pessimistic and cynical or does he\nalways have faith that the best will happen? Answering these\nquestions will help to round out your Space Marine beyond\nthe extremes of his Demeanours. What is your instinctive\nresponse to threats, surprises, or pressure to perform?\nwhY were You SeleCteD for the\nDeathwatCh?\nFor many Chapters, the selection of a Space Marine to join the\nDeathwatch is an honour. Some Chapters consider it to be a\nvery high honour, whilst others believe that service with the\nDeathwatch is little more than a diversion of his true duties\namongst his Battle-Brothers. Your Space Marine was specially\nchosen, and you should give some thought as to what factors\nwere involved with that choice.\nPerhaps you accomplished some particularly difficult\ntask, or defeated an especially dangerous enemy. Perhaps\nyou survived a nigh-unstoppable assault, or were wounded\ndefending an important objective...perhaps even a luminary of\nthe Imperium, such as an Inquisitor or Imperial Commander. It\nis also possible that you have been sent to the Deathwatch as a\nform of exile, perhaps to teach you humility or atone for some\nfailure, real or perceived. Whatever the case, the circumstances\nof your selection to join the Deathwatch will likely colour\nyour opinions and beliefs for some time to come...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Nature of Character Creation", + "content": "The character creation process provides you with the skeleton of your Space Marine. However, these numbers and notes are not the sum total of your character—a vital element remains to be added: You! The background details of your character’s life are largely up to you—as is, of course, his personality. Some people like to develop their characters during play, and that is a perfectly reasonable approach. When you start to play, it may be enough to know that your character is a Space Wolf Assault Marine who has been chosen to join the Deathwatch. Many players, however, prefer to work out background and personality notes before the game begins. If you need some help fleshing out your character, try answering the following six questions. These answers should help you focus your thoughts on the emerging personality and history of your Space Marine character.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 490, + "rule_id": "pdf_skill_87_what_does_the_deathwatch", + "title": "what DoeS the DeathwatCh", + "content": "Mean to You?\nThe Deathwatch is an elite force gathered from Space Marine\nChapters across the galaxy. Its purpose is to hunt the alien\nforces that threaten the Imperium of man, operate in small Killlines, and venture into dark, secret places at the bequest of the\nInquisition. Were it not for the Deathwatch, the Imperium\nwould have long since crumbled into oblivion at the hands of\nheretics, Chaos renegades, and foul xenos.\nHowever, the performance of these duties is often done in\ncontravention of the Codex Astartes, and involves Chapters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "What Does the Deathwatch Mean to You?", + "content": "The Deathwatch is an elite force gathered from Space Marine Chapters across the galaxy. Its purpose is to hunt the alien forces that threaten the Imperium of man, operate in small kill teams, and venture into dark, secret places at the bequest of the Inquisition. Were it not for the Deathwatch, the Imperium would have long since crumbled into oblivion at the hands of heretics, Chaos renegades, and foul xenos. However, the performance of these duties is often done in contravention of the Codex Astartes, and involves Chapters", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 491, + "rule_id": "pdf_skill_88_who_may_be_rivals_or_even_ene", + "title": "who may be rivals (or even enemies) of one another. How does", + "content": "your Space Marine reconcile the differences between how the\nDeathwatch operates and the values of his home Chapter?\nDoes he believe in the purpose of the Deathwatch, or does he\nconsider his assignment a dangerous distraction from the efforts\nof his Chapter? Is his role in the Deathwatch a step down from\nthe authority and rank he enjoyed in his home Chapter, or is\nit a humble reminder of his place in the Emperor’s plan for the\nuniverse? Is service in the Deathwatch an opportunity to gain\ngreat glory, or is it a chance to atone for past sins?\nwhat Do You DeSire?\nSome Space Marines hunger for glory, others for honour.\nWhat are the things that warm your heart through the long\ndark night of the soul? Perhaps a person, or a place, or a\nworld that has been overrun by Tyranids or consigned to\ndestruction? Perhaps you love thrill of taking extreme risks,\nor perhaps you dream of facing a truly worthy opponent in\neither guile or strength. Maybe you prefer the quiet depths\nof your own faith in the God-Emperor, or maybe you enjoy\nnothing more than telling a grand tale of your own exploits.\nwhat Do You hate?\nHatred’s flame burns long and cold, even when all hope is\nextinguished. What will sustain you through violence, horror,\nand death? Do you seek to destroy as many Tyranids as you\ncan find? Do you wish to lay low the renegade Chaos Space\nMarines who slaughtered your closest friends—your Battlenormal humans, or perhaps you simply cannot endure heresy\nagainst the Emperor. Hate is a powerful weapon in the hands\nof the Adeptus Astartes, but it can spread like rot in the heart of\nthe greatest hero, a flaw that may one day act as his doom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Who May Be Rivals", + "content": "Your Space Marine reconcile the differences between how the Deathwatch operates and the values of his home Chapter? Does he believe in the purpose of the Deathwatch, or does he consider his assignment a dangerous distraction from the efforts of his Chapter? Is his role in the Deathwatch a step down from the authority and rank he enjoyed in his home Chapter, or is it a humble reminder of his place in the Emperor's plan for the universe? Is service in the Deathwatch an opportunity to gain great glory, or is it a chance to atone for past sins?", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 492, + "rule_id": "pdf_skill_89_demeanours", + "title": "Demeanours", + "content": "“Your honour is your life. Let none dispute it.”\n–Captain Navarre of the Black Templars", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Demeanours", + "content": "Your honour is your life. Let none dispute it. -Captain Navarre of the Black Templars", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 493, + "rule_id": "pdf_skill_90_using_demeanours", + "title": "usinG Demeanours", + "content": "Part of the fun of a roleplaying game involves selecting unique\nchoices personal to one’s own character, and then gaining\nthe benefits of that choice during the game. In this way, a\nDemeanour can be both a particular advantage for the Space\nMarine or portray a challenge he must overcome—and in\nenduring, grow stronger.\nThe Chapter Demeanour represents the beliefs and\ntraditions of your home Chapter. It may also represent\nparticular quirks or mutations of their gene-seed. Your Chapter\nDemeanour is part of the bedrock of your character, and as\nsuch, the Chapter Demeanour does not change. Your Personal\nDemeanour represents a strongly-held set of values or facet\nof your personality. It may be an ideal you strive to live up\nto or a code of honour. However you choose to describe it,\nyour Personal Demeanour is a powerful part of who you are\nand helps set you apart from the other Space Marines of your\nChapter. During the course of the campaign, part of the GM’s\nrole to challenge your personal Demeanour and test your\nvalues. Will you hold true to your beliefs in the face of utter\nevil or seductive temptation? It is natural that your character\nshould grow and change over time, and that should be reflected\nin your Personal Demeanour. You may choose to change your\nPersonal Demeanour at any time you feel it is appropriate...no\none knows your character better than you!\no, in short: Your Chapter Demeanour never changes. Your\nPersonal Demeanour changes with the character’s growth and\ndevelopment as a character during the campaign.\nDemeanours can be triggered by the player to gain a\nbonus in much the same manner as a Fate Point (see page\n204). Unlike spending a Fate Point, however, triggering a\nDemeanour provides a bonus that can then be boosted\nby roleplaying.\ntriggering a DeMeanour\nWhen a Space Marine focuses on the core elements of his\npersonality, calls upon the legacy of his geneseed, or honours\nthe important beliefs and traditions of his Chapter, he becomes\nmore than just another Battle-Brother. He has triggered his\nDemeanour, and thus he becomes a paragon of his own traits\nand those of his Chapter.\nIn order to trigger a Demeanour, the Space Marine player\nneed only announce that he is doing so and apply the\nbenefits. When a Space Marine’s Demeanour is triggered, the\nSpace Marine gains any applicable benefit he would normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Demeanours", + "content": "Part of the fun of a roleplaying game involves selecting unique choices personal to one's own character, and then gaining the benefits of that choice during the game. In this way, a Demeanour can be both a particular advantage for the Space Marine or portray a challenge he must overcome—and in enduring, grow stronger. The Chapter Demeanour represents the beliefs and traditions of your home Chapter. It may also represent particular quirks or mutations of their gene-seed. Your Chapter Demeanour is part of the bedrock of your character, and as such, the Chapter Demeanour does not change. Your Personal Demeanour represents a strongly-held set of values or facet of your personality. It may be an ideal you strive to live up to or a code of honour. However you choose to describe it, your Personal Demeanour is a powerful part of who you are and helps set you apart from the other Space Marines of your Chapter. During the course of the campaign, part of the GM's role to challenge your personal Demeanour and test your values. Will you hold true to your beliefs in the face of utter evil or seductive temptation? It is natural that your character should grow and change over time, and that should be reflected in your Personal Demeanour. You may choose to change your Personal Demeanour at any time you feel it is appropriate...no one knows your character better than you! So, in short: Your Chapter Demeanour never changes. Your Personal Demeanour changes with the character's growth and development as a character during the campaign. Demeanours can be triggered by the player to gain a bonus in much the same manner as a Fate Point (see page 204). Unlike spending a Fate Point, however, triggering a Demeanour provides a bonus that can then be boosted by roleplaying. When a Space Marine focuses on the core elements of his personality, calls upon the legacy of his gene-seed, or honours the important beliefs and traditions of his Chapter, he becomes more than just another Battle-Brother. He has triggered his Demeanour, and thus he becomes a paragon of his own traits and those of his Chapter. In order to trigger a Demeanour, the Space Marine player need only announce that he is doing so and apply the benefits. When a Space Marine's Demeanour is triggered, the Space Marine gains any applicable benefit he would normally", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 494, + "rule_id": "pdf_skill_91_get_from_spending_a_fate_point", + "title": "get from spending a Fate Point (see page 204). Triggering a", + "content": "Demeanour should be done in a manner that is relevant to\nthe Demeanour, although it is up to the player’s discretion\nas to how he chooses to interpret his Demeanour for\nthe situation.\nTable 1–10: Example Demeanours\nD10 Roll\n(Optional) Name Description\n1 Calculating\nThe Space Marine’s mind is\nhighly analytical, constantly\naware of the pros and cons of\nany decisions he faces.\n2 Gregarious\nThe Space Marine is a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example Demeanours", + "content": "Demeanour should be done in a manner that is relevant to the Demeanour, although it is up to the player’s discretion as to how he chooses to interpret his Demeanour for the situation. Table 1–10: Example Demeanours D10 Roll (Optional) Name Description 1 Calculating The Space Marine’s mind is highly analytical, constantly aware of the pros and cons of any decisions he faces. 2 Gregarious The Space Marine is a", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 495, + "rule_id": "pdf_skill_92_charismatic_and_talkative", + "title": "charismatic and talkative", + "content": "sort, one who puts his Battlehumans at ease.\n3 Hot-Blooded\nThe Space Marine is quick to\ntemper and aggressive in all\nthings.\n4 Studious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Charismatic and Talkative", + "content": "sort, one who puts his Battle-Brothers at ease.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 496, + "rule_id": "pdf_skill_93_the_space_marine_values", + "title": "The Space Marine values", + "content": "lore and learning, preferring\nto think his way through a\nproblem.\n5 Taciturn\nThe Space Marine is a\nbrooding individual, little\ngiven to conversation.\n6 Pious", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Space Marine values", + "content": "lore and learning, preferring to think his way through a problem. 5 Taciturn The Space Marine is a brooding individual, little given to conversation. 6 Pious", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 497, + "rule_id": "pdf_skill_94_the_space_marine_cherishes", + "title": "The Space Marine cherishes", + "content": "faith in his Primarch and the\nEmperor above all.\n7 Stoic\nNo test of endurance is too\nmuch for this Space Marine.\n8 Scornful\nPity has no place in this Space\nMarine’s heart.\n9 Ambitious\nThis Space Marine’s gaze is\never-lifted towards his goal.\n10 Proud", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Space Marine cherishes", + "content": "faith in his Primarch and the Emperor above all.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 498, + "rule_id": "pdf_skill_95_example", + "title": "exaMple", + "content": "Ross is playing a Dark Angel Space Marine with the Gregarious\nDemeanour. Ross invokes his Gregarious Demeanour to give him a\n+20 bonus to a Charm Skill Test when discussing tactics with the\nLord Governor of Platea, and convinces the Lord Governor not to\ncommit his forces foolishly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Ross is playing a Dark Angel Space Marine with the Gregarious Demeanour. Ross invokes his Gregarious Demeanour to give him a +20 bonus to a Charm Skill Test when discussing tactics with the Lord Governor of Platea, and convinces the Lord Governor not to commit his forces foolishly.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 499, + "rule_id": "pdf_skill_96_improvements", + "title": "iMproveMentS", + "content": "In addition, the benefits of triggering or overcoming the\nDemeanour may be enhanced if the Space Marine player puts\neffort into roleplaying the Demeanour. The player can portray\nhis character either gaining strength from the ideals of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improvements", + "content": "In addition, the benefits of triggering or overcoming the Demeanour may be enhanced if the Space Marine player puts effort into roleplaying the Demeanour. The player can portray his character either gaining strength from the ideals of his", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 500, + "rule_id": "pdf_skill_97_demeanour_or_alternately_con", + "title": "Demeanour or (alternately) considering the demeanour as a", + "content": "particular challenge to be overcome. If the Space Marine player\nroleplays his Demeanour well, he can gain an Improvement. An\nImprovement is a doubling of any applicable bonus (gaining a\n+20 bonus to a Test instead of +10, removing 2d5 Damage\ninstead of 1d5, and so forth). For removing Fatigue, an\nImprovement removes all current levels of Fatigue.\nA Space Marine Triggering his Demeanour can add an\nImprovement if the other Space Marine players agree that the\nDemeanour has been roleplayed well. This bonus is meant to\nreward additional effort on the Space Marine player’s part and\nthe appreciation of his efforts by the other Battle-Brothers in\nhis kill-team. A simple method to judge this is to simply ask for\nthe opinion of the other Space Marine players at the table after\nroleplaying the Demeanour. Alternatively, the other players may\noffer a thumbs-up or thumbs-down verdict—if the majority\nagree, the character gains the benefits of the Improvement.\nDeSigner’S note: triggering a DeMeanour\nThe intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic\nand highly memorable moment (a “divine moment of blessed fury”) once per game. The opportunity provided by the\nDemeanour is inextricably linked to the Space Marine’s Chapter and his own unique strength of personality—it is his\nchance to put the spotlight on just how his Chapter is different from those of his Kill-team Battle-Brothers, or (just as\nsignificant) how that particular Space Marine’s personality is expressed. It is recommended to the GM that triggering a\nDemeanour should always have something extremely impressive occur in-game, even if the Space Marine player’s dice\nutterly desert him. A Triggered Demeanour that results in an attack that hits and fails to do damage, for example, could\nstill knock down the enemy—or (should the enemy escape) leave him with a distinctive scar that he will bear forevermore.\nIt is left to the GM’s discretion for the exact effects of this, but it should be suitably epic and reward the Space Marine for\nroleplaying his Demeanour.\nin Your hanDS\nSome players may be used to having the Game Master keep track of a character’s particular strengths and weaknesses.\nHowever, Game Masters have lots to do during a game. The GM manages the story, the pacing, the NPC’s, the challenges,\nand describes the action. It is very easy for a GM to forget an additional detail for each character whilst handling all the\nother myriad aspects of his job. In addition, the player has his Demeanours listed prominently on his own character sheet\nand is far more aware of the effects that the events in the game are having on his character than anyone else. Therefore,\nif Demeanours are meant to come into play regularly during the game, it would be good to place them into the player’s\nhands. Lastly, Deathwatch is at its best when the players themselves shape the course of the experience, from Cohesion\nto the Mission structure to the choice of Kill-team Leader. The reasons listed above are why the decision was made to\nmake Triggering Demeanours a choice that is firmly under the player’s control.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Demeanour", + "content": "A Space Marine player roleplays his Demeanour well to gain an Improvement, doubling applicable bonuses. Triggering a Demeanour can add an Improvement if agreed upon by other players. It should lead to a dramatic moment reflecting the Marine's Chapter or personality, rewarding roleplaying efforts.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 501, + "rule_id": "pdf_skill_98_name", + "title": "name", + "content": "“Honour your Chapter and your name shall be remembered. Honour\nyour Primarch, and your name shall be respected. Honour the\nEmperor, and your name will be legend.”\n–Chaplain Argrim of the Black Templars\nChoosing a name for your character can be very difficult.\nIf you are lucky enough to have a name in mind, go ahead\nand write it down on your character sheet. However, if you\nhave difficulty coming up with a name on the spot (like many\nother gamers!), this section will help guide you in creating a\ngreat name for your Space Marine.\nNames within the 41st Millennium are as varied as the\nmany thousands of worlds that make up the Imperium. As\nmankind is an inventive and contrary creature, there are no\nstandard or universal conventions that govern the names\npeople give themselves. In some places, a single simple name\nmight indicate low birth and ignominy, whilst in others,\nit might act as a mark of extreme wealth, fame, and good\nbreeding. When deciding upon a name, feel free to mix and\nmatch any of the suggestions made by the naming tables. The\nidea, of course, is to create a name that suits your character—\nand no one knows more about your character than you do!\nother warhaMMer 40,000 roleplaY CharaCterS anD DeathwatCh\nThe most important information for players of Dark heresy and rogue traDer is that Deathwatch uses the same\ncore mechanics and takes place in the same universe. There are some theme-related differences in the rules between these\ngames, but Dark heresy and rogue traDer players should feel right at home with the way the game itself works.\nIt is important to note that Deathwatch Space Marines are quite powerful (particularly in combat!) in relation to\nDark heresy and rogue traDer characters. A rogue traDer character with 14,000 xp is roughly equivalent to a\nRank 1 Deathwatch Space Marine (in that the Rogue Trader has a great deal of power tied up in his wealth and personal\nstarship!), and a Dark heresy character using an Ascended Career from ascension with 14,000 xp is also roughly equal\n(having his own strengths in regards to Influence, many knowledge and investigative skills, and so forth). It is strongly\nrecommended that the GM consider carefully before mixing Space Marines into Dark heresy and rogue traDer\ncampaigns, because the Space Marine’s combat abilities are significantly higher than any other type of character.\nDark heresy characters using ascension are particularly recommended if you wish to combine the two games. An\nOrdo Xenos Inquisitor and his trusted Throne Agents are quite appropriate to accompany a Deathwatch Space Marine\n(or even an entire Kill-team) on a mission, or set of missions, of particular import.\nrequiSition & warhaMMer 40,000 roleplaY\nIt is assumed that, in Deathwatch, characters from other Warhammer 40,000 Roleplay games have some special\ndispensation to accompany the Space Marines on their missions (for instance, if one of the player characters is an\nInquisitor). Throne Gelt and a Rogue Trader’s Profit Factor have no meaning for the Deathwatch. Therefore, the other\ncharacters also benefit from the Requisition rules and may acquire Renown at the GM’s discretion (see pages 138–141\nfor more information about Requisition and Renown).\nIf a Deathwatch character joins a Dark heresy or rogue traDer game, the GM is encouraged to determine a\nfair method of applying Requisition to the Space Marine character rather than participating in Profit Factor, Influence,\nor Throne Gelt (all of these terms are explained in rogue traDer, ascension, and Dark heresy, respectively). Space\nMarines themselves generally do not use money!\nTable 1–11: Space Marine Names\n1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine\n1WilhelmZoraelNaamanLoganLorgathMarcus\n2SigismundClotenZaharielMagniAlistayrClaudius\n3AlyxanderAstramaelAstelanIvarBennitGannys\n4AnselmBellerophonCadmusSkifCameroneVaren\n5NavarreMetraenBethorSkoldKestyrQuintus\n6BertramSepheranMagronYngvarMorganScipio\n7GervhartDonatosNemielBalmungKurroInvictus\n8KonradRafenElyasHreidarAngusLucian\n9RaimerArkioMakradonHaakonKenshenPasanius\n10KhordelLeonatosCalibosErikRamsayUriel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine Names Table", + "content": "1d10 Roll Black Templar Blood Angel Dark Angel Space Wolf Storm Warden Ultramarine Wilhelm Zorael Naaman Logan Lorgath Marcus Sigismund Cloten Zahariel Magni Alistayr Claudius Alyxander Astramael Astelan Ivar Bennit Gannys Anselm Bellerophon Cadmus Skif Camerone Varen Navarre Metraen Bethor Skold Kestyr Quintus Bertram Sepheran Magron Yngvar Morgan Scipio Gervhart Donatos Nemiel Balmung Kurro Invictus Konrad Rafen Elyas Hreidar Angus Lucian Raimer Arkio Makradon Haakon Kenshen Pasanius Khordel Leonatos Calibos Erik Ramsay Uriel", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 502, + "rule_id": "pdf_skill_99_the_codex_astartes_how_closel", + "title": "The Codex Astartes: How closely do you (or your Chapter)", + "content": "adhere to the Codex Astartes? Are you used to finding innovative\nsolutions or do you prefer everything to go “by the book?”\nPurity: How pure is your gene-seed? Some Chapters (the\nSpace Wolves and Blood Angels amongst them) have severe\ncomplications with their gene-seed. Some individual Space\nMarines have difficulties adjusting to the particular effects of\ntheir Chapter’s gene-seed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Codex Astartes: How closely do you (or your Chapter)", + "content": "adhere to the Codex Astartes? Are you used to finding innovative solutions or do you prefer everything to go 'by the book?' Purity: How pure is your gene-seed? Some Chapters (the Space Wolves and Blood Angels amongst them) have severe complications with their gene-seed. Some individual Space Marines have difficulties adjusting to the particular effects of their Chapter's gene-seed.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 503, + "rule_id": "pdf_skill_100_psykers_how_do_you_or_your_c", + "title": "Psykers: How do you (or your Chapter) view psykers? Most", + "content": "Chapters utilise Librarians and rely on psykers like most other\nfacets of the Imperium, whilst some are far more suspicious of\ntheir nature or eschew the benefits of Librarians altogether.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psykers: How do you (or your Chapter) view psykers?", + "content": "Chapters utilise Librarians and rely on psykers like most other facets of the Imperium, whilst some are far more suspicious of their nature or eschew the benefits of Librarians altogether.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 504, + "rule_id": "pdf_skill_101_mankind_how_do_you_and_your", + "title": "Mankind: How do you (and your Chapter) view the citizens", + "content": "of the Imperium and humanity as a whole? How do you react\nupon meeting and interacting with a normal Imperial citizen?\nthree things to remember:\n• Space Marines generally do not use contractions or slang\nwhen they speak—they are angelic warrior knights, and\ntheir manner of speech often reflects this.\n• The Deathwatch’s partnership with the Ordo Xenos and\ntheir focus on hunting aliens does not mean that they\nignore other threats! Heretics, daemons, and Chaos Space\nMarines alike are all foes of the Imperium and are worthy\nof the Deathwatch’s attention.\n• The saying “And They Shall Know No Fear,” is famously\nattributed to Space Marines. It means that they are\nexceptionally brave and motivated warriors, but it is\nnot literally true: most Space Marines understand and\nexperience fear, but they control it and channel it to a much\ngreater degree than any normal man. This means that Space\nMarines are wise and tactical forces on the battlefield—if\nSpace Marines retreat, they do so for a reason; they do not\nflee pell-mell before an enemy advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mankind: How do you (and your Chapter) view the citizens", + "content": "of the Imperium and humanity as a whole? How do you react upon meeting and interacting with a normal Imperial citizen? three things to remember: Space Marines generally do not use contractions or slang when they speak—they are angelic warrior knights, and their manner of speech often reflects this. The Deathwatch’s partnership with the Ordo Xenos and their focus on hunting aliens does not mean that they ignore other threats! Heretics, daemons, and Chaos Space Marines alike are all foes of the Imperium and are worthy of the Deathwatch’s attention. The saying “And They Shall Know No Fear,” is famously attributed to Space Marines. It means that they are exceptionally brave and motivated warriors, but it is not literally true: most Space Marines understand and experience fear, but they control it and channel it to a much greater degree than any normal man. This means that Space Marines are wise and tactical forces on the battlefield—if Space Marines retreat, they do so for a reason; they do not flee pell-mell before an enemy advance.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 505, + "rule_id": "pdf_skill_102_abilities", + "title": "Abilities", + "content": "“As our bodies are armoured with adamantium, our souls are\nprotected with loyalty. As our bolters are charged with death for the\nEmperor’s enemies, our thoughts are charged with wisdom. As our\nranks advance, so does our devotion, for are we not Space Marines?\nAre we not the chosen of the Emperor, his loyal servants unto death?”\n–Chaplain Fergas Nils", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abilities", + "content": "As our bodies are armored with adamantium, our souls are protected with loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death? -Chaplain Fergas Nils", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 506, + "rule_id": "pdf_skill_103_need_to_meet_the_prerequisites", + "title": "need to meet the prerequisites (if any) for these starting Skills", + "content": "and Talents. Starting Skills are considered Trained Skills\n(either Advanced or Basic depending on the Skill).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Need to Meet Prerequisites for Starting Skills", + "content": "Starting Skills are considered Trained Skills (either Advanced or Basic depending on the Skill).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 507, + "rule_id": "pdf_skill_104_gothic_tactics_choose_one", + "title": "Gothic), Tactics (Choose one), Tracking.", + "content": "Starting Talents: Ambidextrous, Astartes Weapons\nTraining, Bulging Biceps, Heightened Senses (Hearing,\nSight), Killing Strike, Nerves of Steel, Quick Draw, Resistance\n(Psychic Powers), True Grit, Unarmed Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gothic, Tactics, Tracking", + "content": "Starting Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 508, + "rule_id": "pdf_skill_105_toughness_x2", + "title": "Toughness (x2).", + "content": "Deathwatch hypno-conditioning\nAll Space Marine characters in Deathwatch begin with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toughness", + "content": "Deathwatch hypno-conditioning All Space Marine characters in Deathwatch begin with", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 509, + "rule_id": "pdf_skill_106_deathwatch_training", + "title": "Deathwatch training", + "content": "All Space Marine characters in Deathwatch have received\nextensive training to battle the alien enemies of Man.\nDeathwatch Space Marine characters gain the Deathwatch\nTraining Talent.\nSpaCe Marine iMplantS gaMe ruleS\nSpace Marines have a series of special organs and modifications\nimplanted into their bodies. Page 16 describes each implant\nand its function, but the following section describes the inTraits and Talents provided by these implants have already\nbeen taken into effect and are listed in the Space Marine’s\nstarting Talents and Traits above.\n• Secondary Heart: This organ has no in-game effect\nbesides contributing to the Space Marine’s Unnatural\nStrength and Toughness Traits.\n• Ossmodula: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Toughness\n(x2) Trait.\n• Biscopea: This implant, in conjunction with several\nothers, grants the Space Marine the Unnatural Strength\n(x2) Trait.\n• Haemastamen: This organ has no in-game effect besides\ncontributing to the Space Marine’s Unnatural Strength\nand Toughness Traits.\n• Larraman’s Organ: Space Marines do not normally", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Training", + "content": "All Space Marine characters in Deathwatch have received extensive training to battle the alien enemies of Man. Deathwatch Space Marine characters gain the Deathwatch Training Talent. Space Marines have a series of special organs and modifications implanted into their bodies. Page 16 describes each implant and its function, but the following section describes the traits and talents provided by these implants have already been taken into effect and are listed in the Space Marine's starting talents and traits above. Secondary Heart: This organ has no in-game effect besides contributing to the Space Marine's Unnatural Strength and Toughness Traits. Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait. Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. Haemastamen: This organ has no in-game effect besides contributing to the Space Marine's Unnatural Strength and Toughness Traits. Larraman's Organ: Space Marines do not normally", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 510, + "rule_id": "pdf_skill_107_attacks_with_the_warp_weapon_q", + "title": "attacks with the Warp Weapon Quality (see page 136)", + "content": "may still inflict Blood Loss as normal.\n• Catalepsean Node: A Space Marine suffers no penalties", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Attacks with the Warp Weapon Quality", + "content": "May still inflict Blood Loss as normal. Catalepsean Node: A Space Marine suffers no penalties", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 511, + "rule_id": "pdf_skill_108_to_perception_based_tests_suc", + "title": "to Perception-based Tests (such as Awareness) when", + "content": "awake for long periods of time.\n• Preomnor: The Space Marine gains a +20 bonus to any\nToughness Test against ingested poisons.\n• Omophagea: By devouring a portion of an enemy, a\nSpace Marine can gain access to certain information\n(such as the whereabouts of a cult’s hidden lair, access\ncodes, and so forth). The information he can access is\nat the GM’s discretion, keeping in mind what may\nhave been known by the enemy in the first place. In\naddition, a Space Marine can temporarily gain access\nto a Skill or Skill Group (such as Pilot, Lore, Ciphers,\nand so forth) that he did not already possess. The Skills\nhe may gain are at the GM’s discretion, depending on\nthe Skills originally possessed by the enemy. The Space\nMarine may access this acquired Skill or Skill Group as\nan untrained Basic Skill for a number of hours equal to\nhis Intelligence Bonus. After this time, the information\nbegins to fade and the Skill is no longer useable by the\nSpace Marine (until he devours another portion of an\nenemy, of course).\n• Multi-lung: The Space Marine may re-roll any failed\nToughness Tests for drowning or asphyxiation (see page\n261). In addition, the Space Marine gains a +30 bonus\nto Toughness Tests made to resist the effects of gases,\nand may re-roll failed results. The Space Marine may also\nbreathe water through his multi-lung.\n• Occulobe: This implants grants the Space Marine the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Augmetic Implants", + "content": "awake for long periods of time. Preomnor: The Space Marine gains a +20 bonus to any Toughness Test against ingested poisons. Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course). Multi-lung: The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung. Occulobe: This implants grants the Space Marine the", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 512, + "rule_id": "pdf_skill_109_heightened_senses_hearing_ta", + "title": "Heightened Senses (Hearing) Talent.", + "content": "• Sus-an Membrane: The Space Marine may voluntarily\nenter a form of suspended animation. To do so, the Space\nMarine must meditate for 1d5 Rounds. This organ also\nautomatically activates if the Space Marine is knocked\nunconscious by Critical Damage. While in suspended\nanimation, the Space Marine’s wounds will not deteriorate\nor heal. It requires chemical therapy, auto-suggestion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heightened Senses (Hearing) Talent", + "content": "Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine's wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 513, + "rule_id": "pdf_skill_110_unnatural_toughness_x2_trait", + "title": "Unnatural Toughness (x2) Trait. At the GM’s discretion,", + "content": "the Space Marine may ignore or be resistant to exposure\nto radiation, depending on the severity.\n• Oolitic Kidney: This implant gives the Space Marine\nthe ability to re-roll any failed Toughness Test to\nresist poisons and toxins, including attacks with the\nToxic Quality.\n• Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unnatural Toughness (x2) Trait", + "content": "The Space Marine may ignore or be resistant to exposure to radiation, depending on the severity. Oolitic Kidney: This implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality. Neuroglottis: The Space Marine may detect any poison", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 514, + "rule_id": "pdf_skill_111_trained_skill_and_may_at_the", + "title": "trained Skill, and may (at the GM’s discretion) gain a", + "content": "+10 bonus to any Tracking Tests against an opponent\nhe has tasted.\n• Mucranoid: The Space Marine may re-roll any failed\nToughness Tests caused by temperature extremes, such as\ndesert heat or the cold of outer space.\n• Betcher’s Gland: The Space Marine may spit acid at his\nfoes. This acts as a ranged weapon with the following\nprofile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the\nSpace Marine gains three or more Degrees of Success on\nhis Ballistic Skill Test, he may also blind the opponent\nfor 1d5 Rounds. At the GM’s discretion, the Space\nMarine may also slowly chew his way through nearly\nany nonliving substance. The rate at which he does so\nis at the GM’s discretion (one example includes chewing\nthrough iron bars—this would be roughly at a rate of 4 kg\nper minute).\n• Progenoids: See page 271 for more information on\nthe benefits of retrieving a Space Marine’s progenoids.\nRemoving a Space Marine’s progenoids requires a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trained Skill", + "content": "+10 bonus to any Tracking Tests against an opponent he has tasted. Mucranoid: The Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. Betcher's Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM's discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM's discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute). Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine's progenoids. Removing a Space Marine's progenoids requires a", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 515, + "rule_id": "pdf_skill_112_arduous_40_if_performed_wit", + "title": "Arduous (–40) if performed without the narthecium", + "content": "(see page 173), and adds 2 Rounds to the time required.\nTaking out the progenoids takes 1 Round, adding 1\nRound for every Degree of Failure on the Medicae Test.\nSpace Marines go to great lengths to recover a fallen\nBattle-Brother’s gene-seed, and the GM may require a\nWillpower Test to leave the progenoids behind.\n• Black Carapace: This implant gives the Space Marine\nexceptional control over his power armour. Although a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Arduous (-40) if performed without the narthecium", + "content": "(see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind. Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 516, + "rule_id": "pdf_skill_113_space_marine_in_power_armour_h", + "title": "Space Marine in power armour has the Size (Hulking)", + "content": "Trait, his enemies gain no bonus to hit him thanks to the\nBlack Carapace.\nDeSigner’S note: SquaD MoDe, Solo MoDe, anD CoheSion\nYou may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode,\nor Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here’s a brief summary so you\nhave an idea of what they encompass.\nBecause the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable\nworking together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving\nalongside rivals or even enemies, and overcoming those differences can be quite challenging.\nolo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch.\nIn Solo Mode, the Space Marine’s particular special abilities, beliefs, and traditions that are part of his home Chapter\nare emphasised. He is relying on his instincts and the decades or even centuries of experience fighting alongside other\nBattle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother\nof his Chapter than when he is in Solo Mode.\nquad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working\ntogether as a team. In Squad Mode, the Space Marines are not as focused on their individual Chapter abilities, instead\ngaining the benefits of teamwork and being able to act as a unit. When Space Marines are in Squad Mode, they are a\nnearly-unstoppable unit of deadly warriors.\nWhen a Kill-team is in Squad Mode, they have access to a resource known as Cohesion. Cohesion may be spent to\ntrigger certain effects and abilities that benefit the group and allow the Kill-team to perform incredible feats.\nYou can find more detailed game information about these terms on page 219 (for Squad Mode), page 215 (for Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine in Power Armour Size (Hulking)", + "content": "Trait, his enemies gain no bonus to hit him thanks to the Black Carapace. Designer's note: Squad Mode, Solo Mode, and Cohesion. You may notice many references to some particular game mechanics for Space Marines named Squad Mode, Solo Mode, or Cohesion. These rules are discussed in detail in Chapter VIII: Playing the Game, but here's a brief summary so you have an idea of what they encompass. Because the Space Marines of the Deathwatch are drawn from Chapters across the Galaxy, they are not as comfortable working together as with the Battle-Brothers of their home Chapters. Some Space Marines may find themselves serving alongside rivals or even enemies, and overcoming those differences can be quite challenging. Solo Mode represents a Deathwatch Space Marine in his natural state soon after arriving at Watch Fortress Erioch. In Solo Mode, the Space Marine's particular special abilities, beliefs, and traditions that are part of his home Chapter are emphasized. He is relying on his instincts and the decades or even centuries of experience fighting alongside other Battle-Brothers of his home Chapter. A Space Marine is never more an exemplar of what it means to be a battle brother of his Chapter than when he is in Solo Mode. Squad Mode is a way of representing a Kill-team that has set aside their differences and are focusing on working together as a team. In Squad Mode, the Space Marines are not as focused on their individual Chapter abilities, instead gaining the benefits of teamwork and being able to act as a unit. When Space Marines are in Squad Mode, they are a nearly-unstoppable unit of deadly warriors. When a Kill-team is in Squad Mode, they have access to a resource known as Cohesion. Cohesion may be spent to trigger certain effects and abilities that benefit the group and allow the Kill-team to perform incredible feats. You can find more detailed game information about these terms on page 219 (for Squad Mode), page 215 (for Solo", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 517, + "rule_id": "pdf_skill_114_mode_and_page_211_for_cohesi", + "title": "Mode) and page 211 (for Cohesion).", + "content": "putting the “teaM” into “kill-teaM”\nThe purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to\nsupport the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain\na Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from\nhis Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of\ndisparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous\nthat they can only be overcome by an experienced Kill-team combining their efforts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "putting the 'team' into 'kill-team'", + "content": "The purpose of Solo Mode and Squad Mode abilities being separate things is to provide an in-game mechanic to support the overall concept of a group of individuals who slowly become a team. A Deathwatch Kill-team may contain a Blood Angel, Space Wolf, and an Ultramarine—each of whom has his own special abilities, skills, and benefits from his Chapter—but the Kill-team itself is greater than the sum of its parts. The Deathwatch RPG is about the process of disparate individuals becoming a group that works together—in fact, there are some threats are simply so dangerous that they can only be overcome by an experienced Kill-team combining their efforts.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 518, + "rule_id": "pdf_skill_115_templars", + "title": "Templars", + "content": "“To the darkness, I bring fire. To the ignorant, I bring faith. Those\nwho welcome these gifts may live, but I will visit naught but death\nand eternal damnation on those who refuse them.”\n–Chaplain Grimaldus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Templars", + "content": "To the darkness, I bring fire. To the ignorant, I bring faith. Those who welcome these gifts may live, but I will visit naught but death and eternal damnation on those who refuse them. -Chaplain Grimaldus", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 519, + "rule_id": "pdf_skill_116_initiations", + "title": "initiations", + "content": "Despite that Rogal Dorn eventually accepted the dictates\nof the Codex Astartes, the Black Templars are organised\nin a different manner to many Space Marine Chapters and\ndeviate from the strictures of Guilliman’s great tome in several\nnotable ways. One deviation is in the recruitment and training\nof its warriors. The Black Templars have no Scout company in\nwhich new recruits may prove their mettle. The Chapter must\njudge the worthiness of its recruits in other ways. From the\nmonolithic chapter keeps they establish on every world the\nBlack Templars conquer, the Chaplains maintain a strict vigil\nover the world and judge the worth of those warriors who\nattract their notice. Often, there will be contests of arms or\nother equally lethal trials held for those who aspire to joining\nthe Chapter. Only the bravest warriors can hope to reach the\nfinal stages of selection and even then only a fraction will meet\nthe Chaplains’ high standards.\nAn aspirant is brought to the chapter keep, where the\nApothecaries administer tissue compatibility tests and root out\nany latent mutation to ensure that he is of sufficient purity and\nstrength to become a Neophyte. Not all survive these processes,\nas the Black Templars tolerate no weakness. Should the aspirant\nsurvive, he becomes a Neophyte and so begins the ritual\nsurgery that will turn him into a superhuman warrior. Here too,\nan aspirant may fail. Thanks to the degeneration of knowledge,\nimplant surgery is heavily ritualised. It is often accompanied by\nscarring, incantation, prayer, fasting, and arcane practices that\nunintentionally compromise medical efficiency.\nOnce a Neophyte begins his training, he severs all links\nwith the world of his birth and begins a life dedicated to the\nEmperor. Once he is deemed ready, he will be taken under\nthe wing of an Initiate and complete his training in the fires\nof battle, where he will either learn or die. When he finally\nbecomes an Initiate himself, he can no longer be considered\nhuman. Any chance for a normal life is gone forever,\nbut though a great and terrible sacrifice, it is\nmade willingly.\nOnce accepted within one of a Crusade’s\nFighting Companies, an Initiate fights and\nhones his craft of death, building his legend\nand forging his hero’s name before one day\ngoing on to train a Neophyte himself. In\nthis way, the experience and wisdom of\nthe Initiates is preserved and passed\non to new recruits.\nThe greatest warriors in a\nFighting Company will be\norganised into the Marshal’s\nhousehold, the equivalent of a\nCodex Chapter’s First Company.\nKnown as the Sword Brethren,\nthese Space Marines are mighty\nheroes whose deeds become part\nof the Chapter’s history. It is\nevery Black Templar’s ambition\nto become one of these elite. Clad\nin the finest suits of armour and\nbedecked with purity seals, the\nSword Brethren are the very image\nof a baroque warrior-knight. When\na Marshal dies, it is from the Sword\nBrethren that his replacement will be\ndrawn, and only the best and bravest\nare worthy of this great honour. Which\nBlack Templar will succeed the Marshal is\ndetermined by ritual combat, during which all", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Initiations", + "content": "Despite that Rogal Dorn eventually accepted the dictates of the Codex Astartes, the Black Templars are organised in a different manner to many Space Marine Chapters and deviate from the strictures of Guilliman's great tome in several notable ways. One deviation is in the recruitment and training of its warriors. The Black Templars have no Scout company in which new recruits may prove their mettle. The Chapter must judge the worthiness of its recruits in other ways. From the monolithic chapter keeps they establish on every world the Black Templars conquer, the Chaplains maintain a strict vigil over the world and judge the worth of those warriors who attract their notice. Often, there will be contests of arms or other equally lethal trials held for those who aspire to joining the Chapter. Only the bravest warriors can hope to reach the final stages of selection and even then only a fraction will meet the Chaplains' high standards. An aspirant is brought to the chapter keep, where the Apothecaries administer tissue compatibility tests and root out any latent mutation to ensure that he is of sufficient purity and strength to become a Neophyte. Not all survive these processes, as the Black Templars tolerate no weakness. Should the aspirant survive, he becomes a Neophyte and so begins the ritual surgery that will turn him into a superhuman warrior. Here too, an aspirant may fail. Thanks to the degeneration of knowledge, implant surgery is heavily ritualised. It is often accompanied by scarring, incantation, prayer, fasting, and arcane practices that unintentionally compromise medical efficiency. Once a Neophyte begins his training, he severs all links with the world of his birth and begins a life dedicated to the Emperor. Once he is deemed ready, he will be taken under the wing of an Initiate and complete his training in the fires of battle, where he will either learn or die. When he finally becomes an Initiate himself, he can no longer be considered human. Any chance for a normal life is gone forever, but though a great and terrible sacrifice, it is made willingly. Once accepted within one of a Crusade's Fighting Companies, an Initiate fights and hones his craft of death, building his legend and forging his hero's name before one day going on to train a Neophyte himself. In this way, the experience and wisdom of the Initiates is preserved and passed on to new recruits. The greatest warriors in a Fighting Company will be organised into the Marshal's household, the equivalent of a Codex Chapter's First Company. Known as the Sword Brethren, these Space Marines are mighty heroes whose deeds become part of the Chapter's history. It is every Black Templar's ambition to become one of these elite. Clad in the finest suits of armour and bedecked with purity seals, the Sword Brethren are the very image of a baroque warrior-knight. When a Marshal dies, it is from the Sword Brethren that his replacement will be drawn, and only the best and bravest are worthy of this great honour. Which Black Templar will succeed the Marshal is determined by ritual combat, during which all", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 520, + "rule_id": "pdf_skill_117_eternal_crusaders", + "title": "eternal CrusaDers", + "content": "The Black Templars have no single home world. Instead, they\nlive in their Crusade fleets, upon many battle-barges, strike\ncruisers, training vessels, and gigantic forgeships. The Black\nTemplars establish chapter keeps on every world they conquer\nor reclaim for the Emperor. The main purpose of the chapter\nkeeps is to recruit new Space Marines from the population,\nand to act as staging posts for mustering the Crusades. These\nchapter keeps are sizeable, with chambers to accommodate two\nto three companies of Space Marines, but are far smaller than\nthe fortress-monasteries of other Chapters. However, there have\nbeen hundreds of chapter keeps established over the millennia,\nsome of which are still standing, others which have fallen into\nruin and disrepair and are no longer manned.\nThe High Marshal himself has his own battle-barge, the\nEternal Crusader, and he can travel from Crusade to Crusade\nlending his military genius and spiritual guidance to those\nunder his command. The Eternal Crusader is gigantic, even\nfor a battle-barge, having been expanded and refitted over ten\nthousand years with extra docking facilities for escort ships,\nadditional launch bays for shuttles and Thunderhawk gunships,\nas well as accommodation for twice as many Space Marines\nthan a normal battle-barge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Eternal Crusaders", + "content": "The Black Templars have no single home world. Instead, they live in their Crusade fleets, upon many battle-barges, strike cruisers, training vessels, and gigantic forgeships. The Black Templars establish chapter keeps on every world they conquer or reclaim for the Emperor. The main purpose of the chapter keeps is to recruit new Space Marines from the population, and to act as staging posts for mustering the Crusades. These chapter keeps are sizeable, with chambers to accommodate two to three companies of Space Marines, but are far smaller than the fortress-monasteries of other Chapters. However, there have been hundreds of chapter keeps established over the millennia, some of which are still standing, others which have fallen into ruin and disrepair and are no longer manned. The High Marshal himself has his own battle-barge, the Eternal Crusader, and he can travel from Crusade to Crusade lending his military genius and spiritual guidance to those under his command. The Eternal Crusader is gigantic, even for a battle-barge, having been expanded and refitted over ten thousand years with extra docking facilities for escort ships, additional launch bays for shuttles and Thunderhawk gunships, as well as accommodation for twice as many Space Marines than a normal battle-barge.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 521, + "rule_id": "pdf_skill_118_righteous_zeal", + "title": "riGhteous Zeal", + "content": "All Space Marines are renowned for their fervent dedication,\nbut the extent of the Black Templars’ faith is often described as\nfanatical. They seek nothing less than to crush every last enemy\nof mankind. They have absolutely no tolerance of heretics,\nmutants, witches, aliens, or any other abomination against the\nEmperor. For ten thousand years they have crusaded to prove\ntheir loyalty, and this creed has become so embedded in their\ndoctrines that they are utterly ruthless towards anyone or\nanything perceived as a threat to the Emperor. They have been\nknown to mercilessly wipe out entire planetary populations to\nexpunge the sin of heresy, while the mere presence of a witch\non the battlefield drives them into a zealous fury against which\nfew enemies have any hope of standing. The Black Templars’\nprofessed loathing of the witch even extends to those psykers\nin the employ of the Imperium. Although the Chapter must\nutilise astropaths, Navigators, and others with such talents,\nthe Black Templars are loath to do so, and eschew the use of\nlibrarians in the ranks of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Righteous Zeal", + "content": "All Space Marines are renowned for their fervent dedication, but the extent of the Black Templars' faith is often described as fanatical. They seek nothing less than to crush every last enemy of mankind. They have absolutely no tolerance of heretics, mutants, witches, aliens, or any other abomination against the Emperor. For ten thousand years they have crusaded to prove their loyalty, and this creed has become so embedded in their doctrines that they are utterly ruthless towards anyone or anything perceived as a threat to the Emperor. They have been known to mercilessly wipe out entire planetary populations to expunge the sin of heresy, while the mere presence of a witch on the battlefield drives them into a zealous fury against which few enemies have any hope of standing. The Black Templars' professed loathing of the witch even extends to those psykers in the employ of the Imperium. Although the Chapter must utilise astropaths, Navigators, and others with such talents, the Black Templars are loath to do so, and eschew the use of librarians in the ranks of the Space Marines.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 522, + "rule_id": "pdf_skill_119_combat_doctrine", + "title": "Combat DoCtrine", + "content": "In battle, the Black Templars seek to continue to fight in the\nmanner of their founder, Sigismund, preferring close combat over\nranged warfare. Face-to-face with his enemy, a Black Templar\nseeks to earn glory and respect and be sure that his foe is truly\nvanquished, fighting with righteous fury and the noblest ideals\nof honour.\nThis is truly emphasised by the fanaticism of Black Templar\nBattle-Brothers, whose righteous anger makes them loathe to\nretreat before an enemy. They will instead drive towards the foe\nrelentlessly, their own casualties only serving to spur them on still\nfurther, hungry for vengeance on the slayers of their brethren.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "In battle, the Black Templars seek to continue to fight in the manner of their founder, Sigismund, preferring close combat over ranged warfare. Face-to-face with his enemy, a Black Templar seeks to earn glory and respect and be sure that his foe is truly vanquished, fighting with righteous fury and the noblest ideals of honour. This is truly emphasised by the fanaticism of Black Templar Battle-Brothers, whose righteous anger makes them loathe to retreat before an enemy. They will instead drive towards the foe relentlessly, their own casualties only serving to spur them on still further, hungry for vengeance on the slayers of their brethren.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 523, + "rule_id": "pdf_skill_120_black_templars_characters", + "title": "blaCk teMplarS CharaCterS", + "content": "Black Templars Space Marines perform an eternal\nCrusade across the galaxy, eliminating the enemies of\nman. This Chapter’s warriors possess both great skill\nat arms and mental fortitude.\nBlack Templars Space Marines gain the following\nbenefits: +5 Weapon Skill,, +5 Willpower, and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Black Templars Characters", + "content": "Black Templars Space Marines perform an eternal Crusade across the galaxy, eliminating the enemies of man. This Chapter's warriors possess both great skill at arms and mental fortitude. Black Templars Space Marines gain the following benefits: +5 Weapon Skill, +5 Willpower, and the", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 524, + "rule_id": "pdf_skill_121_righteous_zeal_solo_mode_abili", + "title": "Righteous Zeal Solo Mode ability (see page 217).", + "content": "Restrictions: Black Templars Space Marines may\nnot select the Deathwatch Devastator Marine or\nDeathwatch Librarian Specialities.\nImplants: Although Black Templars Space Marines\npossess both the Betcher’s gland and sus-an membrane\nimplants, their zygotes are significantly deficient. Black\nTemplar characters do not gain the benefits of either of\nthese implants.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Righteous Zeal Solo Mode ability", + "content": "Restrictions: Black Templars Space Marines may not select the Deathwatch Devastator Marine or Deathwatch Librarian Specialities. Implants: Although Black Templars Space Marines possess both the Betcher's gland and sus-an membrane implants, their zygotes are significantly deficient. Black Templar characters do not gain the benefits of either of these implants.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 525, + "rule_id": "pdf_skill_122_zealous_is_a_demeanour_see_pa", + "title": "Zealous is a Demeanour (see page 32) unique to Space", + "content": "Marines from the Black Templars Chapter. When not\nengaged in battle, the brethren of the Black Templars\nare invariably to be found preparing for it. They pass\ntheir time in prayer and meditation, or engaged in\nexacting training rituals. Those Initiates entrusted\nwith the training of a Neophyte spend long hours\npassing on their knowledge to their young pupil and\nsupervising endless drills, practice sessions, and trials.\nThe brethren frequently impose upon themselves many\nhardships, foregoing all but the bare necessities in\norder to purify themselves in the eyes of the Emperor\nand their primarch, and to emulate the example of their\nfounder Sigismund.\nWhen serving alongside the Battle-Brothers of\nother Space Marine Chapters, many Black Templars\nprepare themselves through long fasts and week-long\nvigils in order to tolerate the presence of Space Marine\nlibrarians. For those who serve in the Deathwatch,\nfighting alongside a brother Space Marine who wields\npsychic power is a particular hardship, a trial they\nmust undergo in order to serve the Emperor more fully\nand to strike down the hated alien. For this reason,\ngreat care is undertaken when selecting a Black\nTemplar for secondment to the Deathwatch, for only\na brother able to contain his deep-seated intolerance\nwill be able to fight to his full capacity. Despite this,\neven these individuals are likely to pass every hour\nnot spent fighting in deep contemplation and prayer,\noften cloistering themselves away from their fellow\nDeathwatch Space Marines in a personal shrine to the\nEmperor, Dorn, and Sigismund.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zealous is a Demeanour unique to Space Marines from the Black Templars Chapter", + "content": "When not engaged in battle, the brethren of the Black Templars are invariably to be found preparing for it. They pass their time in prayer and meditation, or engaged in exacting training rituals. Those Initiates entrusted with the training of a Neophyte spend long hours passing on their knowledge to their young pupil and supervising endless drills, practice sessions, and trials. The brethren frequently impose upon themselves many hardships, foregoing all but the bare necessities in order to purify themselves in the eyes of the Emperor and their primarch, and to emulate the example of their founder Sigismund. When serving alongside the Battle-Brothers of other Space Marine Chapters, many Black Templars prepare themselves through long fasts and week-long vigils in order to tolerate the presence of Space Marine librarians. For those who serve in the Deathwatch, fighting alongside a brother Space Marine who wields psychic power is a particular hardship, a trial they must undergo in order to serve the Emperor more fully and to strike down the hated alien. For this reason, great care is undertaken when selecting a Black Templar for secondment to the Deathwatch, for only a brother able to contain his deep-seated intolerance will be able to fight to his full capacity. Despite this, even these individuals are likely to pass every hour not spent fighting in deep contemplation and prayer, often cloistering themselves away from their fellow Deathwatch Space Marines in a personal shrine to the Emperor, Dorn, and Sigismund.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 526, + "rule_id": "pdf_skill_123_angels", + "title": "Angels", + "content": "“For he today who sheds his blood with me shall be my Battle-Brother\neternal.”\n–Last Line of the Invocation Initiate of the Flesh Tearers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Angels", + "content": "For he today who sheds his blood with me shall be my Battle-Brother eternal. -Last Line of the Invocation Initiate of the Flesh Tearers", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 527, + "rule_id": "pdf_skill_124_radioactive_toxins_that_built", + "title": "radioactive toxins that built", + "content": "up in the survivors’ bodies\nforced them to devolve into\nmutants, shambling parodies\nof the men their forefathers had\nonce been. But there were some\nwho held onto their humanity and\npreserved some semblance of sanity, forming\ntribes for mutual protection. But these were\nthe embattled few, as a new and savage\nculture evolved amid the ruins of the old.\nThe only social unit remaining was the\ntribe. For humanity and cannibal alike,\nthe only folk they could rely on were\ntheir own kin.\nThe people of the Baal system\nbecame nomads, shifting from place to\nplace, picking the ruins clean, and warring", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "radioactive toxins that built", + "content": "up in the survivors' bodies forced them to devolve into mutants, shambling parodies of the men their forefathers had once been. But there were some who held onto their humanity and preserved some semblance of sanity, forming tribes for mutual protection. But these were the embattled few, as a new and savage culture evolved amid the ruins of the old. The only social unit remaining was the tribe. For humanity and cannibal alike, the only folk they could rely on were their own kin. The people of the Baal system became nomads, shifting from place to place, picking the ruins clean, and warring", + "verified": false, + "confidence": 0, + "verification_notes": "This text does not represent a valid Deathwatch RPG rule/skill entry." + }, + { + "original": { + "id": 528, + "rule_id": "pdf_skill_125_initiations", + "title": "initiations", + "content": "To ascertain who is worthy to join the ranks of the Blood Angels,\nthe youths of the pure Baalite tribes must take part in violent\ngames and magnificent tournaments, battling against both the\nharsh landscape of their home world and, ultimately, each other.\nThe contests are held only once in each generation, at the very\nplace that Sanguinius first came to Baal—Angel’s Fall. Aspirants\nmust reach the so-called Place of Challenge by whatever means\nthey can, a process that weeds out many weaker individuals\nhoping to join the ranks of the Blood Angels. They must race\nacross uncharted miles of hostile, irradiated desert. They must\nleap from the highest cliffs, praying that the primitive assembly\nof wings each bears will save them from sudden death. They\nmust find their way through canyons infested with gigantic,\nmutated beasts. The desiccated husks of previous hopefuls bear\nwitness to those who undertook the trials rashly. Once they\nreach the Place of Challenge, gladiatorial contests, often to the\nvery death, ensure that only the most skilled and determined\nfighters survive.\nOnce fifty or so victors have been separated from the\nunsuccessful aspirants, they will be taken by Thunderhawk\ngunship to fulfil the next stage of their trials. Those who fail\nare nonetheless granted positions of honour when they return\nto their tribes, for the mere fact of their having survived the\ntrials, even if not selected, is a great feat in itself.\nThe successful aspirants are taken to the fortress-monastery\nof the Blood Angels, where they witness sights of such\nmagnificent glory that many are struck down with awe. They\nare taken before the full battle-brethren, and it is here that the\ncontrast between aspirant and Space Marine is truly evident.\nDespite their youth, very few of the aspirants will be untouched\nby the ravages of the blasted lands in which they have lived.\nTheir bodies are riddled with cankers and sores, their faces\nmarred by lesions. In contrast, the towering physiques of the\nSpace Marines around them are the very ideal of perfect beauty,\ntheir skin smooth, their features noble.\nHaving observed a gruelling vigil of three days and three\nnights, the aspirants are led away by the Chapter’s Sanguinary\nPriests, who fulfil not only the role of Apothecary, but of the\nbearers of their primarch’s most sacred blood. Each aspirant\nmust partake of this blood, which is born in a chalice proffered\nto them by a priest. Soon after sipping the precious liquid, the\naspirants fall into a profound sleep and are taken to the Hall\nof Sarcophagi. The walls of this vast, cathedral-like chamber\nare lined with mighty golden caskets, each twice the size of\na man. The sleeping aspirants are entombed within, dwarfed\nby the size of the huge sarcophagi, and attached to an array\nof life-sustaining nodes. There they remain for a full year,\nfed intravenously with nutrients and injected with the Blood\nof Sanguinius.\nAs the aspirants slumber, they are engulfed by vivid and\nstrange dreams depicting the memories of Sanguinius himself.\nThus the very essence of the primarch permeates the minds of\nhis new sons, and ever afterwards these potent emotions and\nmemories will be permanently imprinted upon their souls.\nWhen the aspirants are finally removed from their sarcophagi,\nthey have been changed so thoroughly that few could believe\nthey were once the twisted creatures rescued from the living\nhell of their prior lives. They have become tall, immensely\nstrong, and superhumanly powerful. Their restructured bodies\nhave taken on a haunting beauty reminiscent of their angelic\nforefather, their senses keener, and their muscles stronger\nthan tempered steel. Through this arcane process and lost\ntechnology, the scrofulous wastelander is transformed into a\nbeing of radiant purity and noble purpose.\nthe sons of sanGuinius\nThe Blood Angels are amongst the longest-lived of all of\nthe Space Marine Chapters, their gene-seed granting a vastly\nincreased lifespan on all who possess it. It is not uncommon,\ntherefore, for a Blood Angel to live for a millennium or more, if\ndeath in battle or the Red Thirst does not claim him first. These\nvastly extended life spans allow the Blood Angels to perfect\ntheir techniques in art as well as in war. They have centuries to\nperfect the disciplines to which they turn their minds, and this\naccounts for the fact that Blood Angels’ armour and banners\nare amongst the most ornate ever produced.\nFollowing the example of their primarch, the Blood Angels\nespouse a vision of the galaxy in which the enemies of the\nEmperor can be defeated and mankind can progress to the life\nhe was always fated to live. There is a deeply mystical streak in\nthe Blood Angels’ doctrines, and a strong belief that things can\nbe made better. After all, the Blood Angels are recruited from the\nscrofulous wastelanders of Baal, and if such can be transformed\ninto a tall, proud, and handsome warrior, then there is hope for\nmankind yet. This belief can be seen in everything the Blood\nAngels do. They strive for perfection in all of their endeavours.\nTheir works of art are things of beauty and symmetry. Their\nmartial disciplines are practised unceasingly. Their doctrines are\npermeated with a sense of mortality and the fallen greatness\nof Man.\nThe beatific countenance and noble bearing of the Blood\nAngels is in stark contrast to the curse they bear. While lesser\nwarriors might become morose or fatalistic, weighed down by\nthe inevitability of their fate, the Blood Angels remain stoic.\nThe Blood Angels’ cadre of Sanguinary Priests—the equivalent\nof Apothecaries in other Chapters—tirelessly pursue a cure\nto the Red Thirst. But each year, more and more brethren\nsuccumb to it. Perhaps in an effort to hold the curse at bay,\nmany Blood Angels sleep in the same casket where their bodies\nwere transformed from the ravaged Baalite wastelanders to the\nperfect forms they emerged as, the arcane machinery filtering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Initiations", + "content": "To ascertain who is worthy to join the ranks of the Blood Angels, the youths of the pure Baalite tribes must take part in violent games and magnificent tournaments, battling against both the harsh landscape of their home world and, ultimately, each other. The contests are held only once in each generation, at the very place that Sanguinius first came to Baal—Angel’s Fall. Aspirants must reach the so-called Place of Challenge by whatever means they can, a process that weeds out many weaker individuals hoping to join the ranks of the Blood Angels. They must race across uncharted miles of hostile, irradiated desert. They must leap from the highest cliffs, praying that the primitive assembly of wings each bears will save them from sudden death. They must find their way through canyons infested with gigantic, mutated beasts. The desiccated husks of previous hopefuls bear witness to those who undertook the trials rashly. Once they reach the Place of Challenge, gladiatorial contests, often to the very death, ensure that only the most skilled and determined fighters survive. Once fifty or so victors have been separated from the unsuccessful aspirants, they will be taken by Thunderhawk gunship to fulfil the next stage of their trials. Those who fail are nonetheless granted positions of honour when they return to their tribes, for the mere fact of their having survived the trials, even if not selected, is a great feat in itself. The successful aspirants are taken to the fortress-monastery of the Blood Angels, where they witness sights of such magnificent glory that many are struck down with awe. They are taken before the full battle-brethren, and it is here that the contrast between aspirant and Space Marine is truly evident. Despite their youth, very few of the aspirants will be untouched by the ravages of the blasted lands in which they have lived. Their bodies are riddled with cankers and sores, their faces marred by lesions. In contrast, the towering physiques of the Space Marines around them are the very ideal of perfect beauty, their skin smooth, their features noble. Having observed a gruelling vigil of three days and three nights, the aspirants are led away by the Chapter’s Sanguinary Priests, who fulfil not only the role of Apothecary, but of the bearers of their primarch’s most sacred blood. Each aspirant must partake of this blood, which is born in a chalice proffered to them by a priest. Soon after sipping the precious liquid, the aspirants fall into a profound sleep and are taken to the Hall of Sarcophagi. The walls of this vast, cathedral-like chamber are lined with mighty golden caskets, each twice the size of a man. The sleeping aspirants are entombed within, dwarfed by the size of the huge sarcophagi, and attached to an array of life-sustaining nodes. There they remain for a full year, fed intravenously with nutrients and injected with the Blood of Sanguinius. As the aspirants slumber, they are engulfed by vivid and strange dreams depicting the memories of Sanguinius himself. Thus the very essence of the primarch permeates the minds of his new sons, and ever afterwards these potent emotions and memories will be permanently imprinted upon their souls. When the aspirants are finally removed from their sarcophagi, they have been changed so thoroughly that few could believe they were once the twisted creatures rescued from the living hell of their prior lives. They have become tall, immensely strong, and superhumanly powerful. Their restructured bodies have taken on a haunting beauty reminiscent of their angelic forefather, their senses keener, and their muscles stronger than tempered steel. Through this arcane process and lost technology, the scrofulous wastelander is transformed into a being of radiant purity and noble purpose.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 529, + "rule_id": "pdf_skill_126_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Blood Angels adhere closely to the organisation\nlaid down in Roboute Guilliman’s Codex Astartes, and the\nChapter’s Battle-Brothers are equipped in a similar manner to\nmost other Space Marines. The Battle-Brothers often display a\nsavage desire to engage their foes in the fury of close combat,\ntheir rage growing all the stronger the closer to succumbing\nto the Red Thirst the Blood Angel steps. Most of the time, the\nBlood Angels are able to hold their curse in check, but those\nthey engage in assault soon discover the bloodthirsty savagery\nof the sons of Sanguinius.\nBlood Angels are unique amongst the Space Marines in\nthat their gene-seed contains the encoded experience of their\nPrimarch, and most deeply imprinted of all is the memory of\nSanguinius’ final battle with Horus. Sometimes, on the eve of\nbattle, an event or circumstance will trigger this embedded\nmemory and the Battle-Brother’s mind is suddenly wrenched\ninto the distant past. The Black Rage overcomes the Blood\nAngel as the memories and consciousness of Sanguinius intrude\nupon his mind, and dire events ten thousand years old flood\ninto the present.\nA warrior overcome with the Black Rage appears half mad\nwith fury; he is unable to distinguish past from present and does\nnot recognise his comrades. He may believe he is Sanguinius\nupon the eve of his destruction, and the bloody battles of the\nHorus Heresy are raging all around him. Such a Battle-Brother\nstands at the end of his travails, for his path leads only to the\nDeath Company, where he and the Chapter’s other damned\nsouls will fight one final battle in Sanguinius’ name under the\nguidance of a Chaplain. These individuals each fight their own\nbattle, perhaps believing themselves to be waging the wars of\nthe Horus Heresy at the side of their beloved primarch. Death\nfor the members of the Death Company is a blessed mercy,\nfor those not consumed in the cleansing fires of battle must\nbe restrained and imprisoned, for their safety and that of their\nbrethren, until the next battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "The Blood Angels adhere closely to the organisation laid down in Roboute Guilliman's Codex Astartes, and the Chapter's Battle-Brothers are equipped in a similar manner to most other Space Marines. The Battle-Brothers often display a savage desire to engage their foes in the fury of close combat, their rage growing all the stronger the closer to succumbing to the Red Thirst the Blood Angel steps. Most of the time, the Blood Angels are able to hold their curse in check, but those they engage in assault soon discover the bloodthirsty savagery of the sons of Sanguinius. Blood Angels are unique amongst the Space Marines in that their gene-seed contains the encoded experience of their Primarch, and most deeply imprinted of all is the memory of Sanguinius' final battle with Horus. Sometimes, on the eve of battle, an event or circumstance will trigger this embedded memory and the Battle-Brother's mind is suddenly wrenched into the distant past. The Black Rage overcomes the Blood Angel as the memories and consciousness of Sanguinius intrude upon his mind, and dire events ten thousand years old flood into the present. A warrior overcome with the Black Rage appears half mad with fury; he is unable to distinguish past from present and does not recognise his comrades. He may believe he is Sanguinius upon the eve of his destruction, and the bloody battles of the Horus Heresy are raging all around him. Such a Battle-Brother stands at the end of his travails, for his path leads only to the Death Company, where he and the Chapter's other damned souls will fight one final battle in Sanguinius' name under the guidance of a Chaplain. These individuals each fight their own battle, perhaps believing themselves to be waging the wars of the Horus Heresy at the side of their beloved primarch. Death for the members of the Death Company is a blessed mercy, for those not consumed in the cleansing fires of battle must be restrained and imprisoned, for their safety and that of their brethren, until the next battle.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 530, + "rule_id": "pdf_skill_127_blood_angels_characters", + "title": "blooD angelS CharaCterS", + "content": "The Blood Angels’ battle honours encompass millennia\nof victories, many purchased with ferocity in closedeveloped great manual dexterity and coordination\nin the pursuit of art, due to their exceptionally long\nlife spans.\nBlood Angels Space Marines gain the following\nbenefits: +5 Weapon Skill, +5 Agility, and the Blood", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Angels Characters", + "content": "The Blood Angels' battle honours encompass millennia of victories, many purchased with ferocity in close combat. They have developed great manual dexterity and coordination in the pursuit of art, due to their exceptionally long life spans. Blood Angels Space Marines gain the following benefits: +5 Weapon Skill, +5 Agility, and the Blood", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 531, + "rule_id": "pdf_skill_128_the_red_thirst_is_a_demeanour", + "title": "The Red Thirst is a Demeanour (see page 32) unique", + "content": "to Space Marines from the Blood Angels Chapter.\nDeep within the psyche of every Blood Angel is a\ndestructive yearning, a battle fury and blood hunger\nthat must be held in abeyance in every waking moment.\nFew Battle-Brothers can hold the Red Thirst in check\nunceasingly—it is far from unknown for Blood\nAngels to temporarily succumb to its lure at the height\nof battle.\nThe Red Thirst is the Blood Angels’ darkest\nsecret and greatest curse, but it is also their greatest\nsalvation—for it brings with it a humility and\nunderstanding of their own failings which make them\ntruly the most noble of the Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Red Thirst is a Demeanour", + "content": "to Space Marines from the Blood Angels Chapter. Deep within the psyche of every Blood Angel is a destructive yearning, a battle fury and blood hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold the Red Thirst in check unceasingly—it is far from unknown for Blood Angels to temporarily succumb to its lure at the height of battle. The Red Thirst is the Blood Angels’ darkest secret and greatest curse, but it is also their greatest salvation—for it brings with it a humility and understanding of their own failings which make them truly the most noble of the Space Marines.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 532, + "rule_id": "pdf_skill_129_sanguinius", + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon\nangelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold.\nSanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the\nmost beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid\nbefore his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about\nthe utopia the Emperor proclaimed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "SANGUINIUS", + "content": "The primarch of the Blood Angels Legion, Sanguinius was a radiant warrior said to have been born aloft upon angelic pinions. His countenance was noble and pure and he wore perfectly sculpted armour of shining gold. Sanguinius was said to have been blessed with the gift, or burden, of prophecy. He was in many ways the most beloved of the Emperor’s sons, the uncounted multitudes singing his praises with every victory he laid before his father. Sanguinius was possessed of an abiding sense of justice, devoting his life to bringing about the utopia the Emperor proclaimed.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 533, + "rule_id": "pdf_skill_130_angels", + "title": "Angels", + "content": "“Repent, for tomorrow you die!”\n–Battle cry of the Dark Angels Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Angels", + "content": "“Repent, for tomorrow you die!” –Battle cry of the Dark Angels Chapter", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 534, + "rule_id": "pdf_skill_131_the_chapter_has_been", + "title": "The Chapter has been", + "content": "shaped by its dark past and\nis secretive and monastic\nin nature, with much time\ngiven over to worship and\nprayer. There are many\ndifferent levels within the Chapter which individuals may\ngradually rise through. On attaining each new level, they are\ngranted a little more knowledge of the truth behind the Dark\nAngels’ origins, but only the highest-ranking members of the\nChapter know the terrible, shameful secret of what occurred\nten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Chapter has been", + "content": "shaped by its dark past and is secretive and monastic in nature, with much time given over to worship and prayer. There are many different levels within the Chapter which individuals may gradually rise through. On attaining each new level, they are granted a little more knowledge of the truth behind the Dark Angels' origins, but only the highest-ranking members of the Chapter know the terrible, shameful secret of what occurred ten thousand years ago.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 535, + "rule_id": "pdf_skill_132_caliban", + "title": "Caliban", + "content": "Caliban, the home world of the Dark Angels, was once a\nverdant world of dense forests. Yet, those forests seethed\nwith mutation and corruption, the baleful influence of the\nnearby Eye of Terror cursing Caliban and making it one of\nthe deadliest worlds in the galaxy. The original inhabitants\nof Caliban are said to have been a proud, martial people,\nbrought up to live and die by the sword. The lush forests\nwere inhabited by all manner of terrifying beasts that had\nbeen warped by Chaos. The ferocity of these creatures forced\nthe inhabitants to build brooding stone fortresses in huge\nclearings hacked from the forests, in which the warrior-elite\ndwelled. It was from this ruling class, called the Order, that\nthe Dark Angels Legion was formed.\nDuring the titanic wars of the Horus Heresy, the entire\nplanet of Caliban was torn asunder, reduced in a cataclysmic\nbattle to scattered debris. All that remained was the rock upon\nwhich stood the ruins of the Order’s fortress monastery. In the\nmillennia since the destruction of Caliban, the Dark Angels\nhave drilled deep into the bedrock and rebuilt the fortress\nruins. The dead asteroid was transformed into the Dark\nAngels home, called the Rock, while the rebuilt monastery\nis referred to as the Tower of Angels. Countless tunnels, halls\nand chambers were constructed and, in time, even warp\nengines were fitted to allow the Rock to move from star\nto star. As a result, the Rock does not stay in any\none place for any length of time, and the Chapter\nrecruits from a variety of different worlds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Caliban", + "content": "Caliban, the home world of the Dark Angels, was once a verdant world of dense forests. Yet, those forests seethed with mutation and corruption, the baleful influence of the nearby Eye of Terror cursing Caliban and making it one of the deadliest worlds in the galaxy. The original inhabitants of Caliban are said to have been a proud, martial people, brought up to live and die by the sword. The lush forests were inhabited by all manner of terrifying beasts that had been warped by Chaos. The ferocity of these creatures forced the inhabitants to build brooding stone fortresses in huge clearings hacked from the forests, in which the warrior-elite dwelled. It was from this ruling class, called the Order, that the Dark Angels Legion was formed. During the titanic wars of the Horus Heresy, the entire planet of Caliban was torn asunder, reduced in a cataclysmic battle to scattered debris. All that remained was the rock upon which stood the ruins of the Order's fortress monastery. In the millennia since the destruction of Caliban, the Dark Angels have drilled deep into the bedrock and rebuilt the fortress ruins. The dead asteroid was transformed into the Dark Angels home, called the Rock, while the rebuilt monastery is referred to as the Tower of Angels. Countless tunnels, halls and chambers were constructed and, in time, even warp engines were fitted to allow the Rock to move from star to star. As a result, the Rock does not stay in any one place for any length of time, and the Chapter recruits from a variety of different worlds.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 536, + "rule_id": "pdf_skill_133_holy_sigils_conceal", + "title": "holy sigils conceal", + "content": "vast repositories of\nancient archeotech.\nOnly the most senior of the Dark\nAngels, the Masters and the Inner\nCircle, are aware of the chambers\nand may unlock their dread secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Holy Sigils Conceal", + "content": "Vast repositories of ancient archeotech. Only the most senior of the Dark Angels, the Masters and the Inner Circle, are aware of the chambers and may unlock their dread secrets.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 537, + "rule_id": "pdf_skill_134_the_inner_circle", + "title": "the inner CirCle", + "content": "After the fall of Caliban, the senior members\nof the Legion assembled in secret conclave. They\ndecreed that knowledge of the fall of their brothers must\nremain undisclosed for all time, that no outsider must ever\nlearn of the schism that had split the legion or that some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Inner Circle", + "content": "After the fall of Caliban, the senior members of the Legion assembled in secret conclave. They decreed that knowledge of the fall of their brothers must remain undisclosed for all time, that no outsider must ever learn of the schism that had split the legion or that some", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 538, + "rule_id": "pdf_skill_135_combat_doctrine", + "title": "Combat DoCtrine", + "content": "With the breakup of the Space Marine Legions after the Horus\nHeresy, the Dark Angels were split into Chapters according\nto Roboute Guilliman’s Codex Astartes. With the exception\nof the Deathwing and the Ravenwing, the Dark Angels\nfollow standard Space Marine combat doctrine, and their\ndogged resistance against overwhelming odds is legendary. In\nsituations where even other Space Marines might withdraw\nand redeploy, the Dark Angels will fight to the bitter end\nrather than give ground to their foes. This is also reflected in\ntheir stubborn refusal to move in the face of the enemy, even\nin situations where it would sometimes be tactically beneficial\nfor them to do so.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "With the breakup of the Space Marine Legions after the Horus Heresy, the Dark Angels were split into Chapters according to Roboute Guilliman's Codex Astartes. With the exception of the Deathwing and the Ravenwing, the Dark Angels follow standard Space Marine combat doctrine, and their dogged resistance against overwhelming odds is legendary. In situations where even other Space Marines might withdraw and redeploy, the Dark Angels will fight to the bitter end rather than give ground to their foes. This is also reflected in their stubborn refusal to move in the face of the enemy, even in situations where it would sometimes be tactically beneficial for them to do so.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 539, + "rule_id": "pdf_skill_136_the_lion", + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El’Jonson, but most call him simply ‘The Lion’. When the\nprimarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beastknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly\nrose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil.\nThe Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided\nupon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark\nAngels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned\nglory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading\nthose Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered\nhis blood-brother’s treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle\nsaw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal\nDark Angels, but of the Lion, there was no trace.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE LION", + "content": "The primarch of the Dark Angels was named Lion El'Jonson, but most call him simply 'The Lion'. When the primarchs were scattered across the galaxy, Jonson came to Caliban, growing to maturity amongst the beastknightly order that defended the peoples of Caliban from the Chaos beasts of the dark forests, Jonson quickly rose to power and led a crusade to slay the beasts and deliver the people of Caliban from their evil. The Lion was said to have been temperamental and taciturn, but a brilliant strategist and unstoppable once decided upon a course of action. These qualities served him well when he reunited with the Emperor and led the Dark Angels Legion in the Great Crusade. One of the great tragedies of the Horus Heresy is that while Jonson earned glory amongst the stars, Luther, his closest friend and trusted second in command, turned against him, leading those Space Marines who remained on Caliban to the service of Chaos. Returning to Caliban, Jonson discovered his blood-brother's treachery. So terrible was his vengeance, so bitter his sense of betrayal, that the ensuing battle saw the destruction of Caliban itself. At the conclusion of the battle, the traitor Luther was captured by the loyal Dark Angels, but of the Lion, there was no trace.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 540, + "rule_id": "pdf_skill_137_dark_angels_characters", + "title": "Dark angelS CharaCterS", + "content": "The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of\noverwhelming firepower to defeat their foes.\nDark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dark Angels Characters", + "content": "The Space Marines of the Dark Angels Chapter are cunning warriors who often rely on the precise application of overwhelming firepower to defeat their foes. Dark Angels Space Marines gain the following benefits: +5 Ballistic Skill, +5 Intelligence, and the Stoic Defence", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 541, + "rule_id": "pdf_skill_138_solo_mode_ability_see_page_21", + "title": "Solo Mode ability (see page 217).", + "content": "SonS of the lion\nSons of The Lion is a Demeanour (see page 32) unique to Space Marines from the Dark Angels Chapter.\nAlthough only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly\nrecruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into\nthe recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature.\nAfter all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks.\nAlthough the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer\nto stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The\nDark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark\nAngels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon\nwhatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to\nthe Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such\nincident taking place.\nThe Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that\ninclude abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and\nintransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no\nexplanation from a warzone when confronted by an Inquisitor or missionary.\nDespite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn\nnature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and\nseveral noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating\nthe efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sons of the Lion", + "content": "Sons of The Lion is a Demeanour unique to Space Marines from the Dark Angels Chapter. Although only the upper echelons of the Chapter are aware of the awful truth of the Dark Angels’ past, even those newly recruited are possessed of a secretive, even introverted nature. The idea that outsiders are not to be trusted is drilled into the recruits from an early stage, and they are tested continuously to ensure their compliance until it becomes second nature. After all, a brother who cannot be entirely trusted to keep the Chapter’s secrets is unlikely to advance through its ranks. Although the Dark Angels have fought beside all of the branches of the Imperium’s vast military machine, they prefer to stand beside other Space Marines. Many, even brother Astartes, find the Dark Angels aloof and uncommunicative. The Dark Angels, for their part are impatient and unforgiving with strangers who pry into their affairs. In truth, those Dark Angels who are aware of the existence of the Fallen are ever watchful for any sign of their activity, and will abandon whatever mission they are about should they gain any clue that one is nearby. In theory, even a Dark Angel seconded to the Deathwatch could go “off mission” in this manner, although the annals of Watch Fortress Erioch do not relate any such incident taking place. The Dark Angels are also notoriously intolerant of non-humans and will often refuse to fight alongside armies that include abhuman warriors or alien races. They are highly suspicious of outsiders and often appear unreasonably aloof and intransigent. Indeed, there have been a number of occasions where Dark Angels have withdrawn suddenly and with no explanation from a warzone when confronted by an Inquisitor or missionary. Despite such incidents, many Dark Angels have served with distinction and honour in the Deathwatch. Their taciturn nature and stubborn refusal to accept anything other than total victory over their foes has served the Deathwatch well, and several noted Watch Commanders are drawn from the Chapter. These keep in close contact with one another, coordinating the efforts of the Deathwatch across entire sectors of the Imperium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 542, + "rule_id": "pdf_skill_139_the_deathwing", + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company\nof most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by\nbattlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only\never fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters,\nthe Terminator armour-equipped Assault Company was split into a number of 100-strong units and each\nassigned to a Chapter formed from the Legion. The warriors of the Deat wing perform all of the conventional\nmissions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle.\nMembers of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter’s\nsecrets than their rethren, and will stop at nothing to enact their masters’ vengeance on those who betrayed\nthe legion ten thousand years ago.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE DEATHWING", + "content": "The Deathwing is the First Company, or Terminator Company, of the Dark Angels Chapter. The First Company of most Chapters consists of veterans who may fight in Terminator armour or in power armour, as dictated by battlefield requirements. The Dark Angels, however, are unusual in maintaining an entire company that is only ever fielded as Terminator squads. It is believed that when the Dark Angels Legion was divided into Chapters, the Terminator armour-equipped Assault Company was split into a number of 100-strong units and each assigned to a Chapter formed from the Legion. The warriors of the Deathwing perform all of the conventional missions normally assigned to Terminator squads, but in addition, they act as the mailed fist of the Inner Circle. Members of the Deathwing are not fully inducted into the Inner Circle, but they know far more of the Chapter's secrets than their brethren, and will stop at nothing to enact their masters' vengeance on those who betrayed the legion ten thousand years ago.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 543, + "rule_id": "pdf_skill_140_the_ravenwing", + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark\ngreen panoply of the rest of the Chapter, the Ravenwing’s bikes and land speeders, as well as their power\narmour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing\nis highly specialised formation exceptionally skilled at scouting and assault missions, the company is much\nmore than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels.\nAlthough only the company’s highest ranked officers know it, the Ravenwing’s primary role is to hunt down\nand capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited\nknowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than\nthe Deathwing and the Inner Circle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE RAVENWING", + "content": "The Ravenwing is the name of the Second Company of the Dark Angels Chapter. Instead of the usual dark green panoply of the rest of the Chapter, the Ravenwing's bikes and land speeders, as well as their power armour, are painted jet black, and it is this which gives the company its unique name. Although the Ravenwing is highly specialised formation exceptionally skilled at scouting and assault missions, the company is much more than a reconnaissance force. Its true function is vital to the ten thousand year mission of the Dark Angels. Although only the company's highest ranked officers know it, the Ravenwing's primary role is to hunt down and capture the Fallen Dark Angels. Therefore, the members of the Second Company are granted limited knowledge of the secrets of the Dark Angels—much more than the Third to Tenth Companies, but far less than the Deathwing and the Inner Circle.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 544, + "rule_id": "pdf_skill_141_wolves", + "title": "Wolves", + "content": "“We may be few, and our enemies many. Yet so long as there remains\none of us still fighting, one who still rages in the name of justice and\ntruth, then by the Allfather, the galaxy shall yet know hope.”\n–Ragnar Blackmane of Space Wolves", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wolves", + "content": "“We may be few, and our enemies many. Yet so long as there remains one of us still fighting, one who still rages in the name of justice and truth, then by the Allfather, the galaxy shall yet know hope.” –Ragnar Blackmane of Space Wolves", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 545, + "rule_id": "pdf_skill_142_chasms_rend_deep", + "title": "chasms rend deep", + "content": "gashes in the skin of the planet. Yet somehow,\namongst the shifting ice floes and fierce tides,\nthe men of Fenris thrive.\nAs the constant ravages of the cruel and\never-changing climate harden its people, so too\ndoes it harden the native species. The prey, such\nas the herds of giant Fenrisian elk with their\nmajestic and razor-sharp antlers and the hulking", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chasms Rend Deep", + "content": "Gashes in the skin of the planet. Yet somehow, amongst the shifting ice floes and fierce tides, the men of Fenris thrive. As the constant ravages of the cruel and ever-changing climate harden its people, so too does it harden the native species. The prey, such as the herds of giant Fenrisian elk with their majestic and razor-sharp antlers and the hulking", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 546, + "rule_id": "pdf_skill_143_mammoths_that_can_crush", + "title": "mammoths that can crush", + "content": "a man’s body to a pulp,\nare dangerous indeed. The predators, however, are among\nthe most ferocious in the galaxy. Ancient drakes and wyrms\nsoar on the thermals above the shifting islands, thriving\nin caves heated by geothermal processes. Sea serpents and\nkraken haunt the deeps, terrifying leviathans that can grow\nthousands of metres in length. It has even been suggested\nthat these kraken, one of which is said to have been caught\nby Leman Russ himself, are the remnants of an unsuccessful\nTyranid invasion from the distant past.\nGreat white bears, raging beasts that weigh as much as an\nice shark and are almost invisible in a blizzard, can be found\nprowling the frozen tundra, fully capable of smashing apart\nthe strongest buildings to feed upon the unwary occupants.\nBut most dangerous of all, a predator so terrible that it is\nknown throughout the galaxy, is the Fenrisian wolf. These\niron-furred monsters range from the mass of a small horse to\nthat of an armoured personnel carrier, and are possessed of\na singular cunning. Perhaps the most terrifying thing about\nthese beasts is that they live in packs and, when they are\nhunting, their prey has little hope of escape.\nGiven that many Space Wolves wear the pelts of these\nvicious creatures, having killed the beasts with their bare\nhands, the warriors of Fenris can be reckoned mighty indeed.\nBorn into a world of such omnipresent danger, only the\ntoughest can thrive. Few worlds in the breadth of the galaxy\nhold any fear for the Space Wolves of Fenris.\nMany Space Wolves have served in the Deathwatch,\nand some of the most celebrated Battle-Brothers are drawn\nfrom the Chapter. Their propensity to engage the foe head\non has led to many great victories, even if none outside of\nthe Deathwatch ever hear of them. Though many Space\nWolves have been elevated to the rank of Watch-Captain in\nthe Deathwatch, comparatively few have\nserved as Watch Commanders. It\nis likely that this is due to the\nbrothers’ natural gregariousness,\nand their desire to return to the\ngreat feasting halls of Fenris once\ntheir duty is done.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "mammoths that can crush", + "content": "a man's body to a pulp, are dangerous indeed. The predators, however, are among the most ferocious in the galaxy. Ancient drakes and wyrms soar on the thermals above the shifting islands, thriving in caves heated by geothermal processes. Sea serpents and kraken haunt the deeps, terrifying leviathans that can grow thousands of meters in length. It has even been suggested that these kraken, one of which is said to have been caught by Leman Russ himself, are the remnants of an unsuccessful Tyranid invasion from the distant past. Great white bears, raging beasts that weigh as much as an ice shark and are almost invisible in a blizzard, can be found prowling the frozen tundra, fully capable of smashing apart the strongest buildings to feed upon the unwary occupants. But most dangerous of all, a predator so terrible that it is known throughout the galaxy, is the Fenrisian wolf. These iron-furred monsters range from the mass of a small horse to that of an armored personnel carrier, and are possessed of a singular cunning. Perhaps the most terrifying thing about these beasts is that they live in packs and, when they are hunting, their prey has little hope of escape. Given that many Space Wolves wear the pelts of these vicious creatures, having killed the beasts with their bare hands, the warriors of Fenris can be reckoned mighty indeed. Born into a world of such omnipresent danger, only the toughest can thrive. Few worlds in the breadth of the galaxy hold any fear for the Space Wolves of Fenris. Many Space Wolves have served in the Deathwatch, and some of the most celebrated Battle-Brothers are drawn from the Chapter. Their propensity to engage the foe head on has led to many great victories, even if none outside of the Deathwatch ever hear of them. Though many Space Wolves have been elevated to the rank of Watch-Captain in the Deathwatch, comparatively few have served as Watch Commanders. It is likely that this is due to the brothers' natural gregariousness, and their desire to return to the great feasting halls of Fenris once their duty is done.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 547, + "rule_id": "pdf_skill_144_the_trials", + "title": "the trials", + "content": "The Space Wolves claim to\nbe blessed with the most\npotent of all gene-seeds.\nThe heritage of Leman\nRuss is as unique as it\nis deadly, and the first\nstage of the aspirant’s\ntransformation is often the\nlast, for many are killed,\nor worse, transformed into\nslavering beasts. Before\nthe transformation can begin,\nthe aspirant must first imbibe the\nCanis Helix. Unfortunately for many,\nthe genetic coding of the helix contains\na number of substances that are not\nsynthesised by the human body, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Trials", + "content": "The Space Wolves claim to be blessed with the most potent of all gene-seeds. The heritage of Leman Russ is as unique as it is deadly, and the first stage of the aspirant's transformation is often the last, for many are killed, or worse, transformed into slavering beasts. Before the transformation can begin, the aspirant must first imbibe the Canis Helix. Unfortunately for many, the genetic coding of the helix contains a number of substances that are not synthesized by the human body.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 548, + "rule_id": "pdf_skill_145_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The Space Wolves have a very different approach to martial\nstrategy from many of their brother Space Marines. There\nare several distinct types of squad, or pack, unique to the\nChapter. Due to the Canix Helix in the Space Wolf gene-seed,\nSpace Wolves experience their canines continuing to grow\nthroughout their life-span. As a Space\nWolf progresses through his life, he may rise through the\nranks until he is old and his fangs are long. If his bravery and\nmight are proven beyond question, he may be invited to join\nthe Wolf Guard, or even become a mighty Wolf Lord and lead\none of the Chapter’s Great Companies.\nMost Space Wolves begin their careers as Blood Claws, hotcharging in howling packs at the front lines of the enemy\nin their efforts to garner personal glory. The Blood Claws\nare the shock troops of the Space Wolves and spearhead the\nmajority of assaults. If they survive to become mature and\ncapable warriors, they will be elevated to the ranks of the\nGrey Hunters, tempered by battle but nonetheless ready\nto give their lives in the name of honour. When the Space\nWolves are fully mature, their hair grey and their canines\npronounced, they are likely to be inducted into the Long\nFangs, veteran warriors who are disciplined and steady even\nin the heat of battle, and hence entrusted with the company’s\nheavy weapons.\nThe bravest and strongest of the Space Wolves, after proving\nthemselves in a feat of exceptional valour or martial prowess,\nmay become Wolf Guards. It is not by age or maturity that\none attains such a coveted rank, but by deed, and so a newly\nraised Blood Claw has the same chance of joining the ranks\nof the Wolf Guard as does a veteran Long Fang. The Wolf\nGuard may lead less experienced packs into battle, or form\na retinue for the mightiest warrior of the Great Company—\nthe Wolf Lord himself. Few can stand before these heroic\nwarriors, equipped as they are with the best wargear in the\ncompany’s armoury, making them virtually unstoppable in\nclose combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "The Space Wolves have a very different approach to martial strategy from many of their brother Space Marines. There are several distinct types of squad, or pack, unique to the Chapter. Due to the Canix Helix in the Space Wolf gene-seed, Space Wolves experience their canines continuing to grow throughout their life-span. As a Space Wolf progresses through his life, he may rise through the ranks until he is old and his fangs are long. If his bravery and might are proven beyond question, he may be invited to join the Wolf Guard, or even become a mighty Wolf Lord and lead one of the Chapter’s Great Companies. Most Space Wolves begin their careers as Blood Claws, hotcharging in howling packs at the front lines of the enemy in their efforts to garner personal glory. The Blood Claws are the shock troops of the Space Wolves and spearhead the majority of assaults. If they survive to become mature and capable warriors, they will be elevated to the ranks of the Grey Hunters, tempered by battle but nonetheless ready to give their lives in the name of honour. When the Space Wolves are fully mature, their hair grey and their canines pronounced, they are likely to be inducted into the Long Fangs, veteran warriors who are disciplined and steady even in the heat of battle, and hence entrusted with the company’s heavy weapons. The bravest and strongest of the Space Wolves, after proving themselves in a feat of exceptional valour or martial prowess, may become Wolf Guards. It is not by age or maturity that one attains such a coveted rank, but by deed, and so a newly raised Blood Claw has the same chance of joining the ranks of the Wolf Guard as does a veteran Long Fang. The Wolf Guard may lead less experienced packs into battle, or form a retinue for the mightiest warrior of the Great Company—the Wolf Lord himself. Few can stand before these heroic warriors, equipped as they are with the best wargear in the company’s armoury, making them virtually unstoppable in close combat.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 549, + "rule_id": "pdf_skill_146_space_wolves_characters", + "title": "SpaCe wolveS CharaCterS", + "content": "Space Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens,\nhigh or low.\nA Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Wolves Characters", + "content": "Space Wolves are renowned for their exceptionally sharp senses and their heroism in defence of all Imperial citizens, high or low. A Space Wolves Space Marine gains the following benefits: +5 Perception, +5 Fellowship, and the Wolf Senses Solo", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 550, + "rule_id": "pdf_skill_147_mode_ability_see_page_217", + "title": "Mode Ability (see page 217).", + "content": "Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent.\nRestrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality.\nthe SonS of ruSS\nThe Sons of Russ is a Demeanour (see page 32) unique to Space Marines from the Space Wolves Chapter.\nThe Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers,\nthey are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and\nare driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the\nheady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on\noccasion extended to their compatriots in other branches of the Imperium’s military.\nAlthough as devoted to the Emperor as any other Space Marine Chapter, the Space Wolves express their faith not in\nprayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before battle in\nsolemn meditation, the Space Wolves are more likely to mark the eve of battle in bawdy celebration, raising overflowing\njacks of Fenrisian ale to brothers they may be mourning once battle is done. A Space Wolf will drink and make merry,\nfor tomorrow, he may die.\nIn temperament, most Space Wolves are blunt and plain speaking, even to the point of giving offence to those not\nused to their ways. They abhor pretension and despise politicking. They are honest to a fault, and expect the same\nquality in those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from the\nheadstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays the role fate lays before\nhim, knowing that a life spent in service to the Emperor is a life well lived.\nIn the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war\non his lips.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mode Ability", + "content": "Bonus Talent: Space Wolves characters begin with the Heightened Senses (Smell) Talent. Restrictions: Space Wolves characters may not select the Deathwatch Apothecary Speciality. The Sons of Russ is a Demeanour unique to Space Marines from the Space Wolves Chapter. The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honour, and are driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the heady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on occasion extended to their compatriots in other branches of the Imperium's military. Although as devoted to the Emperor as any other Space Marine Chapter, the Space Wolves express their faith not in prayer and piety, but in feats of arms. While the Battle-Brothers of other Chapters may spend the night before battle in solemn meditation, the Space Wolves are more likely to mark the eve of battle in bawdy celebration, raising overflowing jacks of Fenrisian ale to brothers they may be mourning once battle is done. A Space Wolf will drink and make merry, for tomorrow, he may die. In temperament, most Space Wolves are blunt and plain speaking, even to the point of giving offence to those not used to their ways. They abhor pretension and despise politicking. They are honest to a fault, and expect the same quality in those they fight alongside. Space Wolves embrace their lot with an uncomplicated enthusiasm, from the headstrong, newly recruited Blood Claw to the grey haired and taciturn Long Fang. Each plays the role fate lays before him, knowing that a life spent in service to the Emperor is a life well lived. In the face of an enemy attack, the warrior bounds forward like a Fenrisian wolf on the hunt, a joyous song of war on his lips.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 551, + "rule_id": "pdf_skill_148_the_lion_and_the_wolf", + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman\nRuss became firm friends with Lion El’Jonson, primarch of the Dark Angels Legion. The two were\nat once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world\nof Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ\nclaimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion\nrefused and started the assault early. Russ was furious, and after the battle was won a duel broke out\nbetween the brother-primarchs, in which Russ was laid low, only to regain consciousness some time\nlater, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark\nAngels serve alongside one another, a ritual duel is fought between the champions of each. Though\nrarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much\nhonour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE LION AND THE WOLF", + "content": "Over the course of the many battles of the Great Crusade and the subsequent Horus Heresy, Leman Russ became firm friends with Lion El'Jonson, primarch of the Dark Angels Legion. The two were at once beloved brothers and bitter rivals, vying all the while for honour and glory. On the world of Dulan, the Space Wolves and the Dark Angels were to assault an enemy-held fortress. Russ claimed the right to lead the attack, for the Tyrant of Dulan had insulted him publicly. But the Lion refused and started the assault early. Russ was furious, and after the battle was won a duel broke out between the brother-primarchs, in which Russ was laid low, only to regain consciousness some time later, after the Dark Angels had departed. To this day, whenever the Space Wolves and the Dark Angels serve alongside one another, a ritual duel is fought between the champions of each. Though rarely fatal, the outcome of the fight is regarded as an omen of the battle to come, and much honour is earned by those who continue the brotherly feud of their primarchs.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 552, + "rule_id": "pdf_skill_149_storm_wardens", + "title": "Storm Wardens", + "content": "“We are the storm! We are the fury!”\n–Lorgath Maclir at the Purging of Vigil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Storm Wardens", + "content": "“We are the storm! We are the fury!” –Lorgath Maclir at the Purging of Vigil", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 553, + "rule_id": "pdf_skill_150_including_the_chapter", + "title": "including the Chapter", + "content": "Master and the entire veteran\nFirst Company. The Chapter’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Including the Chapter", + "content": "Master and the entire veteran First Company. The Chapter's", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 554, + "rule_id": "pdf_skill_151_dreadnoughts_are_the_guardians", + "title": "Dreadnoughts are the guardians", + "content": "of these hidden chambers, and\neach has taken a vow of silence,\nstanding as mute sentinels\nover these forbidden places.\nAfter the Nemesis Incident, the Chapter re-built its First\nCompany. These honoured Battle-Brothers know themselves\nas the “The Inheritors”, custodians of the Chapter’s honour\nuntil the day their ancestors rise from their timeless slumber.\nEver since this time, the Storm Wardens have redoubled\ntheir diligence, and their fortress-monastery mounts\nsophisticated scanning technology placed reluctantly by\nthe Adeptus Mechanicus as payment for an ancient pact.\nCurrently, the Chapter is led by Lorgath Maclir, a cunning\nstrategist who constantly challenges his captains with tactical\nexercises and obsessively studies the Tactica Imperialis. Some\nrumours claim that Lorgath has managed to memorise these\nprecepts of war, an impressive feat even for a Space Marine’s\nenhanced memory.\nthe WorlD of storms\nLocated in the Calixis Sector of the Segmentum Obscurus,\nthe planet known as Sacris is classified as Forbidden by the\nAdeptus Terra. Sacris is a remote, feudal world of highland\nmoors and dark, oppressive swampland. It is inhabited by\nprimitive human tribes of warriors who gather around\ncharismatic warlords and continually struggle for dominance\nin the murky swamps. The tribes of Sacris have a fierce code\nof honour and hold that a man’s word is his bond. The tribes\nworship the Emperor as a stern father-figure who judges all\nmen’s souls by the strength of their arms and the purity of\ntheir honour. The culture of Sacris has a strong impact on\nthe Storm Wardens, and it is not uncommon to\nsee Storm Warden’s Scouts with woad-painted\nfaces like those of the native tribes. Humans\nare not the only inhabitants of Sacris; a sizeable\ncolony of abhuman ogryns\nsurvive on the rocky\nsouthern continent,\npossibly the result of\nan ancient oath sworn\nby the Storm Wardens\nprior to the Nemesis\nIncident. Whatever the\ntruth may be, the Storm\nWardens have no particular\ndistaste for abhumans and have fought", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dreadnoughts are the guardians", + "content": "of these hidden chambers, and each has taken a vow of silence, standing as mute sentinels over these forbidden places. After the Nemesis Incident, the Chapter re-built its First Company. These honoured Battle-Brothers know themselves as the 'The Inheritors', custodians of the Chapter's honour until the day their ancestors rise from their timeless slumber. Ever since this time, the Storm Wardens have redoubled their diligence, and their fortress-monastery mounts sophisticated scanning technology placed reluctantly by the Adeptus Mechanicus as payment for an ancient pact. Currently, the Chapter is led by Lorgath Maclir, a cunning strategist who constantly challenges his captains with tactical exercises and obsessively studies the Tactica Imperialis. Some rumours claim that Lorgath has managed to memorise these precepts of war, an impressive feat even for a Space Marine's enhanced memory.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 555, + "rule_id": "pdf_skill_152_beside_imperial_guard_regiment", + "title": "beside Imperial Guard regiments", + "content": "including ogryns and ratlings in\nthe past. Currently, automated\nbeacons surround Sacris’ orbit,\ndeclaring the world forbidden and\nspreading rumours of virulent plague.\nThe reason for this deception is\nunknown, save for the fact that it was\nOwin Glendwyr’s final command as\nChapter Master. Chapter Masters\nhave since dutifully carried on\nwith this oath-bound quarantine,\nalthough they know not its\npurpose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Beside Imperial Guard Regiments", + "content": "including ogryns and ratlings in the past. Currently, automated beacons surround Sacris' orbit, declaring the world forbidden and spreading rumours of virulent plague. The reason for this deception is unknown, save for the fact that it was Owin Glendwyr's final command as Chapter Master. Chapter Masters have since dutifully carried on with this oath-bound quarantine, although they know not its purpose.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 556, + "rule_id": "pdf_skill_153_initiations", + "title": "initiations", + "content": "The Storm Wardens descend from Sacris’ moon to the foggy\nmoors and teeming tribes below to hold a series of games and\nritual combats to select only the fiercest and most cunning\nwarriors to join their ranks as aspirants.\nOften, aspirants must struggle against the fen-trolls and\nother highly dangerous native fauna of Sacris during the\ntrials, battling their way up and down the shifting moors in a\ncombination skirmish and marathon race. The aspirants must\nnavigate past pockets of deadly swamp gas, through regions\ninfested with swarm leeches, across quicksand-laden plains,\nand find their way to the Storm Warden’s landing site. Those\nwho survive that far then compete in games that pit aspirants\nagainst each other in contests of strength and skill at arms.\nSimply to compete in these trials elevates a man in the eyes\nof the tribes of Sacris; succeed or fail, he has tested himself\nagainst the greatest warriors on the planet, and that is worthy\nof great respect. After passing the trials, many Aspirants\ntake with them the Sacris claymore, an heirloom weapon\ncherished by the tribesmen. It is also common that, when a\nStorm Warden dies, his claymore is ritually returned to his\nhomeworld, and many blades have earned great honour for\ntheir tribe in this manner.\nthe Way of honour\nThe Storm Wardens, like the feral tribesman they recruit from,\nvalue personal honour and strength at arms. It is said that\nmany Storm Wardens prefer to challenge enemy commanders\nto personal combat in order to test themselves against the\nbest that the foe has to offer. Many Storm Wardens have\na predilection for single combat with a foe they consider\nworthy of such a distinction, although more than a few\nveteran sergeants and captains have fallen in battle against\nparticularly dangerous opponents in this way.\nThe Storm Wardens are highly insular, and rarely visit\nother worlds. In fact, the Calixis Sector is largely unaware\nof their very presence, with the exception of several highChapter’s aloof nature has to do with the high value that the\nStorm Wardens place on personal honour, and some speculate\nthat these Space Marines prefer not to associate with many of\nthe disreputable worlds that surround them.\nDespite their generally remote and detached nature,\nStorm Wardens rarely cause friction with the Imperium’s\nvarious organisations, having assisted both the Inquisition\nand the Imperial Guard in numerous campaigns and actions\nthroughout their history. Many Imperial frontier worlds\nunder dire threat have witnessed the sight of Storm Warden’s\ndrop pods entering the atmosphere, each containing a squad\nof Space Marines intent on repelling any attack upon the\nImperium’s borders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Initiations", + "content": "The Storm Wardens descend from Sacris' moon to the foggy moors and teeming tribes below to hold a series of games and ritual combats to select only the fiercest and most cunning warriors to join their ranks as aspirants. Often, aspirants must struggle against the fen-trolls and other highly dangerous native fauna of Sacris during the trials, battling their way up and down the shifting moors in a combination skirmish and marathon race. The aspirants must navigate past pockets of deadly swamp gas, through regions infested with swarm leeches, across quicksand-laden plains, and find their way to the Storm Warden's landing site. Those who survive that far then compete in games that pit aspirants against each other in contests of strength and skill at arms. Simply to compete in these trials elevates a man in the eyes of the tribes of Sacris; succeed or fail, he has tested himself against the greatest warriors on the planet, and that is worthy of great respect. After passing the trials, many Aspirants take with them the Sacris claymore, an heirloom weapon cherished by the tribesmen. It is also common that, when a Storm Warden dies, his claymore is ritually returned to his homeworld, and many blades have earned great honour for their tribe in this manner. The Way of Honour The Storm Wardens, like the feral tribesman they recruit from, value personal honour and strength at arms. It is said that many Storm Wardens prefer to challenge enemy commanders to personal combat in order to test themselves against the best that the foe has to offer. Many Storm Wardens have a predilection for single combat with a foe they consider worthy of such a distinction, although more than a few veteran sergeants and captains have fallen in battle against particularly dangerous opponents in this way. The Storm Wardens are highly insular, and rarely visit other worlds. In fact, the Calixis Sector is largely unaware of their very presence, with the exception of several highChapter's aloof nature has to do with the high value that the Storm Wardens place on personal honour, and some speculate that these Space Marines prefer not to associate with many of the disreputable worlds that surround them. Despite their generally remote and detached nature, Storm Wardens rarely cause friction with the Imperium's various organisations, having assisted both the Inquisition and the Imperial Guard in numerous campaigns and actions throughout their history. Many Imperial frontier worlds under dire threat have witnessed the sight of Storm Warden's drop pods entering the atmosphere, each containing a squad of Space Marines intent on repelling any attack upon the Imperium's borders.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 557, + "rule_id": "pdf_skill_154_combat_doctrine", + "title": "Combat DoCtrine", + "content": "The traditions of the Chapter mirror those of the tribes\nof Sacris, with a strong emphasis on close combat, testing\nthemselves against the strongest of foes upon the field of\nbattle.\nLike most Codex Chapters, the Storm Wardens perform\nwell at all forms of combat, but there is one strategy they have\nrefined with devastating effect. Using heavy armour, their\nassaults feature numerous Predator tanks and Land Raiders.\nThe enemy is subjected to a savage but brief bombardment,\neither from a Strike Cruiser in close orbit or a Thunderhawk\ngunship strafe. This pins the enemy in place for an armoured\nassault by the Chapter’s Predators and Land Raiders, supported\nby Rhinos and Razorbacks carrying Tactical and Sternguard\nsquads into the thick of battle.\nIt is this armoured assault which has its roots in the\nChapter’s recruiting world of Sacris. Many Storm Wardens\nuse their armoured vehicles as a steed to carry them into the\nthick of the battle, where they may launch savage assaults\nagainst the enemy and fight by the tenets of the Way of\nHonour. Their preference for fighting in tandem with the\nheavy firepower and mobility of their armoured units has led\nto many stunning tactical feats, and also evens the balance\nso they may fight their enemy face-to-face on even and\nhonourable terms.\nIt is no surprise, therefore, that the Chapter currently\ncounts a high number of Techmarines amongst its number,\nand there has been some speculation that the Storm Wardens\nhave a closer relationship with the Adeptus Mechanicus than\nother Space Marine Chapters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "The traditions of the Chapter mirror those of the tribes of Sacris, with a strong emphasis on close combat, testing themselves against the strongest of foes upon the field of battle. Like most Codex Chapters, the Storm Wardens perform well at all forms of combat, but there is one strategy they have refined with devastating effect. Using heavy armour, their assaults feature numerous Predator tanks and Land Raiders. The enemy is subjected to a savage but brief bombardment, either from a Strike Cruiser in close orbit or a Thunderhawk gunship strafe. This pins the enemy in place for an armoured assault by the Chapter’s Predators and Land Raiders, supported by Rhinos and Razorbacks carrying Tactical and Sternguard squads into the thick of battle. It is this armoured assault which has its roots in the Chapter’s recruiting world of Sacris. Many Storm Wardens use their armoured vehicles as a steed to carry them into the thick of the battle, where they may launch savage assaults against the enemy and fight by the tenets of the Way of Honour. Their preference for fighting in tandem with the heavy firepower and mobility of their armoured units has led to many stunning tactical feats, and also evens the balance so they may fight their enemy face-to-face on even and honourable terms. It is no surprise, therefore, that the Chapter currently counts a high number of Techmarines amongst its number, and there has been some speculation that the Storm Wardens have a closer relationship with the Adeptus Mechanicus than other Space Marine Chapters.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 558, + "rule_id": "pdf_skill_155_storm_wardens_characters", + "title": "StorM warDenS CharaCterS", + "content": "Storm Wardens value strength at arms and have battled for centuries against some of the most dangerous denizens beyond\nthe Imperium’s borders.\nA Storm Wardens Space Marine gains the following benefits: +5 Strength, +2 Wounds, and the Thunder’s Call Solo", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Storm Wardens Characters", + "content": "Storm Wardens value strength at arms and have battled for centuries against some of the most dangerous denizens beyond the Imperium’s borders. A Storm Wardens Space Marine gains the following benefits: +5 Strength, +2 Wounds, and the Thunder’s Call Solo", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 559, + "rule_id": "pdf_skill_156_mode_ability_see_page_218", + "title": "Mode Ability (see page 218).", + "content": "Starting Gear: A Storm Wardens Space Marine may replace his combat knife with a Sacris claymore (see page 170).\naSpire to glorY\nAspire to Glory is a Demeanour (see page 32) that is part of the beliefs and traditions of the Storm Wardens Chapter.\nWhile fierce upon the field of battle, Storm Wardens are no less committed to the tenets of personal honour and\nobligation. Generally considered clannish and aloof even by other Space Marines, Storm Wardens prefer to remain distant\nfrom the Imperium at large. A Storm Warden is slow to make friends, but esteems and protects those who persevere to\nbecome companions.\nAmongst the Storm Wardens, one’s word is his bond, and honour is paramount. The night before battle is often spent\nin meticulous planning of tactics and strategy, sharing quiet camaraderie amongst their fellow warriors. Many of the most\nsenior Battle-Brothers engage in ritualised duals, the victors gaining a coveted place in the vanguard.\nMost Storm Wardens enjoy debate and crafting points to support their arguments, although some outsiders see these\ntendencies as quarrelsome or insubordinate. However, once a course of action has been agreed upon, a Storm Warden will\nset aside any dispute and carry it out. Perhaps because of their fondness for debate or their own turbulent history, Storm\nWardens have an interest in mysteries and engimas. This curiosity has led more than a few Battle-Brothers to volunteer for\nthe Deathwatch.\nWhen battle begins, Storm Wardens fight with keen fervour, often seeking out an enemy champion or commander to\ntest his skills against.\nKraazgrug’s Folly\nOne of the most famous of the Storm Wardens’ battles took place on the verdant plains of Keffik’s\nWorld in the Scarus Sector. An Ork warband led by Warboss Kraazgrug had been ravaging a number\nof settlements and threatened the food supply for an entire sub-sector. Just before the Orks overran\nthe last of the system’s defences, an astropathic distress signal was relayed to Sacris. In response,\nthe Storm Wardens deployed several companies of Space Marines, supported by many armoured\nvehicles. These forces were under the command of Captain Lorgath Maclir (prior to his ascension to\nthe rank of Chapter Master) and included a handful of Space Marines from the elite First Company.\nMaclir’s plan was to face the Warboss’ trukks and warbuggies on the open plains of the northern\ncontinent. However, the Ork vehicles manoeuvred through the depths of a massive dust storm, and\nMaclir was forced to revise his strategy. Dispatching Scout Bikers, Stormravens, and Land Speeder\nTyphoons, he used his swiftly-moving skirmishing force to lure the main body of the greenskin’s\narmy into a box canyon. The Orks and the warboss were eliminated with an unrelenting salvo of\nheavy weapons fire from the rim of the canyon, and no greenskin left that battlefield alive.\nThe Cleansing of Vigil\nA singularly savage conflict was fought entirely underground in the tunnels beneath the dead world\nof Vigil. In those lightless passages, the Storm Wardens battled metre by bloody metre in a series\nof close-range firefights against the foul Slaugth and their warrior constructs. The cleansing of Vigil\nproved to be a crucial test of the Chapter’s resolve, as the tight quarters of the tunnels precluded\nthe use of heavy armour and the alien forces seemed particularly adept at provoking the Storm\nWardens into abandoning a cautious, methodical approach. The planet was cleansed at last, but at\nthe cost of many veteran Battle-Brothers. The survivors, however, had learned to pay closer heed to\nthe wisdom of the Codex Astartes, and Chapter Master Maclir promoted many of these veterans to\nhis honour guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Aspire to Glory", + "content": "Aspire to Glory is a Demeanour that is part of the beliefs and traditions of the Storm Wardens Chapter. While fierce upon the field of battle, Storm Wardens are no less committed to the tenets of personal honour and obligation. Generally considered clannish and aloof even by other Space Marines, Storm Wardens prefer to remain distant from the Imperium at large. A Storm Warden is slow to make friends, but esteems and protects those who persevere to become companions. Amongst the Storm Wardens, one’s word is his bond, and honour is paramount. The night before battle is often spent in meticulous planning of tactics and strategy, sharing quiet camaraderie amongst their fellow warriors. Many of the most senior Battle-Brothers engage in ritualised duals, the victors gaining a coveted place in the vanguard. Most Storm Wardens enjoy debate and crafting points to support their arguments, although some outsiders see these tendencies as quarrelsome or insubordinate. However, once a course of action has been agreed upon, a Storm Warden will set aside any dispute and carry it out. Perhaps because of their fondness for debate or their own turbulent history, Storm Wardens have an interest in mysteries and enigmas. This curiosity has led more than a few Battle-Brothers to volunteer for the Deathwatch. When battle begins, Storm Wardens fight with keen fervour, often seeking out an enemy champion or commander to test his skills against.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 560, + "rule_id": "pdf_skill_157_ultramarines", + "title": "Ultramarines", + "content": "“We follow in the footsteps of Guilliman. As it is written in the\nCodex, so shall it be.”\n–Marneus Calgar, Chapter Master of the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ultramarines", + "content": "We follow in the footsteps of Guilliman. As it is written in the Codex, so shall it be. -Marneus Calgar, Chapter Master of the Ultramarines", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 561, + "rule_id": "pdf_skill_158_the_ultramarines_chapter", + "title": "the Ultramarines Chapter", + "content": "that turned the tide, even at the cost\nof the entire First Company. At\nthe Chapter’s home world of\nMacragge, one of the largest\nbattles seen in centuries was\nfought, with the Ultramarines,\nled by their Master Marneus\nCalgar, at the very forefront. In\naddition to the great honour won\nby the Chapter in that titanic\nstruggle, the Ultramarines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Ultramarines Chapter", + "content": "that turned the tide, even at the cost of the entire First Company. At the Chapter's home world of Macragge, one of the largest battles seen in centuries was fought, with the Ultramarines, led by their Master Marneus Calgar, at the very forefront. In addition to the great honour won by the Chapter in that titanic struggle, the Ultramarines", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 562, + "rule_id": "pdf_skill_159_gained_invaluable_experience", + "title": "gained invaluable experience", + "content": "in fighting these vile xenos,\nwhich they have passed on,\noften via service in the Deathwatch, to many other Chapters.\nWhen the Horus Heresy struck, Guilliman was leading his\nmighty Legion in a massive campaign in the galactic south. So\nsuccessful was the campaign that the Legion had been carried\nfar from the Imperium’s heart, so that by the time Guilliman\nreceived word of the Warmaster’s treachery, the siege of Terra\nwas underway. The Ultramarines fought their way towards\nTerra, and although they defeated a massive Traitor space\nfleet, were unable to intervene in the final battle.\nIt is Guilliman’s actions subsequent to the Horus Heresy\nthat made him the figure of adoration that he would become.\nWith the traitors scattered and the Emperor to all intents\nand purposes lost to Humanity, the Imperium stood at the\nprecipice. It was the genius and leadership of Roboute\nGuilliman that saw the Imperium through its first century, as\nhe kept invaders at bay and saved the scattered worlds from\ncollapsing into anarchy.\nRoboute Guilliman fell at the hands of his erstwhile\nbrother, Primarch Fulgrim of the Emperor’s Children Traitor\nLegion. Poisoned unto death, Guilliman’s barely living\nbody was placed in a stasis field, and later enthroned in the\nUltramarine’s fortress-monastery. There it remains to this day,\nand some say that within the timeless aura of the stasis field,\nhis body heals, and he may one day be returned to defend the\nImperium he strove so hard to build.\nthe realm of ultramar\nSituated deep in the galactic southeast in Ultima Segmentum,\nUltramar is unique amongst all of the Chapter headquarters\nof Space Marines, in that while most Chapters operate\nfrom asteroid bases, lonely fortress-monasteries, and\nisolated worlds, the Ultramarines\ncontrol no fewer than eight\nstar systems near their home\nworld of Macragge. Each of\nthese worlds has its own\ngovernment, armed forces,\nand individual cultures,\nbut all are utterly loyal to\nthe Ultramarines Chapter. The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "gained invaluable experience", + "content": "In fighting these vile xenos, which they have passed on, often via service in the Deathwatch, to many other Chapters. When the Horus Heresy struck, Guilliman was leading his mighty Legion in a massive campaign in the galactic south. So successful was the campaign that the Legion had been carried far from the Imperium's heart, so that by the time Guilliman received word of the Warmaster's treachery, the siege of Terra was underway. The Ultramarines fought their way towards Terra, and although they defeated a massive Traitor space fleet, were unable to intervene in the final battle. It is Guilliman's actions subsequent to the Horus Heresy that made him the figure of adoration that he would become. With the traitors scattered and the Emperor to all intents and purposes lost to Humanity, the Imperium stood at the precipice. It was the genius and leadership of Roboute Guilliman that saw the Imperium through its first century, as he kept invaders at bay and saved the scattered worlds from collapsing into anarchy. Roboute Guilliman fell at the hands of his erstwhile brother, Primarch Fulgrim of the Emperor's Children Traitor Legion. Poisoned unto death, Guilliman's barely living body was placed in a stasis field, and later enthroned in the Ultramarine's fortress-monastery. There it remains to this day, and some say that within the timeless aura of the stasis field, his body heals, and he may one day be returned to defend the Imperium he strove so hard to build. The realm of Ultramar Situated deep in the galactic southeast in Ultima Segmentum, Ultramar is unique amongst all of the Chapter headquarters of Space Marines, in that while most Chapters operate from asteroid bases, lonely fortress-monasteries, and isolated worlds, the Ultramarines control no fewer than eight star systems near their home world of Macragge. Each of these worlds has its own government, armed forces, and individual cultures, but all are utterly loyal to the Ultramarines Chapter. The", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 563, + "rule_id": "pdf_skill_160_worlds_surrounding_macragge", + "title": "worlds surrounding Macragge", + "content": "are largely industrialised,\nthough due to the organisational\nskills and far-sightedness of the Chapter’s primarch, they\nare not the polluted wastelands of similar worlds across the\nImperium. The worlds of Ultramar do not pay a tithe to\nthe Imperium or provide regiments to the Imperial Guard.\nInstead, their every effort is devoted to the service of the\nUltramarines, the ultimate reward for which is selection\nof a scion for service in the Chapter. Those families with\nan ancestor who joined the ranks of the Ultramarines\nare greatly honoured, and revere his name for all time.\nMacragge itself is mostly bleak and rocky, with\nmore than three-quarters of its land mass formed from\nmountainous terrain nearly entirely devoid of life..\nThe planet is encircled by vast, nigh impregnable\norbital defences, as well as mighty fortresses at\neither pole. The polar fortresses bore the brunt of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Worlds Surrounding Macragge", + "content": "Are largely industrialised, though due to the organisational skills and far-sightedness of the Chapter's primarch, they are not the polluted wastelands of similar worlds across the Imperium. The worlds of Ultramar do not pay a tithe to the Imperium or provide regiments to the Imperial Guard. Instead, their every effort is devoted to the service of the Ultramarines, the ultimate reward for which is selection of a scion for service in the Chapter. Those families with an ancestor who joined the ranks of the Ultramarines are greatly honoured, and revere his name for all time. Macragge itself is mostly bleak and rocky, with more than three-quarters of its land mass formed from mountainous terrain nearly entirely devoid of life. The planet is encircled by vast, nigh impregnable orbital defences, as well as mighty fortresses at either pole. The polar fortresses bore the brunt of", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 564, + "rule_id": "pdf_skill_161_duty_and_honour", + "title": "Duty anD honour", + "content": "The Ultramarines are rightly held as exemplars of all that a\nSpace Marine can and should be. They are noble and virtuous,\nself-sacrificing and stoic, and truthful and just in thought and\ndeed. Unlike the Battle-Brothers of some other Chapters,\nthey are not arrogant in their dealings with the common man,\nand have served and died alongside warriors of every other\nmilitary force in the Imperium.\nThis attitude is instilled in the Ultramarines from a very\nyoung age, long before consideration is given to recruitment\ninto the Chapter. The people of Macragge in particular, and of\nUltramar as a whole, are raised in a culture of discipline and\nservice. On Macragge, it is common for a young man to leave\nhis family whilst still a child to learn the ways of the warrior\nin one of the many martial communities of the world. In these\nschools, the youngster learns of honour and duty, practising\nand studying so that his arm is strong and his mind keen.\nIt is from these communities that many of the Ultramarine\naspirants are drawn, for they are well versed in the arts of war\nand ideal candidates for recruitment into the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Duty and Honour", + "content": "The Ultramarines are rightly held as exemplars of all that a Space Marine can and should be. They are noble and virtuous, self-sacrificing and stoic, and truthful and just in thought and deed. Unlike the Battle-Brothers of some other Chapters, they are not arrogant in their dealings with the common man, and have served and died alongside warriors of every other military force in the Imperium. This attitude is instilled in the Ultramarines from a very young age, long before consideration is given to recruitment into the Chapter. The people of Macragge in particular, and of Ultramar as a whole, are raised in a culture of discipline and service. On Macragge, it is common for a young man to leave his family whilst still a child to learn the ways of the warrior in one of the many martial communities of the world. In these schools, the youngster learns of honour and duty, practising and studying so that his arm is strong and his mind keen. It is from these communities that many of the Ultramarine aspirants are drawn, for they are well versed in the arts of war and ideal candidates for recruitment into the Chapter.", + "category": "lore", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 565, + "rule_id": "pdf_skill_162_combat_doctrine", + "title": "Combat DoCtrine", + "content": "As befits the Chapter of Roboute Guilliman, the Ultramarines\nadhere rigidly to the tenets laid down in the Codex Astartes.\nFor ten thousand years they have fought in the manner\ndescribed in its holy pages. Other Chapters may freely\ninterpret the words of Guilliman, but to the Ultramarines\nsuch deviation is unthinkable. The Codex Astartes is a work\nof divine wisdom, sanctified by the Emperor himself, and\nthe Ultramarines see no reason to deviate from it. The lifein the people of Ultramar from birth give them the strength\nof character to hold true to teachings over ten thousand\nyears old.\nFor any given tactical situation, the Codex offers hundreds\nof pages devoted to how it may be met and overcome. Each\nwarrior of the Chapter is required to memorise whole sections\nof the Codex so that within a company there exists an entire\nrecord of the Codex’s tenets. The wisdom of thousands of\nthe Imperium’s warriors has contributed to the Codex, and\ndetails on everything from unit markings to launching a fullThis is not to say that the Ultramarines are hidebound or\nunimaginative in their thinking, for it must not be forgotten\nthat Primarch Roboute Guilliman is regarded as one of the\nmost imaginative and innovative military thinkers of all time.\nIt is rather a deep-seated belief that every problem can be\nsolved with recourse to the Codex Astartes, that there is no\nneed to reinvent solutions to dilemmas solved long ago. By\ntheir strict adherence to the Codex, the Ultramarines are in\nfact freed by it. The success of this doctrine is self-evident in\nthe countless thousands of battle honours the Chapter has\nearned over ten millennia of loyal service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat Doctrine", + "content": "As befits the Chapter of Roboute Guilliman, the Ultramarines adhere rigidly to the tenets laid down in the Codex Astartes. For ten thousand years they have fought in the manner described in its holy pages. Other Chapters may freely interpret the words of Guilliman, but to the Ultramarines such deviation is unthinkable. The Codex Astartes is a work of divine wisdom, sanctified by the Emperor himself, and the Ultramarines see no reason to deviate from it. The life in the people of Ultramar from birth give them the strength of character to hold true to teachings over ten thousand years old. For any given tactical situation, the Codex offers hundreds of pages devoted to how it may be met and overcome. Each warrior of the Chapter is required to memorise whole sections of the Codex so that within a company there exists an entire record of the Codex’s tenets. The wisdom of thousands of the Imperium’s warriors has contributed to the Codex, and details on everything from unit markings to launching a fullThis is not to say that the Ultramarines are hidebound or unimaginative in their thinking, for it must not be forgotten that Primarch Roboute Guilliman is regarded as one of the most imaginative and innovative military thinkers of all time. It is rather a deep-seated belief that every problem can be solved with recourse to the Codex Astartes, that there is no need to reinvent solutions to dilemmas solved long ago. By their strict adherence to the Codex, the Ultramarines are in fact freed by it. The success of this doctrine is self-evident in the countless thousands of battle honours the Chapter has earned over ten millennia of loyal service to the Imperium.", + "category": "lore", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 566, + "rule_id": "pdf_skill_163_ultramarines_characters", + "title": "ultraMarineS CharaCterS", + "content": "The Ultramarines often serve as the standard against\nwhich all Space Marines are measured, and these\nqualities encompass a variety of strengths, from tactical\nskill to strategic genius.\nUltramarines Space Marines gain the following\nbenefits: +5 to two Characteristics of the players’s\nchoice, and the Favoured Son Solo Mode ability (see\npage 218).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ultramarines Characters", + "content": "The Ultramarines often serve as the standard against which all Space Marines are measured, and these qualities encompass a variety of strengths, from tactical skill to strategic genius. Ultramarines Space Marines gain the following benefits: +5 to two Characteristics of the players’s choice, and the Favoured Son Solo Mode ability (see page 218).", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 567, + "rule_id": "pdf_skill_164_honour_the_codex", + "title": "honour the CoDex", + "content": "Honour the Codex is a Demeanour (see\npage 32) unique to Space Marines from the\nUltramarines Chapter.\nIn all of their duties, from battle to study, the\nUltramarines are thorough, analytical, and attentive to\nevery detail. They are slow to anger and rarely make\na rash decision. By constant recourse to the articles\nof faith enshrined within the Codex Astartes, the\nUltramarines are able to face any eventuality with wellIn their dealings with Battle-Brothers from\nother Chapters, Ultramarines often fulfil the role of\nfacilitator and peacemaker. While the Battle-Brothers\nof some Chapters display extremes of character,\nfrom hotheaded to taciturn, the Ultramarines are\nbalanced in their approach, and often able to broker\nagreements between wildly differing points of view.\nThis is evidenced in the fact that a high proportion of\nDeathwatch leaders are drawn from the Ultramarines\nand their successors, a fact that has more to do with\ntheir outlook and character than it does with their\nnumerical superiority.\nAn Ultramarine is likely to turn to the vast tracts\nof the Codex Astartes that he has memorised for the\nsolution to a problem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Honour the Codex", + "content": "Honour the Codex is a Demeanour (see page 32) unique to Space Marines from the Ultramarines Chapter. In all of their duties, from battle to study, the Ultramarines are thorough, analytical, and attentive to every detail. They are slow to anger and rarely make a rash decision. By constant recourse to the articles of faith enshrined within the Codex Astartes, the Ultramarines are able to face any eventuality with wellIn their dealings with Battle-Brothers from other Chapters, Ultramarines often fulfil the role of facilitator and peacemaker. While the Battle-Brothers of some Chapters display extremes of character, from hotheaded to taciturn, the Ultramarines are balanced in their approach, and often able to broker agreements between wildly differing points of view. This is evidenced in the fact that a high proportion of Deathwatch leaders are drawn from the Ultramarines and their successors, a fact that has more to do with their outlook and character than it does with their numerical superiority. An Ultramarine is likely to turn to the vast tracts of the Codex Astartes that he has memorised for the solution to a problem.", + "category": "lore", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 568, + "rule_id": "pdf_skill_165_specialities", + "title": "Specialities", + "content": "“We are the Emperor’s wrath! Let the blood of the unclean act as an\noffering to the Lion’s shade!”\n–Battle credo of the Dark Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Specialities", + "content": "“We are the Emperor’s wrath! Let the blood of the unclean act as an offering to the Lion’s shade!” –Battle credo of the Dark Angels", + "category": "lore", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 569, + "rule_id": "pdf_skill_166_getting_started", + "title": "GettinG Started", + "content": "“You carry the Emperor’s will as your torch. With it, destroy\nthe shadows.”\n–Verses of Sigismund, Book CIV, Verse 1\nYour character’s Speciality is decided during the character\ncreation process. After you select your Space Marine’s home", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Getting Started", + "content": "“You carry the Emperor’s will as your torch. With it, destroy the shadows.” –Verses of Sigismund, Book CIV, Verse 1 Your character’s Speciality is decided during the character creation process. After you select your Space Marine’s home", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 570, + "rule_id": "pdf_skill_167_chapter_see_page_26_you_the", + "title": "Chapter (see page 26), you then choose a Speciality from the", + "content": "options presented in this section. However, it is important\nto note that some Space Marine Chapters (notably the Black\nTemplars and Space Wolves) are restricted in their selections\nand are not able to choose certain Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter (see page 26), you then choose a Speciality from the", + "content": "options presented in this section. However, it is important to note that some Space Marine Chapters (notably the Black Templars and Space Wolves) are restricted in their selections and are not able to choose certain Specialities.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 571, + "rule_id": "pdf_skill_168_description", + "title": "desCription", + "content": "In each Speciality section, you can find a description and\nillustration to help give you some ideas about what your\ncharacter might be like. This section tells you about the\nbackground for the Speciality and how it fits into the Space\nMarine organisation and the Deathwatch as a whole.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Description", + "content": "In each Speciality section, you can find a description and illustration to help give you some ideas about what your character might be like. This section tells you about the background for the Speciality and how it fits into the Space Marine organisation and the Deathwatch as a whole.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 572, + "rule_id": "pdf_skill_169_rank_chart", + "title": "rank Chart", + "content": "Each Speciality is divided into a series of Ranks. This chart\ntells you the progression necessary to reach a certain Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rank Chart", + "content": "Each Speciality is divided into a series of Ranks. This chart tells you the progression necessary to reach a certain Rank.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 573, + "rule_id": "pdf_skill_170_characteristic_advance_scheme", + "title": "CharaCteristiC advanCe sCheme", + "content": "Each Speciality allows you to improve your character’s raw\nabilities, or Characteristics. Depending on the nature of the\nSpeciality, some Characteristics are more difficult to increase\nthan others. This chart lists the cost of each Characteristic\nAdvance you can take.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic Advance Scheme", + "content": "Each Speciality allows you to improve your character’s raw abilities, or Characteristics. Depending on the nature of the Speciality, some Characteristics are more difficult to increase than others. This chart lists the cost of each Characteristic Advance you can take.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 574, + "rule_id": "pdf_skill_171_rank_advance_scheme", + "title": "rank advanCe sCheme", + "content": "For each Rank within your Speciality, you will find a table\nthat shows you what new abilities your character can learn,\nand what you must do in order to learn them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rank Advance Scheme", + "content": "For each Rank within your Speciality, you will find a table that shows you what new abilities your character can learn, and what you must do in order to learn them.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 575, + "rule_id": "pdf_skill_172_advancements", + "title": "advancementS", + "content": "“Where there is uncertainty, I shall bring light. Where there is doubt,\nI shall sow faith. Where there is shame, I shall point atonement.\nWhere there is rage, I shall show its course. My word in the soul\nshall be as my bolter in the field.”\n–Litany of Devotion\nAs you adventure through the 41st Millennium, your\ncharacter will have plenty of opportunities to improve. Your\nGame Master will reward you with Experience Points that\nyou can spend to further develop your character. Each career\nhas plenty of room for you to customise your character and\nmake him unique.\nThere are three types of improvements that you can select\nfor your character:\n• Characteristic Advance: Increases your raw abilities.\n• Rank Increase: Opens new training opportunities.\n• Skill or Talent Advance: Learn new Skills or Talents,\nor improve an existing Skill or Talent.\nIn addition to the advances listed for the Ranks in your\nSpeciality, sometimes your GM will allow you to purchase an\nElite Advance. See page 59 for more on this.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Advancements", + "content": "“Where there is uncertainty, I shall bring light. Where there is doubt, I shall sow faith. Where there is shame, I shall point atonement. Where there is rage, I shall show its course. My word in the soul shall be as my bolter in the field.” –Litany of Devotion As you adventure through the 41st Millennium, your character will have plenty of opportunities to improve. Your Game Master will reward you with Experience Points that you can spend to further develop your character. Each career has plenty of room for you to customise your character and make him unique. There are three types of improvements that you can select for your character: • Characteristic Advance: Increases your raw abilities. • Rank Increase: Opens new training opportunities. • Skill or Talent Advance: Learn new Skills or Talents, or improve an existing Skill or Talent. In addition to the advances listed for the Ranks in your Speciality, sometimes your GM will allow you to purchase an Elite Advance. See page 59 for more on this.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 576, + "rule_id": "pdf_skill_173_characteristic_advance", + "title": "CharaCteristiC advanCe", + "content": "A Characteristic Advance is an increase to your character’s\nraw abilities. When you buy a Characteristic Advance, you\nadd +5 to the Characteristic on your character sheet.\nCharacteristic Advances are divided into four progression\nlevels. These are as follows:\n• Simple: A small fulfilment of your potential.\n• Intermediate: A significant improvement to\nyour capabilities.\n• Trained: Active, focused effort upon improving\nyour prowess.\n• Expert: The limit of your natural capabilities.\nAs you set about increasing a Characteristic, you must\nprogress through each of the progression levels in turn, starting\nat Simple and ending at Expert.\nThe costs for these increases for each Speciality are listed in\nthe relevant Speciality section in a table, which looks like this:\ndeathwatch tactical marine advance Scheme\nCharacteristic Simple Intermediate Trained Expert\nWillpower 200 xp 500 xp 1,000 xp 1,500 xp\nAs you can see, the first +5 increase to a Deathwatch\nTactical Marine’s Willpower costs 200 xp; the next +5 (the\nIntermediate progression level) costs 500 xp; a further +5", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic Advance", + "content": "A Characteristic Advance is an increase to your character’s raw abilities. When you buy a Characteristic Advance, you add +5 to the Characteristic on your character sheet. Characteristic Advances are divided into four progression levels. These are as follows: • Simple: A small fulfilment of your potential. • Intermediate: A significant improvement to your capabilities. • Trained: Active, focused effort upon improving your prowess. • Expert: The limit of your natural capabilities. As you set about increasing a Characteristic, you must progress through each of the progression levels in turn, starting at Simple and ending at Expert. The costs for these increases for each Speciality are listed in the relevant Speciality section in a table, which looks like this: deathwatch tactical marine advance Scheme Characteristic Simple Intermediate Trained Expert Willpower 200 xp 500 xp 1,000 xp 1,500 xp As you can see, the first +5 increase to a Deathwatch Tactical Marine’s Willpower costs 200 xp; the next +5 (the Intermediate progression level) costs 500 xp; a further +5", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 577, + "rule_id": "pdf_skill_174_improvement_the_trained_progr", + "title": "improvement (the Trained progression level) costs 1,000 xp,", + "content": "while the final possible improvement (Expert progression\nlevel) costs 1,500 xp.\nThe costs for Characteristic Advances are cumulative. Thus,\nyou could not just pay 500 xp for a +10 increase. Instead,\nyou would pay 200 xp for the Simple Advance, then pay 500\nxp for the Intermediate Advance.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improvement", + "content": "John wants to increase the Willpower of his Deathwatch Tactical Marine character. His starting Willpower is 44, and it will cost John 200 xp to buy the Simple Willpower Advance. He spends 200 xp and increases his character’s Willpower to 49. John wants to raise his character’s Willpower even higher, so he spends another 500 xp (the cost of the Intermediate Advance) to increase his Deathwatch Tactical Marine’s Willpower by another +5. In the end, John’s Space Marine has increased his Willpower to 54 (44 + 5 + 5 =", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 578, + "rule_id": "pdf_skill_175_example", + "title": "example", + "content": "John wants to increase the Willpower of his Deathwatch Tactical\nMarine character. His starting Willpower is 44, and it will cost\nJohn 200 xp to buy the Simple Willpower Advance. He spends 200\nxp and increases his character’s Willpower to 49. John wants to raise\nhis character’s Willpower even higher, so he spends another 500 xp\n(the cost of the Intermediate Advance) to increase his Deathwatch\nTactical Marine’s Willpower by another +5. In the end, John’s\nSpace Marine has increased his Willpower to 54 (44 + 5 + 5 =", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ranks", + "content": "Your Rank is a general measure of your experience and capabilities. It represents the progression of your character’s abilities as he grows in status and prowess. Your Rank is determined by the total amount of Experience Points your character has spent. The Advancement Scheme for each Rank has a combination of Skills and Talents that you may purchase with xp. You may buy Advances from any Rank Advancement Scheme you currently hold or have previously held. As your Rank rises, you have access to more and more Advancement Schemes, and therefore, you have more options on how to customise your character. As with Characteristic Advances, it is easy to gain Ranks to start with, but it becomes progressively harder throughout the life of your character.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 579, + "rule_id": "pdf_skill_176_ranks", + "title": "rankS", + "content": "Your Rank is a general measure of your experience and capabilities.\nIt represents the progression of your character’s abilities as he\ngrows in status and prowess. Your Rank is determined by the\ntotal amount of Experience Points your character has spent.\nThe Advancement Scheme for each Rank has a combination of\nSkills and Talents that you may purchase with xp.\nYou may buy Advances from any Rank Advancement\nScheme you currently hold or have previously held.\nAs your Rank rises, you have access to more and more\nAdvancement Schemes, and therefore, you have more options\non how to customise your character.\nAs with Characteristic Advances, it is easy to gain Ranks\nto start with, but it becomes progressively harder throughout\nthe life of your character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Ranks", + "content": "Characters automatically gain Ranks by spending xp. Once a character’s total spent xp reaches the necessary amount, the character’s Rank increases. Note that Rank increases always occur after an Advance has been taken. All Specialities in Deathwatch require the same amount of xp in order to increase in Rank. The xp needed to advance in Rank is listed on Table 2-2 on page 58.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 580, + "rule_id": "pdf_skill_177_gaining_ranks", + "title": "GaininG ranks", + "content": "Characters automatically gain Ranks by spending xp. Once\na character’s total spent xp reaches the necessary amount,\nthe character’s Rank increases. Note that Rank increases\nalways occur after an Advance has been taken. All Specialities\nin Deathwatch require the same amount of xp in order to\nincrease in Rank. The xp needed to advance in Rank is listed\non Table 2-2 on page 58.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Advances", + "content": "There are a number of Skills and Talents that are appropriate only for specific Space Marine Chapters or the Deathwatch itself. These special Advance lists are presented on pages 60 to 67. Deathwatch-specific Advances can be selected by any Deathwatch Space Marine of the appropriate Rank, and Chapter-specific Advances can be selected by any Space Marine from that Chapter of the appropriate Rank. The best way to think of these Advances is to consider them additional menus that your character may choose from as he grows in Rank in his particular Speciality.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 581, + "rule_id": "pdf_skill_178_deathwatch_advances", + "title": "deathwatCh advanCes", + "content": "There are a number of Skills and Talents that are appropriate\nonly for specific Space Marine Chapters or the Deathwatch\nitself. These special Advance lists are presented on pages\n60 to 67. Deathwatch-specific Advances can be selected by\nany Deathwatch Space Marine of the appropriate Rank,\nand Chapter-specific Advances can be selected by any\nSpace Marine from that Chapter of the appropriate Rank.\nThe best way to think of these Advances is to consider\nthem additional menus that your character may choose\nfrom as he grows in Rank in his particular Speciality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Ross’s Deathwatch Librarian has spent 20,800 xp in total on various Advances. In the course of the game, Ross earns an additional 1,000 xp, and he decides to spend this amount on a Characteristic Advance. Ross receives permission from his GM to take the Advance then crosses off the 1,000 xp from his unspent xp amount on his character sheet. He notes down the Advance on the character sheet and alters his Characteristic Profile to reflect the Advance he took. Finally, he adds the 1,000 xp to his current spent xp total. Ross has now spent 21,800 xp (20,800 + 1,000 = 21,800). When he consults the Deathwatch Librarian Ranks, he sees that he has spent", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 584, + "rule_id": "pdf_skill_181_advances", + "title": "advanceS", + "content": "A Skill Advance teaches you a new Skill or improves an\nexisting Skill to make it more effective. A Talent Advance\ngives you a knack or aptitude for something.\nDepending on your Speciality, some Skills and Talents are\neasier to learn than others. A Scholarly Librarian, for example,\nwould have to spend far fewer Experience Points to learn a\nForbidden Lore Skill than a Deathwatch Devastator Marine\nwould. The wide range of Skills and Talents allows you to\ncustomise your character as you wish.\nNote that Deathwatch characters may select from four\ndifferent sources. A Deathwatch Space Marine may choose\nadvances for his appropriate Rank from his home Chapter\nAdvances, Deathwatch Advances, General Space Marine\nAdvances, and the advances for his Speciality. There is no\nRank requirement for selecting advances from the Chapter\nAdvances lists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "advances", + "content": "A Skill Advance teaches you a new Skill or improves an existing Skill to make it more effective. A Talent Advance gives you a knack or aptitude for something. Depending on your Speciality, some Skills and Talents are easier to learn than others. A Scholarly Librarian, for example, would have to spend far fewer Experience Points to learn a Forbidden Lore Skill than a Deathwatch Devastator Marine would. The wide range of Skills and Talents allows you to customise your character as you wish. Note that Deathwatch characters may select from four different sources. A Deathwatch Space Marine may choose advances for his appropriate Rank from his home Chapter Advances, Deathwatch Advances, General Space Marine Advances, and the advances for his Speciality. There is no Rank requirement for selecting advances from the Chapter Advances lists.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 585, + "rule_id": "pdf_skill_182_prerequisites", + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank,\nyou will notice that some require you to have a Talent or\nCharacteristic at a particular rating. You must meet all the\nlisted prerequisites before purchasing such an Advance. If you\nare ever in doubt about a prerequisite, ask your GM. He can\noverrule or change prerequisites at his discretion.\nBuying an advance\nBuying an Advance is simple. Once you have had a good\nlook at your Advancement Schemes and have chosen what\nyou want to buy, follow these steps:\n• Check with the GM to make sure the Advance you would\nlike is available (the GM may restrict certain Skills and\nTalents to meet the needs of the campaign, or he might\noffer a better option).\n• Deduct the cost of the Advance from your current pool\nof unspent Experience Points.\n• Write down the name of the Advance in the Advances\nsection of your character sheet.\n• Apply any changes to Characteristics, Skills, Talents, or\nTraits from the Advance.\n• Finally, add the newly spent xp to your spent xp total on\nyour character sheet.\nAs you undertake missions, you will earn more Experience\nPoints as a reward for good roleplaying, completing mission\nobjectives, and for coming up with clever ideas. These rewards\nallow you to buy further Advances for your character.\nCertain Talent Advances have a multiplier listed after", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "prerequisites", + "content": "If you take a look at the listed Advances for each Rank, you will notice that some require you to have a Talent or Characteristic at a particular rating. You must meet all the listed prerequisites before purchasing such an Advance. If you are ever in doubt about a prerequisite, ask your GM. He can overrule or change prerequisites at his discretion. Buying an Advance is simple. Once you have had a good look at your Advancement Schemes and have chosen what you want to buy, follow these steps: • Check with the GM to make sure the Advance you would like is available (the GM may restrict certain Skills and Talents to meet the needs of the campaign, or he might offer a better option). • Deduct the cost of the Advance from your current pool of unspent Experience Points. • Write down the name of the Advance in the Advances section of your character sheet. • Apply any changes to Characteristics, Skills, Talents, or Traits from the Advance. • Finally, add the newly spent xp to your spent xp total on your character sheet. As you undertake missions, you will earn more Experience Points as a reward for good roleplaying, completing mission objectives, and for coming up with clever ideas. These rewards allow you to buy further Advances for your character. Certain Talent Advances have a multiplier listed after", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 586, + "rule_id": "pdf_skill_183_their_name_x2_x3_etc_adv", + "title": "their name (x2, x3, etc.). Advances with a multiplier may", + "content": "be purchased multiple times at that Rank, up to a maximum\nnumber of times equal to the multiplier. However, this rule\ndoes not apply to Advances that are Traits. Instead, the\nmultiplier for a Trait that is also an Advance is usually an\nindication that the Trait is an Unnatural Characteristic (see\npage 136 for details).\ndeCidinG how to advanCe your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "their name (x2, x3, etc.). Advances with a multiplier may be purchased multiple times at that Rank, up to a maximum number of times equal to the multiplier. However, this rule does not apply to Advances that are Traits. Instead, the multiplier for a Trait that is also an Advance is usually an indication that the Trait is an Unnatural Characteristic (see page 136 for details). deCidinG how to advanCe your", + "content": "Figuring out which Advances you should take can be a little daunting at first. Whilst Characteristic Advances are expensive, they do have wide-ranging effects on your character’s ability. Meanwhile, Skills and Talents are relatively cheap and open a lot of new opportunities. You will need to decide if you want to focus on improving your core abilities, to concentrate on gaining Skills and Talents, or forge a compromise between the two tactics. You can expect to gain around 750 xp with each session of play, provided you are reasonably successful and roleplay well. When planning your Advances, you might find it handy to use that amount as a measure of how long it will take you to gain a certain improvement. For example, a Trained +5 Weapon Skill Advancement that costs 1,000 xp will take roughly two sessions to gain. Meanwhile, a new Talent costing 500 xp could be gained after only a single session of play. If you get stuck, or simply aren’t sure which choice would be a better Advance for your character, ask your GM to help you out. Table 2–2: Ranks Rank XP Level 113,000–16,999 217,000–20,999 321,000–24,999 425,000–29,999 530,000–34,999 635,000–39,999 740,000–44,999 845,000–49,999", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 587, + "rule_id": "pdf_skill_184_character", + "title": "CharaCter", + "content": "Figuring out which Advances you should take can be a little\ndaunting at first. Whilst Characteristic Advances are expensive,\nthey do have wide-ranging effects on your character’s ability.\nMeanwhile, Skills and Talents are relatively cheap and open a\nlot of new opportunities. You will need to decide if you want\nto focus on improving your core abilities, to concentrate on\ngaining Skills and Talents, or forge a compromise between\nthe two tactics.\nYou can expect to gain around 750 xp with each session\nof play, provided you are reasonably successful and roleplay\nwell. When planning your Advances, you might find it handy\nto use that amount as a measure of how long it will take\nyou to gain a certain improvement. For example, a Trained\n+5 Weapon Skill Advancement that costs 1,000 xp will\ntake roughly two sessions to gain. Meanwhile, a new Talent\ncosting 500 xp could be gained after only a single session\nof play. If you get stuck, or simply aren’t sure which choice\nwould be a better Advance for your character, ask your GM\nto help you out.\nTable 2–2: Ranks\nRank XP Level\n113,000–16,999\n217,000–20,999\n321,000–24,999\n425,000–29,999\n530,000–34,999\n635,000–39,999\n740,000–44,999\n845,000–49,999", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "elite advances", + "content": "Your character is broadly described by his Speciality. However, the Advancements listed are not the sum total of all that your character could learn. Sometimes, your character will be exposed to certain Skills or Talents during play. For example, you might spend an adventure infiltrating the crystal caverns of Krrk’tikit or restoring the machine spirits of the longgood reason for learning a Skill or Talent that is not listed on your Advancement Scheme, you can request an Elite Advance from your GM. The base cost for an Elite Advance is 750 xp. The GM may adjust this base cost at his discretion. To make a request, you will need the following: • Logical justification for the Elite Advance (e.g., “Spending a month battling a mutant uprising on Vespasia means it would make sense that I have learned the Lore: Forbidden (Mutants) Skill.”) • In-character explanation for how you gained the Advance (e.g., “Our Ordo Xenos guide taught me some secret knowledge as repayment for saving his life.”) • An offer of how many Experience Points you are willing to pay to gain the Advance (e.g., “I will happily pay 800", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 588, + "rule_id": "pdf_skill_185_elite_advances", + "title": "elite advanCes", + "content": "Your character is broadly described by his Speciality. However,\nthe Advancements listed are not the sum total of all that your\ncharacter could learn. Sometimes, your character will be\nexposed to certain Skills or Talents during play. For example,\nyou might spend an adventure infiltrating the crystal caverns\nof Krrk’tikit or restoring the machine spirits of the longgood reason for learning a Skill or Talent that is not listed on\nyour Advancement Scheme, you can request an Elite Advance\nfrom your GM. The base cost for an Elite Advance is 750 xp.\nThe GM may adjust this base cost at his discretion. To make\na request, you will need the following:\n• Logical justification for the Elite Advance (e.g., “Spending\na month battling a mutant uprising on Vespasia means it\nwould make sense that I have learned the Lore: Forbidden\n(Mutants) Skill.”)\n• In-character explanation for how you gained the Advance\n(e.g., “Our Ordo Xenos guide taught me some secret\nknowledge as repayment for saving his life.”)\n• An offer of how many Experience Points you are willing\nto pay to gain the Advance (e.g., “I will happily pay 800", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "xp to learn the Lore: Forbidden (Mutants) Skill.”) Your GM may decide not to grant you the Elite Advance, or may demand a higher Experience Point cost than you have suggested. In these cases, gracious acceptance of the GM’s decree is the best course. Your GM may also rule that you need to pass a series of tests in order to successfully learn the requested Skill or Talent. This will usually tie into your explanation for how you gained the Advance (e.g., “Make a Charm Test to convince the Ordo Xenos agent to teach you his secret techniques.”). The quest for an Elite Advance can be an adventure in and of itself. Sometimes, your GM will offer you an opportunity to take an Elite Advance as part of the reward for completing an adventure. For example, you may have encountered an influential Inquisitor whilst on a mission. Having protected the Inquisitor from various threats during the mission, your", + "content": "GM may offer you the chance to purchase Peer (Inquisition). Sometimes, these Elite Advances will come with additional side effects, such as Corruption or Insanity Points. Think carefully before accepting such an offer!", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 589, + "rule_id": "pdf_skill_186_xp_to_learn_the_lore_forbidde", + "title": "xp to learn the Lore: Forbidden (Mutants) Skill.”)", + "content": "Your GM may decide not to grant you the Elite Advance,\nor may demand a higher Experience Point cost than you have\nsuggested. In these cases, gracious acceptance of the GM’s\ndecree is the best course. Your GM may also rule that you\nneed to pass a series of tests in order to successfully learn\nthe requested Skill or Talent. This will usually tie into your\nexplanation for how you gained the Advance (e.g., “Make a\nCharm Test to convince the Ordo Xenos agent to teach you\nhis secret techniques.”). The quest for an Elite Advance can be\nan adventure in and of itself.\nSometimes, your GM will offer you an opportunity to\ntake an Elite Advance as part of the reward for completing\nan adventure. For example, you may have encountered an\ninfluential Inquisitor whilst on a mission. Having protected\nthe Inquisitor from various threats during the mission, your", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Creating your own specialities", + "content": "Whilst the Specialities detailed here are purposely broad in scope, once you’ve had some experience adventuring within the 41st Millennium, you might find it fun to develop something a little more specific. Perhaps you feel like making up your own Space Marine Chapter, or maybe you have a special kind of Space Marine you’d like to try out. If this is the case, work closely with your GM to develop an Advance Scheme that is balanced and sensible. Remember to make sure that your new Speciality fits in with the other members of your group—after all, if the Deathwatch Space Marines cannot work smoothly together, malignant forces in the universe will happily exploit their weaknesses.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 590, + "rule_id": "pdf_skill_187_gm_may_offer_you_the_chance_to", + "title": "GM may offer you the chance to purchase Peer (Inquisition).", + "content": "Sometimes, these Elite Advances will come with additional\nside effects, such as Corruption or Insanity Points. Think\ncarefully before accepting such an offer!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Completing all the ranks", + "content": "Through a combination of skill, audacity, daring, and sheer luck, your character may survive the manifold horrors of the 41st Millennium long enough to progress to the top Rank within his Speciality. In game terms, the character who has attained the top Rank of his Speciality is considered to have completed his initial service in the Deathwatch. The character has now passed beyond the scope of Deathwatch and has entered into the realms of other Warhammer 40,000 roleplaying games. At those rarefied heights, little can stand against such powerful characters. Some may lead massive crusades to conquer worlds for the Imperium or may direct the actions of hundreds of his Battle-Brothers. Others might become a legend that is celebrated in his home Chapter for millennia. There are many options, only limited by your imagination.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 591, + "rule_id": "pdf_skill_188_creating_your_own_specialities", + "title": "CreatinG your own speCialities", + "content": "Whilst the Specialities detailed here are purposely broad in\nscope, once you’ve had some experience adventuring within\nthe 41st Millennium, you might find it fun to develop\nsomething a little more specific. Perhaps you feel like making\nup your own Space Marine Chapter, or maybe you have a\nspecial kind of Space Marine you’d like to try out. If this is\nthe case, work closely with your GM to develop an Advance\nScheme that is balanced and sensible. Remember to make\nsure that your new Speciality fits in with the other members\nof your group—after all, if the Deathwatch Space Marines\ncannot work smoothly together, malignant forces in the\nuniverse will happily exploit their weaknesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "duplicated skills and talents", + "content": "It is important to note that many Space Marine starting Skills and Talents are duplicated on the Rank 1 of the General Space Marine Advances. This is an intentional duplication, and represents the training that is available to all Deathwatch Space Marines regardless of their origins. Future expansions for the Deathwatch line may feature Space Marines with different starting skills, and therefore, this duplication serves a purpose for the overall Deathwatch line.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 592, + "rule_id": "pdf_skill_189_completing_all_the_ranks", + "title": "CompletinG all the ranks", + "content": "Through a combination of skill, audacity, daring, and sheer\nluck, your character may survive the manifold horrors of the\n41st Millennium long enough to progress to the top Rank\nwithin his Speciality. In game terms, the character who has\nattained the top Rank of his Speciality is considered to\nhave completed his initial service in the Deathwatch. The\ncharacter has now passed beyond the scope of Deathwatch\nand has entered into the realms of other Warhammer 40,000\nroleplaying games.\nAt those rarefied heights, little can stand against such\npowerful characters. Some may lead massive crusades to\nconquer worlds for the Imperium or may direct the actions\nof hundreds of his Battle-Brothers. Others might become a\nlegend that is celebrated in his home Chapter for millennia.\nThere are many options, only limited by your imagination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trade (any) 600 Skill — Astartes Weapon Specialisation 1,500 Talent Astartes Weapon Training Signature Wargear 500 Talent —", + "content": null, + "page": 1, + "verified": false, + "confidence": 0, + "verification_notes": "Content is not clear, seems to be a mix of different types of advancements." + }, + { + "original": { + "id": 593, + "rule_id": "pdf_skill_190_duplicated_skills_and_talents", + "title": "dupliCated skills and talents", + "content": "It is important to note that many Space Marine starting\nSkills and Talents are duplicated on the Rank 1 of the\nGeneral Space Marine Advances. This is an intentional\nduplication, and represents the training that is available\nto all Deathwatch Space Marines regardless of their\norigins. Future expansions for the Deathwatch line\nmay feature Space Marines with different starting\nskills, and therefore, this duplication serves a purpose\nfor the overall Deathwatch line.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Awareness +10 300 Skill Awareness Carouse +10 200 Skill Carouse Charm 800 Skill — Climb +10 400 Skill Climb Command 300 Skill — Deceive 400 Skill — Demolition 400 Skill — Gamble 200 Skill — Inquiry 800 Skill — Literacy +10 200 Skill Literacy Logic 400 Skill —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 594, + "rule_id": "pdf_skill_191_trade_any_600_skill", + "title": "Trade (any) 600 Skill —", + "content": "Astartes Weapon Specialisation 1,500 Talent Astartes Weapon Training\nSignature Wargear 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + 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Skill Drive (same Skill group) Evaluate 400 Skill — Interrogation 400 Skill — Intimidate +10 400 Skill Intimidate Literacy +20 200 Skill Literacy +10", + "content": null, + "page": 1, + "verified": false, + "confidence": 0, + "verification_notes": "Content is not clear, seems to be a mix of different advancements." + }, + { + "original": { + "id": 599, + "rule_id": "pdf_skill_196_ciphers_chapter_runes_10_20", + "title": "Ciphers (Chapter Runes) +10 200 Skill Ciphers (Chapter Runes)", + "content": "Climb +20 400 Skill Climb +10\nConcealment +10 800 Skill Concealment\nContortionist 800 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pilot (any) 800 Skill — Search +10 400 Skill Search Security 800 Skill — Silent Move +10 800 Skill Silent Move", + "content": null, + "page": 1, + "verified": false, + "confidence": 0, + "verification_notes": "Content is not clear, seems to be a mix of 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"category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Charm +20 800 Skill Charm +10\nCommand +20 800 Skill Command +10\nDeceive +20 400 Skill Deceive +10\nDemolition +20 400 Skill Demolition +10\nGamble +20 200 Skill Gamble +10\nInquiry +20 800 Skill Inquiry +10\nLogic +20 400 Skill Logic +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 609, + "rule_id": "pdf_skill_206_navigation_surface_10_400_s", + "title": "Navigation (Surface) +10 400 Skill Navigation (Surface)", + "content": "Scrutiny +20 400 Skill Scrutiny +10\nGood Reputation (Adeptus\nAstartes)\n500 Talent\nFel 50, Peer (same Talent\ngroup)\nHammer Blow 1,000 Talent —\nLast Man Standing 500 Talent Nerves of Steel\nParanoia 500 Talent —\nSound Constitution 1,000 Talent —\nUnbowed and Unbroken 1,500 Talent Fel 30\nWisdom of the Ancients 1,000 Talent Int 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", 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18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use 800 Skill —\nEvaluate +20 400 Skill Evaluate +10\nInterrogation +10 400 Skill Interrogation\nLore: Forbidden (Adeptus Astartes) +10 400 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 611, + "rule_id": "pdf_skill_208_tactics_any_10_400_skill_ta", + "title": "Tactics (any) +10 400 Skill Tactics (same skill group)", + "content": "Tech-Use +10 800 Skill Tech-Use\nTracking +20 400 Skill Tracking +10\nWrangling +20 200 Skill Wrangling +10\nBlind Fighting 800 Talent Per 30\nBolter Drill 1,500 Talent Astartes Weapon Training\nFearless 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactics (any) +10 400 Skill Tactics (same skill group)", + "content": "Tech-Use +10 800 Skill Tech-Use\nTracking +20 400 Skill Tracking 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"title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics 200 Skill —\nAcrobatics +10 600 Skill Acrobatics\nAcrobatics +20 600 Skill Acrobatics +10\nAssassin Strike 500 Talent Ag 40, Acrobatics\nBattle Rage 400 Talent Frenzy\nBerserk Charge 600 Talent —\nFlesh Render 500 Talent —\nFurious Assault 600 Talent WS 35\nFrenzy 400 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics 200 Skill —\nAcrobatics +10 600 Skill Acrobatics\nAcrobatics +20 600 Skill Acrobatics +10\nAssassin Strike 500 Talent Ag 40, Acrobatics\nBattle Rage 400 Talent Frenzy\nBerserk Charge 600 Talent —\nFlesh Render 500 Talent —\nFurious Assault 600 Talent WS 35\nFrenzy 400 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 623, + "rule_id": "pdf_skill_220_hatred_orks_500_talent", + "title": "Hatred (Orks) 500 Talent —", + "content": "Mental Rage 800 Talent Frenzy\nSlayer of Daemons 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hatred (Orks) 500 Talent —", + "content": "Mental Rage 800 Talent Frenzy\nSlayer of Daemons 1,000 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 624, + "rule_id": "pdf_skill_221_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Interrogation 200 Skill —\nInterrogation +10 200 Skill Interrogation\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 625, + "rule_id": "pdf_skill_222_lore_forbidden_adeptus_astar", + "title": "Lore: Forbidden (Adeptus Astartes) 200 Skill —", + "content": "Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Adeptus Astartes) 200 Skill —", + "content": "Lore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 626, + "rule_id": "pdf_skill_223_lore_forbidden_traitor_legio", + "title": "Lore: Forbidden (Traitor Legions) 400 Skill —", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)\nLore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Traitor Legions) 400 Skill —", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)\nLore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 627, + "rule_id": "pdf_skill_224_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Carouse 200 Skill —\nCarouse +10 200 Skill Carouse\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Carouse 200 Skill —\nCarouse +10 200 Skill Carouse\nCarouse +20 200 Skill Carouse +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 628, + "rule_id": "pdf_skill_225_performer_any_20_200_skill", + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Performer (any) +20 200 Skill Performer (same skill group) +10", + "content": "Tracking 200 Skill —\nTracking +10 200 Skill Tracking\nTracking +20 200 Skill Tracking +10\nWrangling 100 Skill —\nWrangling +10 100 Skill Wrangling\nWrangling +20 100 Skill Wrangling +10\nHardy 400 Talent Toughness 40", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 629, + "rule_id": "pdf_skill_226_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Gamble 200 Skill —\nGamble +10 200 Skill Gamble\nGamble +20 200 Skill Gamble +10\nTracking 400 Skill —\nTracking +10 400 Skill Tracking\nTracking +20 400 Skill Tracking +10\nDuty Unto Death 800 Talent WP 45\nHammer Blow 500 Talent —\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Gamble 200 Skill —\nGamble +10 200 Skill Gamble\nGamble +20 200 Skill Gamble +10\nTracking 400 Skill —\nTracking +10 400 Skill Tracking\nTracking +20 400 Skill Tracking +10\nDuty Unto Death 800 Talent WP 45\nHammer Blow 500 Talent —\nStalwart Defence 800 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 630, + "rule_id": "pdf_skill_227_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Charm 400 Skill —\nCharm +10 400 Skill Charm\nCharm +20 400 Skill Charm +10\nCommand 400 Skill —\nCommand +10 400 Skill Command\nCommand +20 400 Skill Command +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Charm 400 Skill —\nCharm +10 400 Skill Charm\nCharm +20 400 Skill Charm +10\nCommand 400 Skill —\nCommand +10 400 Skill Command\nCommand +20 400 Skill Command +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 631, + "rule_id": "pdf_skill_228_tactics_any_20_400_skill_ta", + "title": "Tactics (any) +20 400 Skill Tactics (same Skill group) +10", + "content": "Duty Unto Death 800 Talent WP 45\nExemplar of Honour 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactics (any) +20 400 Skill Tactics (same Skill group) +10", + "content": "Duty Unto Death 800 Talent WP 45\nExemplar of Honour 800 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 632, + "rule_id": "pdf_skill_229_apothecary", + "title": "Apothecary", + "content": "“Yours is to serve, unto the last drop of your blood, that your brothers\nmight live to fight on. Watch over them, heal them, offer up your\nvery life should it extend theirs but a moment, and by your sacrifice\nthe enemy be slain. And when the time comes that you must fulfil\nyour most solemn oath, speak clearly, speak proudly, speed the bolt\nthat brings his end and send him joyous to the Emperor’s side. Then\ndo your duty, take that which is due, and know your mission is done.”\n–Extract from the Apocrypha of Eons, Verse V, Chapter L\n(M40 Redaction)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Apothecary", + "content": "“Yours is to serve, unto the last drop of your blood, that your brothers\nmight live to fight on. Watch over them, heal them, offer up your\nvery life should it extend theirs but a moment, and by your sacrifice\nthe enemy be slain. And when the time comes that you must fulfil\nyour most solemn oath, speak clearly, speak proudly, speed the bolt\nthat brings his end and send him joyous to the Emperor’s side. Then\ndo your duty, take that which is due, and know your mission is done.”\n–Extract from the Apocrypha of Eons, Verse V, Chapter L\n(M40 Redaction)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 633, + "rule_id": "pdf_skill_230_master_the_genetic_inheritance", + "title": "master the genetic inheritance", + "content": "not only of their own helix,\nbut of a myriad of other Chapters\ntoo, so that they might monitor\nand maintain the implants of all\ntheir fellow Space Marines, each of\nwhich may be drawn from a different\nChapter. In this matter, Deathwatch\nApothecaries occupy a uniquely trusted\nposition. Space Marine Chapters\ndo not lightly share the details of\ntheir gene-seed, with its associated traits,\nvariations, and even mutations. Deathwatch\nApothecaries are sworn to maintain the secrets of\neach of the Chapters from which their fellows\nare drawn, an oath that carries the harshest of\npenalties should it ever be broken.\nAside from monitoring the state of the\nSpace Marines’ implants, the Apothecaries\nmust also be ever alert to the risk of alien\ncontamination. Whilst undertaking their\nmissions, the Deathwatch Kill-teams\nare likely to come into contact not only\nwith creatures of utterly alien biology,\nbut with all the bacterial life that\naccompanies them. While the Space Marines are blessed with\nthe very strongest of immune systems, it is known that the spores\nof some alien life forms can cause mutation or death even in the\nAdeptus Astartes. There are some xenos that actually reproduce\nin this vile manner, their seed infecting the victim and slowly\nmutating him into the original life form. Such blasphemy must\nbe guarded against, and the Apothecaries administer an entire\nbank of tests on every member of a Kill-team before and after\nevery mission.\nAnother area in which the Deathwatch Apothecaries are\nhighly involved is that of training. Deathwatch Kill-teams\npush their bodies to, and beyond, the limits even of their\nunique physiology, and the Apothecaries must monitor this\nprocess closely. But they are a part of the training too, for the\nApothecaries often aid the Watch Captains in formulating the\nmost arduous of training regimens. Using his unique knowledge\nof his charges, the Apothecary can induce various states in his\nBattle-Brothers, under which their skills and strengths will\nbe tested all the further. Interfacing remotely with a Battlelimit blood oxygen levels or simulate the effects of any number\nof poisons, all in the cause of maintaining combat readiness.\nIn battle, an Apothecary carries a number of specialised\nitems of equipment, integrating a variety of tools into a single,\nwrist-mounted unit. The Apothecary may\nhave crafted many of these himself\naccording to his own needs. He uses\na high-powered laser scalpel or an\nadamantine-toothed chainsaw to cut\naway ruined armour so that he can\ntreat a Battle-Brother’s wounds,\nand he administers the panacea of\ndrugs stored within the unit using\nlong syringes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "master the genetic inheritance", + "content": "not only of their own helix,\nbut of a myriad of other Chapters\ntoo, so that they might monitor\nand maintain the implants of all\ntheir fellow Space Marines, each of\nwhich may be drawn from a different\nChapter. In this matter, Deathwatch\nApothecaries occupy a uniquely trusted\nposition. Space Marine Chapters\ndo not lightly share the details of\ntheir gene-seed, with its associated traits,\nvariations, and even mutations. Deathwatch\nApothecaries are sworn to maintain the secrets of\neach of the Chapters from which their fellows\nare drawn, an oath that carries the harshest of\npenalties should it ever be broken.\nAside from monitoring the state of the\nSpace Marines’ implants, the Apothecaries\nmust also be ever alert to the risk of alien\ncontamination. Whilst undertaking their\nmissions, the Deathwatch Kill-teams\nare likely to come into contact not only\nwith creatures of utterly alien biology,\nbut with all the bacterial life that\naccompanies them. While the Space Marines are blessed with\nthe very strongest of immune systems, it is known that the spores\nof some alien life forms can cause mutation or death even in the\nAdeptus Astartes. There are some xenos that actually reproduce\nin this vile manner, their seed infecting the victim and slowly\nmutating him into the original life form. Such blasphemy must\nbe guarded against, and the Apothecaries administer an entire\nbank of tests on every member of a Kill-team before and after\nevery mission.\nAnother area in which the Deathwatch Apothecaries are\nhighly involved is that of training. Deathwatch Kill-teams\npush their bodies to, and beyond, the limits even of their\nunique physiology, and the Apothecaries must monitor this\nprocess closely. But they are a part of the training too, for the\nApothecaries often aid the Watch Captains in formulating the\nmost arduous of training regimens. Using his unique knowledge\nof his charges, the Apothecary can induce various states in his\nBattle-Brothers, under which their skills and strengths will\nbe tested all the further. Interfacing remotely with a Battlelimit blood oxygen levels or simulate the effects of any number\nof poisons, all in the cause of maintaining combat readiness.\nIn battle, an Apothecary carries a number of specialised\nitems of equipment, integrating a variety of tools into a single,\nwrist-mounted unit. The Apothecary may\nhave crafted many of these himself\naccording to his own needs. He uses\na high-powered laser scalpel or an\nadamantine-toothed chainsaw to cut\naway ruined armour so that he can\ntreat a Battle-Brother’s wounds,\nand he administers the panacea of\ndrugs stored within the unit using\nlong syringes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 634, + "rule_id": "pdf_skill_231_apothecaries_invariably", + "title": "Apothecaries invariably", + "content": "carry a bolt pistol, intended\nnot only for self-defence. One\nof the most arduous duties\nthey must perform is to end\nthe life and the suffering of a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Apothecaries invariably", + "content": "carry a bolt pistol, intended\nnot only for self-defence. One\nof the most arduous duties\nthey must perform is to end\nthe life and the suffering of a", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 635, + "rule_id": "pdf_skill_232_battle_brother_wounded_unto", + "title": "battle brother wounded unto", + "content": "death. Space Marines’ bodies are\nsuch a feat of genetic engineering that they\nare able to sustain horrific injuries and live\non. However, there are some wounds that\nnot even an Adeptus Astartes can survive,\neven though he may remain conscious\nfor some time. The Apothecary must\noffer the fallen Battle-Brother such\nwords as will ease his passage to\nthe afterlife, where it is believed\nhe will sit at the right hand of his\nPrimarch, or even the Emperor\nhimself. Once the Apothecary\nhas spoken such words that the\ndying Space Marine needs to\nhear, a single bolt pistol round\nis the final mercy that he can\nadminister.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "battle brother wounded unto", + "content": "death. Space Marines’ bodies are\nsuch a feat of genetic engineering that they\nare able to sustain horrific injuries and live\non. However, there are some wounds that\nnot even an Adeptus Astartes can survive,\neven though he may remain conscious\nfor some time. The Apothecary must\noffer the fallen Battle-Brother such\nwords as will ease his passage to\nthe afterlife, where it is believed\nhe will sit at the right hand of his\nPrimarch, or even the Emperor\nhimself. Once the Apothecary\nhas spoken such words that the\ndying Space Marine needs to\nhear, a single bolt pistol round\nis the final mercy that he can\nadminister.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 636, + "rule_id": "pdf_skill_233_and_other_chapters_some_of_wh", + "title": "and other Chapters (some of whom may be rivals), were it not", + "content": "for the certain knowledge that their gene-seed will be returned\nshould they fall. It has been known for a Chapter to temporarily\nwithhold its honour service to the Deathwatch if too many of\nits Space Marines serving with the Ordo have been killed and\ntheir precious gene-seed irretrievably lost. Thus, the survival\nof a Space Marine’s parent Chapter and the reputation of the\nDeathwatch itself relies on the action of the Apothecaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and other Chapters (some of whom may be rivals), were it not", + "content": "for the certain knowledge that their gene-seed will be returned\nshould they fall. It has been known for a Chapter to temporarily\nwithhold its honour service to the Deathwatch if too many of\nits Space Marines serving with the Ordo have been killed and\ntheir precious gene-seed irretrievably lost. Thus, the survival\nof a Space Marine’s parent Chapter and the reputation of the\nDeathwatch itself relies on the action of the Apothecaries.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 637, + "rule_id": "pdf_skill_234_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Apothecary begins with Medicae as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "startinG skills", + "content": "The Deathwatch Apothecary begins with Medicae as a\nTrained Advanced Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 638, + "rule_id": "pdf_skill_235_special_ability", + "title": "speCial ability", + "content": "Choose one of the following:\nGuardian of purity\nThe Apothecary’s careful monitoring of his Battle-Brothers’\ngene-seed means that any Space Marine in a Kill-team that\nincludes the Apothecary reduces all Corruption Points he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "speCial ability", + "content": "Choose one of the following:\nGuardian of purity\nThe Apothecary’s careful monitoring of his Battle-Brothers’\ngene-seed means that any Space Marine in a Kill-team that\nincludes the Apothecary reduces all Corruption Points he", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 639, + "rule_id": "pdf_skill_236_suffers_by_2_to_a_minimum_of", + "title": "suffers by 2 (to a minimum of 1), as long as the Apothecary", + "content": "has access to his narthecium—a special tool that assists with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "suffers by 2 (to a minimum of 1), as long as the Apothecary", + "content": "has access to his narthecium—a special tool that assists with", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 640, + "rule_id": "pdf_skill_237_create_toxins", + "title": "create toxins", + "content": "Once per day, the Apothecary can create a virulent poison\nthat he can hand out to the members of his Kill-team to help\ndestroy a particular enemy. The Apothecary needs a tissue\nsample of a particular enemy, his narthecium, and one hour\nto create the toxins. Once the toxin is applied, the Kill-team’s\nattacks in the next combat all have the Toxic quality against", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "create toxins", + "content": "Once per day, the Apothecary can create a virulent poison\nthat he can hand out to the members of his Kill-team to help\ndestroy a particular enemy. The Apothecary needs a tissue\nsample of a particular enemy, his narthecium, and one hour\nto create the toxins. Once the toxin is applied, the Kill-team’s\nattacks in the next combat all have the Toxic quality against", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 641, + "rule_id": "pdf_skill_238_the_enemy_type_tyranid_tau", + "title": "the enemy type (Tyranid, Tau, etc.) for a number of rounds", + "content": "equal to the Apothecary’s Intelligence Bonus. Creatures with\nthe Daemonic Trait are not affected by this ability. In order to\nbenefit from this ability, the Space Marines in the Kill-team\nmust be in Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the enemy type (Tyranid, Tau, etc.) for a number of rounds", + "content": "equal to the Apothecary’s Intelligence Bonus. Creatures with\nthe Daemonic Trait are not affected by this ability. In order to\nbenefit from this ability, the Space Marines in the Kill-team\nmust be in Squad Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 642, + "rule_id": "pdf_skill_239_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 643, + "rule_id": "pdf_skill_240_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use400Skill—\nInterrogation200Skill—\nMedicae400Skill—\nAutosanguine500Talent—\nHardy500TalentT 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use400Skill—\nInterrogation200Skill—\nMedicae400Skill—\nAutosanguine500Talent—\nHardy500TalentT 40", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 644, + "rule_id": "pdf_skill_241_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +10 400 Skill Chem-Use\nInterrogation +10 200 Skill Interrogation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +10 400 Skill Chem-Use\nInterrogation +10 200 Skill Interrogation", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 645, + "rule_id": "pdf_skill_242_lore_scholastic_chymistry_2", + "title": "Lore: Scholastic (Chymistry) 200 Skill —", + "content": "Medicae +10 400 Skill Medicae\nRank 3 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Scholastic (Chymistry) 200 Skill —", + "content": "Medicae +10 400 Skill Medicae\nRank 3 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 646, + "rule_id": "pdf_skill_243_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +20 400 Skill Chem-Use +10\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Chem-Use +20 400 Skill Chem-Use +10\nInterrogation +20 200 Skill Interrogation +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 647, + "rule_id": "pdf_skill_244_lore_scholastic_chymistry", + "title": "Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry)", + "content": "Medicae +20 600 Skill Medicae +10\nTech-Use 500 Skill —\nRank 4 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Scholastic (Chymistry) +10 200 Skill Lore: Scholastic (Chymistry)", + "content": "Medicae +20 600 Skill Medicae +10\nTech-Use 500 Skill —\nRank 4 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 648, + "rule_id": "pdf_skill_245_lore_forbidden_mutants_400", + "title": "Lore: Forbidden (Mutants) 400 Skill —", + "content": "Sure Strike 600 Talent WS 30\nRank 5 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Mutants) 400 Skill —", + "content": "Sure Strike 600 Talent WS 30\nRank 5 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 649, + "rule_id": "pdf_skill_246_lore_forbidden_mutants_10", + "title": "Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants)", + "content": "Disarm 1,000 Talent Ag 40\nInfused Knowledge 1,000 Talent Int 40\nIron Jaw 300 Talent T 40\nRank 6 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Mutants) +10 400 Skill Lore: Forbidden (Mutants)", + "content": "Disarm 1,000 Talent Ag 40\nInfused Knowledge 1,000 Talent Int 40\nIron Jaw 300 Talent T 40\nRank 6 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 650, + "rule_id": "pdf_skill_247_lore_forbidden_mutants_20", + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Mutants) +20 400 Skill Lore: Forbidden (Mutants) +10", + "content": "Crippling Strike 400 Talent WS 50\nProsanguine 800 Talent Autosanguine\nSound Constitution 500 Talent —\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 651, + "rule_id": "pdf_skill_248_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Master Chirurgeon 800 Talent Medicae +10\nLightning Attack 800 Talent Swift Attack\nSound Constitution 1,000 Talent —\nRank 8 Deathwatch Apothecary Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Master Chirurgeon 800 Talent Medicae +10\nLightning Attack 800 Talent Swift Attack\nSound Constitution 1,000 Talent —\nRank 8 Deathwatch Apothecary Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 652, + "rule_id": "pdf_skill_249_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Flesh Render 800 Talent —\nPrecise Blow 500 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Flesh Render 800 Talent —\nPrecise Blow 500 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 653, + "rule_id": "pdf_skill_250_gods_among_men", + "title": "Gods Among Men", + "content": "To the average man, Space Marines are the subject of myth and legend, the\ndescendants of mighty heroes who went to war beside the Emperor himself. Many\nare taught the names of the greatest heroes, and celebrate their greatest deeds, as\nproclaimed from countless millions of pulpits across the entire Imperium.\nYet, very few will ever see a Space Marine, for their numbers are so few compared\nto the great, seething mass of humanity. Only when war comes to his world, and\nwith it the hosts of the Imperium’s armies, will a common man have any chance\nof setting eyes upon a Space Marine, let alone conversing with him.\nMost common men who do have cause to interact with a Space Marine are likely\nto hold him such awe that he may lose the power of words. At the very least,\na Space Marine will be regarded and addressed with great deference, even the\nhighest-ranking officials bowing their head to the Battle-Brother. As well they\nshould, for the very fact that a Space Marine has come to their world is sure sign\nthat the enemies of the Emperor are abroad, and only his strength and bravery\nwill hold them at bay.\nThe manner in which Space Marines are wont to interact with common Humanity\nvaries enormously, but most are aloof, so dedicated to their own mission, their\nvery nature so apart from what they once were, that they have little in common\nwith ordinary people. Most Space Marines care only for the traditions of their\nChapter and the task of defeating the Emperor’s enemies, and know so little\nof the trivial cares of normal life that very little common ground exists. Even\nwhen interacting with a mighty warrior, perhaps a decorated veteran Imperial\nGuardsman, so total is the Space Marine’s dedication to his duty that few can live\nup to his standards. It is rare indeed for a normal man to be regarded by a Space\nMarine as an equal. Only the greatest of the Imperium’s heroes—men such as the\nLord Solar Macharius —have earned such an honour of counting amongst their\nfriends one or more Space Marines of the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gods Among Men", + "content": "To the average man, Space Marines are the subject of myth and legend, the descendants of mighty heroes who went to war beside the Emperor himself. Many are taught the names of the greatest heroes, and celebrate their greatest deeds, as proclaimed from countless millions of pulpits across the entire Imperium. Yet, very few will ever see a Space Marine, for their numbers are so few compared to the great, seething mass of humanity. Only when war comes to his world, and with it the hosts of the Imperium’s armies, will a common man have any chance of setting eyes upon a Space Marine, let alone conversing with him. Most common men who do have cause to interact with a Space Marine are likely to hold him such awe that he may lose the power of words. At the very least, a Space Marine will be regarded and addressed with great deference, even the highest-ranking officials bowing their head to the Battle-Brother. As well they should, for the very fact that a Space Marine has come to their world is sure sign that the enemies of the Emperor are abroad, and only his strength and bravery will hold them at bay. The manner in which Space Marines are wont to interact with common Humanity varies enormously, but most are aloof, so dedicated to their own mission, their very nature so apart from what they once were, that they have little in common with ordinary people. Most Space Marines care only for the traditions of their Chapter and the task of defeating the Emperor’s enemies, and know so little of the trivial cares of normal life that very little common ground exists. Even when interacting with a mighty warrior, perhaps a decorated veteran Imperial Guardsman, so total is the Space Marine’s dedication to his duty that few can live up to his standards. It is rare indeed for a normal man to be regarded by a Space Marine as an equal. Only the greatest of the Imperium’s heroes—men such as the Lord Solar Macharius —have earned such an honour of counting amongst their friends one or more Space Marines of the Adeptus Astartes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 654, + "rule_id": "pdf_skill_251_assault_marine", + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin\nare there, offering their fire and their prayers. Look instead to your\nfoe as you scream from the skies upon jets of white fire. Take but one\ninstant to savour the fear in his eyes as he looks skywards, and there,\nin the keen edge of your blade, he sees his doom, delivered by your\nhand.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assault Marine", + "content": "“Look not behind you, brother. Know in your heart that your kin are there, offering their fire and their prayers. Look instead to your foe as you scream from the skies upon jets of white fire. Take but one instant to savour the fear in his eyes as he looks skywards, and there, in the keen edge of your blade, he sees his doom, delivered by your hand.” –Extract from the Apocrypha of Eons, Verse I, Chapter VI", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 655, + "rule_id": "pdf_skill_252_lightning", + "title": "lightning", + "content": "c l a w s ,\nand all manner of similarly\ndevastating arms, and the Assault\nMarine is adept in the use of them\nall. Some choose not to carry a\npistol and a blade, and instead forego one\nweapon in favour of a combat shield or\na storm shield. These are particularly\nuseful against foes that are able to\nunleash powerful attacks in close\ncombat, allowing the brother to\ndeflect a strike with his shield while\ndelivering a lethal counter-attack with\nhis other weapon. Some Assault Marines\narm themselves instead with a mighty,\ndouble handed weapon, allowing them to put all\nof their strength into a single blow, which is capable\nof decapitating even the mightiest of foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lightning", + "content": "c l a w s , and all manner of similarly devastating arms, and the Assault Marine is adept in the use of them all. Some choose not to carry a pistol and a blade, and instead forego one weapon in favour of a combat shield or a storm shield. These are particularly useful against foes that are able to unleash powerful attacks in close combat, allowing the brother to deflect a strike with his shield while delivering a lethal counter-attack with his other weapon. Some Assault Marines arm themselves instead with a mighty, double handed weapon, allowing them to put all of their strength into a single blow, which is capable of decapitating even the mightiest of foes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 656, + "rule_id": "pdf_skill_253_special_ability", + "title": "speCial ability", + "content": "angel of death\nThe Assault Marine gains the Swift Attack Talent.\nIn addition, choose one of the following:\nWings of angels\nThe Assault Marine may add 20 metres the movement rate", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "speCial ability", + "content": "angel of death The Assault Marine gains the Swift Attack Talent. In addition, choose one of the following: Wings of angels The Assault Marine may add 20 metres the movement rate", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 657, + "rule_id": "pdf_skill_254_of_his_jump_pack_with_a_succes", + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this\nability, the Space Marine adds an additional 1d5 Damage to\nany melee attacks. This ability only functions when in Solo\nMode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of his Jump Pack with a successful Challenging (+0) Pilot", + "content": "(Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 658, + "rule_id": "pdf_skill_255_wrathful_descent", + "title": "Wrathful descent", + "content": "When making a Charge against a Horde, the Assault Marine\nmay inflict an additional 1d10 damage to the Horde’s\nMagnitude after a successful melee attack. This ability only\nfunctions when in Squad Mode.\nDeathwatch Assault Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wrathful descent", + "content": "When making a Charge against a Horde, the Assault Marine may inflict an additional 1d10 damage to the Horde’s Magnitude after a successful melee attack. This ability only functions when in Squad Mode. Deathwatch Assault Marine Characteristic Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 659, + "rule_id": "pdf_skill_256_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 200 500 1,000 1,500\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 750 1,500 2,000 5,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 200 500 1,000 1,500\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 750 1,500 2,000 5,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Assault Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 660, + "rule_id": "pdf_skill_257_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Catfall 200 Talent Ag 30\nDouble Team 200 Talent —\nTakedown 500 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Catfall 200 Talent Ag 30\nDouble Team 200 Talent —\nTakedown 500 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 661, + "rule_id": "pdf_skill_258_pilot_personal_10_500_skill", + "title": "Pilot (Personal) +10 500 Skill Pilot (Personal)", + "content": "Crushing Blow 600 Talent S 40\nLightning Reflexes 500 Talent —\nSure Strike 500 Talent WS 30\nLightning Attack 600 Talent Swift Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pilot (Personal) +10 500 Skill Pilot (Personal)", + "content": "Crushing Blow 600 Talent S 40\nLightning Reflexes 500 Talent —\nSure Strike 500 Talent WS 30\nLightning Attack 600 Talent Swift Attack", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 662, + "rule_id": "pdf_skill_259_pilot_personal_20_500_skill", + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pilot (Personal) +20 500 Skill Pilot (Personal)", + "content": "Berserk Charge 700 Talent —\nLeap Up 500 Talent Ag 30\nPrecise Blow 700 Talent WS 40, Sure Strike\nSound Constitution 1,000 Talent —\nWall of Steel 700 Talent Ag 35\nRank 4 Deathwatch Assault Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 663, + "rule_id": "pdf_skill_260_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Counter-Attack 600 Talent WS 40\nDual Strike 500 Talent\nAg 40, Two-weapon Wielder\n(Melee)\nHammer Blow 800 Talent —\nRank 5 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Counter-Attack 600 Talent WS 40\nDual Strike 500 Talent\nAg 40, Two-weapon Wielder (Melee)\nHammer Blow 800 Talent —\nRank 5 Deathwatch Assault Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 664, + "rule_id": "pdf_skill_261_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +10 400 Skill Acrobatics\nAssassin Strike 500 Talent Ag 40, Acrobatics", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +10 400 Skill Acrobatics\nAssassin Strike 500 Talent Ag 40, Acrobatics", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 665, + "rule_id": "pdf_skill_262_death_from_above_900_talent_fl", + "title": "Death From Above 900 Talent Fly (Jump Pack)", + "content": "Disarm 500 Talent Ag 30\nFurious Assault 500 Talent WS 35\nRank 6 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Death From Above", + "content": "Disarm 500 Talent Ag 30\nFurious Assault 500 Talent WS 35\nRank 6 Deathwatch Assault Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 666, + "rule_id": "pdf_skill_263_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Blademaster 800 Talent WS 30\nHard Target 600 Talent Ag 40\nStep Aside 800 Talent Ag 40, Dodge\nRank 7 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Blademaster 800 Talent WS 30\nHard Target 600 Talent Ag 40\nStep Aside 800 Talent Ag 40, Dodge\nRank 7 Deathwatch Assault Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 667, + "rule_id": "pdf_skill_264_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +20 400 Skill Acrobatics +10\nCrippling Strike 400 Talent WS 50\nDual Shot 600 Talent\nAg 40, Two-weapon Wielder\n(Ballistic)\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Assault Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Acrobatics +20 400 Skill Acrobatics +10\nCrippling Strike 400 Talent WS 50\nDual Shot 600 Talent Ag 40, Two-weapon Wielder (Ballistic)\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Assault Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 668, + "rule_id": "pdf_skill_265_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Master 500 Talent WS 30\nGunslinger 700 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nPreternatural Speed 1,000 Talent WS 40, Ag 50\nWhirlwind of Death 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Master 500 Talent WS 30\nGunslinger 700 Talent BS 40, Two-weapon Wielder (Ballistic)\nPreternatural Speed 1,000 Talent WS 40, Ag 50\nWhirlwind of Death 1,000 Talent —", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 669, + "rule_id": "pdf_skill_266_marine", + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With\nbolt, flame, and plasma, lay waste to his body and shrive his very\nsoul. Do this so that your brothers may close upon their target, do it\nbecause their very lives depend upon your deeds, do it because they\nare your kin, and you are theirs, and you can never fail.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marine", + "content": "“Look to your fore—there you shall see your foe. Blast him! With bolt, flame, and plasma, lay waste to his body and shrive his very soul. Do this so that your brothers may close upon their target, do it because their very lives depend upon your deeds, do it because they are your kin, and you are theirs, and you can never fail.” –Extract from the Apocrypha of Eons, Verse I, Chapter V", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 670, + "rule_id": "pdf_skill_267_encounter_especially_large_and", + "title": "encounter especially large and", + "content": "tough alien beasts, such as a\nTyranid Carnifex, the Devastator\nMarine may take to the field carrying\na lascannon or a plasma cannon. Both\nare long-ranged weapons with an extremely\npowerful attack. The former is designed to destroy\nenemy tanks with the single shot, while the latter\nis capable of wiping out enemy wearing heavy armour that are\ncaught in its deadly blast effect.\nIf the Kill-team is likely to face enemies occupying highly\nfortified bunkers or similar structures, the Devastator Marine\nmay carry a multi-melta to battle. This weapon is an even more\npowerful version of the standard meltagun, and is capable of\nreducing an entire fortress wall to slag. A Devastator Marine\nwielding such a weapon must be a master in its use, for it is\nall too possible to bring down an entire structure on to the\nheads of the Kill-team instead of burning a tunnel through\nan obstacle.\nA commonly wielded heavy weapon is the missile launcher.\nThe strength of this weapon is its versatility, as it is able to fire\na wide range of missile types. Most common are frag and krak\nmissiles, which are essentially larger versions of the grenades\nof the same name. However, the Deathwatch maintains stocks\nof more unusual or specialised warheads, including those\ncapable of delivering devastating toxins, gas, or even defoliants\nfor destroying vegetation. The Devastator Marine must be\nadept in the use of all such weapons, and he trains endlessly to\nmaster their application.\nIn addition to his heavy weapon, a Devastator Marine is\nlikely to carry a range of specialised equipment. Many carry\nsuspensors, small devices attached to the heavy weapon that\nutilise a miniature anti-grav generator to provide sufficient lift\nto offset the weight of the weapon. Other", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "encounter especially large and", + "content": "tough alien beasts, such as a Tyranid Carnifex, the Devastator Marine may take to the field carrying a lascannon or a plasma cannon. Both are long-ranged weapons with an extremely powerful attack. The former is designed to destroy enemy tanks with the single shot, while the latter is capable of wiping out enemy wearing heavy armour that are caught in its deadly blast effect. If the Kill-team is likely to face enemies occupying highly fortified bunkers or similar structures, the Devastator Marine may carry a multi-melta to battle. This weapon is an even more powerful version of the standard meltagun, and is capable of reducing an entire fortress wall to slag. A Devastator Marine wielding such a weapon must be a master in its use, for it is all too possible to bring down an entire structure on to the heads of the Kill-team instead of burning a tunnel through an obstacle. A commonly wielded heavy weapon is the missile launcher. The strength of this weapon is its versatility, as it is able to fire a wide range of missile types. Most common are frag and krak missiles, which are essentially larger versions of the grenades of the same name. However, the Deathwatch maintains stocks of more unusual or specialised warheads, including those capable of delivering devastating toxins, gas, or even defoliants for destroying vegetation. The Devastator Marine must be adept in the use of all such weapons, and he trains endlessly to master their application. In addition to his heavy weapon, a Devastator Marine is likely to carry a range of specialised equipment. Many carry suspensors, small devices attached to the heavy weapon that utilise a miniature anti-grav generator to provide sufficient lift to offset the weight of the weapon. Other", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 671, + "rule_id": "pdf_skill_268_devices_include_additional_tar", + "title": "devices include additional targeting", + "content": "gear built into the Devastator\narine’s helmet and integrating\nwith pick-ups on the weapon\nitself, allowing him to see his\ntarget from the point of view\nof his weapon’s barrel. Some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "devices include additional targeting", + "content": "gear built into the Devastator arine’s helmet and integrating with pick-ups on the weapon itself, allowing him to see his target from the point of view of his weapon’s barrel. Some", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 672, + "rule_id": "pdf_skill_269_devastator_marines_utilise_rar", + "title": "Devastator Marines utilise rare", + "content": "or exotic systems, often supplied\non a mission-specific basis by a\nTechmarine. These include motion\npredictors, psych- ocular buffers and\nwide band electro-magnetic filters.\nThe number of Deathwatch Battlefor a given mission depends upon the nature\nof the objective and the enemy, as does the\nexact weapons each will carry. Deciding such\ndetails is the responsibility of the Watch Captain,\nand a mission’s success or failure might rest upon it.\nAssigning two brothers to deployment as Devastator\narines allows for more flexibility, perhaps\nwith one being equipped with a\nheavy bolter and the other with a\nlascannon, but doing so reduces\nthe overall flexibility of the team,\nfor fewer brethren will be serving\nas Tactical Marines. Sometimes,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Devastator Marines utilise rare", + "content": "or exotic systems, often supplied on a mission-specific basis by a Techmarine. These include motion predictors, psych- ocular buffers and wide band electro-magnetic filters. The number of Deathwatch Battlefor a given mission depends upon the nature of the objective and the enemy, as does the exact weapons each will carry. Deciding such details is the responsibility of the Watch Captain, and a mission’s success or failure might rest upon it. Assigning two brothers to deployment as Devastator arines allows for more flexibility, perhaps with one being equipped with a heavy bolter and the other with a lascannon, but doing so reduces the overall flexibility of the team, for fewer brethren will be serving as Tactical Marines. Sometimes,", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 673, + "rule_id": "pdf_skill_270_two_devastator_marines_may", + "title": "two Devastator Marines may", + "content": "both carry the same weapon,\nso that one may cover the entire Kill-team as\nit advances, before he redeploys covered by his\nBattle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "two Devastator Marines may", + "content": "both carry the same weapon, so that one may cover the entire Kill-team as it advances, before he redeploys covered by his Battle-Brothers.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 674, + "rule_id": "pdf_skill_271_immovable_warrior", + "title": "immovable Warrior", + "content": "When the Devastator Marine is wielding a Heavy weapon and\nbehind cover, he gains the Sturdy Trait and a +10 bonus to all\nBallistic Skill Tests. This ability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "immovable Warrior", + "content": "When the Devastator Marine is wielding a Heavy weapon and behind cover, he gains the Sturdy Trait and a +10 bonus to all Ballistic Skill Tests. This ability only functions in Solo Mode.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 675, + "rule_id": "pdf_skill_272_unrelenting_devastation", + "title": "Unrelenting devastation", + "content": "When firing a Heavy weapon, the Devastator Marine inflicts\n1 extra point of damage to a Horde’s Magnitude for every hit.\nIf using a weapon with the Blast Quality, he instead inflicts\n1d5 extra points of damage to a Horde’s Magnitude (after all\nother hits have been applied). This ability only functions in\nSquad Mode.\n“Many find it utterly preposterous that a realm so vast as the\nImperium should rely so completely upon only a million or\nso Space Marines to defend it against the untold horrors of\nthe galaxy. These fools ask, ‘if the Imperium is made up of\nmore than a million worlds, how can but one Space Marine\ndefend each?’\nThey have no conception of the application of strategic\npower. They do not understand how but one battle can turn\nthe tide of war in the same manner as one sniper’s bullet can\nend a tyranny. The Space Marines do not fight protracted\ncampaigns or engage in wars of attrition; they launch\nlightning strikes where their presence will tip the balance.\nWhile the uncounted masses of the Imperial Guard engage\nin century-spanning wars in which millions lay down their\nlives to advance but a mile, the Space Marines carry the fight\nto the very heart of the enemy. By cutting out that heart, by\nbrandishing it before his eyes even as he dies, by crushing it\nto a pulp before his cowering followers, the Space Marines\nwin the battles that win the wars that win the crusades that\nltimately decide the balance of power in the entire galaxy.”\n–Discourses on the Seventy-Nine Truths\nof Statecraft\nDeathwatch Devastator Marine Characteristic Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unrelenting devastation", + "content": "When firing a Heavy weapon, the Devastator Marine inflicts 1 extra point of damage to a Horde’s Magnitude for every hit. If using a weapon with the Blast Quality, he instead inflicts 1d5 extra points of damage to a Horde’s Magnitude (after all other hits have been applied). This ability only functions in Squad Mode. “Many find it utterly preposterous that a realm so vast as the Imperium should rely so completely upon only a million or so Space Marines to defend it against the untold horrors of the galaxy. These fools ask, ‘if the Imperium is made up of more than a million worlds, how can but one Space Marine defend each?’ They have no conception of the application of strategic power. They do not understand how but one battle can turn the tide of war in the same manner as one sniper’s bullet can end a tyranny. The Space Marines do not fight protracted campaigns or engage in wars of attrition; they launch lightning strikes where their presence will tip the balance. While the uncounted masses of the Imperial Guard engage in century-spanning wars in which millions lay down their lives to advance but a mile, the Space Marines carry the fight to the very heart of the enemy. By cutting out that heart, by brandishing it before his eyes even as he dies, by crushing it to a pulp before his cowering followers, the Space Marines win the battles that win the wars that win the crusades that ultimately decide the balance of power in the entire galaxy.” –Discourses on the Seventy-Nine Truths of Statecraft Deathwatch Devastator Marine Characteristic Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 676, + "rule_id": "pdf_skill_273_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 750 1,500 2,000 5,000\nBallistic Skill 200 500 1,000 1,500\nStrength 200 500 1,000 1,500\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 750 1,500 2,000 5,000\nPerception 200 500 1,000 1,500\nWillpower 500 1,000 1,500 2,000\nFellowship 500 1,000 1,500 2,000\nRank 1 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 677, + "rule_id": "pdf_skill_274_exotic_weapon_training_any_5", + "title": "Exotic Weapon Training (any) 500 Talent —", + "content": "Mighty Shot 500 Talent BS 40\nStalwart Defence 500 Talent —\nRank 2 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Exotic Weapon Training (any)", + "content": "Mighty Shot 500 Talent BS 40\nStalwart Defence 500 Talent —\nRank 2 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 678, + "rule_id": "pdf_skill_275_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Formation 600 Talent Int 40\nCrack Shot 500 Talent BS 40\nDeadeye Shot 500 Talent BS 30\nDie Hard 500 Talent WP 40\nIron Jaw 500 Talent T 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Formation 600 Talent Int 40\nCrack Shot 500 Talent BS 40\nDeadeye Shot 500 Talent BS 30\nDie Hard 500 Talent WP 40\nIron Jaw 500 Talent T 40", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 679, + "rule_id": "pdf_skill_276_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 800 Talent —\nHip Shooting 500 Talent BS 40, Ag 40\nSound Constitution 1,000 Talent —\nTarget Selection 500 Talent BS 50\nRank 4 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 800 Talent —\nHip Shooting 500 Talent BS 40, Ag 40\nSound Constitution 1,000 Talent —\nTarget Selection 500 Talent BS 50\nRank 4 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 680, + "rule_id": "pdf_skill_277_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Marksman 500 Talent BS 35\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Marksman 500 Talent BS 35\nRapid Reload 500 Talent —\nStorm of Iron 500 Talent —\nRank 5 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 681, + "rule_id": "pdf_skill_278_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Hardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Hardy 600 Talent T 40\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSound Constitution 1,000 Talent —\nRank 6 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 682, + "rule_id": "pdf_skill_279_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use 500 Skill —\nRapid Reaction 500 Talent Ag 40\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Devastator Marine Advances", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 683, + "rule_id": "pdf_skill_280_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +10 700 Skill Tech-Use\nEye of Vengeance 1,000 Talent BS 50", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 684, + "rule_id": "pdf_skill_281_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Tech-Use +20 800 Skill Tech-Use +10\nSound Constitution 800 Talent —\nSwift Attack 700 Talent WS 35", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 685, + "rule_id": "pdf_skill_282_librarian", + "title": "Librarian", + "content": "“Your fate is to know that which may not be known, to look into\nthose places of darkness and desolation and know that horrors look\nback upon you. Speak not to your brothers of such things, but use the\ngifts you have been given, by the Emperor himself, to blast and sear\nand rend and banish all those who would deny us our destiny.”\n–Extract from the Apocrypha of Eons, Verse XXI, Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Librarian", + "content": "“Your fate is to know that which may not be known, to look into those places of darkness and desolation and know that horrors look back upon you. Speak not to your brothers of such things, but use the gifts you have been given, by the Emperor himself, to blast and sear and rend and banish all those who would deny us our destiny.” –Extract from the Apocrypha of Eons, Verse XXI, Chapter", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 686, + "rule_id": "pdf_skill_283_and_summoning_violent", + "title": "and summoning violent", + "content": "thunderstorms.\nLibrarians fulfil a number of roles within\nthe Deathwatch. Chief among them is\nthat of the combat psyker. By focusing\nhis prodigious psychic powers, the\nLibrarian is able to unleash withering\nblasts of searing energy at his foe,\nreducing them to ashes with but a\nthought. Often, the energies are\ndirected and multiplied through the\nblade of a specially crafted weapon\nuch as a force sword or halberd,\nwith which even the mightiest of\nfoes might be cut down as wheat before the scythe. Death\ncan be unleashed from afar as well, for the Librarian is able to\nproject his powers at distant enemies, launching deadly bolts\nfrom a staff, an outstretched hand, or through his very gaze.\nUnlike conventional weapons, a Librarian’s wrath cannot be\nparried and does not run out of ammunition. The only limit\non a Librarian’s powers is his own will, and this is as strong as\nany of the Imperium’s mightiest heroes.\nLibrarians are also the guardians of the secrets of the\nDeathwatch. Within each Watch Fortress is to be found the\nsealed Vault which stores weapons and relics too dangerous\nto be allowed to fall into the hands of Mankind’s enemies.\nAlso within the Vault is an archive of forbidden knowledge—\nmultiple stasis chambers contain ancient tomes, engraved\ntablets, data-crystals, and mnemonic banks. Not even the\nWatch Commander has access to these archives—only the\nLibrarians are entrusted with their access codes, and only they\nare judged strong enough to withstand the sanity shattering\nsecrets sealed within. It is only in the direst of circumstances\nthat a Librarian will enter the Vault archive, for each time he\ndoes so he is exposed to the whispering voices of long-dead\nalien beings, tempting him with the power to rule the whole\nof Humanity in the name of ancient and blasphemous gods.\nNevertheless, so terrible are many of the horrors faced by the\nDeathwatch that the Librarian may be required to consult\nthe archives in order to discover some previous record of an\nenemy’s weakness. Such knowledge can spell the difference\nbetween a mission’s success and failure.\nAnother role carried out by a Watch Fortress’s Librarians is\nthat of providing the Watch Commander with counsel. Given\ntheir access to forbidden knowledge and their innate\nunderstanding of arcane matters, the word of a\nLibrarian rarely goes unheeded in the Watch\nCommander’s plans. In addition to this,\nmany Librarians are gifted with some\ndegree of prognostication—whether\nby way of visions,\nm e d i t a t i o n ,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and summoning violent", + "content": "thunderstorms. Librarians fulfil a number of roles within the Deathwatch. Chief among them is that of the combat psyker. By focusing his prodigious psychic powers, the Librarian is able to unleash withering blasts of searing energy at his foe, reducing them to ashes with but a thought. Often, the energies are directed and multiplied through the blade of a specially crafted weapon such as a force sword or halberd, with which even the mightiest of foes might be cut down as wheat before the scythe. Death can be unleashed from afar as well, for the Librarian is able to project his powers at distant enemies, launching deadly bolts from a staff, an outstretched hand, or through his very gaze. Unlike conventional weapons, a Librarian’s wrath cannot be parried and does not run out of ammunition. The only limit on a Librarian’s powers is his own will, and this is as strong as any of the Imperium’s mightiest heroes. Librarians are also the guardians of the secrets of the Deathwatch. Within each Watch Fortress is to be found the sealed Vault which stores weapons and relics too dangerous to be allowed to fall into the hands of Mankind’s enemies. Also within the Vault is an archive of forbidden knowledge—multiple stasis chambers contain ancient tomes, engraved tablets, data-crystals, and mnemonic banks. Not even the Watch Commander has access to these archives—only the Librarians are entrusted with their access codes, and only they are judged strong enough to withstand the sanity shattering secrets sealed within. It is only in the direst of circumstances that a Librarian will enter the Vault archive, for each time he does so he is exposed to the whispering voices of long-dead alien beings, tempting him with the power to rule the whole of Humanity in the name of ancient and blasphemous gods. Nevertheless, so terrible are many of the horrors faced by the Deathwatch that the Librarian may be required to consult the archives in order to discover some previous record of an enemy’s weakness. Such knowledge can spell the difference between a mission’s success and failure. Another role carried out by a Watch Fortress’s Librarians is that of providing the Watch Commander with counsel. Given their access to forbidden knowledge and their innate understanding of arcane matters, the word of a Librarian rarely goes unheeded in the Watch Commander’s plans. In addition to this, many Librarians are gifted with some degree of prognostication—whether by way of visions, meditation,", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 687, + "rule_id": "pdf_skill_284_can_often_discern", + "title": "can often discern", + "content": "something of what will come to pass. Though\nsuch a premonition is rarely clear enough to\nprovide complete certainty, it often provides\nclues that enable an experienced Librarian\nto make a sound judgement concerning\npotential dangers that may be faced in\nan upcoming mission, and to advise the\nWatch Captains accordingly. Often,\nthe premonition focuses upon the\nactions of the Librarian himself,\ntelling him that his own\npresence will be required if a\nmission is to succeed. Many", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "can often discern", + "content": "something of what will come to pass. Though such a premonition is rarely clear enough to provide complete certainty, it often provides clues that enable an experienced Librarian to make a sound judgement concerning potential dangers that may be faced in an upcoming mission, and to advise the Watch Captains accordingly. Often, the premonition focuses upon the actions of the Librarian himself, telling him that his own presence will be required if a mission is to succeed. Many", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 688, + "rule_id": "pdf_skill_285_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Librarian begins with Psyniscience as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "startinG skills", + "content": "The Deathwatch Librarian begins with Psyniscience as a Trained Advanced Skill.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 689, + "rule_id": "pdf_skill_286_special_ability", + "title": "speCial ability", + "content": "Battle-psyker\nThe Librarian begins the game with a Psy Rating of 3 and access to\nthree Psychic Techniques. Choose three from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "speCial ability", + "content": "Battle-psyker The Librarian begins the game with a Psy Rating of 3 and access to three Psychic Techniques. Choose three from the following list:", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 690, + "rule_id": "pdf_skill_287_iron_arm", + "title": "Iron Arm", + "content": "Your arm is sheathed in a field of psychic\nenergy, and you may ward off enemy\nattacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Arm", + "content": "Your arm is sheathed in a field of psychic energy, and you may ward off enemy attacks.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 691, + "rule_id": "pdf_skill_288_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 200 500 1,000 1,500\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 200 500 1,000 1,500\nBallistic Skill 750 1,500 2,000 5,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 200 500 1,000 1,500\nWillpower 200 500 1,000 1,500\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 692, + "rule_id": "pdf_skill_289_psychic_power_x2_varies_tal", + "title": "Psychic Power (x2) Varies* Talent Varies*", + "content": "Rite of Sanctioning 400 Talent Psy Rating\nWarp Sense 500 Talent Psy Rating, Psyniscience, Per 30\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Power (x2) Varies* Talent Varies*", + "content": "Rite of Sanctioning 400 Talent Psy Rating\nWarp Sense 500 Talent Psy Rating, Psyniscience, Per 30\n*See Chapter 6: Psychic Powers", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 693, + "rule_id": "pdf_skill_290_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Invocation +10 400 Skill Invocation\nLore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Invocation +10 400 Skill Invocation\nLore: Forbidden (Adeptus Astartes) +10 200 Skill Lore: Forbidden (Adeptus Astartes)", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 694, + "rule_id": "pdf_skill_291_lore_scholastic_any_10_400", + "title": "Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group)", + "content": "Psyniscience +10 400 Skill Psyniscience\nPsy Rating 4 500 Talent Psy Rating 3\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers\nRank 3 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Scholastic (any) +10 400 Skill Lore: Scholastic (same skill group)", + "content": "Psyniscience +10 400 Skill Psyniscience\nPsy Rating 4 500 Talent Psy Rating 3\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers\nRank 3 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 695, + "rule_id": "pdf_skill_292_lore_common_any_10_400_ski", + "title": "Lore: Common (any) +10 400 Skill Lore: Common (same skill group)", + "content": "Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Common (any) +10 400 Skill Lore: Common (same skill group)", + "content": "Lore: Forbidden (Adeptus Astartes) +20 200 Skill Lore: Forbidden (Adeptus Astartes) +10", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 696, + "rule_id": "pdf_skill_293_lore_forbidden_psykers_20", + "title": "Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Psykers) +20 400 Skill Lore: Forbidden (Psykers) +10", + "content": "Lore: Forbidden (Traitor Legions) +10 400 Skill Lore: Forbidden (Traitor Legions)", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 697, + "rule_id": "pdf_skill_294_lore_scholastic_any_20_400", + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Scholastic (any) +20 400 Skill Lore: Scholastic (same skill group) +10", + "content": "Psyniscience +20 400 Skill Psyniscience +10\nMeditation 500 Talent —\nPsy Rating 5 500 Talent Psy Rating 4\nSwift Attack 700 Talent WS 35\nWarp Conduit 800 Talent —\nRank 4 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 698, + "rule_id": "pdf_skill_295_lore_forbidden_heresy_10_8", + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Heresy) +10 800 Skill Lore: Forbidden (Heresy)", + "content": "Lore: Forbidden (Traitor Legions) +20 400 Skill Lore: Forbidden (Traitor Legions) +10\nCombat Sense 1,000 Talent Per 40\nImproved Warp Sense 1,500 Talent Warp Sense\nInfused Knowledge 1,000 Talent Int 40\nLightning Reflexes 1,000 Talent —\nPsy Rating 6 1,000 Talent Psy Rating 5\nPsychic Power Varies* Talent Varies*", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 699, + "rule_id": "pdf_skill_296_strong_minded_1_000_talent_wp", + "title": "Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers)", + "content": "*See Chapter 6: Psychic Powers\nRank 5 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strong Minded 1,000 Talent WP 30, Resistance (Psychic Powers)", + "content": "*See Chapter 6: Psychic Powers\nRank 5 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 700, + "rule_id": "pdf_skill_297_specialist_space_marine_ranks", + "title": "Specialist Space Marine Ranks", + "content": "Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve\nas specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while\nothers, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force\nas required.\nChaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of\nthe brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell\nbeings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations\nof the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith.\nJust as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their\nbodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight,\nand they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred\nof duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might\nbe ensured and his memory lives on in the inheritance of future generations of Space Marines.\nFor the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body\nis crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus\nof a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the\nSpace Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend.\nThose Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where\nthey undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called\nTechmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the techengines of war.\nRank 6 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Specialist Space Marine Ranks", + "content": "Aside from the Battle-Brothers and their superiors, a Chapter contains many more Space Marines who serve as specialists. Some of these, such as the Chaplains, are part of the establishment of a specific company, while others, such as the Techmarines, are part of a separate body within the Chapter, and attached to a battle force as required. Chaplains are mighty warriors and truly inspirational leaders. Their duty is to tend to the spiritual welfare of the brethren, on and off of the battlefield. Many of the sights a Space Marine must witness and many of the fell beings he must face are so infernal that the soul of an ordinary man would be seared to ashes. The ministrations of the Chaplains ensure that Space Marines remain pure of heart, armouring their souls with unshakable faith. Just as the Chaplains see to the spiritual well being of the Battle-Brothers, so the Apothecaries look to their bodily health. These warriors would give their last drop of blood that a Space Marine might continue to fight, and they are able to heal the most grievous of battlefield injuries. The Apothecaries are assigned the most sacred of duties, that of recovering the gene-seed of a fallen Battle-Brother, so that the Chapter’s genetic future might be ensured and his memory lives on in the inheritance of future generations of Space Marines. For the mightiest heroes of a Chapter, even death does not spell the end of service. Even if a Space Marine’s body is crippled so utterly that no hope of healing exists, his broken form may be interred into the ceramite sarcophagus of a Dreadnought, where his will drives a towering engine of destruction. Such heroes are mightily revered by the Space Marines, and the Battle-Brother’s words and deeds are the very stuff of Chapter legend. Those Neophytes who show an affinity for the workings of the machine are assigned to the Forge, where they undergo extensive training in the mastery of all of the Chapter’s weaponry and vehicles. These so-called Techmarines are dispatched to Mars, where they are inducted into the secrets of the Cult Mechanicus by the tech-engines of war. Rank 6 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 701, + "rule_id": "pdf_skill_298_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40\nDisturbing Voice 500 Talent —\nPsy Rating 8 1,500 Talent Psy Rating 7\nPsychic Power Varies* Talent Varies*\nStep Aside 500 Talent Ag 40, Dodge\n*See Chapter 6: Psychic Powers\nRank 7 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Bastion of Iron Will 1,000 Talent Psy Rating, Strong Minded, WP 40\nDisturbing Voice 500 Talent —\nPsy Rating 8 1,500 Talent Psy Rating 7\nPsychic Power Varies* Talent Varies*\nStep Aside 500 Talent Ag 40, Dodge\n*See Chapter 6: Psychic Powers\nRank 7 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 702, + "rule_id": "pdf_skill_299_ciphers_any_20_400_skill_ci", + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ciphers (any) +20 400 Skill Ciphers (same skill group) +10", + "content": "Crushing Blow 800 Talent S 40\nFavoured by the Warp 800 Talent WP 35\nLightning Attack 800 Talent Swift Attack\nPsy Rating 9 2,000 Talent Psy Rating 8\nRank 8 Deathwatch Librarian Advances", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 703, + "rule_id": "pdf_skill_300_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Furious Assault 800 Talent WS 35\nPreternatural Speed 2,000 Talent WS 40, Ag 50\nPsy Rating 10 2500 Talent Psy Rating 9\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Furious Assault 800 Talent WS 35\nPreternatural Speed 2,000 Talent WS 40, Ag 50\nPsy Rating 10 2500 Talent Psy Rating 9\nPsychic Power Varies* Talent Varies*\n*See Chapter 6: Psychic Powers", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 704, + "rule_id": "pdf_skill_301_marine", + "title": "Marine", + "content": "“No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.”\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marine", + "content": "\"No place shall be denied to them, no enemy shall bar their way.\nThey shall be proud of heart and stoic of spirit. They shall be\nmeasured and wise, yet their hatred shall burn with such heat that\ntheir enemies wither and die before them. They shall be masters of\nevery weapon, every ploy, and every strategy, fierce in the attack and\nsolid in the defence. They shall go where others fear to tread, and\nreturn victorious, that we all might live but one more day.\"\n–Extract from the Apocrypha of Eons, Verse I, Chapter III", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 705, + "rule_id": "pdf_skill_302_and_assault", + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Assault", + "content": "Marines, are\npresent mainly to support\nthe Tactical Marines in their task. To this end, the\nTactical Marines are masters of a wide range of\ncombat tactics, and they are adept in the use of a\nvariety of weapons and other equipment.\nThe most commonly fielded weapon\namongst the Deathwatch Tactical Marines\nis the bolter, but this is not the standard\nissue weapon carried by other Chapters.\nAlmost every boltgun in the arsenal of\nthe Deathwatch has been crafted to\nthe very highest possible standard, and\nmaintained according to the strictest\nregimes. They are invariably fitted with a device called a\nshot selector, which allows the brother to quickly chamber\none of the many specialised types of bolter ammunition\nthat the Deathwatch utilises, and engage any foe that may\npresent itself.\nIt is the use of this specialised ammunition that makes the\nDeathwatch Tactical Marine such a fearsome and highly flexible\nwarrior. Hellfire rounds for example, have been introduced\nfollowing the lessons learned in costly battles against Hive\nFleet Behemoth, each containing a small payload of mutogenic\nacid that is devastating to organic matter. Dragonfire rounds\nexplode on contact with their foe, erupting in a burst of\nincandescent chemical fire that soon engulfs the target.\nKraken rounds contain a super-dense core that affords them\nimproved range and penetration compared to a conventional\nround, making them ideal against heavily armoured targets.\nMetal Storm rounds are examples of highly sophisticated and\nbarely understood technology, a miniscule proximity detector\ntriggering the round’s detonation microseconds before impact,\nand lacerating the foe with thousands of razor-sharp fragments,\ncausing him to bleed out in seconds. Stalker shells are optimised\nfor range and stealth, allowing a Tactical Marine to use his\nbolter as a makeshift sniper rifle, increasing his flexibility and\nlethality still further.\nThis huge range of ammunition types means that the\nDeathwatch Tactical Marine can face a wide range of foes,\nand the shot selector allows him to switch, even in the heat of\nbattle, from one to the next. Some Tactical Marines,\nhowever, choose to specialise instead of\ntaking this all-round approach. It is\nnot uncommon for one of a Killspecial weapon, such as\na flamer or meltagun\ninto combat. Such\nweapons do not have", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 706, + "rule_id": "pdf_skill_303_the_specialised", + "title": "the specialised", + "content": "ammunition of\nthe Deathwatch.\nInstead they excel in\none particular field,\nsuch as engaging\nmultiple foes in the case\nof the flamer, or attacking heavily armoured enemies\nor positions in the case of the meltagun.\nBecause he has already served as Scout, Devastator,\nand Assault Marine in his parent Chapter, a Tactical\nMarine is able to take over the duties of a fallen brother\nshould the mission demand. Even if he is not as well\npractised in a specialist weapon, such as a multi-melta,\na Tactical Marine can take over the operation of such a\nweapon should the Devastator carrying it fall in action.\nSuch flexibility and range of skills and experience makes\nthe Deathwatch Tactical Marine the core of the Kill-team, and\nthe equal of almost any foe he may encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the specialised", + "content": "ammunition of\nthe Deathwatch.\nInstead they excel in\none particular field,\nsuch as engaging\nmultiple foes in the case\nof the flamer, or attacking heavily armoured enemies\nor positions in the case of the meltagun.\nBecause he has already served as Scout, Devastator,\nand Assault Marine in his parent Chapter, a Tactical\nMarine is able to take over the duties of a fallen brother\nshould the mission demand. Even if he is not as well\npractised in a specialist weapon, such as a multi-melta,\na Tactical Marine can take over the operation of such a\nweapon should the Devastator carrying it fall in action.\nSuch flexibility and range of skills and experience makes\nthe Deathwatch Tactical Marine the core of the Kill-team, and\nthe equal of almost any foe he may encounter.", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 707, + "rule_id": "pdf_skill_304_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Tactical Marine begins with Command as a\nTrained Advanced Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "startinG skills", + "content": "The Deathwatch Tactical Marine begins with Command as a\nTrained Advanced Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 708, + "rule_id": "pdf_skill_305_bolter_mastery", + "title": "Bolter mastery", + "content": "The Tactical Marine gains a +10 bonus to all Ballistic Skill\nTests and +2 to Damage when firing a Bolt weapon. This\nability only functions in Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bolter mastery", + "content": "The Tactical Marine gains a +10 bonus to all Ballistic Skill\nTests and +2 to Damage when firing a Bolt weapon. This\nability only functions in Solo Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 709, + "rule_id": "pdf_skill_306_tactical_expertise", + "title": "tactical expertise", + "content": "When initiating a Squad Mode ability, the Tactical Marine\nmay share the benefits of his Chapter’s Squad Mode\nabilities with the members of his Kill-team as if they were", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "tactical expertise", + "content": "When initiating a Squad Mode ability, the Tactical Marine\nmay share the benefits of his Chapter’s Squad Mode\nabilities with the members of his Kill-team as if they were", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 710, + "rule_id": "pdf_skill_307_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 500 1,000 1,500 2,000\nPerception 500 1,000 1,500 2,000\nWillpower 200 500 1,000 1,500\nFellowship 200 500 1,000 1,500\nRank 1 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 500 1,000 1,500 2,000\nToughness 500 1,000 1,500 2,000\nAgility 500 1,000 1,500 2,000\nIntelligence 500 1,000 1,500 2,000\nPerception 500 1,000 1,500 2,000\nWillpower 200 500 1,000 1,500\nFellowship 200 500 1,000 1,500\nRank 1 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 711, + "rule_id": "pdf_skill_308_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Air of Authority 500 Talent Fel 30\nAstartes Weapon Specialisation 1,000 Talent Astartes Weapon Training\nDouble Team 200 Talent —\nRapid Reload 200 Talent —\nRank 2 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Air of Authority 500 Talent Fel 30\nAstartes Weapon Specialisation 1,000 Talent Astartes Weapon Training\nDouble Team 200 Talent —\nRapid Reload 200 Talent —\nRank 2 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 712, + "rule_id": "pdf_skill_309_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Sense 500 Talent Per 40\nHip Shooting 500 Talent BS 40, Ag 40\nMighty Shot 500 Talent BS 40", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Combat Sense 500 Talent Per 40\nHip Shooting 500 Talent BS 40, Ag 40\nMighty Shot 500 Talent BS 40", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 713, + "rule_id": "pdf_skill_310_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Cleanse and Purify 400 Talent —\nCombat Formation 600 Talent Int 40\nIron Discipline 600 Talent WP 30, Command\nMarksman 600 Talent BS 35\nRank 4 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Cleanse and Purify 400 Talent —\nCombat Formation 600 Talent Int 40\nIron Discipline 600 Talent WP 30, Command\nMarksman 600 Talent BS 35\nRank 4 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 714, + "rule_id": "pdf_skill_311_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Call to Vengeance 1,000 Talent Fel 40\nDeadeye Shot 500 Talent BS 30\nStorm of Iron 800 Talent —\nTarget Selection 800 Talent BS 50\nRank 5 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Call to Vengeance 1,000 Talent Fel 40\nDeadeye Shot 500 Talent BS 30\nStorm of Iron 800 Talent —\nTarget Selection 800 Talent BS 50\nRank 5 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 715, + "rule_id": "pdf_skill_312_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 1,000 Talent —\nSound Constitution 1,000 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Bolter Drill 1,000 Talent —\nSound Constitution 1,000 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 716, + "rule_id": "pdf_skill_313_two_weapon_wielder_ballistic", + "title": "Two-weapon Wielder (Ballistic) 800 Talent BS 35, Ag 35", + "content": "Unbowed and Unbroken 800 Talent Fel 40\nRank 6 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Two-weapon Wielder (Ballistic) 800 Talent BS 35, Ag 35", + "content": "Unbowed and Unbroken 800 Talent Fel 40\nRank 6 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 717, + "rule_id": "pdf_skill_314_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Into the Jaws of Hell 600 Talent Iron Discipline\nMaster Orator 700 Talent Fel 30\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Into the Jaws of Hell 600 Talent Iron Discipline\nMaster Orator 700 Talent Fel 30\nSharpshooter 600 Talent BS 40, Deadeye Shot\nSwift Attack 500 Talent WS 35\nRank 7 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 718, + "rule_id": "pdf_skill_315_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Foresight 800 Talent Int 40\nHard Target 800 Talent Ag 40\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Tactical Marine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Foresight 800 Talent Int 40\nHard Target 800 Talent Ag 40\nIndependent Targeting 800 Talent BS 40\nRank 8 Deathwatch Tactical Marine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 719, + "rule_id": "pdf_skill_316_advance_cost_type_prerequisite", + "title": "Advance Cost Type Prerequisites", + "content": "Eye of Vengeance 1,000 Talent BS 50\nGunslinger 1,000 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nStalwart Defence 800 Talent —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Advance Cost Type Prerequisites", + "content": "Eye of Vengeance 1,000 Talent BS 50\nGunslinger 1,000 Talent\nBS 40, Two-weapon Wielder\n(Ballistic)\nStalwart Defence 800 Talent —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 720, + "rule_id": "pdf_skill_317_techmarine", + "title": "Techmarine", + "content": "“Yours is to heed the machine as others heed their kin. Tend to the\nwar spirits all about, but do so in the knowledge that you do the\nEmperor’s duty. Without your ministrations, no bolt may be fired,\nand no enemy slain.”\n–Extract from the Apocrypha of Eons, Verse III, Chapter CIV", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Techmarine", + "content": "\"Yours is to heed the machine as others heed their kin. Tend to the\nwar spirits all about, but do so in the knowledge that you do the\nEmperor’s duty. Without your ministrations, no bolt may be fired,\nand no enemy slain.\"\n–Extract from the Apocrypha of Eons, Verse III, Chapter CIV", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 721, + "rule_id": "pdf_skill_318_the_techmarine_knows_that", + "title": "the Techmarine knows that", + "content": "to neglect such equipment\nis akin to dereliction of duty\nand blasphemy. After all, a\nbolter not cleaned, oiled, blessed,\nand beseeched can scarcely be\nexpected to be reliable in battle,\nand so a Space Marine’s life may\ndepend upon how well such weapons\nare maintained. Techmarines oversee this\nprocess, guiding the battle brothers in the\ncorrect and proper rituals by which the\nwar spirit of each and every weapon is\nappeased.\nOn the battlefield, a Techmarine’s primary role is to effect\nrepairs of damaged equipment, so that it may return to the fight.\nEach Techmarine carries a huge range of highly specialised\nand often arcane tools, sometimes mounted on a servo-arm or\nat the end of a prehensile mechadendrite. With these tools, the\nTechmarine can repair virtually any item of equipment, from\nan overheated plasma pistol to an immobilised Land Raider,\nprovided that some spark of the machine spirit’s essence remains.\nMany battles have been won thanks to a Techmarine recovering\na damaged weapon in this manner, and in their own way they are\noften vital to a mission’s success.\nAlthough many of the weapons carried by Space Marines are\nwonders of technology beyond the dreams of normal men, there\nare some machines that are so exceptional that only a Techmarine\nmay attend them. One of the most unusual of these is the conversion\nbeamer, a rare weapon that works by converting matter to energy\nin a beam that becomes stronger the further it extends and the\nmore matter is converted. It is only by the constant ministrations of\na Techmarine that such a weapon can be utilised—should anyone\nelse attempt to use the weapon, its war spirit might become greatly\nangered and turn its ire upon the wielder instead.\nThere are yet more weapons and items of equipment even\nmore exotic than the conversion beamer. Many are unique,\nand all are sealed within the Vault at the heart of\neach Watch Fortress. Just as the Librarian has\nexclusive access to the reams of forbidden\nknowledge in each of these archives,\nso the Deathwatch Techmarine keeps\nhis portion of the Vault sealed to all\nbut his fellow Techmarines. There are\nweapons kept within the Vault the likes\nof which are thought\nto be unique in the\ngalaxy, their secrets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the Techmarine knows that", + "content": "to neglect such equipment\nis akin to dereliction of duty\nand blasphemy. After all, a\nbolter not cleaned, oiled, blessed,\nand beseeched can scarcely be\nexpected to be reliable in battle,\nand so a Space Marine’s life may\ndepend upon how well such weapons\nare maintained. Techmarines oversee this\nprocess, guiding the battle brothers in the\ncorrect and proper rituals by which the\nwar spirit of each and every weapon is\nappeased.\nOn the battlefield, a Techmarine’s primary role is to effect\nrepairs of damaged equipment, so that it may return to the fight.\nEach Techmarine carries a huge range of highly specialised\nand often arcane tools, sometimes mounted on a servo-arm or\nat the end of a prehensile mechadendrite. With these tools, the\nTechmarine can repair virtually any item of equipment, from\nan overheated plasma pistol to an immobilised Land Raider,\nprovided that some spark of the machine spirit’s essence remains.\nMany battles have been won thanks to a Techmarine recovering\na damaged weapon in this manner, and in their own way they are\noften vital to a mission’s success.\nAlthough many of the weapons carried by Space Marines are\nwonders of technology beyond the dreams of normal men, there\nare some machines that are so exceptional that only a Techmarine\nmay attend them. One of the most unusual of these is the conversion\nbeamer, a rare weapon that works by converting matter to energy\nin a beam that becomes stronger the further it extends and the\nmore matter is converted. It is only by the constant ministrations of\na Techmarine that such a weapon can be utilised—should anyone\nelse attempt to use the weapon, its war spirit might become greatly\nangered and turn its ire upon the wielder instead.\nThere are yet more weapons and items of equipment even\nmore exotic than the conversion beamer. Many are unique,\nand all are sealed within the Vault at the heart of\neach Watch Fortress. Just as the Librarian has\nexclusive access to the reams of forbidden\nknowledge in each of these archives,\nso the Deathwatch Techmarine keeps\nhis portion of the Vault sealed to all\nbut his fellow Techmarines. There are\nweapons kept within the Vault the likes\nof which are thought\nto be unique in the\ngalaxy, their secrets", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 722, + "rule_id": "pdf_skill_319_have_only_incomplete", + "title": "have only incomplete", + "content": "knowledge of their\noperation, and no understanding of their\nmaintenance. Such weapons might be lost\nrelics from the Dark Age of Technology, or\nthe product of alien technologies long since\nvanished from the galaxy. Some are known\nto be capable of unleashing unprecedented\nlevels of destruction, perhaps laying waste to\nentire cities in a single blast. Others are so poorly\nunderstood that their use would only be risked in\nthe direst of circumstances, and it is\nthe responsibility of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "have only incomplete", + "content": "knowledge of their\noperation, and no understanding of their\nmaintenance. Such weapons might be lost\nrelics from the Dark Age of Technology, or\nthe product of alien technologies long since\nvanished from the galaxy. Some are known\nto be capable of unleashing unprecedented\nlevels of destruction, perhaps laying waste to\nentire cities in a single blast. Others are so poorly\nunderstood that their use would only be risked in\nthe direst of circumstances, and it is\nthe responsibility of the", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 723, + "rule_id": "pdf_skill_320_deathwatch_techmarine", + "title": "Deathwatch Techmarine", + "content": "to do so when called upon\nby his Watch Commander.\nA final, and often critical\nrole performed by Deathwatch\nTechmarines is the evaluation and, if\ndeemed necessary, the retrieval of alien", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Techmarine", + "content": "to do so when called upon\nby his Watch Commander.\nA final, and often critical\nrole performed by Deathwatch\nTechmarines is the evaluation and, if\ndeemed necessary, the retrieval of alien", + "page": 1, + "category": "lore", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 724, + "rule_id": "pdf_skill_321_starting_skills", + "title": "startinG skills", + "content": "The Deathwatch Techmarine begins with Speak Language\n(Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "starting skills", + "content": "The Deathwatch Techmarine begins with Speak Language (Techna-Lingua) and Tech-Use as Trained Advanced Skills.", + "category": "skills", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 725, + "rule_id": "pdf_skill_322_improve_cover", + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal\nto his unmodified Intelligence Bonus to any cover (see page\n246). Improving cover requires one Full Action.\nBlessed by the omnissiah\nThe Techmarine begins the game with the Mechanicus Implants\nTrait and the Electro-Graft Use and Mechadendrite Use\n(Servo-Arm) Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "improve cover", + "content": "The Techmarine can add a number of Armour Points equal to his unmodified Intelligence Bonus to any cover (see page 246). Improving cover requires one Full Action. Blessed by the omnissiah The Techmarine begins the game with the Mechanicus Implants Trait and the Electro-Graft Use and Mechadendrite Use (Servo-Arm) Talents.", + "category": "skills", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 726, + "rule_id": "pdf_skill_323_levelsimpleintermediatetrained", + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000\nBallistic Skill 500 1,000 1,500 2,000\nStrength 200 500 1,000 1,500\nToughness 200 500 1,000 1,500\nAgility 750 1,500 2,000 5,000\nIntelligence 200 500 1,000 1,500\nPerception 500 1,000 1,500 2,000\nWillpower 750 1,500 2,000 5,000\nFellowship 750 1,500 2,000 5,000\nRank 1 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "LevelSimpleIntermediateTrainedExpert", + "content": "Weapon Skill 500 1,000 1,500 2,000 Ballistic Skill 500 1,000 1,500 2,000 Strength 200 500 1,000 1,500 Toughness 200 500 1,000 1,500 Agility 750 1,500 2,000 5,000 Intelligence 200 500 1,000 1,500 Perception 500 1,000 1,500 2,000 Willpower 750 1,500 2,000 5,000 Fellowship 750 1,500 2,000 5,000 Rank 1 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 727, + "rule_id": "pdf_skill_324_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus\nMechanicus)\n400 Skill —\nSecurity 400 Skill —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) 400 Skill — Security 400 Skill —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 728, + "rule_id": "pdf_skill_325_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill —\nAutosanguine 500 Talent —\nElectro-Graft Use 600 Talent —\nFeedback Screech 500 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Speak Language (Techna-Lingua) 200 Skill —", + "content": "Tech-Use 400 Skill — Autosanguine 500 Talent — Electro-Graft Use 600 Talent — Feedback Screech 500 Talent Techmarine", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 729, + "rule_id": "pdf_skill_326_mechadendrite_use_any_500_ta", + "title": "Mechadendrite Use (any) 500 Talent Techmarine", + "content": "Technical Knock 500 Talent Int 30\nThe Flesh is Weak 1 800 Talent —\nRank 2 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechadendrite Use (any) 500 Talent Techmarine", + "content": "Technical Knock 500 Talent Int 30 The Flesh is Weak 1 800 Talent — Rank 2 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 730, + "rule_id": "pdf_skill_327_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +10 400 Skill Lore: Forbidden (Adeptus Mechanicus)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +10 400 Skill Lore: Forbidden (Adeptus Mechanicus)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 731, + "rule_id": "pdf_skill_328_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine\nLogis Implant 500 Talent —\nLuminen Charge 500 Talent Techmarine\nMimic 500 Talent —\nRite of Awe 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Speak Language (Techna-Lingua) +10 200 Skill Speak Language (Techna-Lingua)", + "content": "Ferric Lure 500 Talent Techmarine Logis Implant 500 Talent — Luminen Charge 500 Talent Techmarine Mimic 500 Talent — Rite of Awe 1,000 Talent Techmarine", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 732, + "rule_id": "pdf_skill_329_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +20 400 Skill Lore: Forbidden (Adeptus Mechanicus) +10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Lore: Forbidden (Adeptus Mechanicus) +20 400 Skill Lore: Forbidden (Adeptus Mechanicus) +10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 733, + "rule_id": "pdf_skill_330_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use\nInfused Knowledge 1,000 Talent Int 40\nThe Flesh is Weak 2 800 Talent The Flesh is Weak 1\nWeapon-Tech 600 Talent Techmarine\nRank 4 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Speak Language (Techna-Lingua) +20 200 Skill Speak Language (Techna-Lingua) +10", + "content": "Tech-Use +10 400 Skill Tech-Use Infused Knowledge 1,000 Talent Int 40 The Flesh is Weak 2 800 Talent The Flesh is Weak 1 Weapon-Tech 600 Talent Techmarine Rank 4 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 734, + "rule_id": "pdf_skill_331_lore_forbidden_archeotech", + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent —\nDisturbing Voice 400 Talent —\nLuminen Shock 800 Talent Techmarine\nRite of Fear 1,000 Talent Techmarine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lore: Forbidden (Archeotech) +20 400 Skill Lore: Forbidden (Archeotech) +10", + "content": "Binary Chatter 500 Talent — Disturbing Voice 400 Talent — Luminen Shock 800 Talent Techmarine Rite of Fear 1,000 Talent Techmarine", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 735, + "rule_id": "pdf_skill_332_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Security +20 400 Skill Security +10\nTech-Use +20 400 Skill Tech-Use +10\nGun Blessing 800 Talent Techmarine\nMaster Enginseer 1,000 Talent Tech-Use +10\nProsanguine 1,000 Talent Autosanguine\nThe Flesh is Weak 3 1,000 Talent The Flesh is Weak 2\nRank 6 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Security +20 400 Skill Security +10 Tech-Use +20 400 Skill Tech-Use +10 Gun Blessing 800 Talent Techmarine Master Enginseer 1,000 Talent Tech-Use +10 Prosanguine 1,000 Talent Autosanguine The Flesh is Weak 3 1,000 Talent The Flesh is Weak 2 Rank 6 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 736, + "rule_id": "pdf_skill_333_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Armour-Monger 500 Talent Techmarine\nFerric Summons 1200 Talent Ferric Lure, Techmarine\nLuminen Blast 1,000 Talent Techmarine\nMachinator Array 1200 Talent Techmarine\nSound Constitution 1,000 Talent —\nRank 7 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Armour-Monger 500 Talent Techmarine Ferric Summons 1200 Talent Ferric Lure, Techmarine Luminen Blast 1,000 Talent Techmarine Machinator Array 1200 Talent Techmarine Sound Constitution 1,000 Talent — Rank 7 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 737, + "rule_id": "pdf_skill_334_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Concealed Cavity 500 Talent —\nElectrical Succour 1,000 Talent Techmarine\nEnergy Cache 1,500 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 4 1,000 Talent The Flesh is Weak 3\nRank 8 Deathwatch Techmarine Advances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Concealed Cavity 500 Talent — Electrical Succour 1,000 Talent Techmarine Energy Cache 1,500 Talent Techmarine Sound Constitution 1,000 Talent — The Flesh is Weak 4 1,000 Talent The Flesh is Weak 3 Rank 8 Deathwatch Techmarine Advances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 738, + "rule_id": "pdf_skill_335_advancecosttypeprerequisites", + "title": "AdvanceCostTypePrerequisites", + "content": "Enhanced Bionic Frame 1,000 Talent Machinator Array\nRite of Pure Thought 1,000 Talent Techmarine\nSound Constitution 1,000 Talent —\nThe Flesh is Weak 5 1,000 Talent The Flesh is Weak 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AdvanceCostTypePrerequisites", + "content": "Enhanced Bionic Frame 1,000 Talent Machinator Array Rite of Pure Thought 1,000 Talent Techmarine Sound Constitution 1,000 Talent — The Flesh is Weak 5 1,000 Talent The Flesh is Weak 4", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 739, + "rule_id": "pdf_skill_336_skills", + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.”\n–Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skills", + "content": "“To kill your foe, you must understand your foe.” –Ursus Kane, Captain of the Iron Hands’ 3rd Company", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 740, + "rule_id": "pdf_skill_337_gaining_skills", + "title": "GaininG SkillS", + "content": "The player chooses his first set of Skills during character\ncreation, based upon his background and chosen Speciality.\nThese Skills were learned some time in the past, before\nthe character started his current exploits. As the campaign\nprogresses, the player spends experience to gain additional\nSkills, furthering his vision for his character and reflecting\nhis in-game experiences. The Skills available for the various\nSpecialities and their costs can be found in Chapter II:\nSpecialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Skills", + "content": "The player chooses his first set of Skills during character creation, based upon his background and chosen Speciality. These Skills were learned some time in the past, before the character started his current exploits. As the campaign progresses, the player spends experience to gain additional Skills, furthering his vision for his character and reflecting his in-game experiences. The Skills available for the various Specialities and their costs can be found in Chapter II: Specialities.", + "category": "skills", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 741, + "rule_id": "pdf_skill_338_skill_mastery", + "title": "Skill MaStery", + "content": "Many characters have the opportunity to acquire the same\nSkill several times as they advance in their Speciality. Skill\nMastery is represented on the Specialities Rank Advance\nSchemes as the base Skill with a +10 or +20 bonus. The\nbase Skill must be acquired first, then the +10 version and\nthen the +20 version. As it is possible to buy advances from\nprevious Ranks, if a character misses a base Skill which is\noffered at Skill Mastery level on a later rank, he can still\nacquire the base Skill from the lower rank’s advances in order\nto then take the Skill Mastery.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill Mastery", + "content": "Many characters have the opportunity to acquire the same Skill several times as they advance in their Speciality. Skill Mastery is represented on the Specialities Rank Advance Schemes as the base Skill with a +10 or +20 bonus. The base Skill must be acquired first, then the +10 version and then the +20 version. As it is possible to buy advances from previous Ranks, if a character misses a base Skill which is offered at Skill Mastery level on a later rank, he can still acquire the base Skill from the lower rank’s advances in order to then take the Skill Mastery.", + "category": "skills", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 742, + "rule_id": "pdf_skill_339_example", + "title": "example", + "content": "Helgath already possesses the Intimidate Skill, and his career\nprogression allows him to take Intimidate +10. He pays the\nrequired experience and checks the +10 box on his character sheet,\nrepresenting Intimidate +10. Were this Skill to become available\nas Intimidate +20, he could pay for it and check the +20 box on\nhis sheet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath already possesses the Intimidate Skill, and his career progression allows him to take Intimidate +10. He pays the required experience and checks the +10 box on his character sheet, representing Intimidate +10. Were this Skill to become available as Intimidate +20, he could pay for it and check the +20 box on his sheet.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 743, + "rule_id": "pdf_skill_340_skills", + "title": "SkillS", + "content": "Skills are divided into two categories: basic and advanced.\nBasic Skills are ones that virtually anyone may attempt,\nregardless of their experience or background. Only\nthose with specific training, on the other hand, may use\nadvanced Skills.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skills", + "content": "Skills are divided into two categories: basic and advanced. Basic Skills are ones that virtually anyone may attempt, regardless of their experience or background. Only those with specific training, on the other hand, may use advanced Skills.", + "category": "skills", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 744, + "rule_id": "pdf_skill_341_basic_skills", + "title": "BaSic SkillS", + "content": "Characters have intrinsic abilities and Characteristics that\nallow for rudimentary attempts at tests with basic Skills.\nThus, even though a character may not possess basic Skills,\nhe may still make Skill Tests using them. Those who do\nnot possess a basic Skill may test that Skill at half of the\nassociated Characteristic, rounding down. The Characteristic\ngets halved before any situational modifiers get applied to\nthe test. For example, an Easy test against an untrained basic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Basic Skills", + "content": "Characters have intrinsic abilities and Characteristics that allow for rudimentary attempts at tests with basic Skills. Thus, even though a character may not possess basic Skills, he may still make Skill Tests using them. Those who do not possess a basic Skill may test that Skill at half of the associated Characteristic, rounding down. The Characteristic gets halved before any situational modifiers get applied to the test. For example, an Easy test against an untrained basic", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 745, + "rule_id": "pdf_skill_342_skill_would_be_characteristic", + "title": "Skill would be (Characteristic/2)+30, and not (Characteristic", + "content": "+30)/2. Even though the character might be able to muddle\nthrough such attempts, he does not have the same abilities as\none who has received real training or instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill would be (Characteristic/2)+30", + "content": "Even though the character might be able to muddle through such attempts, he does not have the same abilities as one who has received real training or instruction.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 746, + "rule_id": "pdf_skill_343_interrogation_willpower_invest", + "title": "Interrogation Willpower Investigation", + "content": "Invocation Willpower —\nLip Reading Perception —\nLiteracy Intelligence —\nLore: Common\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interrogation Willpower Investigation", + "content": "Invocation Willpower —\nLip Reading Perception —\nLiteracy Intelligence —\nLore: Common", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 747, + "rule_id": "pdf_skill_344_agility_operator", + "title": "Agility Operator", + "content": "Psyniscience Perception —\nSecurity Agility —\nShadowing Agility —\nSleight of Hand Agility —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility Operator", + "content": "Psyniscience Perception — Security Agility — Shadowing Agility — Sleight of Hand Agility —", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 748, + "rule_id": "pdf_skill_345_tactics", + "title": "Tactics", + "content": "†\nIntelligence —\nTech-Use\n†\nIntelligence —\nTracking Intelligence —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactics", + "content": "Intelligence — Tech-Use Intelligence — Tracking Intelligence", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 749, + "rule_id": "pdf_skill_346_advanced_skills", + "title": "advanced SkillS", + "content": "Advanced Skills require very specific training or education, and\ncommon individuals may not attempt their use. Regardless of\na character’s intrinsic abilities and Characteristics, he would\nnever be able to understand the Eldar language without\nprevious instruction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Advanced Skills", + "content": "Advanced Skills require very specific training or education, and common individuals may not attempt their use. Regardless of a character's intrinsic abilities and Characteristics, he would never be able to understand the Eldar language without previous instruction.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 750, + "rule_id": "pdf_skill_347_skill_descriptors", + "title": "Skill deScriptorS", + "content": "Some Skills fall into broad categories that use common rules.\nThese descriptors allow both players and GMs to instantly\nidentify the appropriate rules section from Chapter VII: Playing\nthe Game for their resolution. These categories include: Crafting,\nInteraction, Investigation, Movement and Operator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill Descriptors", + "content": "Some Skills fall into broad categories that use common rules. These descriptors allow both players and GMs to instantly identify the appropriate rules section from Chapter VII: Playing the Game for their resolution. These categories include: Crafting, Interaction, Investigation, Movement and Operator.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 751, + "rule_id": "pdf_skill_348_crafting_skills", + "title": "craftinG SkillS", + "content": "Skills with the Crafting descriptor allow characters to create\nthings from parts or raw materials. These creations can vary\nfrom sculptures to custom gun cutters. In general, a character\nmust obtain components or materials equal to half the item’s\nvalue. The GM sets up an appropriate Extended Test for\nthe task, and its resolution follows the guidelines given on\npage 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Crafting Skills", + "content": "Skills with the Crafting descriptor allow characters to create things from parts or raw materials. These creations can vary from sculptures to custom gun cutters. In general, a character must obtain components or materials equal to half the item's value. The GM sets up an appropriate Extended Test for the task, and its resolution follows the guidelines given on page 203.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 752, + "rule_id": "pdf_skill_349_interaction_skills", + "title": "interaction SkillS", + "content": "All Skills with the Interaction descriptor involve interplay\nwith others. The difficulty of these Skill Tests depends on\nthe individual’s disposition towards the character, as defined\nby the GM in accordance with the circumstances of the\nencounter. See page 275 of Chapter IX: The Game Master\nfor more information on NPC disposition.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interaction Skills", + "content": "All Skills with the Interaction descriptor involve interplay with others. The difficulty of these Skill Tests depends on the individual's disposition towards the character, as defined by the GM in accordance with the circumstances of the encounter. See page 275 of Chapter IX: The Game Master for more information on NPC disposition.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 753, + "rule_id": "pdf_skill_350_investigation_skills", + "title": "inveStiGation SkillS", + "content": "Most of the Skills with the Investigation descriptor allow the\ncharacter to collect information from various sources. These\nSkills also permit Extended Tests as the character tries to gather\ndetailed intelligence on his foes. The GM sets up the proper\ntime period for the test using his discretion, as it takes far\nlonger to uncover a hidden xenos shrine than it does to scout\nthe location of an armoured column.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Investigation Skills", + "content": "Most of the Skills with the Investigation descriptor allow the character to collect information from various sources. These Skills also permit Extended Tests as the character tries to gather detailed intelligence on his foes. The GM sets up the proper time period for the test using his discretion, as it takes far longer to uncover a hidden xenos shrine than it does to scout the location of an armoured column.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 754, + "rule_id": "pdf_skill_351_movement_skills", + "title": "movement SkillS", + "content": "Skills with the Movement descriptor all relate to the\ncharacter’s mobility, anything from daring leaps across chasms\nto climbing out of the same if he doesn’t quite make it across.\nThey involve the ability to move across, through, over, or\nbetween the surrounding environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Movement Skills", + "content": "Skills with the Movement descriptor all relate to the character's mobility, anything from daring leaps across chasms to climbing out of the same if he doesn't quite make it across. They involve the ability to move across, through, over, or between the surrounding environment.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 755, + "rule_id": "pdf_skill_352_operator_skills", + "title": "operator SkillS", + "content": "If a Skill involves transportation, be it a humble ground vehicle\nor an mighty starship, it receives the Operator descriptor.\nThese Skills allow the character to drive or pilot a variety of\nvehicles.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Operator Skills", + "content": "If a Skill involves transportation, be it a humble ground vehicle or a mighty starship, it receives the Operator descriptor. These Skills allow the character to drive or pilot a variety of vehicles.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 756, + "rule_id": "pdf_skill_353_skill_groups", + "title": "Skill GroupS", + "content": "Some Skills encompass groups of related Skills. For brevity’s\nsake, these Skill groups are listed under the same entry, but\neach must be acquired and used separately. Thus, a pilot with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill Groups", + "content": "Some Skills encompass groups of related Skills. For brevity's sake, these Skill groups are listed under the same entry, but each must be acquired and used separately. Thus, a pilot with", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 757, + "rule_id": "pdf_skill_354_special_uses", + "title": "Special uSeS", + "content": "Several Skill entries have subsections that detail a specific,\nfocused use outside its usual employment. These sections\nspotlight a particularly creative or interesting use of the Skill,\nallowing for greater variety of Skill applications.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special Uses", + "content": "Several Skill entries have subsections that detail a specific, focused use outside its usual employment. These sections spotlight a particularly creative or interesting use of the Skill, allowing for greater variety of Skill applications.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 758, + "rule_id": "pdf_skill_355_agility", + "title": "Agility", + "content": "Acrobatics training supplements the character’s natural agility\nin attempting types of movement the less athletic would not\neven consider. Leaping between the spires of an Imperial\ncathedral, jumping over the heads of shorter foes and falling\nwith grace all become possible. The difficulty of the test\ndepends on the difficulty of the feat involved: dodging around\nthe legs of an enraged Ork and leaping from stone to stone\nin a swirling magma flow would both present significant\nchallenges. The more degrees of success obtained, the more\nstylish or dramatic the end result.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Acrobatics training supplements the character's natural agility in attempting types of movement the less athletic would not even consider. Leaping between the spires of an Imperial cathedral, jumping over the heads of shorter foes and falling with grace all become possible. The difficulty of the test depends on the difficulty of the feat involved: dodging around the legs of an enraged Ork and leaping from stone to stone in a swirling magma flow would both present significant challenges. The more degrees of success obtained, the more stylish or dramatic the end result. Skill Use: Full Action unless otherwise noted", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 759, + "rule_id": "pdf_skill_356_jump_and_leap", + "title": "Jump And Leap", + "content": "An Acrobatics Test may substitute for an Agility Test when\njumping or a Strength Test when leaping, according to the\nappropriate rules on page 207.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Jump And Leap", + "content": "An Acrobatics Test may substitute for an Agility Test when jumping or a Strength Test when leaping, according to the appropriate rules on page 207.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 760, + "rule_id": "pdf_skill_357_perception", + "title": "Perception", + "content": "Awareness encompasses the character’s subconscious ability\nto react to things his conscious mind may not perceive.\nHe can use this Skill to notice threats—such as ambushes,\ntraps or cleverly hidden objects—or slight changes in the\nenvironment—such as a faint vibration of a far off Ork\nSquiggoth or the foul smell of a Daemonhost. When using\nAwareness against an opponent, the test is always opposed.\nThis use includes noticing ambushes, spotting traps, and\nother things involving another’s actions. However, noticing\nenvironmental factors is a standard test. This use includes\nperceiving trace scents, motion, or similar things.\nSkill Use: Free Action made in reaction to something.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception", + "content": "Awareness encompasses the character's subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration of a far off Ork Squiggoth or the foul smell of a Daemonhost. When using Awareness against an opponent, the test is always opposed. This use includes noticing ambushes, spotting traps, and other things involving another's actions. However, noticing environmental factors is a standard test. This use includes perceiving trace scents, motion, or similar things. Skill Use: Free Action made in reaction to something.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 761, + "rule_id": "pdf_skill_358_toughness", + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and\nnarcotics. Frequent imbibers can build up quite a tolerance to\nalcohols and other drugs, remaining clear-headed and lucid\nwhile those across the table find their judgement or capabilities\ndiminished. The character makes a Skill Test whenever he\nsuffers the effects of alcohol or similar intoxicants (naturally,\nfor Space Marines, this requires imbibing of truly prodigious\namounts or toxicity!). Each time he would otherwise suffer\nfrom the effects of an intoxicant, make a Carouse Test. Failure\nindicates he gains a level of Fatigue or suffers the side effects\nof the substance. Should the character lose consciousness, he\nremains passed out for a number of hours equal to 1d10 minus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toughness", + "content": "The Carouse Skill is used to resist the effects of alcohol and narcotics. Frequent imbibers can build up quite a tolerance to alcohols and other drugs, remaining clear-headed and lucid while those across the table find their judgement or capabilities diminished. The character makes a Skill Test whenever he suffers the effects of alcohol or similar intoxicants (naturally, for Space Marines, this requires imbibing of truly prodigious amounts or toxicity!). Each time he would otherwise suffer from the effects of an intoxicant, make a Carouse Test. Failure indicates he gains a level of Fatigue or suffers the side effects of the substance. Should the character lose consciousness, he remains passed out for a number of hours equal to 1d10 minus", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 762, + "rule_id": "pdf_skill_359_his_toughness_bonus_minimum_1", + "title": "his Toughness Bonus (minimum 1 hour).", + "content": "Skill Use: Free Action taken whenever the character imbibes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill Use: Free Action", + "content": "taken whenever the character imbibes", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 763, + "rule_id": "pdf_skill_360_fellowship", + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nThe character need not make a Charm Test each time he speaks\nwith others in a pleasant manner, but only when he wishes\nto change their opinion or disposition, or convince them to\ndo something. All Charm Tests are opposed by Willpower\nand can affect a number of targets equal to the character’s\nFellowship Bonus. The targets must be able to see and hear\nthe character clearly, and share a common language.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship", + "content": "The character can use Charm Skill to improve the disposition of others towards him, making a Charm Test whenever he wishes to change the minds of an individual or small group. The character need not make a Charm Test each time he speaks with others in a pleasant manner, but only when he wishes to change their opinion or disposition, or convince them to do something. All Charm Tests are opposed by Willpower and can affect a number of targets equal to the character's Fellowship Bonus. The targets must be able to see and hear the character clearly, and share a common language. Skill Use: 1 minute", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 764, + "rule_id": "pdf_skill_361_inspire", + "title": "Inspire", + "content": "Those in a position of authority can use the Charm Skill to\ninspire a group-related test, either with positive or negative\nreinforcement. Success provides a +10 bonus to the next\nCharacteristic Test of the motivated group, such as passing a\nWillpower Test to resist Fear or recover from Pinning. Thus, a\nBattle-Brother might inspire lesser Imperial troopers to fight\nharder, or the Kill-team’s Brother-Chaplain might rouse his\nbrothers with an impassioned prayer to the Emperor.\nchem-uSe (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inspire", + "content": "Those in a position of authority can use the Charm Skill to inspire a group-related test, either with positive or negative reinforcement. Success provides a +10 bonus to the next Characteristic Test of the motivated group, such as passing a Willpower Test to resist Fear or recover from Pinning. Thus, a Battle-Brother might inspire lesser Imperial troopers to fight harder, or the Kill-team’s Brother-Chaplain might rouse his brothers with an impassioned prayer to the Emperor.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 765, + "rule_id": "pdf_skill_362_intelligence", + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify,\nhandle, and prepare a variety of chemicals, toxins, poisons, and\ndrugs. While Chem-Use covers the use and basic combination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The Chem-Use Skill allows the character to safely identify, handle, and prepare a variety of chemicals, toxins, poisons, and drugs. While Chem-Use covers the use and basic combination", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 766, + "rule_id": "pdf_skill_363_of_these_substances_the_trade", + "title": "of these substances, the Trade (Chymist) Skill deals with their", + "content": "manufacture from base components.\nSuccess in a Chem-Use Test, modified by the appropriate\ndifficulty for the chemical or drug in question, indicates it has\nbeen administered, combined, or otherwise applied correctly,\nproviding the desired results. Failure on the test indicates the\ndose was wasted without effect. See Chapter V: Armoury\nfor more information on drugs, chemicals, and their effects.\nSkill Use: Full Action; when using a medicae injector or\nnarthecium, the Skill Test to administer a drug or antidote\nis reduced to a Half Action. Employing Chem-Use to apply\nparticularly complex combinations of substances or toxins\nrequires an Extended Test of duration and difficulty set by\nthe GM for the treatment in question.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trade (Chymist) Skill", + "content": "Success in a Chem-Use Test, modified by the appropriate difficulty for the chemical or drug in question, indicates it has been administered, combined, or otherwise applied correctly, providing the desired results. Failure on the test indicates the dose was wasted without effect. See Chapter V: Armoury for more information on drugs, chemicals, and their effects. Skill Use: Full Action; when using a medicae injector or narthecium, the Skill Test to administer a drug or antidote is reduced to a Half Action. Employing Chem-Use to apply particularly complex combinations of substances or toxins requires an Extended Test of duration and difficulty set by the GM for the treatment in question.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 767, + "rule_id": "pdf_skill_364_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes,\nImperial Codes, Mercenary Cant, Inquisition, and Underworld\nMany groups and organisations employ ciphers as a secret\nshorthand code in communicating basic ideas, warnings, or\ninformation rapidly. The character can use and understand the\nsignals, physical markings, or other subtle signs employed to\nexpress these concepts. Ciphers tend to express simple concepts\nor messages, such as warning of danger, marking a target, or\nindicating ownership. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate\nor decipher complicated meanings or signs obscured by the\npassage of time.\nXenos Markings: Many aliens, such as Orks, make\nextensive use of symbolism and icons. Understanding these\nmarkings allows a broad understanding of their meaning, such\nas where a tribe has marked its boundaries or areas they have\nmarked as dangerous.\nDeathwatch: Kill-teams often develop their own shorthand\ncommunication to allow them to converse quickly and\nsecretively in the presence of others. This is especially useful\nwhen dealing with other arms of the Imperial war machine,\nwhere the goals of the Deathwatch may not coincide with\nthose of the Imperial Guard or Navy.\nChapter Runes: Each Chapter of the Adeptus Astartes has\nits own form of ciphers used to communicate between its Battleto those outside the Chapter and constitute a reliable way for\nthose within the Chapter to quickly identify each other.\nImperial Codes: Both the Imperial Navy and the Imperial\nGuard employ a battle language which comprises mostly of\nnumbers and acronyms. Incomprehensible to those who do\nnot know its meaning, it allows them to quickly signal for\nreinforcements, identify enemies, and call down fire support.\nInquisition: Used to communicate a private and prethat these codes are unique to specific Ordos within the\nInquisition. This Skill Group applies to all ciphers used by\nacolytes and throne agents of the Inquisition.\nMercenary Cant: Many mercenary companies operate\nin the Imperium, and each has an abbreviated, clipped battle\nlanguage for orders and commands. Though there are some\ncommonalities, each is essentially unique.\nUnderworld: Crime lords have used ciphers since before\nthe time of the Emperor, and their sophistication has only\nincreased over time. Each organisation uses its own to deter\ncompetition.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Xenos Markings, Deathwatch, Chapter Runes, Imperial Codes, Mercenary Cant, Inquisition, and Underworld. Many groups and organisations employ ciphers as a secret shorthand code in communicating basic ideas, warnings, or information rapidly. The character can use and understand the signals, physical markings, or other subtle signs employed to express these concepts. Ciphers tend to express simple concepts or messages, such as warning of danger, marking a target, or indicating ownership. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings or signs obscured by the passage of time. Xenos Markings: Many aliens, such as Orks, make extensive use of symbolism and icons. Understanding these markings allows a broad understanding of their meaning, such as where a tribe has marked its boundaries or areas they have marked as dangerous. Deathwatch: Kill-teams often develop their own shorthand communication to allow them to converse quickly and secretively in the presence of others. This is especially useful when dealing with other arms of the Imperial war machine, where the goals of the Deathwatch may not coincide with those of the Imperial Guard or Navy. Chapter Runes: Each Chapter of the Adeptus Astartes has its own form of ciphers used to communicate between its Battle-Brothers and to those outside the Chapter and constitute a reliable way for those within the Chapter to quickly identify each other. Imperial Codes: Both the Imperial Navy and the Imperial Guard employ a battle language which comprises mostly of numbers and acronyms. Incomprehensible to those who do not know its meaning, it allows them to quickly signal for reinforcements, identify enemies, and call down fire support. Inquisition: Used to communicate a private and precise code, note that these codes are unique to specific Ordos within the Inquisition. This Skill Group applies to all ciphers used by acolytes and throne agents of the Inquisition. Mercenary Cant: Many mercenary companies operate in the Imperium, and each has an abbreviated, clipped battle language for orders and commands. Though there are some commonalities, each is essentially unique. Underworld: Crime lords have used ciphers since before the time of the Emperor, and their sophistication has only increased over time. Each organisation uses its own to deter competition. Skill Use: Full Action", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 768, + "rule_id": "pdf_skill_365_strength", + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend\nropes, pipes, scaffolding, and both natural and man-made\nwalls. This Skill is not used for ladders or other easily ascended\nways, but for climbs without ready handholds or other poor\nclimbing conditions. The condition of the surface or item\nand the environmental conditions can impose additional\nbonuses or penalties. It is far more difficult to ascend an icy\nrock face in a blizzard than the outer shell of a hive that is\ncrisscrossed with pipes and conduits. A successful test allows\nthe character to ascend or descend at one-half his half move\nrate. See Climbing in Chapter VII: Playing the Game for\nmore details.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strength", + "content": "With the Climb Skill the character can ascend or descend ropes, pipes, scaffolding, and both natural and man-made walls. This Skill is not used for ladders or other easily ascended ways, but for climbs without ready handholds or other poor climbing conditions. The condition of the surface or item and the environmental conditions can impose additional bonuses or penalties. It is far more difficult to ascend an icy rock face in a blizzard than the outer shell of a hive that is crisscrossed with pipes and conduits. A successful test allows the character to ascend or descend at one-half his half move rate. See Climbing in Chapter VII: Playing the Game for more details. Skill Use: Half Action", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 769, + "rule_id": "pdf_skill_366_fellowship", + "title": "Fellowship", + "content": "The character uses the Command Skill to both direct those\nunder his authority and establish actions for groups to execute\non command, such as launching an assault or ordering a\nregroup. This Skill is only effective upon those under the\ncharacter’s authority. A successful Command Test indicates\nthat those whom he directs follow his instructions in a timely\nmanner. Failure on the Skill Test when used on an individual\nsimply means that he does not follow the character’s directions,\nthough additional Degrees of Failure can indicate that the\nunderling accepts the task with no intention of actually doing\nit, or that he misinterprets the command or takes contradictory\nactions. For directing groups, Degrees of Success or Failure\nincrease or decrease the time necessary to execute the orders,\nwith three or more Degrees of Failure subjecting them to\nconfused inaction. A Command Test can affect a number of\ntargets equal to the character’s Fellowship Bonus. The targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship", + "content": "The character uses the Command Skill to direct those under his authority and establish actions for groups to execute on command, such as launching an assault or ordering a regroup. This Skill is only effective upon those under the character's authority. A successful Command Test indicates that those whom he directs follow his instructions in a timely manner. Failure on the Skill Test when used on an individual simply means that he does not follow the character's directions, though additional Degrees of Failure can indicate that the underling accepts the task with no intention of actually doing it, or that he misinterprets the command or takes contradictory actions. For directing groups, Degrees of Success or Failure increase or decrease the time necessary to execute the orders, with three or more Degrees of Failure subjecting them to confused inaction. A Command Test can affect a number of targets equal to the character's Fellowship Bonus. The targets", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 770, + "rule_id": "pdf_skill_367_extend_support_range", + "title": "Extend Support Range", + "content": "As a Half Action the Battle-Brother nominated as the squad’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Extend Support Range", + "content": "As a Half Action the Battle-Brother nominated as the squad's", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 771, + "rule_id": "pdf_skill_368_range_see_page_213_by_a_numb", + "title": "Range (see page 213) by a number of metres equal to his", + "content": "Fellowship Bonus. For this Skill to work the Battle-Brother\nmust be either within visual or vocal range of his Kill-team.\nThis extension lasts until the start of the Battle-Brother’s\nnext turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Range Extension", + "content": "For this Skill to work the Battle-Brother must be within visual or vocal range of his Kill-team. This extension lasts until the start of the Battle-Brother's next turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 772, + "rule_id": "pdf_skill_369_agility", + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, even oneself. Use of the Skill\nrequires an appropriate environment to mask the item in\nquestion, such as buildings and trees for a small shuttle or an\nasteroid field or a space anomaly for a starship. Concealment is\nalways an Opposed Test, pitting the character’s Concealment\nagainst his opponent’s Awareness or Scrutiny. Thus, the\ncharacter only makes the test when someone looks for him.\nIf the character or the object he intends to hide remains\nperfectly still, he gains a +10 bonus to the Skill Test.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "The Concealment Skill is used to hide things, from small objects to vehicles to starships, even oneself. Use of the Skill requires an appropriate environment to mask the item in question, such as buildings and trees for a small shuttle or an asteroid field or a space anomaly for a starship. Concealment is always an Opposed Test, pitting the character's Concealment against his opponent's Awareness or Scrutiny. Thus, the character only makes the test when someone looks for him. If the character or the object he intends to hide remains perfectly still, he gains a +10 bonus to the Skill Test. Skill Use: Half Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 773, + "rule_id": "pdf_skill_370_agility", + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their\ninnate flexibility, double joints, or even selective dislocation\nof joints, to allow them to escape bonds, squeeze through\nopenings normally too small for passage, or fit into an\narea normally too small for their body. It also provides an\nalternative to brute strength in grappling.\nSkill Use: Full Action unless otherwise noted below", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Characters with the Contortionist Skill can make use of their innate flexibility, double joints, or even selective dislocation of joints, to allow them to escape bonds, squeeze through openings normally too small for passage, or fit into an area normally too small for their body. It also provides an alternative to brute strength in grappling. Skill Use: Full Action unless otherwise noted below", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 774, + "rule_id": "pdf_skill_371_escape_bonds", + "title": "Escape Bonds", + "content": "The character can make a Contortionist Test to slip free\nof bonds. This is an Opposed Test, using the character’s\nContortionist Skill against his opponent’s Characteristic Test\nusing Intelligence.\nThe quality of the bonds and the time used to employ\nthem affects the difficulty of the test. It may be impossible to\nescape adamantine manacles properly employed by a bounty\nhunter, but far easier to slip out of the crude ropes hastily\napplied by a feral tribesman—especially after applying grox\nfat to one’s wrists. Escaping bonds requires 1 minute, with\neach Degree of Success reducing this time by 10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Escape Bonds", + "content": "The character can make a Contortionist Test to slip free of bonds. This is an Opposed Test, using the character's Contortionist Skill against his opponent's Characteristic Test using Intelligence. The quality of the bonds and the time used to employ them affects the difficulty of the test. It may be impossible to escape adamantine manacles properly employed by a bounty hunter, but far easier to slip out of the crude ropes hastily applied by a feral tribesman—especially after applying grox fat to one's wrists. Escaping bonds requires 1 minute, with each Degree of Success reducing this time by 10 seconds.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 775, + "rule_id": "pdf_skill_372_escape_grapple", + "title": "Escape Grapple", + "content": "After an opponent has grappled the character in combat, he\nmay escape using the Contortionist Skill. Make an Opposed\nTest with the character’s Contortionist Skill against the\ngrappler’s Strength Characteristic. Success indicates the\ncharacter has slipped out of his enemy’s hands and is free.\nFailure means he remains grappled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Escape Grapple", + "content": "After an opponent has grappled the character in combat, he may escape using the Contortionist Skill. Make an Opposed Test with the character's Contortionist Skill against the grappler's Strength Characteristic. Success indicates the character has slipped out of his enemy's hands and is free. Failure means he remains grappled.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 776, + "rule_id": "pdf_skill_373_squeeze_through", + "title": "Squeeze Through", + "content": "The character can make a Contortionist Test to squeeze\nthrough a tight space, such as through a maintenance conduit\naboard a ship or a gap in damaged blast doors. The character\ncan also use this aspect of the Skill to cram himself into a space\nnormally too small to fit his body. The GM sets the difficulty\nof the test according to the size of the passage or opening,\nis well within his rights to rule that some spaces are simply\ntoo small to allow use of this Skill. A successful Skill Test\nindicates that the character has managed to squirm through\nthe gap or into the crate. Failure means that he cannot pass\nthe area or fit into the space. Four or more Degrees of Failure\nmeans the character has become stuck until he can succeed\nin another Contortionist Test or someone else pulls him free\nof the embarrassing predicament. Squeeze Through takes 1\nminute, with each Degree of Success reducing this time by\n10 seconds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Squeeze Through", + "content": "The character can make a Contortionist Test to squeeze through a tight space, such as through a maintenance conduit aboard a ship or a gap in damaged blast doors. The character can also use this aspect of the Skill to cram himself into a space normally too small to fit his body. The GM sets the difficulty of the test according to the size of the passage or opening, is well within his rights to rule that some spaces are simply too small to allow use of this Skill. A successful Skill Test indicates that the character has managed to squirm through the gap or into the crate. Failure means that he cannot pass the area or fit into the space. Four or more Degrees of Failure means the character has become stuck until he can succeed in another Contortionist Test or someone else pulls him free of the embarrassing predicament. Squeeze Through takes 1 minute, with each Degree of Success reducing this time by 10 seconds.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 777, + "rule_id": "pdf_skill_374_fellowship", + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveals only part\nof the truth, or spins information to his advantage with the\nintent to mislead someone, the character makes a Deceive\nTest. He need not make a Deceive Test every time he tells a\nlie, but only when that deception would change someone’s\nmind, opinion, or actions. Deceive is always an Opposed Test,\nusing the character’s Deceive Skill against his opponent’s\nScrutiny. A Deceive Test affects a number of targets equal to\nthe character’s Fellowship Bonus. They must be able to see\nand hear the character clearly, either in person or via vox or\npict-caster. They must also speak a common language.\nSkill Use: 1 minute, or more for complex deceptions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship", + "content": "The Deceive Skill enables the character to mislead others as to his true intent. Any time he tells a lie, reveals only part of the truth, or spins information to his advantage with the intent to mislead someone, the character makes a Deceive Test. He need not make a Deceive Test every time he tells a lie, but only when that deception would change someone's mind, opinion, or actions. Deceive is always an Opposed Test, using the character's Deceive Skill against his opponent's Scrutiny. A Deceive Test affects a number of targets equal to the character's Fellowship Bonus. They must be able to see and hear the character clearly, either in person or via vox or pict-caster. They must also speak a common language. Skill Use: 1 minute, or more for complex deceptions", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 778, + "rule_id": "pdf_skill_375_intelligence", + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ\nexplosives in the proper quantity to achieve a desired effect,\nfrom cutting through the hatch of a Land Raider to destroying\na plasma conduit without significantly damaging the reactor\nbehind it. It can also be used to defuse explosives left by\nothers or to manufacture demolition materials, from slow\nfuses to blasting caps to the explosives themselves. This Skill\npertains to set charges rather than grenades and other devices\nintended for use against the enemy in combat.\nSkill Use: Full Action unless otherwise noted", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The character can use the Demolition Skill to employ explosives in the proper quantity to achieve a desired effect, from cutting through the hatch of a Land Raider to destroying a plasma conduit without significantly damaging the reactor behind it. It can also be used to defuse explosives left by others or to manufacture demolition materials, from slow fuses to blasting caps to the explosives themselves. This Skill pertains to set charges rather than grenades and other devices intended for use against the enemy in combat. Skill Use: Full Action unless otherwise noted", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 779, + "rule_id": "pdf_skill_376_manufacture_explosives", + "title": "Manufacture Explosives", + "content": "Much like the Trade Skills, Demolition Skill allows the\ncharacter to make explosive materials from basic components.\nThis use of the Demolition Skill is an Extended Test, and\nthe GM assigns a difficulty and duration in accordance with\nthe complexity of the compound and the materials at hand.\nConstructing breaching charges in a well-stocked munitorum\nwarehouse is far easier than making a fuse from dried vines\nand droppings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Manufacture Explosives", + "content": "Much like the Trade Skills, Demolition Skill allows the character to make explosive materials from basic components. This use of the Demolition Skill is an Extended Test, and the GM assigns a difficulty and duration in accordance with the complexity of the compound and the materials at hand. Constructing breaching charges in a well-stocked munitorum warehouse is far easier than making a fuse from dried vines and droppings.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 780, + "rule_id": "pdf_skill_377_place_explosives", + "title": "Place Explosives", + "content": "The effectiveness of explosive devices is greatly dependent\nupon the skill with which they are placed. Success on a\nDemolitions Test indicates the character has successfully\nplanted the explosive charge, set with his trigger of choice.\nPossible triggers are only limited by the imagination, and\ncan include trip wires, timers, proximity sensors, or remote\nactivators. Failure indicates that the explosives fail to go off\nwhen triggered, though the character will not know this until\nthe time of activation. Four or more Degrees of Failure indicate\nthe device explodes as the character is manipulating it, with\nsuitably lethal results. Some tasks, such as rigging a building\nfor demolition or bringing down a massive suspension bridge,\nrequire an Extended Test. The GM sets difficulty and duration\ndepending on the extent of the undertaking. When placing\nexplosives, make sure to note the total Degrees of Success and\nthe die roll, as it may be used in an Opposed Test if someone\nattempts to defuse the character’s hard work.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Place Explosives", + "content": "The effectiveness of explosive devices is greatly dependent upon the skill with which they are placed. Success on a Demolitions Test indicates the character has successfully planted the explosive charge, set with his trigger of choice. Possible triggers are only limited by the imagination, and can include trip wires, timers, proximity sensors, or remote activators. Failure indicates that the explosives fail to go off when triggered, though the character will not know this until the time of activation. Four or more Degrees of Failure indicate the device explodes as the character is manipulating it, with suitably lethal results. Some tasks, such as rigging a building for demolition or bringing down a massive suspension bridge, require an Extended Test. The GM sets difficulty and duration depending on the extent of the undertaking. When placing explosives, make sure to note the total Degrees of Success and the die roll, as it may be used in an Opposed Test if someone attempts to defuse the character's hard work.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 781, + "rule_id": "pdf_skill_378_defuse_explosives", + "title": "Defuse Explosives", + "content": "Defusing charges also falls under the Demolition Skill. Make\nan Opposed Test against the Demolition Skill of the individual\nwho sets the explosives. Winning the test indicates that the\nbomb has been defused. Simple failure means that while the\ncharge has not been disarmed, neither has it gone off. Four or\nmore Degrees of Failure indicate the character has set off the\ndevice, suffering the consequences of the explosion. Defusing\nmultiple charges or complex trigger mechanisms may require\nan Extended Test as determined by the GM.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Defuse Explosives", + "content": "Defusing charges also falls under the Demolition Skill. Make an Opposed Test against the Demolition Skill of the individual who sets the explosives. Winning the test indicates that the bomb has been defused. Simple failure means that while the charge has not been disarmed, neither has it gone off. Four or more Degrees of Failure indicate the character has set off the device, suffering the consequences of the explosion. Defusing multiple charges or complex trigger mechanisms may require an Extended Test as determined by the GM.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 782, + "rule_id": "pdf_skill_379_agility", + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful handattack has been avoided and deals no damage. See Chapter\nVIII: Combat for more information on Dodge.\nSkill Use: Reaction", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Use the Dodge skill as a Reaction to nullify a successful hand attack has been avoided and deals no damage. See Chapter VIII: Combat for more information on Dodge. Skill Use: Reaction", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 783, + "rule_id": "pdf_skill_380_agility", + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker\nThe Drive Skill allows the character to control land-based,\nhover, or skimmer-type vehicles. Vehicles include Cargo-8s,\nRhinos, Land Speeders, Sentinels, and other ground-based\ntransports. Normal driving does not require a test, but a test\nis required for hazardous conditions, excessive speed, or\ndangerous manoeuvres.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Skill Groups: Ground Vehicle, Skimmer/Hover, Walker The Drive Skill allows the character to control land-based, hover, or skimmer-type vehicles. Vehicles include Cargo-8s, Rhinos, Land Speeders, Sentinels, and other ground-based transports. Normal driving does not require a test, but a test is required for hazardous conditions, excessive speed, or dangerous manoeuvres. Skill Use: Half Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 784, + "rule_id": "pdf_skill_381_intelligence", + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate\nvalue, strength, or manufacture of an object or group of items.\nThus, the Skill can be used on anything from a single power\nsword to a fortified bunker. Before evaluating an object,\nthe character must specify what he is trying to determine:\nits approximate monetary value, its quality and strength, or\nits origin. Success on the Evaluate Test reveals the relevant\ninformation in a broad sense, such as its value in Throne Gelt,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The character uses Evaluate to determine the approximate value, strength, or manufacture of an object or group of items. Thus, the Skill can be used on anything from a single power sword to a fortified bunker. Before evaluating an object, the character must specify what he is trying to determine: its approximate monetary value, its quality and strength, or its origin. Success on the Evaluate Test reveals the relevant information in a broad sense, such as its value in Throne Gelt.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 785, + "rule_id": "pdf_skill_382_its_craftsmanship_see_page_14", + "title": "its Craftsmanship (see page 140) and structural integrity,", + "content": "or its make or model. Additional Degrees of Success gives\nadditional information about the object. A failed test results\nin false information about the object, with the degree of error\nincreasing with each Degree of Failure. The GM should roll\nEvaluate Tests and only reveal what the character believes to\nbe true. The difficulty of the test should be adjusted for the\ncharacter’s access to the item and any relevant Lore or Trade\nSkills related to the item. Using Evaluate on large or numerous\nobjects requires an Extended Test, though the character can\nappraise a single item in about a minute.\nSkill Use: 1 minute or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Evaluate", + "content": "or its make or model. Additional Degrees of Success gives additional information about the object. A failed test results in false information about the object, with the degree of error increasing with each Degree of Failure. The GM should roll Evaluate Tests and only reveal what the character believes to be true. The difficulty of the test should be adjusted for the character’s access to the item and any relevant Lore or Trade Skills related to the item. Using Evaluate on large or numerous objects requires an Extended Test, though the character can appraise a single item in about a minute. Skill Use: 1 minute or more", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 786, + "rule_id": "pdf_skill_383_weak_points", + "title": "Weak Points", + "content": "When making an attack against a heavily armoured stationary\ntarget such as a bunker or pillbox, a character may use\nEvaluate to determine weak points by making a Challenging\n(+0) Evaluate Test. Success adds an additional +4 to the Pen\nof the character’s weapon for his next attack if it is made\nagainst the target. Each additional Degree of Success adds a\nfurther +4 points of Pen. This is a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weak Points", + "content": "When making an attack against a heavily armoured stationary target such as a bunker or pillbox, a character may use Evaluate to determine weak points by making a Challenging (+0) Evaluate Test. Success adds an additional +4 to the Pen of the character’s weapon for his next attack if it is made against the target. Each additional Degree of Success adds a further +4 points of Pen. This is a Full Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 787, + "rule_id": "pdf_skill_384_when_in_cover_a_character_can", + "title": "When in cover, a character can make a Challenging (+0)", + "content": "Evaluate Test to find the cover’s strongest point. Success adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "When in cover, a character can make a Challenging (+0) Evaluate Test", + "content": "to find the cover's strongest point. Success adds", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 788, + "rule_id": "pdf_skill_385_an_additional_4_ap_to_the_cov", + "title": "an additional +4 AP to the cover (for the character only) with", + "content": "each additional Degree of Success adding another +4 AP.\nThis is a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "an additional +4 AP to the cover with", + "content": "each additional Degree of Success adding another +4 AP. This is a Half Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 789, + "rule_id": "pdf_skill_386_intelligence", + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in\ngames of chance and the countless other games popular\namongst soldiers across the Imperium. Each participant wagers\nan amount, though these are typically the same, and makes\nan Opposed Test with the Gamble Skill. The player with the\nmost Degrees of Success or fewest Degrees of Failure wins\nthe pot. The character may choose to lose against any player\nwith a worse result as part of a Deceive attempt.\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives this\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\nSkill Use: Full Action to an entire day of gaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The character uses the Gamble Skill when participating in games of chance and the countless other games popular amongst soldiers across the Imperium. Each participant wagers an amount, though these are typically the same, and makes an Opposed Test with the Gamble Skill. The player with the most Degrees of Success or fewest Degrees of Failure wins the pot. The character may choose to lose against any player with a worse result as part of a Deceive attempt. Those with both Skills may use Sleight of Hand instead of Gamble to hide cards or alter dice rolls. Success gives this character a +20 bonus to his tests, but four or more Degrees of Failure indicates he has been caught in the act. Skill Use: Full Action to an entire day of gaming", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 790, + "rule_id": "pdf_skill_387_fellowship", + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information\nby asking questions, making conversation, or simple\neavesdropping. Inquiry allows the character to pick up general\ninformation about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more\nsecretive tidings. Inquiry can also be used as an Investigation\nSkill, allowing the character to hunt after a particular item of\ninformation from either individuals or resources, such as the\nChapter’s librarium. This use is virtually always an Extended\nTest, with difficulty and duration set by the GM.\nSkill Use: 1 hour or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship", + "content": "The character can use the Inquiry Skill to gain information by asking questions, making conversation, or simple eavesdropping. Inquiry allows the character to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill, allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter's librarium. This use is virtually always an Extended Test, with difficulty and duration set by the GM. Skill Use: 1 hour or more", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 791, + "rule_id": "pdf_skill_388_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract\ninformation from an unwilling subject. The application differs\nfrom torture, where a subject will frequently say anything\nto stop the ordeal. Rather, interrogation represents skilled\napplication of psychology, various devices, serums, and other\ntechniques. The GM may modify the difficulty of the test\naccording to the availability of tools, facilities, and other\nconditions. Interrogation is always an Opposed Test, pitting\nthe character’s Interrogation Skill against an opponent’s\nWillpower. If the interrogator wins the Opposed Test, he gets\none answer plus one answer for each Degree of Success. If the\nvictim wins the Opposed Test, the interrogator get nothing\nof worth. Two or more Degrees of Failure inflict 1d10 plus\nthe interrogator’s Willpower Bonus in damage against the\nvictim and prevents any further interrogation for 1d5 days.\nIf the interrogator suffers four or more Degrees of Failure,\nthe victim takes the same damage and gains a +30 bonus to\nWillpower Tests made to resist Interrogation at the hands of\nthe interrogator or his allies. Each Interrogation Test inflicts\none level of Fatigue on the target.\nSkill Use: 1d5 hours", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interrogation", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other conditions. Interrogation is always an Opposed Test, pitting the character's Interrogation Skill against an opponent's Willpower. If the interrogator wins the Opposed Test, he gets one answer plus one answer for each Degree of Success. If the victim wins the Opposed Test, the interrogator get nothing of worth. Two or more Degrees of Failure inflict 1d10 plus the interrogator's Willpower Bonus in damage against the victim and prevents any further interrogation for 1d5 days. If the interrogator suffers four or more Degrees of Failure, the victim takes the same damage and gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the interrogator or his allies. Each Interrogation Test inflicts one level of Fatigue on the target. Skill Use: 1d5 hours", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 792, + "rule_id": "pdf_skill_389_strength", + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals\nto give in to his demands. The character does not make an\nIntimidate Test every time he makes a threat, but only when\nit involves coercion. Though Intimidate lists Strength as its\nassociated Characteristic, the character may substitute either\nIntelligence or Fellowship if the threat involves more subtle\nmethods than brute force, such as blackmail or humiliation. An\nIntimidate Test affects a number of targets equal to the character’s\nStrength, Intelligence, or Fellowship Bonus, depending on the\ncharacteristic used for the test. The targets must be able to see\nand hear the character clearly, either in person or via pict or\nvox-caster, and speak a common language.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects a number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character clearly, either in person or via pict or vox-caster, and speak a common language. Skill Use: Full Action", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 793, + "rule_id": "pdf_skill_390_war_cry", + "title": "War Cry", + "content": "As part of a Charge Action a character may use the Intimidate\nskill to make a war cry. This is a Free Action that targets the\nrecipient or recipients of the character’s charge—i.e. those he\nwill end up in combat with and make melee attacks against.\nThe character then makes an Intimidate Test, based on\nStrength, opposed by the target’s Willpower. If the character\nis successful, the target suffers –10 to all Parry and Dodge\ntests against the charging character.\nCreatures immune to the effects of Fear and other mind-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "War Cry", + "content": "As part of a Charge Action a character may use the Intimidate skill to make a war cry. This is a Free Action that targets the recipient or recipients of the character's charge—i.e. those he will end up in combat with and make melee attacks against. The character then makes an Intimidate Test, based on Strength, opposed by the target's Willpower. If the character is successful, the target suffers -10 to all Parry and Dodge tests against the charging character. Creatures immune to the effects of Fear and other mind-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 794, + "rule_id": "pdf_skill_391_willpower", + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the\nRound, the character clears his mind of external influence and\nfocuses his will more intently. This may be through recitation\nof mantras, use of psychic foci, or meditation. A successful\ntest indicates that the character’s mind is ready to channel a\ngreater amount of the warp than usual, while still limiting his\nexposure. On the next Round, the character adds +1 to the\nfinal Psy Rating of any Fettered Power Test.\nFailure on the Invocation Test indicates that the character’s\nattempts to focus have backfired, and he must take a –1\npenalty to the final Psy Rating of a Fettered Power Test. If this\nreduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test. Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a -1 penalty to the final Psy Rating of a Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate. Skill Use: Full Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 795, + "rule_id": "pdf_skill_392_intelligence", + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write\nany language he speaks. Everyday activities do not require\nLiteracy Tests, but situations involving regional variations,\ndamaged manuscripts, archaic usage, or colloquial phrases\nnecessitate a Skill Test.\nSkill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The Literacy skill allows the character to read and write any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional variations, damaged manuscripts, archaic usage, or colloquial phrases necessitate a Skill Test. Skill Use: 1 minute for 1 page of text, roughly 750 words", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 796, + "rule_id": "pdf_skill_393_intelligence", + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or solve a particularly troublesome mathematical\nequation. The character can also use the Skill to prepare a\nreasoned argument for debate or philosophical exchange. The\npreparations of complex reasoning or complicated problems\nare Extended Tests.\nSkill Use: 1 minute, or longer for particularly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The character uses Logic to solve problems, decipher puzzles, and deal with other situations involving demonstration and inference. A Logic Test might infer the missing symbol in a series or solve a particularly troublesome mathematical equation. The character can also use the Skill to prepare a reasoned argument for debate or philosophical exchange. The preparations of complex reasoning or complicated problems are Extended Tests. Skill Use: 1 minute, or longer for particularly", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 797, + "rule_id": "pdf_skill_394_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus\nMechanicus, Administratum, Deathwatch, Ecclesiarchy,\nImperial Creed, Imperial Guard, Imperial Navy, Imperium,\nJericho Reach, Tech, War\nThe Common Lore skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nSuccess in a Common Lore Test indicates the character recalls\ngeneral information about the subject. The GM determines\nwhat extra information to provide for additional Degrees\nof Success.\nAdeptus Arbites: Knowledge of the various arms and\nsub-sects of the Adeptus Arbites, including such things as\nrank structure, common procedures, and the basic tenets of\nImperial justice.\nAdeptus Astartes: An understanding of the role, function,\nand nature of the famed Imperial Space Marines, as well as\na knowledge of the commonly known Chapters and their\npractices and areas of operation.\nAdeptus Mechanicus: A general understanding of the\nsymbols and practices of the Adeptus Mechanicus as well as\ntheir hierarchy, identifiable ranks, and the existence of the\nSixteen Universal Laws.\nAdministratum: Broad knowledge of the labyrinthine\nworkings, rules, traditions, and dictates of the Adeptus\nAdministratum.\nDeathwatch: Knowledge of the function and organisation\nof the Deathwatch, including its primary mandates and\nfavoured practices.\nEcclesiarchy: Understanding of the structure of the Adeptus\nMinistorum and its role in the worship of the God-Emperor as\ndivine, its organisation, greetings, and general practices.\nImperial Creed: Knowledge of the rites and practices of\nthe Imperial Cult, the most common observances, festivals,\nand holidays in honour of the Emperor, and the most\nwell-known saints.\nImperial Guard: Basic information about the ranking\nsystem, logistics, structure, and basic tactical and strategic\npractices of the Imperial Guard, as well as particularly famed\nregiments.\nImperial Navy: Basic information about the ranks, customs,\nuniforms, and particular traditions of the Imperial Navy, as well\nas famous admirals and ships.\nImperium: Knowledge of the segmentums, sectors, and\nmost well-known worlds of the Imperium.\nJericho Reach: Information concerning the general\nastrography of the Reach, including known worlds, recorded\ninhabitants, and theatres of conflict.\nTech: An understanding of simple litanies and rituals to\nsoothe and appease machine spirits.\nWar: Knowledge of great battles, notable and notorious\ncommanders, heroes, and famous stratagems employed by the\nImperium in its many campaigns.\nSkill Use: Free Action\nlore: forBidden (advanced,\ninveStiGation)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Administratum, Deathwatch, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Jericho Reach, Tech, War. The Common Lore skill allows the character to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This skill differs from Scholastic Lore, which represents scholarly learning, and Forbidden Lore, which involves hidden or proscribed knowledge, in that it deals with basic information learned from prolonged exposure to a culture or area. Success in a Common Lore Test indicates the character recalls general information about the subject. The GM determines what extra information to provide for additional Degrees of Success. Adeptus Arbites: Knowledge of the various arms and sub-sects of the Adeptus Arbites, including such things as rank structure, common procedures, and the basic tenets of Imperial justice. Adeptus Astartes: An understanding of the role, function, and nature of the famed Imperial Space Marines, as well as a knowledge of the commonly known Chapters and their practices and areas of operation. Adeptus Mechanicus: A general understanding of the symbols and practices of the Adeptus Mechanicus as well as their hierarchy, identifiable ranks, and the existence of the Sixteen Universal Laws. Administratum: Broad knowledge of the labyrinthine workings, rules, traditions, and dictates of the Adeptus Administratum. Deathwatch: Knowledge of the function and organisation of the Deathwatch, including its primary mandates and favoured practices. Ecclesiarchy: Understanding of the structure of the Adeptus Ministorum and its role in the worship of the God-Emperor as divine, its organisation, greetings, and general practices. Imperial Creed: Knowledge of the rites and practices of the Imperial Cult, the most common observances, festivals, and holidays in honour of the Emperor, and the most well-known saints. Imperial Guard: Basic information about the ranking system, logistics, structure, and basic tactical and strategic practices of the Imperial Guard, as well as particularly famed regiments. Imperial Navy: Basic information about the ranks, customs, uniforms, and particular traditions of the Imperial Navy, as well as famous admirals and ships. Imperium: Knowledge of the segmentums, sectors, and most well-known worlds of the Imperium. Jericho Reach: Information concerning the general astrography of the Reach, including known worlds, recorded inhabitants, and theatres of conflict. Tech: An understanding of simple litanies and rituals to soothe and appease machine spirits. War: Knowledge of great battles, notable and notorious commanders, heroes, and famous stratagems employed by the Imperium in its many campaigns. Skill Use: Free Action. lore: Forbidden (advanced, investigation)", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 798, + "rule_id": "pdf_skill_395_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus,\nArcheotech, the Black Library, Daemonology, Heresy, the\nInquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Adeptus Astartes, Adeptus Mechanicus, Archeotech, the Black Library, Daemonology, Heresy, the Inquisition, Mutants, Psykers, the Traitor Legions, the Warp", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 799, + "rule_id": "pdf_skill_396_and_xenos", + "title": "and Xenos", + "content": "Forbidden Lore skills represent knowledge usually hidden,\nveiled, or proscribed by an organisation or society. Mere\npossession of this knowledge may cause difficulties for those\nnot associated with the group in question. Excessive knowledge\nof the hidden truths of the Traitor Legions, for example, can\nbe decidedly bad for one’s health for those outside (or even\ninside) the Adeptus Astartes. A successful Forbidden Lore Test\nindicates the character recalls basic information about the\nsubject. The GM reveals additional information as appropriate\nto the Degree of Success on the roll.\nAdeptus Astartes: Extensive knowledge of the practices,\norganisation, and homeworlds of the Imperial Space Marines\nand their Chapters, including hints and rumours of their myriad\nof secret rituals and methods of recruitment and training.\nAdeptus Mechanicus: An in-depth understanding of\nfollowers of the Machine God, including such things as their\nrituals, observances, common beliefs, core philosophies, and\nspecific knowledge of the Universal Laws.\nArcheotech: Knowledge of the great, lost tech devices\nof past times and clues to their mysterious functions\nand purposes.\nThe Black Library: Secret knowledge concerning the\nBlack Library, its forbidden contents, horrific guardians, and\nthe unspeakable xenos that toil within its confines.\nDaemonology: The crawling information about some of\nthe most infamous warp entities and their twisted physical\nmanifestations.\nHeresy: Wisdom concerning acts and practices deemed\nheretical by the Imperium, the most contemptible heretics of\nhistory, and their acts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forbidden Lore and Xenos", + "content": "Forbidden Lore skills represent knowledge usually hidden, veiled, or proscribed by an organisation or society. Mere possession of this knowledge may cause difficulties for those not associated with the group in question. Excessive knowledge of the hidden truths of the Traitor Legions, for example, can be decidedly bad for one’s health for those outside (or even inside) the Adeptus Astartes. A successful Forbidden Lore Test indicates the character recalls basic information about the subject. The GM reveals additional information as appropriate to the Degree of Success on the roll. Adeptus Astartes: Extensive knowledge of the practices, organisation, and homeworlds of the Imperial Space Marines and their Chapters, including hints and rumours of their myriad of secret rituals and methods of recruitment and training. Adeptus Mechanicus: An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, common beliefs, core philosophies, and specific knowledge of the Universal Laws. Archeotech: Knowledge of the great, lost tech devices of past times and clues to their mysterious functions and purposes. The Black Library: Secret knowledge concerning the Black Library, its forbidden contents, horrific guardians, and the unspeakable xenos that toil within its confines. Daemonology: The crawling information about some of the most infamous warp entities and their twisted physical manifestations. Heresy: Wisdom concerning acts and practices deemed heretical by the Imperium, the most contemptible heretics of history, and their acts.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 800, + "rule_id": "pdf_skill_397_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy,\nChymistry, Codex Astartes, Cryptology, Heraldry, Imperial\nCreed, Judgement, Legend, Numerology, Occult, Philosophy,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy, Chymistry, Codex Astartes, Cryptology, Heraldry, Imperial Creed, Judgement, Legend, Numerology, Occult, Philosophy", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 801, + "rule_id": "pdf_skill_398_tactica_imperialis", + "title": "Tactica Imperialis", + "content": "Scholastic Lore grants the character knowledge of a\nparticularly complex or esoteric subject. A successful Skill\nTest allows the character to recall necessary information or\nresearch a particular subject if appropriate reference material is\nreadily available. Scholastic Lore grants a depth of knowledge\nfar beyond that of Common Lore, requiring both experience\nand study to obtain. Scholastic Lore Tests can identify things\nthat fall within the character’s area of expertise, such as a\nperson, book, starship, or machine spirit. A successful Skill\nTest within the realm of the character’s speciality reveals basic\ninformation about the object in question in accordance with\nTable 3–3: Scholastic Lore.\nScholastic Lore can overlap with Common Lore and\nForbidden Lore in some areas, but it represents more in-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactica Imperialis", + "content": "Scholastic Lore grants the character knowledge of a particularly complex or esoteric subject. A successful Skill Test allows the character to recall necessary information or research a particular subject if appropriate reference material is readily available. Scholastic Lore grants a depth of knowledge far beyond that of Common Lore, requiring both experience and study to obtain. Scholastic Lore Tests can identify things that fall within the character's area of expertise, such as a person, book, starship, or machine spirit. A successful Skill Test within the realm of the character's speciality reveals basic information about the object in question in accordance with Table 3-3: Scholastic Lore. Scholastic Lore can overlap with Common Lore and Forbidden Lore in some areas, but it represents more in-", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 802, + "rule_id": "pdf_skill_399_common_lore_imperial_creed_m", + "title": "Common Lore (Imperial Creed) might know conventional", + "content": "information about the Cult of the Emperor and its various\norganisations and their practices within the Imperium, but", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Common Lore (Imperial Creed)", + "content": "Might know conventional information about the Cult of the Emperor and its various organisations and their practices within the Imperium, but", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 803, + "rule_id": "pdf_skill_400_one_with_scholastic_lore_impe", + "title": "one with Scholastic Lore (Imperial Creed) would be able to", + "content": "name the various cults within a subsector and their varying\nlevels of divergence from the Ministorum. Scholastic Lore\nTests require no time, as the character either knows the fact\nor not. Researching, however, requires an Extended Test of a\nduration and difficulty appropriate to the task at hand.\nArchaic: An understanding of the Imperium’s dark past,\nits proscribed eras, and how the long millennia have changed\nthe face of mankind.\nAstromancy: A knowledge of stars, singularities, and the\nworlds around them, as well as theoretical understanding of\nhow to use telescopes, astrolithic charts, and the like.\nBeasts: An understanding of the genus and families of\nanimals and familiarity with the characteristics and appearance\nof many semi-sentient creatures.\nBureaucracy: A familiarity with the rules and regulations\ninvolved with governments, particularly the Adeptus\nAdministratum, and their many and varied departments,\nbureaus, and policies.\nChymistry: A knowledge of chemicals, their alchemical\napplications in a number of uses, and their prevalence or\nscarcity throughout the Imperium.\nCodex Astartes: Understanding and interpreting the\nsacred Codex Astartes and how it relates to the organisation,\ndeployment, and tactics of the Space Marine Chapters.\nTable 3–3: Scholastic Lore\nDegrees of Success Result", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Scholastic Lore", + "content": "One with Scholastic Lore (Imperial Creed) would be able to name the various cults within a subsector and their varying levels of divergence from the Ministorum. Scholastic Lore Tests require no time, as the character either knows the fact or not. Researching, however, requires an Extended Test of a duration and difficulty appropriate to the task at hand. Archaic: An understanding of the Imperium’s dark past, its proscribed eras, and how the long millennia have changed the face of mankind. Astromancy: A knowledge of stars, singularities, and the worlds around them, as well as theoretical understanding of how to use telescopes, astrolithic charts, and the like. Beasts: An understanding of the genus and families of animals and familiarity with the characteristics and appearance of many semi-sentient creatures. Bureaucracy: A familiarity with the rules and regulations involved with governments, particularly the Adeptus Administratum, and their many and varied departments, bureaus, and policies. Chymistry: A knowledge of chemicals, their alchemical applications in a number of uses, and their prevalence or scarcity throughout the Imperium. Codex Astartes: Understanding and interpreting the sacred Codex Astartes and how it relates to the organisation, deployment, and tactics of the Space Marine Chapters.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 804, + "rule_id": "pdf_skill_401_one", + "title": "One", + "content": "Reveals uncommon information,\nknown to few dedicated academics.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "One", + "content": "Reveals uncommon information, known to few dedicated academics.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 805, + "rule_id": "pdf_skill_402_two", + "title": "Two", + "content": "Reveals obscure information,\nknown to only serious scholars.\nThree or more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Two", + "content": "Reveals obscure information, known to only serious scholars. Three or more", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 806, + "rule_id": "pdf_skill_403_intelligence", + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing\nwounds, applying counterseptic, and use of medical devices such\nas the narthecium. On individual patients, Medicae provides first\naid and extended care, for short and long-term treatment. On\nlarger groups of wounded, Medicae can help save the lives of\nthose that can be saved and apply the Emperor’s grace to those\nwho cannot, resulting in fewer overall deaths. It can also help\ndiagnose widespread medical problems and apply the ounce of\nprevention before the pound of cure becomes necessary.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The Medicae Skill helps diagnose and treat injuries by suturing wounds, applying counterseptic, and use of medical devices such as the narthecium. On individual patients, Medicae provides first aid and extended care, for short and long-term treatment. On larger groups of wounded, Medicae can help save the lives of those that can be saved and apply the Emperor’s grace to those who cannot, resulting in fewer overall deaths. It can also help diagnose widespread medical problems and apply the ounce of prevention before the pound of cure becomes necessary. Skill Use: Full Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 807, + "rule_id": "pdf_skill_404_first_aid", + "title": "First Aid", + "content": "The Medicae Skill performs first aid for the injured, removing\na small amount of damage by suturing lacerations, bandaging\nabrasions, and plugging punctures. A successful Medicae Test\nremoves Damage equal to the character’s Intelligence Bonus\non lightly damaged characters, or 1 Damage from heavily or\ncritically damaged characters. Performing First Aid is a full\nround action. First Aid may only be applied to each wound\nonce and is a full round action by you and your patient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "First Aid", + "content": "The Medicae Skill performs first aid for the injured, removing a small amount of damage by suturing lacerations, bandaging abrasions, and plugging punctures. A successful Medicae Test removes Damage equal to the character’s Intelligence Bonus on lightly damaged characters, or 1 Damage from heavily or critically damaged characters. Performing First Aid is a full round action. First Aid may only be applied to each wound once and is a full round action by you and your patient.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 808, + "rule_id": "pdf_skill_405_extended_care", + "title": "Extended Care", + "content": "Using the Medicae Skill for extended care speeds the\nhealing process. The character can properly treat a number\nof patients equal to his Intelligence Bonus. Each additional\npatient imposes a cumulative –10 penalty to Medicae Tests\nto provide extended care. For lightly damaged patients,\nmake one test at the end of each day. For heavily or critically\ndamaged patients, test once at the end of each week. Success\nallows each patient to remove twice the normal Damage—\nremoving Critical Damage first—plus 1 additional Damage\nfor each Degree of Success. Failure does not adversely affect\nthe character’s patients, who heal at the normal rate. Two or\nthree Degrees of Failure indicates that all lightly and heavily\ndamaged patients take 1 Damage each, using sudden death", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Extended Care", + "content": "Using the Medicae Skill for extended care speeds the healing process. The character can properly treat a number of patients equal to his Intelligence Bonus. Each additional patient imposes a cumulative –10 penalty to Medicae Tests to provide extended care. For lightly damaged patients, make one test at the end of each day. For heavily or critically damaged patients, test once at the end of each week. Success allows each patient to remove twice the normal Damage—removing Critical Damage first—plus 1 additional Damage for each Degree of Success. Failure does not adversely affect the character’s patients, who heal at the normal rate. Two or three Degrees of Failure indicates that all lightly and heavily damaged patients take 1 Damage each, using sudden death", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 809, + "rule_id": "pdf_skill_406_to_resolve_any_critical_damage", + "title": "to resolve any Critical Damage (see page 250). Four or more", + "content": "Degrees of Failure indicates all patients take 1d10 Damage,\nusing sudden death to resolve Critical Damage.\nFor additional information on Healing, see Chapter VIII:\nCombat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to resolve any Critical Damage (see page 250). Four or more", + "content": "Degrees of Failure indicates all patients take 1d10 Damage, using sudden death to resolve Critical Damage. For additional information on Healing, see Chapter VIII: Combat.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 810, + "rule_id": "pdf_skill_407_diagnose", + "title": "Diagnose", + "content": "The Medicae Skill can also be used to diagnose disease and\nother ailments, both on one’s fellow characters and also\non the crew at large. On individuals, a successful Skill Test\nyields the name of the ailment and basic treatments. When\nused on groups, a successful Skill Test prevents casualties to\nthe Crew Population due to disease or malnutrition due to\nextended voyages.\nHarvest Gene-Seed\nAs part of an Apothecary’s battlefield duties, he trains in the\nuse of harvesting the gene-seeds of his fallen brothers. An\nApothecary may use this Skill to extract the gene-seed from\na fallen Space Marine with the use of a narthecium (See page\n271 for details).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Diagnose", + "content": "The Medicae Skill can also be used to diagnose disease and other ailments, both on one’s fellow characters and also on the crew at large. On individuals, a successful Skill Test yields the name of the ailment and basic treatments. When used on groups, a successful Skill Test prevents casualties to the Crew Population due to disease or malnutrition due to extended voyages. Harvest Gene-Seed As part of an Apothecary’s battlefield duties, he trains in the use of harvesting the gene-seeds of his fallen brothers. An Apothecary may use this Skill to extract the gene-seed from a fallen Space Marine with the use of a narthecium (See page 271 for details).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 811, + "rule_id": "pdf_skill_408_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar\nThe character uses the Navigation Skill to plot a course\nbetween two points. The course might be across a continent or\nacross a star system. A successful Navigation Test also provides\nan estimated travel time based on geography, cosmography,\nprevailing conditions, weather, and solar winds. Surface\nnavigation is used to navigate across a planet’s surface, using\nlogi-compasses, map readouts, and geographical knowledge.\nStellar navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals. A Navigation Test\nrepresents several hours of charting courses, consulting maps,\nand making necessary trajectory corrections. However, 1\nminute is adequate for the purpose of finding the character’s\ncurrent location.\nSkill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Surface, Stellar The character uses the Navigation Skill to plot a course between two points. The course might be across a continent or across a star system. A successful Navigation Test also provides an estimated travel time based on geography, cosmography, prevailing conditions, weather, and solar winds. Surface navigation is used to navigate across a planet’s surface, using logi-compasses, map readouts, and geographical knowledge. Stellar navigation is used to navigate in space between planets, using star-charts, and carto-mantic rituals. A Navigation Test represents several hours of charting courses, consulting maps, and making necessary trajectory corrections. However, 1 minute is adequate for the purpose of finding the character’s current location. Skill Use: 1 minute for simple location; 1d5 hours for plotting courses or routes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 812, + "rule_id": "pdf_skill_409_fellowship", + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller\nThe character can use the Performer Skill to entertain and\nenthral groups of spectators. The Performer Skill may also be\nused to earn money and wealth, much like the Trade Skills.\nPerformer Tests take an amount of time dependent on the art\nform involved.\nSkill Use: Variable", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fellowship", + "content": "Skill Groups: Dancer, Musician, Singer, Storyteller The character can use the Performer Skill to entertain and enthral groups of spectators. The Performer Skill may also be used to earn money and wealth, much like the Trade Skills. Performer Tests take an amount of time dependent on the art form involved. Skill Use: Variable", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 813, + "rule_id": "pdf_skill_410_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Charm test, to win", + "content": "round an audience, causing their disposition to improve by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "or Performer (Singer) Test instead of a Charm test, to win", + "content": "round an audience, causing their disposition to improve by", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 814, + "rule_id": "pdf_skill_411_or_performer_singer_test_ins", + "title": "or Performer (Singer) Test instead of a Blather Test, utterly", + "content": "enthralling and distracting an audience for a moment. When\nused in place of the Blather Skill, it is subject to the same\nrules and conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "or Performer (Singer) Test instead of a Blather Test, utterly", + "content": "enthralling and distracting an audience for a moment. When used in place of the Blather Skill, it is subject to the same rules and conditions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 815, + "rule_id": "pdf_skill_412_storyteller_or_performer_si", + "title": "(Storyteller) or Performer (Singer) Test instead of a Command", + "content": "test to raise the moral of troops under his command or get them\nto undertake a difficult duty, such as making a last stand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "(Storyteller) or Performer (Singer) Test instead of a Command", + "content": "test to raise the moral of troops under his command or get them to undertake a difficult duty, such as making a last stand.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 816, + "rule_id": "pdf_skill_413_agility", + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft\nCharacters utilise the Pilot Skill to fly anything from personal\njump packs, to small atmospheric craft such as landers or gunUnder normal conditions, piloting does not require a test,\nbut unusual or difficult conditions such as storms, obstacles\nor dangerous manoeuvres do require a Skill Test. When\nchasing another vehicle or ship or contesting for position, the\ncharacter makes an opposed Pilot Test against his opponent.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Skill Groups: Personal, Flyers, Space Craft Characters utilise the Pilot Skill to fly anything from personal jump packs, to small atmospheric craft such as landers or gunUnder normal conditions, piloting does not require a test, but unusual or difficult conditions such as storms, obstacles or dangerous manoeuvres do require a Skill Test. When chasing another vehicle or ship or contesting for position, the character makes an opposed Pilot Test against his opponent. Skill Use: Half Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 817, + "rule_id": "pdf_skill_414_perception", + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies\nof the warp. The character can use the Skill to detect the presence\nor absence of daemons, and the use of psychic powers. The\nSkill also allows detection of psychic phenomena, disturbances,\nvoids, or other areas where the flow of the immaterium has\nbeen unsettled or disrupted. The general results of Psyniscience\nTests are summarised on Table 3–4: Psyniscience.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception", + "content": "Those with the Psyniscience Skill sense the currents and eddies of the warp. The character can use the Skill to detect the presence or absence of daemons, and the use of psychic powers. The Skill also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the immaterium has been unsettled or disrupted. The general results of Psyniscience Tests are summarised on Table 3–4: Psyniscience. Skill Use: Full Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 818, + "rule_id": "pdf_skill_415_perception", + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects\nencountered in the game. The character uses it to determine\nan individual’s truthfulness, his motives, personality, and\ntemperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might\npass unseen in a casual inspection. Scrutiny is an Opposed\nTest against the target’s Deceive when trying to perceive\nfalsehoods, or some other deceptions. However, Scrutiny\ndoes not reveal hidden secrets or a target’s carefully concealed\nintent, and should never replace good roleplaying in an\ninteractive situation. This skill counters the Opposed Tests of\nmany manipulative Interaction skills, such as Charm, Deceive,\nand Intimidate.\nSkill Use: Full Action though special uses may require", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception", + "content": "The Scrutiny Skill helps assess the people or objects encountered in the game. The character uses it to determine an individual’s truthfulness, his motives, personality, and temperament. It can also be used to examine an object in detail, noticing small details and characteristics that might pass unseen in a casual inspection. Scrutiny is an Opposed Test against the target’s Deceive when trying to perceive falsehoods, or some other deceptions. However, Scrutiny does not reveal hidden secrets or a target’s carefully concealed intent, and should never replace good roleplaying in an interactive situation. This skill counters the Opposed Tests of many manipulative Interaction skills, such as Charm, Deceive, and Intimidate. Skill Use: Full Action though special uses may require", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 819, + "rule_id": "pdf_skill_416_standard_success", + "title": "Standard Success", + "content": "Awareness of warp disruption or\nnumber of entities present", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Standard Success", + "content": "Awareness of warp disruption or number of entities present", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 820, + "rule_id": "pdf_skill_417_two", + "title": "Two", + "content": "Rough location of the warp\ncreatures or beings affecting the\nImmaterium.\nThree or more\nExact position of the creatures or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Two", + "content": "Rough location of the warp creatures or beings affecting the Immaterium. Three or more Exact position of the creatures or", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 821, + "rule_id": "pdf_skill_418_perception", + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things\nthat are physically hidden, from a secreted holdout pistol to a\nbunker keyplate. Search involves active investigation, whereas\nAwareness deals with passive or subconscious detection. Each\nSearch Test covers a small room or area. When an object or\nindividual has been deliberately hidden, the Search Test is an\nOpposed Test against your target’s Concealment.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception", + "content": "The character uses the Search Skill to attempt to discover things that are physically hidden, from a secreted holdout pistol to a bunker keyplate. Search involves active investigation, whereas Awareness deals with passive or subconscious detection. Each Search Test covers a small room or area. When an object or individual has been deliberately hidden, the Search Test is an Opposed Test against your target’s Concealment. Skill Use: 1 minute", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 822, + "rule_id": "pdf_skill_419_agility", + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other\nphysical security systems. This differs from many systems that\nemploy codes or cogitators that are more suited to the Techthe complexity of the mechanism. In most cases one test is\nsufficient, but large, intricate systems may require Extended\nTests. See the Tech-Use Skill for systems that combine both\nmechanical and technical challenges. Using this Skill without\nproper tools or equipment is extremely challenging, and any\nattempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers a\n–20 penalty.\nSkill Use: 1 minute, reduced by 10 seconds for each Degree\nof Success", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "The Security Skill is used to bypass mechanical locks and other physical security systems. This differs from many systems that employ codes or cogitators that are more suited to the Techthe complexity of the mechanism. In most cases one test is sufficient, but large, intricate systems may require Extended Tests. See the Tech-Use Skill for systems that combine both mechanical and technical challenges. Using this Skill without proper tools or equipment is extremely challenging, and any attempt to bypass a lock or other security system without using a multikey or other set of appropriate tools suffers a –20 penalty. Skill Use: 1 minute, reduced by 10 seconds for each Degree of Success", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 823, + "rule_id": "pdf_skill_420_strategic_entry", + "title": "Strategic Entry", + "content": "Although the Security Skill generally focuses on the tactical\naspects of defeating a system, it also has its uses in finding\nweak points in the defensive system involved. Careful study of\na building might reveal that one of the locks is of substandard\nquality or that sensors fail to cover the weed-choked culvert\nbehind the facility. The skill can help determine where to\nstrike instead of just how. This can also be used to find the\nweak spot in one’s own defences.\nSecurity Tests made in this manner should test against\nAwareness rather than Agility, and requires 1d5 hours. The\nGM can adjust the time necessary upward in increments of 1d5\nadditional hours for particularly large or complex systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strategic Entry", + "content": "Although the Security Skill generally focuses on the tactical aspects of defeating a system, it also has its uses in finding weak points in the defensive system involved. Careful study of a building might reveal that one of the locks is of substandard quality or that sensors fail to cover the weed-choked culvert behind the facility. The skill can help determine where to strike instead of just how. This can also be used to find the weak spot in one’s own defences. Security Tests made in this manner should test against Awareness rather than Agility, and requires 1d5 hours. The GM can adjust the time necessary upward in increments of 1d5 additional hours for particularly large or complex systems.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 824, + "rule_id": "pdf_skill_421_agility", + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on\nfoot, in vehicles, and even aboard shuttles and starships. It\ncontrasts with Concealment because it involves movement\nand blending into one’s surroundings. On foot, it might\ninvolve using physical cover or the press of bodies in a crowd;\nin a vehicle, techniques might include false turns or using a\nnearby cargo hauler as cover; aboard ships, it can entail the\nuse of asteroids or other stellar objects or busy space lanes\naround major systems. Shadowing Tests are always Opposed\nTests against the opponent’s Awareness or Scrutiny Skill. A\nsingle Shadowing Test is sufficient to follow the opponent\nunseen for 1 minute.\nSkill Use: 1 minute", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Shadowing allows the character to follow others, either on foot, in vehicles, and even aboard shuttles and starships. It contrasts with Concealment because it involves movement and blending into one's surroundings. On foot, it might involve using physical cover or the press of bodies in a crowd; in a vehicle, techniques might include false turns or using a nearby cargo hauler as cover; aboard ships, it can entail the use of asteroids or other stellar objects or busy space lanes around major systems. Shadowing Tests are always Opposed Tests against the opponent's Awareness or Scrutiny Skill. A single Shadowing Test is sufficient to follow the opponent unseen for 1 minute. Skill Use: 1 minute", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 825, + "rule_id": "pdf_skill_422_agility", + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy\nare essential in the character’s activities. The GM sets the\ndifficulty of the test depending on the environment: the\nechoing steel halls of a space hulk yield a greater difficulty\nthan the carpeted throne room of a planetary governor. Silent\nMove Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\nSkill Use: Free Action as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Use the Silent Move Skill any time silence and secrecy are essential in the character's activities. The GM sets the difficulty of the test depending on the environment: the echoing steel halls of a space hulk yield a greater difficulty than the carpeted throne room of a planetary governor. Silent Move Tests are always Opposed Tests against the opponent's Awareness or Scrutiny Skill. Skill Use: Free Action as part of Movement", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 826, + "rule_id": "pdf_skill_423_agility", + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a\ncombination of deception and dexterity. Examples include\npalming small objects, picking pockets, or performing tricks.\nThe GM sets the difficulty for the test according to the size of\nthe object and the intensity of observation. Sleight of Hand\nis always an Opposed Test against the opponent’s Awareness\nor Scrutiny.\nThe character can use Sleight of Hand instead of Gamble\nto employ deception and alter the odds in games of chance.\nSee the Gamble Skill for more information. Though Sleight\nof Hand usually requires a Half Action, the character may\nmake a test as a Free Action with a –10 penalty.\nSkill Use: Half Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Characters use Sleight of Hand for any task requiring a combination of deception and dexterity. Examples include palming small objects, picking pockets, or performing tricks. The GM sets the difficulty for the test according to the size of the object and the intensity of observation. Sleight of Hand is always an Opposed Test against the opponent's Awareness or Scrutiny. The character can use Sleight of Hand instead of Gamble to employ deception and alter the odds in games of chance. See the Gamble Skill for more information. Though Sleight of Hand usually requires a Half Action, the character may make a test as a Free Action with a -10 penalty. Skill Use: Half Action", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 827, + "rule_id": "pdf_skill_424_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork,\nTechna-Lingua, Tau\nThe Speak Language Skill is used to communicate with others\nusing the same language. The Imperium has nearly as many\nlanguages as it has star systems, but for all this variety, most\ncan speak or understand a variation of Low Gothic. In most\nsituations, Skill Tests are unnecessary so long as those involved\nall speak a common tongue. However, communication with\nthose using obscure dialects or cryptic, complex concepts\nrequires a test at an appropriate difficulty.\nEldar: Though no human can hope to capture the subtle\nnuances and sub-tones of this extremely complex and ancient\nlanguage, it is enough to make one’s meaning clear.\nHigh Gothic: The official language of the Imperium, used\nby Imperial officials, nobility, members of the Ecclesiarchy,\nand those involved in high-level negotiations.\nKroot: The native chirping language of the Kroot is\nalmost impossible for a human to emulate, however, with\ntraining and a good ear, it can be understood.\nLow Gothic: The common tongue of the Imperium, used\nby the countless millions of ordinary citizens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork, Techna-Lingua, Tau The Speak Language Skill is used to communicate with others using the same language. The Imperium has nearly as many languages as it has star systems, but for all this variety, most can speak or understand a variation of Low Gothic. In most situations, Skill Tests are unnecessary so long as those involved all speak a common tongue. However, communication with those using obscure dialects or cryptic, complex concepts requires a test at an appropriate difficulty. Eldar: Though no human can hope to capture the subtle nuances and sub-tones of this extremely complex and ancient language, it is enough to make one's meaning clear. High Gothic: The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations. Kroot: The native chirping language of the Kroot is almost impossible for a human to emulate, however, with training and a good ear, it can be understood. Low Gothic: The common tongue of the Imperium, used by the countless millions of ordinary citizens.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 828, + "rule_id": "pdf_skill_425_intelligence", + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged\nperiods in unusual or alien environments. Space Marines\ndo not die of exposure to the elements, and their implants\nallow them to survive on even the most inedible of flora and\nfauna. Thus, the Survival Skill most often applies to normal\nhumans or those Space Marines who learned this skill before\nbecoming an Initiate in their Chapter. A skilled outdoorsman,\nthe character can find edible plants, hunt for game, and\ndetermine if food is safe for consumption. He can also\nconstruct viable shelters from native materials or improvised\nsubstances and ensure they’re located away from flood chutes\nor the territory of predators. The difficulty of these tests\ndepends on the location: barren deserts provide much greater\nchallenge than the verdant tropical forests. This skill can also\napply to man-made environments, such as artificial worlds,\nthe depths of the underhive, or the belly of massive starships.\nIn this case, the Skill can provide safe resting areas away from\nplasma venting and knowledge about which sacred unguents\nalso provide minimal nutrition.\nSkill Use: Various", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The Survival Skill allows the character to endure prolonged periods in unusual or alien environments. Space Marines do not die of exposure to the elements, and their implants allow them to survive on even the most inedible of flora and fauna. Thus, the Survival Skill most often applies to normal humans or those Space Marines who learned this skill before becoming an Initiate in their Chapter. A skilled outdoorsman, the character can find edible plants, hunt for game, and determine if food is safe for consumption. He can also construct viable shelters from native materials or improvised substances and ensure they're located away from flood chutes or the territory of predators. The difficulty of these tests depends on the location: barren deserts provide much greater challenge than the verdant tropical forests. This skill can also apply to man-made environments, such as artificial worlds, the depths of the underhive, or the belly of massive starships. In this case, the Skill can provide safe resting areas away from plasma venting and knowledge about which sacred unguents also provide minimal nutrition. Skill Use: Various", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 829, + "rule_id": "pdf_skill_426_strength", + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium,\nthe uncharted fringes require its use far more frequently. The\nSwim Skill allows the character to swim through various\nliquid mediums. Under normal conditions swimming does\nnot require a test. More difficult waters, unusual circumstances\nor long distances call for a Skill Test. For more information\non the Swim Skill, see the Swimming section on page 207 of\nChapter VII: Playing the Game.\nSkill Use: Full Action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strength", + "content": "Though something of a lost skill to much of the Imperium, the uncharted fringes require its use far more frequently. The Swim Skill allows the character to swim through various liquid mediums. Under normal conditions swimming does not require a test. More difficult waters, unusual circumstances or long distances call for a Skill Test. For more information on the Swim Skill, see the Swimming section on page 207 of Chapter VII: Playing the Game. Skill Use: Full Action", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 830, + "rule_id": "pdf_skill_427_intelligence", + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault\nDoctrine, Defensive Doctrine, Orbital Drop Procedures,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 831, + "rule_id": "pdf_skill_428_recon_and_stealth", + "title": "Recon and Stealth", + "content": "Tactics is the practical application of military knowledge in\nthe field of battle. It differs from the various Lore Skills in\nthat it relates directly to on the ground combat manoeuvres\nand actions rather than a broad theoretical or strategic view\nof warfare. It also differs from the Command Skill in that\nCommand allows the direction of troops but does not grant\nany special knowledge in how best to use them. A character\ncan use Tactics at any time when he wants to determine the\nbest military course of action in a combat. This could be\nanything from the best position to suppress an entrenched\nenemy before an assault to picking a good landing zone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Recon and Stealth", + "content": "Tactics is the practical application of military knowledge in the field of battle. It differs from the various Lore Skills in that it relates directly to on the ground combat manoeuvres and actions rather than a broad theoretical or strategic view of warfare. It also differs from the Command Skill in that Command allows the direction of troops but does not grant any special knowledge in how best to use them. A character can use Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything from the best position to suppress an entrenched enemy before an assault to picking a good landing zone", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 832, + "rule_id": "pdf_skill_429_when_coming_in_under_fire_fai", + "title": "when coming in under fire. Failing a Tactics (Assault) Test, for", + "content": "example, might mean facing a concentration of a defending\nforce or hitting a stronger line of fortifications.\nAir Combat: Covers atmosphere and near-orbit\nengagements with air superiority fighters as well as close\nsupport and bombing with ground attack aircraft.\nArmoured Tactics: An understanding of armoured\nwarfare, how best to use armour, as well as how best to\nexploit the weaknesses of such vehicles.\nAssault Doctrine: Covers all kinds of assaults, from\ncharging a bunker to opposed amphibious landings.\nDefensive Doctrine: How to set up a good defensive\nline, including layering units, creating areas of enfilading fire,\nand good clear kill zones.\nOrbital Drop Procedures: A knowledge of orbital drop\ndoctrine and how to use it to maximise troop concentration\nand ensure shock and awe in the enemy.\nRecon and Stealth: An understanding of the best methods\nof recon and stealth, such as how to approach a defensive\nposition unseen or quietly destroy sentry positions.\nVoid Combat: Covers starship combat between anything\nfrom lightly armoured escorts up to battle barges and space\nhulks. It is also includes knowledge of high orbit fire support\ndoctrines and the best way to use ships in orbit to aid\nground troops.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "When Coming in Under Fire", + "content": "Example: facing a concentration of a defending force or hitting a stronger line of fortifications.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 833, + "rule_id": "pdf_skill_430_ambush", + "title": "Ambush", + "content": "A character in the role of Kill-team leader may use Tactics\n(Recon and Stealth) in the place of an opposed Concealment\nfor himself or any member of his squad provided they are in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ambush", + "content": "A character in the role of Kill-team leader may use Tactics (Recon and Stealth) in the place of an opposed Concealment for himself or any member of his squad provided they are in", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 834, + "rule_id": "pdf_skill_431_intelligence", + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex\nmechanical items or fathom the workings of unknown\ntechnical artefacts. Using a basic piece of equipment under\ntypical circumstances requires no test, such as using a voxfor unusual or unfamiliar gear, malfunctioning or broken\nitems, and any situation where conditions are less than ideal,\nsuch as attempting to use the same vox-caster near a plasma\ncore or coaxing the machine spirit of a strange vessel’s warp\ndrive to reignite its fires. The character can also use TechTest of duration and difficulty set by the GM depending on\nthe item’s complexity and the extent of the damage. Techrequires the relevant Trade Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Tech-Use allows the character to use or repair complex mechanical items or fathom the workings of unknown technical artefacts. Using a basic piece of equipment under typical circumstances requires no test, such as using a vox for unusual or unfamiliar gear, malfunctioning or broken items, and any situation where conditions are less than ideal, such as attempting to use the same vox-caster near a plasma core or coaxing the machine spirit of a strange vessel's warp drive to reignite its fires. The character can also use Tech-Test of duration and difficulty set by the GM depending on the item's complexity and the extent of the damage. Tech requires the relevant Trade Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 835, + "rule_id": "pdf_skill_432_security_systems", + "title": "Security Systems", + "content": "The Security Skill covers mechanical security systems,\nbut many systems may have both physical and electronic\ncomponents, and certain examples may be entirely controlled\nby cogitators and machine spirits. The GM determines the\nnecessary Skill Tests required for a particular system, which\nmay include a combination of both Skills, or may involve a\nsingle roll with an appropriate modifier for possessing both\nSkills, or lacking one or the other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Security Systems", + "content": "The Security Skill covers mechanical security systems, but many systems may have both physical and electronic components, and certain examples may be entirely controlled by cogitators and machine spirits. The GM determines the necessary Skill Tests required for a particular system, which may include a combination of both Skills, or may involve a single roll with an appropriate modifier for possessing both Skills, or lacking one or the other.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 836, + "rule_id": "pdf_skill_433_intelligence", + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the\nsigns left by his quarry, allowing him to hunt them down.\nFollowing obvious tracks does not require a Skill Test, and is\nconsidered part of a character’s movement. In instances where\nthe time or elements have eroded the signs or where the very\nenvironment makes seeing them difficult, such as darkness\nor fog, Tracking Tests are required. The difficulty depends\non the condition of the traces and the tracker’s surroundings.\nWhen following any tracks where the difficulty of the test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "With the Tracking Skill, the character can follow the signs left by his quarry, allowing him to hunt them down. Following obvious tracks does not require a Skill Test, and is considered part of a character’s movement. In instances where the time or elements have eroded the signs or where the very environment makes seeing them difficult, such as darkness or fog, Tracking Tests are required. The difficulty depends on the condition of the traces and the tracker’s surroundings. When following any tracks where the difficulty of the test", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 837, + "rule_id": "pdf_skill_434_is_more_than_challenging_0", + "title": "is more than Challenging (+0), the tracker’s Movement rate", + "content": "drops to half. Cunning or devious quarry may attempt to\nconceal or erase their tracks. In any case where an opponent\nhas attempted to do this, make an Opposed Test made against\nthe prey’s Concealment.\nSkill Use: Free Action made as part of Movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tracker Movement Rate Penalty", + "content": "When tracking a quarry with a difficulty of Challenging (+0) or higher, the tracker's Movement rate drops to half. Cunning or devious quarry may attempt to conceal or erase their tracks. In such cases, make an Opposed Test against the prey's Concealment. Skill Use: Free Action made as part of Movement.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 838, + "rule_id": "pdf_skill_435_soothsayer_fel_technomat_i", + "title": "Soothsayer (Fel), Technomat (Int), Trader (Fel)", + "content": "Trade Skills allow the character to create things, from guns\nto starships. Characters with this Skill can earn money or\nreputation plying a trade. They can identify the works of\nparticularly famous or infamous craftsmen, or recall information\nconcerning items of their trade.\nTrade Tests can represent the work of an hour, week, or\nmonth depending on the complexity of the task at hand.\nHowever, tests that involve the examination of an item to recall\ninformation require a Full Action.\nArchaeologist: Used to locate, examine and analyse ancient\nruins and artefacts.\nArmourer: Used to design, upgrade and forge weaponry,\nfrom personal to starship sized.\nAstrographer: Used to create two and three-dimensional\nrepresentations of stellar locations and warp routes.\nChymist: Used to create poisons, drugs, and a wide variety\nof other compounds.\nCryptographer: Used to create or decode ciphers, codes,\nand other puzzles.\nExplorator: Used in the exploration of unknown stellar\nregions.\nLinguist: Used to learn or decipher new languages, both\nspoken and written.\nRemembrancer: Used to recount events in a variety of art\nforms, from sculpture to poetry.\nShipwright: Used to design, upgrade, and create voidSoothsayer: Used to foretell the future by a number of\ninterpretive arts, though its effectiveness is suspect.\nTechnomat: Used to maintain and repair technological\ndevices, but through rote memorisation rather than true\nunderstanding.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trade Skills", + "content": "Trade Skills allow the character to create things, from guns to starships. Characters with this Skill can earn money or reputation plying a trade. They can identify the works of particularly famous or infamous craftsmen, or recall information concerning items of their trade. Trade Tests can represent the work of an hour, week, or month depending on the complexity of the task at hand. However, tests that involve the examination of an item to recall information require a Full Action. Archaeologist: Used to locate, examine and analyse ancient ruins and artefacts. Armourer: Used to design, upgrade and forge weaponry, from personal to starship sized. Astrographer: Used to create two and three-dimensional representations of stellar locations and warp routes. Chymist: Used to create poisons, drugs, and a wide variety of other compounds. Cryptographer: Used to create or decode ciphers, codes, and other puzzles. Explorator: Used in the exploration of unknown stellar regions. Linguist: Used to learn or decipher new languages, both spoken and written. Remembrancer: Used to recount events in a variety of art forms, from sculpture to poetry. Shipwright: Used to design, upgrade, and create void. Soothsayer: Used to foretell the future by a number of interpretive arts, though its effectiveness is suspect. Technomat: Used to maintain and repair technological devices, but through rote memorisation rather than true understanding. Skill Use: Variable depending on task and complexity", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 839, + "rule_id": "pdf_skill_436_intelligence", + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he\nencounters in his travels, from spine-hounds to the noble warhorse\nbreeds. Both taming and training beasts are Extended Tests, the\nduration of which is determined by the nature and temper of the\ncreature involved. Once an animal has been broken to its master’s\nwill—or at least formed a partnership for particularly strongWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every two\nDegrees of Success, up to a maximum of three levels by a Full\nAction use of this Skill. GMs may impose penalties for animals\nthat have been particularly well trained or those with uncommon\nWillpower and Intelligence. Wrangling is of no use against cyber\nor psy-bonded animals, nor against any xenos with true sentience.\nSkill Use: Variable depending on task and complexity", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "The character can tame, train, and potentially ride animals he encounters in his travels, from spine-hounds to the noble warhorse breeds. Both taming and training beasts are Extended Tests, the duration of which is determined by the nature and temper of the creature involved. Once an animal has been broken to its master's will—or at least formed a partnership for particularly strongWild animals, or those trained for hostility and aggression, can have their Disposition changed by one level for every two Degrees of Success, up to a maximum of three levels by a Full Action use of this Skill. GMs may impose penalties for animals that have been particularly well trained or those with uncommon Willpower and Intelligence. Wrangling is of no use against cyber or psy-bonded animals, nor against any xenos with true sentience. Skill Use: Variable depending on task and complexity", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 840, + "rule_id": "pdf_skill_437_traits", + "title": "Traits", + "content": "“Ability is not enough. Dedication is not enough. Even victory is\nnot enough. To become one of our number, you must embody all of\nthese, and yet be more still. What that more is I cannot tell you. Find\nthe answer in your bones, in your heart and soul, and you will be a\nwarrior.”\n–from an address to the 10th Company by Cadmus\nGracchus, Imperial Fists Chaplain\nTalents are special abilities and proficiencies that a character\npossesses either through his intrinsic nature or through the\napplication of well-practised experience. This is in contrast to\nSkills, which represent abilities gained by learning or training.\nA Talent is an ability that a character is either capable of or\nis not, whereas a Skill is something that he can be better at\nby degrees. When a Battle-Brother smites an enemy with a\ndevastating blow with his thunder hammer heedless of the\ndanger to himself, smashes aside dozens of lesser foes, and\ncalls for vengeance for his fallen brother, he is using Talents.\nThe battlefields of the 41st Millennium are unforgiving. From\nbreaking a horde of Tyranids to sabotaging a Tau shield\ngenerator; a Battle-Brother will need every edge that his\nTalents provide him with.\nTalents differ from Skills in that a player need not use an\nAction or Test to utilise the ability. They are always in effect,\nand many Talents give bonuses to Tests or allow Actions not\navailable to the common man.\nPlanning out effective and flavourful combinations of\nTalents and Skills that match the character’s background\ncan be an enjoyable process for the entire game group, and\ncan provide interesting ideas for the GM or other players to\nfurther cement their relationships and adversaries.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits", + "content": "Talents are special abilities and proficiencies that a character possesses either through his intrinsic nature or through the application of well-practised experience. This is in contrast to Skills, which represent abilities gained by learning or training. A Talent is an ability that a character is either capable of or is not, whereas a Skill is something that he can be better at by degrees. When a Battle-Brother smites an enemy with a devastating blow with his thunder hammer heedless of the danger to himself, smashes aside dozens of lesser foes, and calls for vengeance for his fallen brother, he is using Talents. The battlefields of the 41st Millennium are unforgiving. From breaking a horde of Tyranids to sabotaging a Tau shield generator; a Battle-Brother will need every edge that his Talents provide him with. Talents differ from Skills in that a player need not use an Action or Test to utilise the ability. They are always in effect, and many Talents give bonuses to Tests or allow Actions not available to the common man. Planning out effective and flavourful combinations of Talents and Skills that match the character’s background can be an enjoyable process for the entire game group, and can provide interesting ideas for the GM or other players to further cement their relationships and adversaries.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 841, + "rule_id": "pdf_skill_438_gaining_talents", + "title": "Gaining Talents", + "content": "“Experience is the only true teacher, and experience without pain is\nmeaningless.”\n–XIXth training maxim of the Storm Wardens\nPlayers receive, or choose between, a number of Talents during\nthe creation of their characters in Chapter I: Character\nCreation. They also gain more by spending Experience\nPoints as they advance through their Career Path, as outlined\nin Chapter II: Specialities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Talents", + "content": "Players receive, or choose between, a number of Talents during the creation of their characters in Chapter I: Character Creation. They also gain more by spending Experience Points as they advance through their Career Path, as outlined in Chapter II: Specialities.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 842, + "rule_id": "pdf_skill_439_talent_groups", + "title": "TalenT Groups", + "content": "Several Talents represent a general ability that can be applied\nto a specific category within that group. As some of these\ngroups have many sub-categories, they have been collected\ninto related groups. When selecting one of these Talents,\nthe player chooses one of the entries from the group. Thus,\nwhen selecting the Peer Talent, the player would also choose\na specific group or organisation from the talent group, such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talent Groups", + "content": "Several Talents represent a general ability that can be applied to a specific category within that group. As some of these groups have many sub-categories, they have been collected into related groups. When selecting one of these Talents, the player chooses one of the entries from the group. Thus, when selecting the Peer Talent, the player would also choose a specific group or organisation from the talent group, such", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 843, + "rule_id": "pdf_skill_440_as_peer_inquisition_each_ti", + "title": "as Peer (Inquisition). Each time the character gains the talent,", + "content": "he may choose a different specialisation, so the next time he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "as Peer (Inquisition)", + "content": "he may choose a different specialisation, so the next time he", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 844, + "rule_id": "pdf_skill_441_selects_it_he_might_opt_for_p", + "title": "selects it, he might opt for Peer (Adeptus Mechanicus). In", + "content": "many cases, group listings are representative as opposed to\nall-inclusive. Consequently, even though “Storm Wardens and\nthe Iron Lords” are not specifically listed in the Peer Talent\ngroup, it can still be chosen with GM approval.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Peer Talent Group Listing", + "content": "Many cases, group listings are representative as opposed to all-inclusive. Consequently, even though 'Storm Wardens and the Iron Lords' are not specifically listed in the Peer Talent group, it can still be chosen with GM approval.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 845, + "rule_id": "pdf_skill_442_talent_prerequisites", + "title": "TalenT prerequisiTes", + "content": "Several Talents require a character to possess a prerequisite\nbefore their selection. This represents a certain innate ability\nlevel required to employ specific Talents, or a Skill or other\nTalent necessary to access more advanced capabilities. These\nprerequisites may take the form of Characteristic scores, Skills,\nTalents, or even special abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talent Prerequisites", + "content": "Several Talents require a character to possess a prerequisite before their selection. This represents a certain innate ability level required to employ specific Talents, or a Skill or other Talent necessary to access more advanced capabilities. These prerequisites may take the form of Characteristic scores, Skills, Talents, or even special abilities.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 846, + "rule_id": "pdf_skill_443_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Abhor the Witch Adeptus Astartes\nSpend Fate Point before a mission to gain resistance\nto Psychic Powers.\nAir of Authority Fel 30 Affect more targets with Test.\nAmbidextrous Ag 30 Use either hand equally well.\nArmour-Monger Techmarine Increase the efficacy of physical armour.\nAssassin Strike Ag 40, Acrobatic\nOn a successful Acrobatics Test after making a\nmelee attack, character may move as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assassin Strike", + "content": "On a successful Acrobatics Test after making a melee attack, character may move as a Free Action.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 847, + "rule_id": "pdf_skill_444_astartes_weapon_specialisation", + "title": "Astartes Weapon Specialisation", + "content": "Autosanguine — Heal 2 damage/day, always Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Weapon Specialisation", + "content": "Autosanguine - Heal 2 damage/day, always Lightly Damaged.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 848, + "rule_id": "pdf_skill_445_basic_weapon_training", + "title": "Basic Weapon Training", + "content": "†\n— Use weapon group without penalty.\nBastion of Iron Will Psy Rating, Strong-Minded, WP 40 Double Defensive Psy Rating for Opposed Tests.\nBattle Rage Frenzy Parry while frenzied.\nBerserk Charge — Gain +20 bonus when charging.\nBinary Chatter — +10 bonus to control servitors.\nBlademaster WS 30, Melee Weapon Training (any) Re-roll missed attack, once per Round.\nBlind Fighting Per 30\nSuffer half the usual penalties when vision is\nobscured.\nBolter Drill Adeptus Astartes Weapon Training\nGet an extra shot when firing a bolt weapon on full\nor semi-auto.\nBulging Biceps S 45 Remove bracing requirement for certain weapons.\nCall to Vengeance Adeptus Astartes, Fel 40\nSpend Full Action when a Battle-Brother is taken\nout of action to regain full Cohesion.\nCatfall Ag 30 Reduce falling damage.\nChem Geld — Immune to seduction, resistant to charm.\nCleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks.\nCombat Formation Int 40 Use Int Bonus for Initiative.\nCombat Master WS 30\nOpponents get no bonus for outnumbering the\ncharacter.\nCombat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative.\nConcealed Cavity — Character has a secret compartment on his person.\nCounter Attack WS 40 Gain free attack with successful Parry.\nCrack Shot BS 40 Deal +2 Critical Damage with ranged weapon.\nCrippling Strike WS 50 Deal +4 Critical Damage with melee weapon.\nCrushing Blow S 40 Deal +2 Damage with melee weapons.\nDeadeye Shot BS 30 Called Shots are at –10 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Basic Weapon Training", + "content": "Use weapon group without penalty. Bastion of Iron Will Psy Rating, Strong-Minded, WP 40 Double Defensive Psy Rating for Opposed Tests. Battle Rage Frenzy Parry while frenzied. Berserk Charge Gain +20 bonus when charging. Binary Chatter +10 bonus to control servitors. Blademaster WS 30, Melee Weapon Training (any) Re-roll missed attack, once per Round. Blind Fighting Per 30 Suffer half the usual penalties when vision is obscured. Bolter Drill Adeptus Astartes Weapon Training Get an extra shot when firing a bolt weapon on full or semi-auto. Bulging Biceps S 45 Remove bracing requirement for certain weapons. Call to Vengeance Adeptus Astartes, Fel 40 Spend Full Action when a Battle-Brother is taken out of action to regain full Cohesion. Catfall Ag 30 Reduce falling damage. Chem Geld Immune to seduction, resistant to charm. Cleanse and Purify Basic Weapons (Flame) Increases the effect of your flamer attacks. Combat Formation Int 40 Use Int Bonus for Initiative. Combat Master WS 30 Opponents get no bonus for outnumbering the character. Combat Sense Per 40 Use Per Bonus instead of Ag Bonus for Initiative. Concealed Cavity Character has a secret compartment on his person. Counter Attack WS 40 Gain free attack with successful Parry. Crack Shot BS 40 Deal +2 Critical Damage with ranged weapon. Crippling Strike WS 50 Deal +4 Critical Damage with melee weapon. Crushing Blow S 40 Deal +2 Damage with melee weapons. Deadeye Shot BS 30 Called Shots are at -10 penalty.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 849, + "rule_id": "pdf_skill_446_death_from_above_adeptus_astar", + "title": "Death From Above Adeptus Astartes, Pilot (Personal)", + "content": "Cause greater damage when charging or dropping\ninto combat using a jump pack.\nDeathwatch Training Adeptus Astartes, member of the Deathwatch\nThe Space Marine gains bonuses when fighting\naliens.\nDeflect Shot Ag 50 Character can parry primitive ranged attacks.\nDie Hard WP 40 Re-roll death chance incurred by blood loss.\nDisarm Ag 30 Force opponent to drop weapon.\nDisturbing Voice —\n+10 bonus to Intimidate and Interrogation, –10\npenalty to Fel.\nDouble Team — Gain additional +10 bonus for ganging up.\nDual Shot Ag 40, Two-Weapon Wielder One Ballistic Skill Test hits target twice.\nDual Strike Ag 40, Two-Weapon Wielder One Weapon Skill Test hits target twice.\nDuty Unto Death WP 45\nElectrical Succour Techmarine or Mechanicus Implants +10 bonus to T Tests to remove Fatigue\nElectro Graft Use —\n+10 bonus to Inquiry, Tech Use, Common\nKnowledge.\nEnemy† —\nAn organisation or group particularly despises the\ncharacter.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Death From Above", + "content": "Cause greater damage when charging or dropping into combat using a jump pack.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 850, + "rule_id": "pdf_skill_447_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don’t cause Fatigue.\nEnhanced Bionic Frame Machinator Array\nEye of Vengeance Astartes Weapons Training, BS 50\nFire a single shot to penetrate armour and increase the\nchance of Righteous Fury.\nExemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talent Name Prerequisite Benefit", + "content": "Energy Cache Techmarine or Mechanicus Implants Luminen Blast, Charge and Shock don't cause Fatigue. Enhanced Bionic Frame Machinator Array Eye of Vengeance Astartes Weapons Training, BS 50 Fire a single shot to penetrate armour and increase the chance of Righteous Fury. Exemplar of Honour Adeptus Astartes Exchange a Fate Point for a point of Cohesion.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 851, + "rule_id": "pdf_skill_448_exotic_weapon_training", + "title": "Exotic Weapon Training", + "content": "†\n—\nGain proficiency with an exotic weapon type.\nEye of Vengeance\nFavoured by the Warp WP 35", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Exotic Weapon Training", + "content": "Gain proficiency with an exotic weapon type. Eye of Vengeance Favoured by the Warp WP 35", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 852, + "rule_id": "pdf_skill_449_roll_twice_for_psychic_phenome", + "title": "Roll twice for Psychic Phenomena (see page 187) and", + "content": "take better result.\nFearless — Immune to Fear and Pinning.\nFeedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action.\nFerric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects.\nFerric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Roll twice for Psychic Phenomena", + "content": "take better result. Fearless - Immune to Fear and Pinning. Feedback Screech Techmarine or Mechanicus Implants 30m radius, Test WP or lose Half Action. Ferric Lure Techmarine or Mechanicus Implants WP Test to call 1kg/WP Bonus of metal objects. Ferric Summons Techmarine or Mechanicus Implants, Ferric Lure WP Test to call 2kg/WP Bonus of metal objects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 853, + "rule_id": "pdf_skill_450_flame_weapon_training", + "title": "Flame Weapon Training", + "content": "†\n— Gain proficiency with a group of flame weapons.\nFlesh Render Adeptus Astartes Cause additional damage with chain weapons.\nForesight Int 30 Contemplate to gain +10 bonus on next Test.\nFrenzy — Enter psychotic rage to gain combat bonuses.\nFurious Assault WS 35 On a successful WS Test, gain a free second attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flame Weapon Training", + "content": "Gain proficiency with a group of flame weapons. Flesh Render Adeptus Astartes Cause additional damage with chain weapons. Foresight Int 30 Contemplate to gain +10 bonus on next Test. Frenzy Enter psychotic rage to gain combat bonuses. Furious Assault WS 35 On a successful WS Test, gain a free second attack.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 854, + "rule_id": "pdf_skill_451_good_reputation", + "title": "Good Reputation", + "content": "†\nFel 50, Peer\nThe character has a good reputation amongst a certain\ngroup.\nGun Blessing Techmarine or Mechanicus Implants Un-jam Int Bonus guns in 10m radius.\nGunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only –10 penalty.\nHammer Blow Adeptus Astartes Make a thunderous single strike with a melee weapon.\nHard Target Ag 40\nOpponents take –20 to BS Tests when character\ncharges or runs.\nHardy T 40 You always heal as if Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Good Reputation", + "content": "Fel 50, Peer The character has a good reputation amongst a certain group. Gun Blessing Techmarine or Mechanicus Implants Un-jam Int Bonus guns in 10m radius. Gunslinger BS 40, Two-Weapon Wielder Fighting with two pistols incurs only -10 penalty. Hammer Blow Adeptus Astartes Make a thunderous single strike with a melee weapon. Hard Target Ag 40 Opponents take -20 to BS Tests when character charges or runs. Hardy T 40 You always heal as if Lightly Damaged.", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 855, + "rule_id": "pdf_skill_452_heightened_senses", + "title": "Heightened Senses", + "content": "†\n— Gain +10 bonus to particular sense.\nHip Shooting BS 40, Ag 40 Gain a free attack while moving.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heightened Senses", + "content": "Gain +10 bonus to particular sense. Hip Shooting BS 40, Ag 40 Gain a free attack while moving.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 856, + "rule_id": "pdf_skill_453_hot_shot_pilot", + "title": "Hot Shot Pilot", + "content": "Hunter of Aliens — Gain an advantage in combating aliens.\nImproved Warp Sense Warp Sense Allows Psyniscience Test as Free Action.\nIndependent Targeting BS 40 Fire at two or more targets further than 10m apart.\nInfused Knowledge Int 40 Treat Common and Scholastic Lore as Basic Skills.\nInspire Wrath Fel 30 Inspire crowds to anger.\nInto the Jaws of Hell Iron Discipline\nMinions gain immunity to Pinning and Fear whilst in\ncharacter’s presence.\nIron Discipline WP 30, Command Minions can re-roll Fear and Pinning Tests.\nIron Jaw T 40 Test Toughness to overcome Stunning.\nJaded WP 30 Never gain IP from ordinary horrors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hot Shot Pilot", + "content": "Hunter of Aliens — Gain an advantage in combating aliens. Improved Warp Sense Allows Psyniscience Test as Free Action. Independent Targeting BS 40 Fire at two or more targets further than 10m apart. Infused Knowledge Int 40 Treat Common and Scholastic Lore as Basic Skills. Inspire Wrath Fel 30 Inspire crowds to anger. Into the Jaws of Hell Iron Discipline Minions gain immunity to Pinning and Fear whilst in character’s presence. Iron Discipline WP 30, Command Minions can re-roll Fear and Pinning Tests. Iron Jaw T 40 Test Toughness to overcome Stunning. Jaded WP 30 Never gain IP from ordinary horrors.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 857, + "rule_id": "pdf_skill_454_killing_strike_adeptus_astarte", + "title": "Killing Strike Adeptus Astartes", + "content": "Spend a Fate Point to make your melee attack\nimpossible to parry or dodge.\nLast Man Standing Nerves of Steel\nImmune to Pinning by Pistols and Basic Weapons.\nImproves Cover.\nLeap Up Ag 30 Stand up as a Free Action.\nLight Sleeper Per 30 Count as awake, even when asleep.\nLightning Attack Swift Attack Attack three times with a Full Action.\nLightning Reflexes — Add twice Ag Bonus to Initiative rolls.\nLitany of Hate Hatred Extend benefits of Hatred to allies.\nLogis Implant — +10 bonus on WS and BS on successful Tech-Use Test.\nLuminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue.\nLuminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Killing Strike Adeptus Astartes", + "content": "Spend a Fate Point to make your melee attack impossible to parry or dodge. Last Man Standing Nerves of Steel Immune to Pinning by Pistols and Basic Weapons. Improves Cover. Leap Up Ag 30 Stand up as a Free Action. Light Sleeper Per 30 Count as awake, even when asleep. Lightning Attack Swift Attack Attack three times with a Full Action. Lightning Reflexes Add twice Ag Bonus to Initiative rolls. Litany of Hate Hatred Extend benefits of Hatred to allies. Logis Implant +10 bonus on WS and BS on successful Tech-Use Test. Luminen Blast Techmarine or Mechanicus Implants 1d10+WP Bonus Energy Damage bolt. Causes Fatigue. Luminen Charge Techmarine or Mechanicus Implants T Test to power/charge tech. Causes Fatigue. Denotes talent group.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 858, + "rule_id": "pdf_skill_455_talent_name_prerequisite_benef", + "title": "Talent Name Prerequisite Benefit", + "content": "Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue.\nMachinator Array Techmarine or Mechanicus Implants\nThe character has advanced Mechanicus\naugmetics.\nMaglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day.\nMaglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day.\nMarksman BS 35 No penalties for firing at long or extreme range.\nMaster Chirurgeon Medicae +10 Perform advanced medical procedures.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talent Name Prerequisite Benefit", + "content": "Luminen Shock Techmarine or Mechanicus Implants 1d10+3 Energy Damage shock. Causes Fatigue. Machinator Array Techmarine or Mechanicus Implants The character has advanced Mechanicus augmetics. Maglev Grace Techmarine or Mechanicus Implants Hover 1d10+TB minutes once per day. Maglev Transcendence Techmarine or Mechanicus Implants, Maglev Grace Hover 2d10+TB minutes twice per day. Marksman BS 35 No penalties for firing at long or extreme range. Master Chirurgeon Medicae +10 Perform advanced medical procedures.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 859, + "rule_id": "pdf_skill_456_mechanicus_implants", + "title": "Mechanicus Implants", + "content": "Use a Fate Point for automatic success.\nMaster Orator Fel 30\nAffect 10 times the normal numbers with a\nFellowship Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechanicus Implants", + "content": "Use a Fate Point for automatic success. Master Orator Test Fel 30. Affect 10 times the normal numbers with a Fellowship Test.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 860, + "rule_id": "pdf_skill_457_mechadendrite_use", + "title": "Mechadendrite Use", + "content": "†\nTechmarine or Mechanicus Implants The character can use a type of Mechadendrite.\nMeditation —\nThe character may enter a trance to remove\nFatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechadendrite Use", + "content": "Techmarine or Mechanicus Implants The character can use a type of Mechadendrite. Meditation — The character may enter a trance to remove Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 861, + "rule_id": "pdf_skill_458_mental_rage_frenzy", + "title": "Mental Rage Frenzy", + "content": "The character may use Psychic Powers while in\nthe throes of frenzy.\nMighty Shot BS 40 Deal +2 Damage with ranged attacks.\nMimic — The character can copy voices.\nNerves of Steel — Re-roll failed tests to avoid pinning.\nOrthoproxy — +20 bonus to resist mind control or interrogation.\nParanoia — The character is alert for danger.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mental Rage Frenzy", + "content": "The character may use Psychic Powers while in the throes of frenzy. Mighty Shot BS 40 Deal +2 Damage with ranged attacks. Mimic - The character can copy voices. Nerves of Steel - Re-roll failed tests to avoid pinning. Orthoproxy - +20 bonus to resist mind control or interrogation. Paranoia - The character is alert for danger.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 862, + "rule_id": "pdf_skill_459_peer", + "title": "Peer", + "content": "†\nFel 30\nGain +10 bonus on Fel Tests to interact with\norganisation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Peer", + "content": "Fel 30 Gain +10 bonus on Fel Tests to interact with organisation.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 863, + "rule_id": "pdf_skill_460_pistol_weapon_training", + "title": "Pistol Weapon Training", + "content": "†\n— Gain proficiency with a group of pistol weapons.\nPolyglot Int 30, Fel 30 The character has an innate ability with languages.\nPrecise Blow WS 40, Sure Strike No penalty for attacks against specific locations.\nPreternatural Speed WS 40, Ag 50\nUse Swift and Lightning Attack as a Half Action\nand when charging.\nProsanguine — Heal 1d5 Damage once per day.\nPsy Rating — Become a more powerful Psyker, rated 1 –10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pistol Weapon Training", + "content": "Gain proficiency with a group of pistol weapons. Polyglot Int 30, Fel 30 The character has an innate ability with languages. Precise Blow WS 40, Sure Strike No penalty for attacks against specific locations. Preternatural Speed WS 40, Ag 50 Use Swift and Lightning Attack as a Half Action and when charging. Prosanguine — Heal 1d5 Damage once per day. Psy Rating — Become a more powerful Psyker, rated 1 –10.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 864, + "rule_id": "pdf_skill_461_psychic_technique", + "title": "Psychic Technique", + "content": "†\n— Gain an extra Psychic Technique.\nQuick Draw — Ready as a Free Action.\nRapid Reaction Ag 40 Test Ag to negate surprise.\nRapid Reload — Reduce reload time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Technique", + "content": "Gain an extra Psychic Technique. Quick Draw — Ready as a Free Action. Rapid Reaction Ag 40 Test Ag to negate surprise. Rapid Reload — Reduce reload time.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 865, + "rule_id": "pdf_skill_462_resistance", + "title": "Resistance", + "content": "†\n— Gain +10 bonus to Resistance Tests.\nRite of Awe Techmarine or Mechanicus Implants 50m radius, –10 to all Tests due to Fear.\nRite of Fear Techmarine or Mechanicus Implants Fear Rating 1 for two minutes in a 50m radius.\nRite of Pure Thought Techmarine or Mechanicus Implants The character is immune to emotion.\nRite of Sanctioning Psy Rating, Special Reduces Psychic Phenomenon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Resistance", + "content": "Gain +10 bonus to Resistance Tests. Rite of Awe Techmarine or Mechanicus Implants 50m radius, –10 to all Tests due to Fear. Rite of Fear Techmarine or Mechanicus Implants Fear Rating 1 for two minutes in a 50m radius. Rite of Pure Thought Techmarine or Mechanicus Implants The character is immune to emotion. Rite of Sanctioning Psy Rating, Special Reduces Psychic Phenomenon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 866, + "rule_id": "pdf_skill_463_rival", + "title": "Rival", + "content": "†\n—\nA group or organisation bears the character\nanimosity.\nScourge of Heretics —\nGain an advantage when battling traitors and\nheretics.\nServo-harness Integration\nTechmarine Implants, Mechadendrite Use\n(Servo-arm)\nGain the ability to use a Servo-harness.\nSharpshooter BS 40, Deadeye Shot No penalties for called shots.\nSound Constitution — Gain an additional Wound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rival", + "content": "A group or organisation bears the character animosity. Scourge of Heretics — Gain an advantage when battling traitors and heretics. Servo-harness Integration Techmarine Implants, Mechadendrite Use (Servo-arm) Gain the ability to use a Servo-harness. Sharpshooter BS 40, Deadeye Shot No penalties for called shots. Sound Constitution — Gain an additional Wound.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 867, + "rule_id": "pdf_skill_464_signature_wargear", + "title": "Signature Wargear", + "content": "One item up to 40 Requisition becomes standard\nissue and gain an additional benefit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature Wargear", + "content": "One item up to 40 Requisition becomes standard issue and gain an additional benefit.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 868, + "rule_id": "pdf_skill_465_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard\nissue.\n†\nDenotes talent group.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature Wargear (Hero)", + "content": "One item up to 70 Requisition becomes standard issue. Denotes talent group.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 869, + "rule_id": "pdf_skill_466_descriptions", + "title": "Descriptions", + "content": "“The Imperium is a realm defended by sword strokes and the roar of\nguns: a million sword strokes and a roar like the thunder of angry\ngods pass every day, and yet it may prove not enough.”\n–from the Ascension Address by Lord Militant Tetrarchus\nPlayers can find a complete listing of the Talents available in\nDeathwatch in Table 4–1: Talents, and the full explanations\nof each Talent on the following pages.\nTable 4–1: Talents, Continued", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Descriptions", + "content": "\"The Imperium is a realm defended by sword strokes and the roar of guns: a million sword strokes and a roar like the thunder of angry gods pass every day, and yet it may prove not enough.\" –from the Ascension Address by Lord Militant Tetrarchus Players can find a complete listing of the Talents available in Deathwatch in Table 4–1: Talents, and the full explanations of each Talent on the following pages. Table 4–1: Talents, Continued", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 870, + "rule_id": "pdf_skill_467_signature_wargear_hero", + "title": "Signature Wargear (Hero)", + "content": "†\nOne item up to 70 Requisition becomes standard issue.\nSlayer of Daemons — Gain an advantage when fighting warp entities.\nSprint — Move more quickly in combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature Wargear (Hero)", + "content": "One item up to 70 Requisition becomes standard issue. Slayer of Daemons — Gain an advantage when fighting warp entities. Sprint — Move more quickly in combat.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 871, + "rule_id": "pdf_skill_468_stalwart_defence_adeptus_astar", + "title": "Stalwart Defence Adeptus Astartes", + "content": "Hold a chosen point with indomitable determination and a\nstorm of fire.\nStep Aside Ag 40, Dodge Gain extra Dodge in a Round.\nStreet Fighting — Deal +2 Critical Damage with knives or unarmed attacks.\nStorm of Iron Adeptus Astartes\nCause additional Damage against Hordes with ranged\nweapons.\nStrong Minded WP 30, Resistance (Psychic) Re-roll failed WP Tests made to resist Psychic Powers.\nSure Strike WS 30 Choose location on a successful attack.\nSwift Attack WS 35 Attack twice with a Full Action.\nTakedown — Make a special attack to Stun opponent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stalwart Defence Adeptus Astartes", + "content": "Hold a chosen point with indomitable determination and a storm of fire. Step Aside Ag 40, Dodge Gain extra Dodge in a Round. Street Fighting — Deal +2 Critical Damage with knives or unarmed attacks. Storm of Iron Adeptus Astartes Cause additional Damage against Hordes with ranged weapons. Strong Minded WP 30, Resistance (Psychic) Re-roll failed WP Tests made to resist Psychic Powers. Sure Strike WS 30 Choose location on a successful attack. Swift Attack WS 35 Attack twice with a Full Action. Takedown — Make a special attack to Stun opponent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 872, + "rule_id": "pdf_skill_469_talented", + "title": "Talented", + "content": "†\n— Gain +10 bonus to corresponding Skill Test.\nTarget Selection BS50 Shoot into melee without penalty.\nTechnical Knock Int 30 Un-jam a gun as Half Action.\nThe Flesh is Weak — Replace parts of the body with iron and machine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talented", + "content": "Gain +10 bonus to corresponding Skill Test. Target Selection BS50 Shoot into melee without penalty. Technical Knock Int 30 Un-jam a gun as Half Action. The Flesh is Weak — Replace parts of the body with iron and machine.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 873, + "rule_id": "pdf_skill_470_thrown_weapon_training", + "title": "Thrown Weapon Training", + "content": "†\n— Gain proficiency with a group of thrown weapons.\nThunder Charge Adeptus Astartes Break enemies with the momentum of an armoured charge.\nTotal Recall Int 30 The character can remember trivial facts and minor details.\nTrue Grit T 40 Reduce Critical Damage the character takes.\nTwo-Weapon Wielder\n†\nWS 35 or BS35, Ag 35 Attack twice when wielding two weapons.\nUnarmed Master WS 45, Ag 40, Unarmed Warrior Attacks do 1d10+SB Damage and lack the Primitive trait.\nUnarmed Warrior WS 35, Ag 35 Deal 1d10 –3+SB with unarmed attacks.\nUnbowed and Unbroken Adeptus Astartes, Fel 40\nPerform an act of defiance to remove Cohesion Damage\nsuffered in previous turn.\nUnshakeable Faith — The character may re-roll failed Fear Tests.\nWall of Steel Ag 35 Gain extra Parry each Round.\nWarp Affinity Psy Rating, Special Re-roll Psychic Phenomenon.\nWarp Conduit Psy Rating, Strong Minded, WP 50 +1 to Psy Rating when pushing.\nWarp Sense Psy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action.\nWeapon-Tech Techmarine\nIncrease the efficacy of weapons wielded by the Techmarine\nor Mechanicus Implants.\nWisdom of the Ancients Adeptus Astartes, Int 40 Spend a Fate Point to get insight on a situation.\nWhirlwind of Death Adeptus Astartes Cause additional Damage against hordes in melee.\n†\nDenotes talent group.\nTalenTs for space Marines anD", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Thrown Weapon Training", + "content": "Gain proficiency with a group of thrown weapons. Thunder Charge Adeptus Astartes Break enemies with the momentum of an armoured charge. Total Recall Int 30 The character can remember trivial facts and minor details. True Grit T 40 Reduce Critical Damage the character takes. Two-Weapon Wielder WS 35 or BS35, Ag 35 Attack twice when wielding two weapons. Unarmed Master WS 45, Ag 40, Unarmed Warrior Attacks do 1d10+SB Damage and lack the Primitive trait. Unarmed Warrior WS 35, Ag 35 Deal 1d10 –3+SB with unarmed attacks. Unbowed and Unbroken Adeptus Astartes, Fel 40 Perform an act of defiance to remove Cohesion Damage suffered in previous turn. Unshakeable Faith — The character may re-roll failed Fear Tests. Wall of Steel Ag 35 Gain extra Parry each Round. Warp Affinity Psy Rating, Special Re-roll Psychic Phenomenon. Warp Conduit Psy Rating, Strong Minded, WP 50 +1 to Psy Rating when pushing. Warp Sense Psy Rating, Psyniscience Skill, Per 30+ Allows Psyniscience Test as Half Action. Weapon-Tech Techmarine Increase the efficacy of weapons wielded by the Techmarine or Mechanicus Implants. Wisdom of the Ancients Adeptus Astartes, Int 40 Spend a Fate Point to get insight on a situation. Whirlwind of Death Adeptus Astartes Cause additional Damage against hordes in melee. Denotes talent group. TalenTs for space Marines anD", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 874, + "rule_id": "pdf_skill_471_their_enemies", + "title": "Their eneMies", + "content": "This chapter details many Talents; some of these are\nfor the exclusive use of Battle-Brothers of the Adeptus\nAstartes and are not found by those outside their ranks or\nthe ranks of the vile Chaos Space Marines. Others detailed\nhere are not applicable to Space Marine characters, either\nbecause they are rendered redundant by a Battle-Brother’s\nextraordinary prowess and abilities or because they simply\nare not things that a Space Marine would learn or do.\nThis second group of Talents has been included in this\nchapter not for the use of players in creating Deathwatch\nharacters, but to enable Game Masters to create varied and\ninteresting NPCs and enemies for the player characters to\nencounter during their missions for the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Their eneMies", + "content": "This chapter details many Talents; some of these are for the exclusive use of Battle-Brothers of the Adeptus Astartes and are not found by those outside their ranks or the ranks of the vile Chaos Space Marines. Others detailed here are not applicable to Space Marine characters, either because they are rendered redundant by a Battle-Brother’s extraordinary prowess and abilities or because they simply are not things that a Space Marine would learn or do. This second group of Talents has been included in this chapter not for the use of players in creating Deathwatch characters, but to enable Game Masters to create varied and interesting NPCs and enemies for the player characters to encounter during their missions for the Deathwatch.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 875, + "rule_id": "pdf_skill_472_abhor_the_witch", + "title": "abhor The WiTch", + "content": "Prerequisites: Adeptus Astartes, may not be taken by\ncharacters with a Psy Rating\nThe Battle-Brother spends the time before battle armouring\nhimself against the power of the warp by reciting canticles\nand litanies of hate and contempt against the unclean powers.\nThis Talent may be used in the Oath Making phase before\nundertaking a mission. The Battle-Brother spends a Fate\nPoint in the Oath Making phase and counts as having spent\nthis Fate Point for the duration of the mission. During the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "abhor The WiTch", + "content": "Prerequisites: Adeptus Astartes, may not be taken by characters with a Psy Rating The Battle-Brother spends the time before battle armouring himself against the power of the warp by reciting canticles and litanies of hate and contempt against the unclean powers. This Talent may be used in the Oath Making phase before undertaking a mission. The Battle-Brother spends a Fate Point in the Oath Making phase and counts as having spent this Fate Point for the duration of the mission. During the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 876, + "rule_id": "pdf_skill_473_mission_the_battle_brother_mu", + "title": "mission, the Battle-Brother must take a Challenging (+0)", + "content": "Willpower Test whenever he is the subject of the effects of\na Psychic Power, daemonic power other warp-based power.\nIf the Willpower Test succeeds, then the Battle-Brother is\nunaffected by the power. If the Test fails, then the power\naffects him as normal. The effects of this Talent also apply to\npowers that cause Damage indirectly such as blasts, and those\nused by friendly psykers which might be beneficial to the\nBattle-Brother. A power that is resisted by a Battle-Brother\nusing this Talent is not nullified if others will be affected by\nit as normal.\nair of auThoriTy\nPrerequisites: Fellowship 30\nThe character was born to command, either motivating or\nterrifying those under his charge. On a successful Command\nTest, the character may affect a number of targets equal to\n1d10 plus his Fellowship Bonus. Furthermore the character’s\nvoice commands such respect that even those not in his retinue\npay heed. The character may make a Command Test on those\nnot under his authority with a –10 penalty. This Talent has\nno effect on hostile targets, and only affects NPCs.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "mission", + "content": "Willpower Test whenever he is the subject of the effects of a Psychic Power, daemonic power other warp-based power. If the Willpower Test succeeds, then the Battle-Brother is unaffected by the power. If the Test fails, then the power affects him as normal. The effects of this Talent also apply to powers that cause Damage indirectly such as blasts, and those used by friendly psykers which might be beneficial to the Battle-Brother. A power that is resisted by a Battle-Brother using this Talent is not nullified if others will be affected by it as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 877, + "rule_id": "pdf_skill_474_ambidextrous", + "title": "aMbiDexTrous", + "content": "Prerequisites: Agility 30\nThis Talent does not represent true ambidexterity so much as\nsufficient training with both hands to make the distinction\nmoot. The character may use either hand equally well for any\ntask, and does not suffer the –20 penalty for actions using\nhis off hand.\nSpecial: When combined with a Two-Weapon Wielder\nTalent, the penalty for making attacks with both weapons in\nthe same turn drops to –10.\narMour-MonGer\nPrerequisites: Techmarine\nThe finest armours and most powerful shields are all products\nof the followers of the machine god, based on the fabled and\nancient designs of man’s glorious past. With years of training,\na Techmarine can learn to enhance these protections, or use\nthem in their optimum fashion. The Techmarine increases the\nArmour Points of any armour he wears by 2 on all locations it\nwould normally cover as long as he has at least an hour each\nday to bless and prepare the armour. This bonus applies only\nto armour worn by the Techmarine.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "air of auThoriTy", + "content": "Prerequisites: Fellowship 30 The character was born to command, either motivating or terrifying those under his charge. On a successful Command Test, the character may affect a number of targets equal to 1d10 plus his Fellowship Bonus. Furthermore the character’s voice commands such respect that even those not in his retinue pay heed. The character may make a Command Test on those not under his authority with a –10 penalty. This Talent has no effect on hostile targets, and only affects NPCs.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 878, + "rule_id": "pdf_skill_475_astartes_weapon_specialisation", + "title": "asTarTes Weapon specialisaTion", + "content": "Prerequisites: Adeptus Astartes, Astartes Weapon Training\nA Space Marine is a master of the tools of warfare, but through\nlong practice and affinity he may reach a level of mastery\nwith a particular type of weapon so that it becomes a tool of\nperfect destruction. When this Talent is taken, a type and class", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "aMbiDexTrous", + "content": "Prerequisites: Agility 30 This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to –10.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 879, + "rule_id": "pdf_skill_476_of_weapons_must_be_specified", + "title": "of weapons must be specified, such as bolt (pistols) or melee", + "content": "(chain). This Talent may be taken multiple times for different\ntypes and classes of weapons. When using the specified type of\nweapon, the Battle-Brother never suffers a penalty greater than\n–30 when using the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "arMour-MonGer", + "content": "Prerequisites: Techmarine The finest armours and most powerful shields are all products of the followers of the machine god, based on the fabled and ancient designs of man’s glorious past. With years of training, a Techmarine can learn to enhance these protections, or use them in their optimum fashion. The Techmarine increases the Armour Points of any armour he wears by 2 on all locations it would normally cover as long as he has at least an hour each day to bless and prepare the armour. This bonus applies only to armour worn by the Techmarine.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 880, + "rule_id": "pdf_skill_477_astartes_weapon_training", + "title": "asTarTes Weapon TraininG", + "content": "Prerequisites: Adeptus Astartes\nBattle-Brothers of the Adeptus Astartes spend years becoming\nproficient with all manner of weapons. By the time that a\nBattle-Brother has entered service in a squad, he will have not\nonly trained with both heavy and melee weapons, but used\nthose weapons on countless battlefields. The Battle-Brother\nis proficient with bolt, chain, melta, plasma, power, flame,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "asTarTes Weapon specialisaTion", + "content": "Prerequisites: Adeptus Astartes, Astartes Weapon Training A Space Marine is a master of the tools of warfare, but through long practice and affinity he may reach a level of mastery with a particular type of weapon so that it becomes a tool of perfect destruction. When this Talent is taken, a type and class", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 881, + "rule_id": "pdf_skill_478_primitive_ranged_and_melee", + "title": "primitive (ranged and melee), las weapons, launchers, solid", + "content": "projectile, and thrown weapons of all Classes. In essence, the\nonly weapons that the Battle-Brother is not proficient with\nare exotic weapons; for these, he must acquire individual\nproficiencies as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of weapons must be specified, such as bolt (pistols) or melee", + "content": "(chain). This Talent may be taken multiple times for different types and classes of weapons. When using the specified type of weapon, the Battle-Brother never suffers a penalty greater than –30 when using the weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 882, + "rule_id": "pdf_skill_479_assassin_strike", + "title": "assassin sTrike", + "content": "Prerequisites: Agility 40, Acrobatics\nThe character’s natural agility and graceful martial forms turn\nhim into a dervish of death on the battlefield. After making a\nmelee attack, a successful Acrobatics Test allows the character\nto move at half rate as a Free Action. Opponents do not\nreceive free attacks resulting from this move. The character\nmay only make this move once per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "asTarTes Weapon TraininG", + "content": "Prerequisites: Adeptus Astartes Battle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 883, + "rule_id": "pdf_skill_480_autosanguine", + "title": "auTosanGuine", + "content": "The ancient and blessed technology of the Mechanicus flows\nthrough the character’s blood. These miniscule machines repair\nminor injuries and speed healing. When applying healing, the\ncharacter is always considered Lightly Damaged, and heals at\nan increased rate, removing 2 points of Damage per day.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "primitive (ranged and melee), las weapons, launchers, solid", + "content": "projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "assassin sTrike", + "content": "Prerequisites: Agility 40, Acrobatics The character’s natural agility and graceful martial forms turn him into a dervish of death on the battlefield. After making a melee attack, a successful Acrobatics Test allows the character to move at half rate as a Free Action. Opponents do not receive free attacks resulting from this move. The character may only make this move once per Round.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "auTosanGuine", + "content": "The ancient and blessed technology of the Mechanicus flows through the character’s blood. These miniscule machines repair minor injuries and speed healing. When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 884, + "rule_id": "pdf_skill_481_basic_weapon_training", + "title": "basic Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nSP and Universal\nThe character has received Basic Weapon Training in a group\nof weapons, and can use them without penalty. The Universal\ngroup includes the Bolt, Las, Launcher, Melta, Plasma, and SP\ngroups. Weapon Skill or Ballistic Skill Tests used with a weapon\nthat a character does not have training for suffer a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "basic Weapon Training", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive, SP and Universal The character has received Basic Weapon Training in a group of weapons, and can use them without penalty. The Universal group includes the Bolt, Las, Launcher, Melta, Plasma, and SP groups. Weapon Skill or Ballistic Skill Tests used with a weapon that a character does not have training for suffer a –20 penalty.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 885, + "rule_id": "pdf_skill_482_battle_rage", + "title": "baTTle raGe", + "content": "Prerequisites: Frenzy\nLong experience and indomitable will have allowed the\ncharacter to master the beast within him, directing its\nrage while keeping a clear head. The character may Parry\nwhile Frenzied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "battle Rage", + "content": "Prerequisites: Frenzy Long experience and indomitable will have allowed the character to master the beast within him, directing its rage while keeping a clear head. The character may Parry while Frenzied.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 886, + "rule_id": "pdf_skill_483_berserk_charge", + "title": "berserk charGe", + "content": "The character has learned to put the whole force of his\nmomentum behind his weapon blows. When the character\ncharges into combat, few can stand before him. If the\ncharacter uses the Charge Action, he gains a +20 bonus to\nWeapon Skill instead of +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "berserk Charge", + "content": "The character has learned to put the whole force of his momentum behind his weapon blows. When the character charges into combat, few can stand before him. If the character uses the Charge Action, he gains a +20 bonus to Weapon Skill instead of +10.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 887, + "rule_id": "pdf_skill_484_binary_chatter", + "title": "binary chaTTer", + "content": "The character has optimised his use of Techna-Lingua for\ncontrolling servitors. The character receives a +10 bonus to any\nattempt to instruct, program, or communicate with servitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "binary Chatter", + "content": "The character has optimised his use of Techna-Lingua for controlling servitors. The character receives a +10 bonus to any attempt to instruct, program, or communicate with servitors.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 888, + "rule_id": "pdf_skill_485_blademaster", + "title": "blaDeMasTer", + "content": "Prerequisites: Weapon Skill 30, Melee Weapon Training\nThe character’s mastery of bladed weapons and martial\ndisciplines has no peer. When attacking with any bladed\nweapon, including chainswords and power swords, the\ncharacter may re-roll one missed attack per Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "bladeMaster", + "content": "Prerequisites: Weapon Skill 30, Melee Weapon Training The character’s mastery of bladed weapons and martial disciplines has no peer. When attacking with any bladed weapon, including chainswords and power swords, the character may re-roll one missed attack per Round.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 889, + "rule_id": "pdf_skill_486_blind_fighting", + "title": "blinD fiGhTinG", + "content": "Prerequisites: Perception 30\nYears of practice and development of other senses allows the\ncharacter to fight in close combat without the benefit of sight.\nThis Talent reduces all penalties for obscured vision by half,\npermitting the character to fight in fog, smoke, or darkness\nmore effectively.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "blind Fighting", + "content": "Prerequisites: Perception 30 Years of practice and development of other senses allows the character to fight in close combat without the benefit of sight. This Talent reduces all penalties for obscured vision by half, permitting the character to fight in fog, smoke, or darkness more effectively.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 890, + "rule_id": "pdf_skill_487_bolter_drill", + "title": "bolTer Drill", + "content": "Prerequisites: Adeptus Astartes Weapon Training\nThe skill of an Adeptus Astartes with bolters of all types can\nbe honed by training and combat, allowing Space Marines to\nunleash devastating volleys of disciplined fire that cut down\ntheir enemies like the sweep of a scythe. When firing any\nclass of Bolt weapon on Full or Semi-Auto, the Battle-Brother\nmay opt to increase the weapon’s rate of fire by +1 (this\nbonus applies to any and all bolt weapons wielded by the\nSpace Marine, meaning that if he is firing more than one bolt\nweapon at a time, the bonus will apply to all such weapons).\nThis Talent only applies to personal weaponry and does not\nimpact vehicle-mounted weapons of any kind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "bolter Drill", + "content": "Prerequisites: Adeptus Astartes Weapon Training The skill of an Adeptus Astartes with bolters of all types can be honed by training and combat, allowing Space Marines to unleash devastating volleys of disciplined fire that cut down their enemies like the sweep of a scythe. When firing any class of Bolt weapon on Full or Semi-Auto, the Battle-Brother may opt to increase the weapon’s rate of fire by +1 (this bonus applies to any and all bolt weapons wielded by the Space Marine, meaning that if he is firing more than one bolt weapon at a time, the bonus will apply to all such weapons). This Talent only applies to personal weaponry and does not impact vehicle-mounted weapons of any kind.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 891, + "rule_id": "pdf_skill_488_bulging_biceps", + "title": "bulGinG biceps", + "content": "Prerequisites: Strength 45\nWhereas a weaker man would be sent flying when using\nheavy weapons, the character’s strong physique allows him to\nremain standing . The character can fire heavy weapons using\nSemi-Auto Burst or Full Auto Burst without bracing, and he\ndoes not suffer the –30 penalty for failing to brace.\ncall To VenGeance\nPrerequisites: Adeptus Astartes, Fellowship 40\nWhen a Space Marine falls in battle, one of his Battle-Brothers\nmay inspire those who remain to great deeds in revenge for\ntheir fallen comrade. When another member of the unit is\nkilled or taken out of action, the Battle-Brother may take\na Full Action and spend a Fate Point to call his remaining\nbrothers to revenge the fallen. The character may raise his\nweapon in defiance and speak an oath of hatred, or recite one\nof the canticles of vengeance. No matter how it is embodied,\nhis action restores the Battle-Brother and all those in Support\nRange of him to their starting Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "bulging Biceps", + "content": "Prerequisites: Strength 45 Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 892, + "rule_id": "pdf_skill_489_catfall", + "title": "caTfall", + "content": "Prerequisites: Agility 30\nGymnastic ability and natural balance enables the character\nto fall great distances without harm. Whenever he falls, the\ncharacter may take an Agility Test as a Free Action. Success,\nand each additional Degree of Success, reduces the distance\nfallen by a number of metres equal to the character’s Agility\nBonus for the purposes of determining Damage from the fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "call To Vengeance", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40 When a Space Marine falls in battle, one of his Battle-Brothers may inspire those who remain to great deeds in revenge for their fallen comrade. When another member of the unit is killed or taken out of action, the Battle-Brother may take a Full Action and spend a Fate Point to call his remaining brothers to revenge the fallen. The character may raise his weapon in defiance and speak an oath of hatred, or recite one of the canticles of vengeance. No matter how it is embodied, his action restores the Battle-Brother and all those in Support Range of him to their starting Cohesion.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 893, + "rule_id": "pdf_skill_490_chem_geld", + "title": "cheM GelD", + "content": "Either chemical and surgical treatments or sheer will has\nrendered the character immune to most mundane temptations.\nSeduction attempts against him automatically fail, and Charm\nTests increase their Difficulty by one level. Taking this Talent\ngives the character one Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "catfall", + "content": "Prerequisites: Agility 30 Gymnastic ability and natural balance enables the character to fall great distances without harm. Whenever he falls, the character may take an Agility Test as a Free Action. Success, and each additional Degree of Success, reduces the distance fallen by a number of metres equal to the character’s Agility Bonus for the purposes of determining Damage from the fall.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 894, + "rule_id": "pdf_skill_491_equivalent", + "title": "equivalent", + "content": "The character can control the flowering flow of promethium\nlike no other, manipulating flame like an old accomplice. The\ntargets of the character’s flamer attacks take a –20 penalty to\ntheir Agility tests to escape its effects, and when used against\nan enemy with the Horde trait, the number of hits on the\nHorde is increased by +1d5.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "chem Geld", + "content": "Either chemical and surgical treatments or sheer will has rendered the character immune to most mundane temptations. Seduction attempts against him automatically fail, and Charm Tests increase their Difficulty by one level. Taking this Talent gives the character one Insanity Point.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 895, + "rule_id": "pdf_skill_492_combat_formation", + "title": "coMbaT forMaTion", + "content": "Prerequisites: Intelligence 40\nThe character has directed his comrades to prepare for danger,\nplanning out their actions for many contingencies if attacked.\nBefore rolling Initiative, all other members of the group\nmay choose to use the character’s Intelligence Bonus for all\nInitiative rolls rather than individual Agility Bonuses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "equivalent", + "content": "The character can control the flowering flow of promethium like no other, manipulating flame like an old accomplice. The targets of the character’s flamer attacks take a –20 penalty to their Agility tests to escape its effects, and when used against an enemy with the Horde trait, the number of hits on the Horde is increased by +1d5.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 896, + "rule_id": "pdf_skill_493_combat_master", + "title": "coMbaT MasTer", + "content": "Prerequisites: Weapon Skill 30\nThe character’s weapon seems to be everywhere at once,\nkeeping many more opponents at bay in close combat\nthan would seem possible. Opponents fighting the\ncharacter in hand-to-hand combat gain no bonuses for\noutnumbering him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat Formation", + "content": "Prerequisites: Intelligence 40 The character has directed his comrades to prepare for danger, planning out their actions for many contingencies if attacked. Before rolling Initiative, all other members of the group may choose to use the character’s Intelligence Bonus for all Initiative rolls rather than individual Agility Bonuses.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 897, + "rule_id": "pdf_skill_494_combat_sense", + "title": "coMbaT sense", + "content": "Prerequisites: Perception 40\nThe character has the ability to consciously recognise the\nproddings of his subconscious as it reacts to his preternaturally\nsharp senses, giving the character an edge that mere speed\ncannot match. The character may use his Perception Bonus in\nplace of his Agility Bonus when rolling Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat Master", + "content": "Prerequisites: Weapon Skill 30 The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for outnumbering him.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 898, + "rule_id": "pdf_skill_495_concealed_cavity", + "title": "concealeD caViTy", + "content": "The character’s flesh or augmetics conceals a small\ncompartment. This might be a pouch hidden under a flap\nof flesh or a chamber fitted into a cybernetic enhancement.\nThe character may conceal one small item, no larger than a\nclosed fist, within this cavity. Discovering this compartment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat Sense", + "content": "Prerequisites: Perception 40 The character has the ability to consciously recognise the proddings of his subconscious as it reacts to his preternaturally sharp senses, giving the character an edge that mere speed cannot match. The character may use his Perception Bonus in place of his Agility Bonus when rolling Initiative.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 899, + "rule_id": "pdf_skill_496_counter_attack", + "title": "counTer aTTack", + "content": "Prerequisites: Weapon Skill 40\nThe character’s lightning ripostes are things of deadly beauty,\nswift and invisible as the wind. After successfully Parrying an\nopponent’s attack, the character may immediately make an\nattack against that opponent using the weapon with which he\nParried as a Free Action. This attack suffers a –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "concealed Cavity", + "content": "The character’s flesh or augmetics conceals a small compartment. This might be a pouch hidden under a flap of flesh or a chamber fitted into a cybernetic enhancement. The character may conceal one small item, no larger than a closed fist, within this cavity. Discovering this compartment", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 900, + "rule_id": "pdf_skill_497_crack_shot", + "title": "crack shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character can place his shots where they inflict more\nharm, at creases, gaps, or joints in armour. When the\ncharacter’s ranged attack causes Critical Damage, add +2 to\nthe Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "counter Attack", + "content": "Prerequisites: Weapon Skill 40 The character’s lightning ripostes are things of deadly beauty, swift and invisible as the wind. After successfully Parrying an opponent’s attack, the character may immediately make an attack against that opponent using the weapon with which he Parried as a Free Action. This attack suffers a –20 penalty.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 901, + "rule_id": "pdf_skill_498_crippling_strike", + "title": "cripplinG sTrike", + "content": "Prerequisites: Weapon Skill 50\nThe character can land his blows precisely where they inflict\nthe most harm, cutting into seams or hammering at weak\npoints. When the character’s melee attack causes Critical\nDamage add +4 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "crack Shot", + "content": "Prerequisites: Ballistic Skill 40 The character can place his shots where they inflict more harm, at creases, gaps, or joints in armour. When the character’s ranged attack causes Critical Damage, add +2 to the Damage.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 902, + "rule_id": "pdf_skill_499_crushing_blow", + "title": "crushinG bloW", + "content": "Prerequisites: Strength 40\nThe character has the ability to focus his entire body into\nclose combat attacks. The character adds +2 to damage\ninflicted in melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "crippling Strike", + "content": "Prerequisites: Weapon Skill 50 The character can land his blows precisely where they inflict the most harm, cutting into seams or hammering at weak points. When the character’s melee attack causes Critical Damage add +4 Damage.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 903, + "rule_id": "pdf_skill_500_deadeye_shot", + "title": "DeaDeye shoT", + "content": "Prerequisites: Ballistic Skill 30\nThe character’s rock-steady hand and hawk-like eyesight\nmake him a dreaded marksman. No target, however precise,\ncan escape his crosshairs. When making a called shot, the\ncharacter suffers a –10 penalty instead of –20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "crushing Blow", + "content": "Prerequisites: Strength 40 The character has the ability to focus his entire body into close combat attacks. The character adds +2 to damage inflicted in melee.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Deadeye Shot", + "content": "Prerequisites: Ballistic Skill 30 The character’s rock-steady hand and hawk-like eyesight make him a dreaded marksman. No target, however precise, can escape his crosshairs. When making a called shot, the character suffers a –10 penalty instead of –20.", + "page": 1, + "category": "skills", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 904, + "rule_id": "pdf_skill_501_prerequisites_adeptus_astarte", + "title": "Prerequisites: Adeptus Astartes, Pilot (Personal)", + "content": "A Space Marine descending into battle on trails of fire is a\ntrue angel of death come to bring ruin and ending on all who\nstand in his way. When the Battle-Brother makes a Charge\nAction using a jump pack, his melee attack deals an extra d10\nDamage for every two Degrees of Success, to a maximum\nbonus of 2d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prerequisites: Adeptus Astartes, Pilot (Personal)", + "content": "A Space Marine descending into battle on trails of fire is a true angel of death come to bring ruin and ending on all who stand in his way. When the Battle-Brother makes a Charge Action using a jump pack, his melee attack deals an extra d10 Damage for every two Degrees of Success, to a maximum bonus of 2d10.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 905, + "rule_id": "pdf_skill_502_deathwatch_training", + "title": "DeaThWaTch TraininG", + "content": "Prerequisites: Adeptus Astartes, member of the Deathwatch\nAll Deathwatch Space Marines automatically confirm any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Training", + "content": "Prerequisites: Adeptus Astartes, member of the Deathwatch All Deathwatch Space Marines automatically confirm any", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 906, + "rule_id": "pdf_skill_503_righteous_fury_results_see_pa", + "title": "Righteous Fury results (see page 245) against alien enemies", + "content": "without needing to re-roll the Ballistic Skill Test or Weapon\nSkill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Righteous Fury results (see page 245) against alien enemies", + "content": "without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 907, + "rule_id": "pdf_skill_504_deflect_shot", + "title": "DeflecT shoT", + "content": "Prerequisites: Agility 50\nThe character’s weapons move with such speed that they\ncan deflect thrown weapons and shots fired from primitive\nweapons. The character may spend a Reaction to Parry an\nincoming ranged attack from a primitive or thrown weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deflect Shot", + "content": "Prerequisites: Agility 50 The character’s weapons move with such speed that they can deflect thrown weapons and shots fired from primitive weapons. The character may spend a Reaction to Parry an incoming ranged attack from a primitive or thrown weapon.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 908, + "rule_id": "pdf_skill_505_die_hard", + "title": "Die harD", + "content": "Prerequisites: Willpower 40\nThrough either willpower or sheer stubbornness, the character\nrefuses to cross into shadow. When the character suffers from\nblood loss, he may roll twice to avoid death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Die Hard", + "content": "Prerequisites: Willpower 40 Through either willpower or sheer stubbornness, the character refuses to cross into shadow. When the character suffers from blood loss, he may roll twice to avoid death.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 909, + "rule_id": "pdf_skill_506_disarm", + "title": "DisarM", + "content": "Prerequisites: Agility 30\nThe character can wrest weapons from his opponent’s hands\nthrough practised technique or brute force. If in close combat,\nthe character may use a Full Action to disarm his foe by\nmaking an Opposed Weapon Skill Test. If the character wins\nthe Test, the enemy drops his weapon at his feet. Should the\ncharacter obtain three or more Degrees of Success, he may\ntake the enemy’s weapon from him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Disarm", + "content": "Prerequisites: Agility 30 The character can wrest weapons from his opponent’s hands through practised technique or brute force. If in close combat, the character may use a Full Action to disarm his foe by making an Opposed Weapon Skill Test. If the character wins the Test, the enemy drops his weapon at his feet. Should the character obtain three or more Degrees of Success, he may take the enemy’s weapon from him.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 910, + "rule_id": "pdf_skill_507_disturbing_voice", + "title": "DisTurbinG Voice", + "content": "The character’s voice has particularly baleful or menacing\nqualities, causing others to quail before it. The character gains\na +10 bonus to all Intimidate or Interrogation Tests when\nemploying this talent, but suffers a –10 penalty to Fellowship\nTests when dealing with others in a non-threatening manner,\nsuch as animals, children, or the easily startled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Disturbing Voice", + "content": "The character’s voice has particularly baleful or menacing qualities, causing others to quail before it. The character gains a +10 bonus to all Intimidate or Interrogation Tests when employing this talent, but suffers a –10 penalty to Fellowship Tests when dealing with others in a non-threatening manner, such as animals, children, or the easily startled.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 911, + "rule_id": "pdf_skill_508_double_team", + "title": "Double TeaM", + "content": "The character has experience of fighting in paired teams that\nwork together to take down their enemies. When ganging up\non an opponent, the character gains an additional +10 bonus\nto Weapon Skill Tests. If both characters who outnumber the\nenemy have this Talent, both gain an additional +10 bonus,\nfor a total of +20. This bonus is in addition to the normal\nbonus gained from outnumbering opponents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Double Team", + "content": "The character has experience of fighting in paired teams that work together to take down their enemies. When ganging up on an opponent, the character gains an additional +10 bonus to Weapon Skill Tests. If both characters who outnumber the enemy have this Talent, both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonus gained from outnumbering opponents.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 912, + "rule_id": "pdf_skill_509_dual_shot", + "title": "Dual shoT", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with guns is such that he can target\ntwo shots on exactly the same point. When armed with two\npistols, the character may fire both simultaneously as a Full\nAction. A single Ballistic Skill Test is made, and if successful,\nthe character hits his target with both shots. As the character\nis firing both guns as a single attack, he may take an Aim\nAction before firing to get a +10 or +20 bonus to the BS\nTest, and a red-dot laser sight mounted on any one of the\nweapons provides its +10 bonus. The character does not suffer\nfrom the normal –20 Ballistic Skill penalty for wielding two\nweapons. If the attack hits, the target’s armour gets applied as\nnormal to both hits individually, but Toughness only counts\nonce against the combined damage rolls of both hits. A single\nsuccessful Dodge Test from the target avoids both shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dual Shot", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder The character’s skill with guns is such that he can target two shots on exactly the same point. When armed with two pistols, the character may fire both simultaneously as a Full Action. A single Ballistic Skill Test is made, and if successful, the character hits his target with both shots. As the character is firing both guns as a single attack, he may take an Aim Action before firing to get a +10 or +20 bonus to the BS Test, and a red-dot laser sight mounted on any one of the weapons provides its +10 bonus. The character does not suffer from the normal –20 Ballistic Skill penalty for wielding two weapons. If the attack hits, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined damage rolls of both hits. A single successful Dodge Test from the target avoids both shots.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 913, + "rule_id": "pdf_skill_510_dual_strike", + "title": "Dual sTrike", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder\nThe character’s skill with melee weapons can place two blows\ntogether to maximise Damage. When armed with two melee\nweapons, the character may attack with both simultaneously\nas a Full Action. Make a single Weapon Skill Test. If the test is\nsuccessful, the character hits the target with both weapons. As\nthe character is swinging both weapons as a single attack, he\nmay take an Aim Action before attacking to get a +10 or +20\nbonus to the WS Test. The character does not suffer from the\nnormal –20 WS penalty for wielding two weapons. If the\nattack hits, the target’s armour gets applied as normal to both\nhits individually, but Toughness only counts once against\nthe combined Damage rolls of both hits. A single successful\nDodge or Parry Test from the target avoids both blows.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dual Strike", + "content": "Prerequisites: Agility 40, Two-Weapon Wielder The character’s skill with melee weapons can place two blows together to maximise Damage. When armed with two melee weapons, the character may attack with both simultaneously as a Full Action. Make a single Weapon Skill Test. If the test is successful, the character hits the target with both weapons. As the character is swinging both weapons as a single attack, he may take an Aim Action before attacking to get a +10 or +20 bonus to the WS Test. The character does not suffer from the normal –20 WS penalty for wielding two weapons. If the attack hits, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined Damage rolls of both hits. A single successful Dodge or Parry Test from the target avoids both blows.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 914, + "rule_id": "pdf_skill_511_duty_unto_death", + "title": "DuTy unTo DeaTh", + "content": "Prerequisites: Willpower 45\nThe character’s will or faith can sustain him when his flesh\nfails. He ignores the effects of injury, Fatigue, and Stunning\nduring combat. This Talent does not prevent the Damage, but\nallows the character to temporarily ignore its effects for the\nduration of the combat. Death still affects him normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Duty Unto Death", + "content": "Prerequisites: Willpower 45 The character’s will or faith can sustain him when his flesh fails. He ignores the effects of injury, Fatigue, and Stunning during combat. This Talent does not prevent the Damage, but allows the character to temporarily ignore its effects for the duration of the combat. Death still affects him normally.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 915, + "rule_id": "pdf_skill_512_electrical_succour", + "title": "elecTrical succour", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can channel the sacred flow of energy from his\nPotentia Coil or other energy source to replenish his flesh.\nWhilst in contact with a functioning, powered machine or\nfully charged battery or power cell, the character may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Electrical Succour", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can channel the sacred flow of energy from his Potentia Coil or other energy source to replenish his flesh. Whilst in contact with a functioning, powered machine or fully charged battery or power cell, the character may make", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 916, + "rule_id": "pdf_skill_513_an_ordinary_10_toughness_te", + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for\neach additional Degree of Success. This takes one minute of\nmeditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "an Ordinary (+10) Toughness Test. Success removes", + "content": "one level of Fatigue plus one additional level of Fatigue for each additional Degree of Success. This takes one minute of meditation and ritual incantation.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 917, + "rule_id": "pdf_skill_514_electro_graft_use", + "title": "elecTro GrafT use", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character may use his Electro Graft to access data ports\nand commune with machine spirits. This grants a +10 bonus\nto Common Lore, Inquiry, or Tech-Use Tests whilst connected\nto a data port.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Electro Graft Use", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 918, + "rule_id": "pdf_skill_515_enemy", + "title": "eneMy", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe opposite of Good Reputation, the character is particularly\ndespised by a specific social group or organisation. The\ncharacter suffers an additional –10 penalty to Fellowship\nTests when dealing with this group. This Talent is cumulative\nwith the Rival talent, for a total –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Enemy", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana The opposite of Good Reputation, the character is particularly despised by a specific social group or organisation. The character suffers an additional –10 penalty to Fellowship Tests when dealing with this group. This Talent is cumulative with the Rival talent, for a total –20 penalty.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 919, + "rule_id": "pdf_skill_516_energy_cache", + "title": "enerGy cache", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has learned to focus the power stored within\nhis Potentia Coil with greater efficiency. The character no\nlonger gains Fatigue from using Luminen Charge, Luminen\nShock, and Luminen Blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Energy Cache", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character has learned to focus the power stored within his Potentia Coil with greater efficiency. The character no longer gains Fatigue from using Luminen Charge, Luminen Shock, and Luminen Blast.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 920, + "rule_id": "pdf_skill_517_enhanced_bionic_frame", + "title": "enhanceD bionic fraMe", + "content": "Prerequisites: Machinator Array\nThe character’s already impressive bionic body structure is\nsteadied by a gyro-array guided by a targeting system linked\nto the machine-spirit. The character gains the Auto-stabilised", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Enhanced Bionic Frame", + "content": "Prerequisites: Machinator Array The character’s already impressive bionic body structure is steadied by a gyro-array guided by a targeting system linked to the machine-spirit. The character gains the Auto-stabilised", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 921, + "rule_id": "pdf_skill_518_exotic_weapon_training", + "title": "exoTic Weapon TraininG", + "content": "Talent Groups: Each exotic weapon\nThe character is trained to use a particularly obscure type of\nweapon, allowing him to use armaments few others have ever\nseen. Weapons requiring this unique Talent are noted in their\narmoury descriptions. Weapon Skill or Ballistic Skill Tests used\nwith a weapon that a character does not have training for suffer\na –20 penalty.\neye of VenGeance\nPrerequisites: Astartes Weapons Training, Ballistic Skill 50\nThe Battle-Brother can focus his intent on where it is likely\nto do most Damage to his enemy and then strike the target\ndown with a single shot. The Battle-Brother may declare\nthat he is using this Talent before he makes a single ranged\nattack. If the attack hits, it ignores an additional point of\narmour per Degree of Success. If a 10 is rolled for Damage,\nit automatically triggers Righteous Fury without the need for\nanother Ballistic Skill Test (see Righteous Fury on page 245\nin Chapter VIII: Combat). This Talent may not be used in\nconjunction with Blast weapons, Semi or Full-Auto Bursts, or\nFlame weapons. It may, however, be used in conjunction with\naccurate weapons and in conjunction with making Called\nShots and taking Aim Actions.\nThe pillars of The iMperiuM\nThe Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility.\nIn addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official\narchitecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the\norganisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Exotic Weapon Training", + "content": "Talent Groups: Each exotic weapon The character is trained to use a particularly obscure type of weapon, allowing him to use armaments few others have ever seen. Weapons requiring this unique Talent are noted in their armoury descriptions. Weapon Skill or Ballistic Skill Tests used with a weapon that a character does not have training for suffer a –20 penalty. eye of Vengeance Prerequisites: Astartes Weapons Training, Ballistic Skill 50 The Battle-Brother can focus his intent on where it is likely to do most Damage to his enemy and then strike the target down with a single shot. The Battle-Brother may declare that he is using this Talent before he makes a single ranged attack. If the attack hits, it ignores an additional point of armour per Degree of Success. If a 10 is rolled for Damage, it automatically triggers Righteous Fury without the need for another Ballistic Skill Test (see Righteous Fury on page 245 in Chapter VIII: Combat). This Talent may not be used in conjunction with Blast weapons, Semi or Full-Auto Bursts, or Flame weapons. It may, however, be used in conjunction with accurate weapons and in conjunction with making Called Shots and taking Aim Actions. The pillars of The Imperium The Imperium is a complex machine made up of many divisions and sub-divisions of authority, power, and responsibility. In addition to the many layers of organisation within the Imperium, there are countless more that exist outside the official architecture of power, or exist only within particular locales of the Imperium. Included here is a list of some of the organisations that are used in the descriptions of the Enemy, Good Reputation, Rival, and Peer Talents in this Chapter.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 922, + "rule_id": "pdf_skill_519_organisation_description", + "title": "Organisation Description", + "content": "Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind.\nAdeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne.\nAdeptus Astartes The genetically enhanced, power armour-clad angels of death.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Organisation Description", + "content": "Administratum The vast bureaucracy of the Imperium that administers the domains of the God-Emperor of mankind. Adeptus Arbites The keepers of Imperial law and enforcers of loyalty to the Golden Throne. Adeptus Astartes The genetically enhanced, power armour-clad angels of death.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 923, + "rule_id": "pdf_skill_520_telepathica", + "title": "Telepathica", + "content": "The organisation that trains and sanctions Imperial Psykers.\nAdeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines.\nAdepta Sororitas The female holy orders which include the Sisters of Battle.\nAdeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Telepathica", + "content": "The organisation that trains and sanctions Imperial Psykers. Adeptus Mechanicus The Tech-Priests are the preservers of technology and fabricators of machines. Adepta Sororitas The female holy orders which include the Sisters of Battle. Adeptus Titanicus The Titan Legions whose vast war machines shake planets when they walk.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 924, + "rule_id": "pdf_skill_521_astropaths", + "title": "Astropaths", + "content": "The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic\ncommunications.\nChartist Captains The masters of spacecraft who voyage within the bounds of the Imperium.\nEcclesiarchy The keepers of faith in the Emperor’s divinity.\nImperial Guard The Imperium’s vast armies of men and women.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astropaths", + "content": "The telepaths who are soul-bound to the Emperor and who unite the Imperium through their telepathic communications. Chartist Captains The masters of spacecraft who voyage within the bounds of the Imperium. Ecclesiarchy The keepers of faith in the Emperor’s divinity. Imperial Guard The Imperium’s vast armies of men and women.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 925, + "rule_id": "pdf_skill_522_imperial_navy", + "title": "Imperial Navy", + "content": "The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and\npersecute its wars in the darkness between stars.\nInquisition The secretive protectors of the Emperor’s dominion.\nNavigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars.\nOfficio Assassinorum The secret bringers of death.\nPlanetary Defense Forces The military forces raised on planets to defend against invaders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Navy", + "content": "The forces of warships that defend the worlds of the Imperium, carry its troops to battlefronts, and persecute its wars in the darkness between stars. Inquisition The secretive protectors of the Emperor’s dominion. Navigators The mutants whose abilities allow starships to pass through the warp and so travel between distant stars. Officio Assassinorum The secret bringers of death. Planetary Defense Forces The military forces raised on planets to defend against invaders.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 926, + "rule_id": "pdf_skill_523_rogue_trader", + "title": "Rogue Trader", + "content": "A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the\nImperium with power unbound.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rogue Trader", + "content": "A starship captain who possesses a charter granting him the right to voyage beyond the bounds of the Imperium with power unbound.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 927, + "rule_id": "pdf_skill_524_schola_progenium", + "title": "Schola Progenium", + "content": "The schools that teach orphans of Imperial officials who have given their lives in the service of the\nEmperor.\nScholastica Psykana The organisation that trains and sanctions Imperial Psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Schola Progenium", + "content": "The schools that teach orphans of Imperial officials who have given their lives in the service of the Emperor. Scholastica Psykana The organisation that trains and sanctions Imperial Psykers.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 928, + "rule_id": "pdf_skill_525_fearless", + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no\nlonger commands the character’s actions. The character is\nimmune to the effects of Fear and Pinning, but disengaging\nfrom combat or backing down from a fight requires a\nsuccessful Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fearless", + "content": "Through hard experience with horrifying situations, fear no longer commands the character’s actions. The character is immune to the effects of Fear and Pinning, but disengaging from combat or backing down from a fight requires a successful Willpower Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 929, + "rule_id": "pdf_skill_526_feedback_screech", + "title": "feeDback screech", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can scramble his vox synthesizers, causing a\nhideous blast of noise that shocks and distracts others. All\nunprotected creatures within a 30-meter radius who have the\nability to hear must make a Willpower Test or lose a Half\nAction on their next turn as they involuntarily react to the\ncacophonous shriek.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "feeDback screech", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can scramble his vox synthesizers, causing a hideous blast of noise that shocks and distracts others. All unprotected creatures within a 30-meter radius who have the ability to hear must make a Willpower Test or lose a Half Action on their next turn as they involuntarily react to the cacophonous shriek.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 930, + "rule_id": "pdf_skill_527_ferric_lure", + "title": "ferric lure", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character can cause an unsecured metal object within his\nfield of vision to fly into his hand. The object may weigh up\nto 1 kilogram per point of the character’s Willpower Bonus,\nand must lie within 20 metres. Using this Talent requires a\nFull Action and a successful a Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ferric lure", + "content": "Prerequisites: Techmarine or Mechanicus Implants The character can cause an unsecured metal object within his field of vision to fly into his hand. The object may weigh up to 1 kilogram per point of the character’s Willpower Bonus, and must lie within 20 metres. Using this Talent requires a Full Action and a successful a Willpower Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 931, + "rule_id": "pdf_skill_528_ferric_lure", + "title": "Ferric Lure", + "content": "The character can call an unsecured metal object to his hand as\nwith Ferric Lure. The character may summon objects of up to\n2 kilograms per point of Willpower Bonus, and the object may\nbe up to 40 metres distant. The character must spend a Full\nAction and succeed on a Willpower Test to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ferric Lure", + "content": "The character can call an unsecured metal object to his hand as with Ferric Lure. The character may summon objects of up to 2 kilograms per point of Willpower Bonus, and the object may be up to 40 metres distant. The character must spend a Full Action and succeed on a Willpower Test to enact this rite.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 932, + "rule_id": "pdf_skill_529_flame_weapon_training", + "title": "flaMe Weapon TraininG", + "content": "Talent Groups: Universal\nThe sight of flaming streams of promethium brings joy to the\nExplorer’s heart and dread to his foes. He has mastered the\nart of a wide variety of flamer weapons. The Universal Talent\ngroup encompasses all non-Exotic weapons with the Flame\nspecial quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "flaMe Weapon TraininG", + "content": "Talent Groups: Universal The sight of flaming streams of promethium brings joy to the Explorer’s heart and dread to his foes. He has mastered the art of a wide variety of flamer weapons. The Universal Talent group encompasses all non-Exotic weapons with the Flame special quality.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 933, + "rule_id": "pdf_skill_530_flesh_render", + "title": "flesh renDer", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother has a taste for the massive damage that\ncan be inflicted with chain weapons and other melee weapons\nthat rip apart the flesh of their enemies. When inflicting\nDamage with a melee weapon that has the Tearing quality,\nthe character rolls a single additional die for Damage and\npicks the highest roll. For weapons that inflict several dice\nworth of Damage, only a single additional die is rolled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "flesh renDer", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother has a taste for the massive damage that can be inflicted with chain weapons and other melee weapons that rip apart the flesh of their enemies. When inflicting Damage with a melee weapon that has the Tearing quality, the character rolls a single additional die for Damage and picks the highest roll. For weapons that inflict several dice worth of Damage, only a single additional die is rolled.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 934, + "rule_id": "pdf_skill_531_example", + "title": "exaMple", + "content": "Averrus, a Deathwatch Assault Marine, attacks a Tyranid\nHormagaunt with his chainsword. Because Averrus’ chainsword\nhas the Tearing Quality, he benefits from his Flesh Render Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "exaMple", + "content": "Averrus, a Deathwatch Assault Marine, attacks a Tyranid Hormagaunt with his chainsword. Because Averrus’ chainsword has the Tearing Quality, he benefits from his Flesh Render Talent.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 935, + "rule_id": "pdf_skill_532_foresight", + "title": "foresiGhT", + "content": "Prerequisites: Intelligence 30\nLogic and analysis do for the character what Tarot and\nthe bones claim to do for the superstitious masses. By\ncareful consideration of all the possible consequences, and\nexamination of all evidence and information, the character\ncan identify the best path for success. By spending 10 minutes\nstudying or analysing a problem, the character gains a +10\nbonus to his next Intelligence Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "foresiGhT", + "content": "Prerequisites: Intelligence 30 Logic and analysis do for the character what Tarot and the bones claim to do for the superstitious masses. By careful consideration of all the possible consequences, and examination of all evidence and information, the character can identify the best path for success. By spending 10 minutes studying or analysing a problem, the character gains a +10 bonus to his next Intelligence Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 936, + "rule_id": "pdf_skill_533_frenzy", + "title": "frenzy", + "content": "The character’s temper and passion boil just below the surface\nof his psyche, mostly held in check by his rational mind, but\neasily released when needed. If the character spends one full\nRound fuelling his anger—by flagellation, drugs, or other\nmeans—on the next Round he goes into an uncontrolled rage,\ngaining a +10 bonus to Weapon Skill, Strength, Toughness,\nand Willpower, but suffering a –20 penalty to Ballistic Skill\nand Intelligence. The character must attack the nearest enemy\nin melee combat if possible. If he is not engaged with the\nnearest enemy, he must move towards that enemy and engage\nit if possible. The character will not take obviously suicidal\nactions such as leaping off a building in order to engage\nsomeone on the ground, but he will take any actions that\nhave a reasonable opportunity to engage in melee with the\nnearest enemy. While Frenzied, he is immune to Fear, Pinning,\nStunning effects, the effects of Fatigue, and he may not Parry,\nretreat, or flee. He remains Frenzied for the duration of the\ncombat. Unless the character has a Talent that allows him to\ndo so, he may not use Psychic Techniques whilst in Frenzy.\nSome beings are either permanently Frenzied or can Frenzy\nat will.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "frenzy", + "content": "The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fuelling his anger—by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill and Intelligence. The character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, Stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Unless the character has a Talent that allows him to do so, he may not use Psychic Techniques whilst in Frenzy. Some beings are either permanently Frenzied or can Frenzy at will.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 937, + "rule_id": "pdf_skill_534_furious_assault", + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial prowess allow him to land\nseveral blows where lesser combatants land one. If the character\nsuccessfully hits his target using the All Out Attack Action, he\nmay spend his Reaction to make an additional attack using the\nsame bonuses or penalties as the original attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "furious assaulT", + "content": "Prerequisites: Weapon Skill 35 The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, he may spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 938, + "rule_id": "pdf_skill_535_prerequisites_fellowship_50", + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character is well respected within a social group or\norganisation. The character gains an additional +10 bonus to\nFellowship Tests when dealing with this group. This Talent\nis cumulative with Peer, for a total of a +20 bonus. This\nbonus also applies to Influence Tests when dealing with this\nparticular group. The GM and player may agree to award this\nTalent when appropriate to the adventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prerequisites: Fellowship 50, Peer (of that group)", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana The character is well respected within a social group or organisation. The character gains an additional +10 bonus to Fellowship Tests when dealing with this group. This Talent is cumulative with Peer, for a total of a +20 bonus. This bonus also applies to Influence Tests when dealing with this particular group. The GM and player may agree to award this Talent when appropriate to the adventure or campaign.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 939, + "rule_id": "pdf_skill_536_gun_blessing", + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine\nUtilising his sacred ability to subtly affect ferrous materials,\nthe character may un-jam a number of weapons equal to his\nIntelligence Bonus, so long as they are within a 10-meter\nradius. A successful Intelligence Test indicates the character\nhas appeased the spirits of the weapons. This blessing requires\na Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gun blessinG", + "content": "Prerequisites: Techmarine Utilising his sacred ability to subtly affect ferrous materials, the character may un-jam a number of weapons equal to his Intelligence Bonus, so long as they are within a 10-meter radius. A successful Intelligence Test indicates the character has appeased the spirits of the weapons. This blessing requires a Full Action.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 940, + "rule_id": "pdf_skill_537_gunslinger", + "title": "GunslinGer", + "content": "Prerequisites: Ballistic Skill 40, Two-Weapon Wielder\nThe character has trained with pistols for so long that they are\nlike extensions of his own body, barely requiring conscious\nthought to aim and fire. When armed with two pistols, the\ncharacter reduces the penalty for Two-Weapon Fighting by\n–10. If the character also possesses the Ambidextrous Talent,\nthe penalty is reduced to 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "GunslinGer", + "content": "Prerequisites: Ballistic Skill 40, Two-Weapon Wielder The character has trained with pistols for so long that they are like extensions of his own body, barely requiring conscious thought to aim and fire. When armed with two pistols, the character reduces the penalty for Two-Weapon Fighting by –10. If the character also possesses the Ambidextrous Talent, the penalty is reduced to 0.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 941, + "rule_id": "pdf_skill_538_hammer_blow", + "title": "haMMer bloW", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother strikes a single blow with such focus and\nforce that it breaks armour and pulps flesh as it strikes. When\nthe Battle-Brother makes an All Out Attack manoeuvre to\nmake a single melee attack, he may add half his Strength\nBonus to the weapon’s Armour Penetration. The attack\nalso counts as having the Shocking quality to represent the\nconcussive force of the blow’s impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "haMMer bloW", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother strikes a single blow with such focus and force that it breaks armour and pulps flesh as it strikes. When the Battle-Brother makes an All Out Attack manoeuvre to make a single melee attack, he may add half his Strength Bonus to the weapon’s Armour Penetration. The attack also counts as having the Shocking quality to represent the concussive force of the blow’s impact.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 942, + "rule_id": "pdf_skill_539_hard_target", + "title": "harD TarGeT", + "content": "Prerequisites: Agility 40\nLight on his feet, the character dodges and weaves as he\nmoves, skills learned from long years in the line of fire. When\nthe character performs a Charge or Run Action, opponents\nsuffer a –20 penalty to Ballistic Skill Tests made to hit the\ncharacter with a ranged weapon. This penalty continues until\nthe start of the character’s next turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "harD TarGeT", + "content": "Prerequisites: Agility 40 Light on his feet, the character dodges and weaves as he moves, skills learned from long years in the line of fire. When the character performs a Charge or Run Action, opponents suffer a –20 penalty to Ballistic Skill Tests made to hit the character with a ranged weapon. This penalty continues until the start of the character’s next turn.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 943, + "rule_id": "pdf_skill_540_hardy", + "title": "harDy", + "content": "Prerequisites: Toughness 40\nThe character’s constitution rebounds quickly from shock\nor injury. When undergoing medical treatment or healing\nfrom injures, the character recovers Damage as if Lightly\nDamaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "harDy", + "content": "Prerequisites: Toughness 40 The character’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injures, the character recovers Damage as if Lightly Damaged.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 944, + "rule_id": "pdf_skill_541_psykers_xenos_specific_oth", + "title": "Psykers, Xenos (specific), other", + "content": "A group, organisation, or race has wronged the character in\nthe past, fuelling this animosity. When fighting opponents of\nthat group in close combat, the character gains a +10 bonus\nto all Weapon Skill Tests made against them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psykers, Xenos (specific), other", + "content": "A group, organisation, or race has wronged the character in the past, fuelling this animosity. When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against them.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 945, + "rule_id": "pdf_skill_542_heavy_weapon_training", + "title": "heaVy Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive,\nand SP\nThe character can employ some of the most devastating\nweapons of the battlefield. The character can use weapons\nof the groups for which he has selected this Talent, choosing\none new group each time the character obtains it. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heavy Weapon Training", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Plasma, Primitive, and SP The character can employ some of the most devastating weapons of the battlefield. The character can use weapons of the groups for which he has selected this Talent, choosing one new group each time the character obtains it. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 946, + "rule_id": "pdf_skill_543_heightened_senses", + "title": "heiGhTeneD senses", + "content": "Talent Groups: Sight, Sound, Smell, Taste, Touch\nEither genetics or augmetics have made one of the character’s\nsenses are superior to others. When the character gains this Talent,\nselect one of the five senses. The character gains a +10 bonus\nto any tests specifically involving this sense. Thus, Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heightened Senses", + "content": "Talent Groups: Sight, Sound, Smell, Taste, Touch Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 947, + "rule_id": "pdf_skill_544_senses_sight_would_apply_to", + "title": "Senses (Sight) would apply to an Awareness Test to see a distant", + "content": "flock of shale crows, but not to a Ballistic Skill Test or a Weapon\nSkill Test simply because the character is using his eyes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Senses (Sight) would apply to an Awareness Test to see a distant", + "content": "flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 948, + "rule_id": "pdf_skill_545_hip_shooting", + "title": "hip shooTinG", + "content": "Prerequisites: Ballistic Skill 40, Agility 40\nThe character’s prowess with ranged weapons is such that he\ncan still fire accurately without his eye behind the weapon’s\nsights. As a Full Action, the character may both move up to his\nFull Move rate and make a single attack with a ranged weapon.\nThis attack can only be a single shot—no automatic fire.\nhunTer of aliens\nAliens are a foul and constant threat to the Imperium, and\nthe character has taken a vow to rid the galaxy of their foul\npresence. Though he knows such a task is greater than his\nactions alone, the character hopes the vile xenos blood he spills\ngoes some way to winning the Emperor’s war against this most\nterrible of foes. The character gains +10 to his Weapon Skill\nand +2 to melee weapon Damage when combating aliens.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hip Shooting", + "content": "Prerequisites: Ballistic Skill 40, Agility 40 The character’s prowess with ranged weapons is such that he can still fire accurately without his eye behind the weapon’s sights. As a Full Action, the character may both move up to his Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot—no automatic fire.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 949, + "rule_id": "pdf_skill_546_improved_warp_sense", + "title": "iMproVeD Warp sense", + "content": "Prerequisites: Warp Sense\nThe character can now see the warp and physical universe side\nby side, no longer taking any concentration on his part. After\ngaining this Talent, the character may use the Psyniscience\nSkill as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hunter of Aliens", + "content": "Aliens are a foul and constant threat to the Imperium, and the character has taken a vow to rid the galaxy of their foul presence. Though he knows such a task is greater than his actions alone, the character hopes the vile xenos blood he spills goes some way to winning the Emperor’s war against this most terrible of foes. The character gains +10 to his Weapon Skill and +2 to melee weapon Damage when combating aliens.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 950, + "rule_id": "pdf_skill_547_infused_knowledge", + "title": "infuseD knoWleDGe", + "content": "Prerequisites: Intelligence 40\nThe character has been infused with a great wealth of lore and\nknowledge, either through punishing noetic techniques or by\narcane methods kept secret by the guardians of technology and\nknowledge. The character treats all Common and Scholastic\nLore Skills as Basic Skills. This Talent also provides a +10\nbonus to any tests involving Common or Scholastic Lore for\nwhich the character already possesses the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improved Warp Sense", + "content": "Prerequisites: Warp Sense The character can now see the warp and physical universe side by side, no longer taking any concentration on his part. After gaining this Talent, the character may use the Psyniscience Skill as a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 951, + "rule_id": "pdf_skill_548_independent_targeting", + "title": "inDepenDenT TarGeTinG", + "content": "Prerequisites: Ballistic Skill 40\nThe character has developed his peripheral vision and situational\nawareness to a point where he can fire in two directions within\na split second. When firing two weapons as part of a single\nAction, the targets need not be fewer than 10 metres apart.\ninTo The JaWs of hell\nPrerequisites: Iron Discipline\nThe character inspires loyalty and devotion in his followers\nsuch that they would follow him into the warp vortices of\nthe Maw or on a boarding action against xenos corsairs. In\npersonal combat, while visible to the character, the followers\nare immune to Fear and Pinning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Infused Knowledge", + "content": "Prerequisites: Intelligence 40 The character has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and knowledge. The character treats all Common and Scholastic Lore Skills as Basic Skills. This Talent also provides a +10 bonus to any tests involving Common or Scholastic Lore for which the character already possesses the Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 952, + "rule_id": "pdf_skill_549_inspire_wrath", + "title": "inspire WraTh", + "content": "Prerequisites: Fellowship 30\nThe character knows just the turn of phrase that incites\nindividuals or groups to rage against others. The character’s\nrhetoric grants him +20 to Interaction Tests when inspiring\nhatred or anger, and this Talent doubles the number of\nindividuals affected. This Talent can be combined with Master\nOrator to further increase the number of listeners affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Independent Targeting", + "content": "Prerequisites: Ballistic Skill 40 The character has developed his peripheral vision and situational awareness to a point where he can fire in two directions within a split second. When firing two weapons as part of a single Action, the targets need not be fewer than 10 metres apart.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 953, + "rule_id": "pdf_skill_550_iron_discipline", + "title": "iron Discipline", + "content": "Prerequisites: Willpower 30, Command\nIron sharpens iron. The character does not coddle his\nsubordinates nor motivate them through kindness. The\ncharacter’s stalwart example and stern leadership exhorts them\nwith steel instead of spoils. If the character is visible to his\nfollowers, either in person or via vox- or pict-caster, they may\nre-roll failed Willpower Tests made to resist Fear and Pinning.\nIron Discipline can affect a number of targets equal to the\ncharacter’s Willpower Bonus, who must be under the character’s\ncommand. Player characters can benefit from Iron Discipline if\nthe character with this Talent is the official group leader.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Into The Jaws of Hell", + "content": "Prerequisites: Iron Discipline The character inspires loyalty and devotion in his followers such that they would follow him into the warp vortices of the Maw or on a boarding action against xenos corsairs. In personal combat, while visible to the character, the followers are immune to Fear and Pinning.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 954, + "rule_id": "pdf_skill_551_iron_jaw", + "title": "iron JaW", + "content": "Prerequisites: Toughness 40\nThe character has taken blows from Orks and given back\nas good as he got. The character can bounce back from\nmost strikes without ill effects. If ever Stunned, a successful\nToughness Test allows the character to ignore the effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inspire Wrath", + "content": "Prerequisites: Fellowship 30 The character knows just the turn of phrase that incites individuals or groups to rage against others. The character’s rhetoric grants him +20 to Interaction Tests when inspiring hatred or anger, and this Talent doubles the number of individuals affected. This Talent can be combined with Master Orator to further increase the number of listeners affected.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 955, + "rule_id": "pdf_skill_552_jaded", + "title": "JaDeD", + "content": "Prerequisites: Willpower 30\nThe character’s wide travels have shown him both wonders\nand horrors beyond the ken of most. The galaxy has thrown\nits worst at the character, and he has yet to flinch. Mundane\nevents, from death’s horrific visage to xenos abominations, do\nnot cause Insanity Points, nor Fear Tests. Terrors of the warp\nstill affects the character normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Discipline", + "content": "Prerequisites: Willpower 30, Command Iron sharpens iron. The character does not coddle his subordinates nor motivate them through kindness. The character’s stalwart example and stern leadership exhorts them with steel instead of spoils. If the character is visible to his followers, either in person or via vox- or pict-caster, they may re-roll failed Willpower Tests made to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to the character’s Willpower Bonus, who must be under the character’s command. Player characters can benefit from Iron Discipline if the character with this Talent is the official group leader.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 956, + "rule_id": "pdf_skill_553_killing_strike", + "title": "killinG sTrike", + "content": "Prerequisites: Adeptus Astartes\nSpace Marines are amongst the deadliest warriors in the\ngalaxy, and they have learned how best to place their blows\nfor maximum effect. When taking the All-Out Attack action,\na Space Marine may spend a Fate Point (before rolling the\ndice) to make his melee attacks for that round impossible\nto parry or dodge.\nleap up\nPrerequisites: Agility 30\nA combination of athletic ability and speed allow the\ncharacter to spring to his feet in virtually any circumstance.\nThe character may stand up as a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Jaw", + "content": "Prerequisites: Toughness 40 The character has taken blows from Orks and given back as good as he got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 957, + "rule_id": "pdf_skill_554_last_man_standing", + "title": "lasT Man sTanDinG", + "content": "Prerequisites: Nerves of Steel\nThe character has developed a sixth sense about hails of\ngunfire, allowing him to sense gaps and pauses in the lethal\nrain. The character is immune to Pinning by pistols and\nBasic Weapons, and he adds +1 AP to the value of any cover\nprotecting him from ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Jaded", + "content": "Prerequisites: Willpower 30 The character’s wide travels have shown him both wonders and horrors beyond the ken of most. The galaxy has thrown its worst at the character, and he has yet to flinch. Mundane events, from death’s horrific visage to xenos abominations, do not cause Insanity Points, nor Fear Tests. Terrors of the warp still affects the character normally.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 958, + "rule_id": "pdf_skill_555_light_sleeper", + "title": "liGhT sleeper", + "content": "Prerequisites: Perception 30\nThe slightest change in conditions or disturbance brings the\ncharacter from sleep to full awareness, remaining alert even\nin slumber. The character is always assumed to be awake,\neven when asleep, for the purposes of Awareness Tests or\nsurprise. Unfortunately, the character’s sleep is not deep and\ncan be frequently interrupted, resulting in a less-than-cheery\ndisposition when awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Killing Strike", + "content": "Prerequisites: Adeptus Astartes Space Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 959, + "rule_id": "pdf_skill_556_lightning_attack", + "title": "liGhTninG aTTack", + "content": "Prerequisites: Swift Attack\nThe character’s speed with weapons is legendary, allowing him to\nlaunch flurries of attacks in melee. As a Full Action, the character\nmay make three melee attacks on his turn. The effects of this\nTalent replace those of Swift Attack rather than adding to them.\nThe use of Lightning Attack may not be combined with Dual\nStrike. If the character has the Two-Weapon Wielder Talent and\nis wielding two melee weapons, the character gains the advantage\nof Lightning Attack with only one of the weapons, and a single\nattack with the other. If the character has the Two-Weapon\nWielder Talent and is wielding a melee weapon in one hand and\na gun in the other, they gain the advantage of Lightning Attack\nwith the melee weapon and a single attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Leap Up", + "content": "Prerequisites: Agility 30 A combination of athletic ability and speed allow the character to spring to his feet in virtually any circumstance. The character may stand up as a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 960, + "rule_id": "pdf_skill_557_lightning_reflexes", + "title": "liGhTninG reflexes", + "content": "The character always expects trouble, even in the most innocuous\nsituations, allowing him to act quickly when needed. Add twice\nthe character’s Agility Bonus when rolling for Initiative. If the\ncharacter has Unnatural Agility, then add one to the multiplier\nbefore factoring the bonus into the character’s Initiative roll.\nliTany of haTe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Last Man Standing", + "content": "Prerequisites: Nerves of Steel The character has developed a sixth sense about hails of gunfire, allowing him to sense gaps and pauses in the lethal rain. The character is immune to Pinning by pistols and Basic Weapons, and he adds +1 AP to the value of any cover protecting him from ranged attacks.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 961, + "rule_id": "pdf_skill_558_prerequisites_hatred_any", + "title": "Prerequisites: Hatred (any)", + "content": "The character’s belief in the righteousness of his hatred is\nso ingrained in his being that he can inspire the same hate\nin others. As a Full Action, make a Charm Test to extend\nthe effects of the character’s Hatred Talent to nearby allies.\nSuccess on the test confers a +10 bonus to WS when fighting\nhated foes to one ally per point of the character’s Fellowship\nBonus. The effects last for the duration of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Light Sleeper", + "content": "Prerequisites: Perception 30 The slightest change in conditions or disturbance brings the character from sleep to full awareness, remaining alert even in slumber. The character is always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise. Unfortunately, the character’s sleep is not deep and can be frequently interrupted, resulting in a less-than-cheery disposition when awake.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 962, + "rule_id": "pdf_skill_559_logis_implant", + "title": "loGis iMplanT", + "content": "The character’s logis processors work with preternatural speed,\nfiltering sensory input and allowing the character to analyse\nand anticipate the actions of those around him. By using the\ncharacter’s Reaction for the Round, the character may make a\nTech-Use Test to make use of this Talent. The character gains\na +10 bonus to all Weapon Skill and Ballistic Skill Tests until\nthe end of his next turn. The character must pass a Toughness\nTest when he uses this Talent or gain a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lightning Attack", + "content": "Prerequisites: Swift Attack The character’s speed with weapons is legendary, allowing him to launch flurries of attacks in melee. As a Full Action, the character may make three melee attacks on his turn. The effects of this Talent replace those of Swift Attack rather than adding to them. The use of Lightning Attack may not be combined with Dual Strike. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Lightning Attack with only one of the weapons, and a single attack with the other. If the character has the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, they gain the advantage of Lightning Attack with the melee weapon and a single attack with the gun.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 963, + "rule_id": "pdf_skill_560_luminen_blast", + "title": "luMinen blasT", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe Omnissiah has blessed the character with augmetic conduits\nthat parallel the bones of his arms. By reciting the proper litany,\nthe character can channel the energy stored in his Potentia\nCoil down these channels and direct it at enemies. Success on\na Ballistic Skill Test allows the character to direct this energy\nagainst a single target within 10 metres. The target takes 1d10\nplus the character’s Willpower Bonus of Energy Damage with\nthe Shocking Quality. The character must pass a Toughness\nTest when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lightning Reflexes", + "content": "The character always expects trouble, even in the most innocuous situations, allowing him to act quickly when needed. Add twice the character’s Agility Bonus when rolling for Initiative. If the character has Unnatural Agility, then add one to the multiplier before factoring the bonus into the character’s Initiative roll.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Litany of Hate", + "content": "Prerequisites: Hatred (any) The character’s belief in the righteousness of his hatred is so ingrained in his being that he can inspire the same hate in others. As a Full Action, make a Charm Test to extend the effects of the character’s Hatred Talent to nearby allies. Success on the test confers a +10 bonus to WS when fighting hated foes to one ally per point of the character’s Fellowship Bonus. The effects last for the duration of the encounter.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Logis Implant", + "content": "The character’s logis processors work with preternatural speed, filtering sensory input and allowing the character to analyse and anticipate the actions of those around him. By using the character’s Reaction for the Round, the character may make a Tech-Use Test to make use of this Talent. The character gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests until the end of his next turn. The character must pass a Toughness Test when he uses this Talent or gain a level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Luminen Blast", + "content": "Prerequisites: Techmarine or Mechanicus Implants The Omnissiah has blessed the character with augmetic conduits that parallel the bones of his arms. By reciting the proper litany, the character can channel the energy stored in his Potentia Coil down these channels and direct it at enemies. Success on a Ballistic Skill Test allows the character to direct this energy against a single target within 10 metres. The target takes 1d10 plus the character’s Willpower Bonus of Energy Damage with the Shocking Quality. The character must pass a Toughness Test when he uses this ability or gain a level of Fatigue. Talent Use: Half Action Attack", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 964, + "rule_id": "pdf_skill_561_luminen_charge", + "title": "luMinen charGe", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy\nmechanical elements and his mortal flesh, allowing the\nformer to power the latter. With a successful Toughness\nTest, the character may recharge or power machinery with\nhis internal coils. This requires one minute of meditation and\nritual incantation. The difficulty of the Toughness Test varies\ndepending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses\nthis ability or gain a level of Fatigue. No matter the power\nbestowed upon the character by the Omnissiah, some systems\nare either too large or too alien for this Talent—the GM is\nthe final judge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Luminen Charge", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe character has mastered the union between his holy mechanical elements and his mortal flesh, allowing the former to power the latter. With a successful Toughness Test, the character may recharge or power machinery with his internal coils. This requires one minute of meditation and ritual incantation. The difficulty of the Toughness Test varies depending on the nature of the powered system:\nThe character must pass a Toughness Test when he uses this ability or gain a level of Fatigue. No matter the power bestowed upon the character by the Omnissiah, some systems are either too large or too alien for this Talent—the GM is the final judge.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 965, + "rule_id": "pdf_skill_562_luminen_shock", + "title": "luMinen shock", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through\na network of inductors within his flesh. This allows the\ncharacter to channel this energy into his blows. In close\ncombat, a successful Weapon Skill Test or Grapple delivers\nthe shock. The Luminen Shock inflicts 1d10+3 points of\nEnergy Damage with the Shocking Quality. The character\nmust pass a Toughness Test when he uses this ability or gain\na level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Luminen Shock", + "content": "Prerequisites: Techmarine or Mechanicus Implants\nThe power of the character’s Potentia Coil flows through a network of inductors within his flesh. This allows the character to channel this energy into his blows. In close combat, a successful Weapon Skill Test or Grapple delivers the shock. The Luminen Shock inflicts 1d10+3 points of Energy Damage with the Shocking Quality. The character must pass a Toughness Test when he uses this ability or gain a level of Fatigue.\nTalent Use: Half Action Attack", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 966, + "rule_id": "pdf_skill_563_machinator_array", + "title": "MachinaTor array", + "content": "Prerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus\nso the Priesthood of Mars may bring him closer to the most\nholy of forms by adding an extensive machinator array to\nthe character’s existing augmetics. The character’s Strength\nand Toughness Characteristics are increased by +10. Reduce\nthe character’s Agility and Fellowship by –5. The character’s\nmass increases to three times that of a normal person, and\nthe character may no longer stay afloat or swim in water or\nsimilar liquids. The character may mount a single pistol or\nclose combat weapon on any Servo-Arm or Servo-Harness he\npossesses. The character must still have the proper Talent to\nuse the mounted weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Machinator Array", + "content": "Prerequisites: Mechanicus Implants\nThe character has returned to the crèches of the Mechanicus so the Priesthood of Mars may bring him closer to the most holy of forms by adding an extensive machinator array to the character’s existing augmetics. The character’s Strength and Toughness Characteristics are increased by +10. Reduce the character’s Agility and Fellowship by –5. The character’s mass increases to three times that of a normal person, and the character may no longer stay afloat or swim in water or similar liquids. The character may mount a single pistol or close combat weapon on any Servo-Arm or Servo-Harness he possesses. The character must still have the proper Talent to use the mounted weapon.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 967, + "rule_id": "pdf_skill_564_maglev_grace", + "title": "MaGleV Grace", + "content": "Prerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his\nlower body, allowing him to hover just off the ground. Using\na Half Action, the character may hover 20–30 centimetres\noff the ground for a number of minutes equal to 1d10 plus\nthe character’s Toughness Bonus. The character must employ\na Half Action each Round to maintaining the rite, and may\nuse the other actions to move normally. The character may\nactivate this rite to slow his rate of descent when falling,\nreducing all falling Damage to 1d10+3 Impact. Each use of\nMaglev Grace exhausts the power stored in the character’s\nPotentia Coil, and so this Talent cannot be reused until the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Maglev Grace", + "content": "Prerequisites: Mechanicus Implants\nThe character is implanted with anti-grav coils throughout his lower body, allowing him to hover just off the ground. Using a Half Action, the character may hover 20–30 centimetres off the ground for a number of minutes equal to 1d10 plus the character’s Toughness Bonus. The character must employ a Half Action each Round to maintaining the rite, and may use the other actions to move normally. The character may activate this rite to slow his rate of descent when falling, reducing all falling Damage to 1d10+3 Impact. Each use of Maglev Grace exhausts the power stored in the character’s Potentia Coil, and so this Talent cannot be reused until the", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 968, + "rule_id": "pdf_skill_565_maglev_transcendence", + "title": "MaGleV TranscenDence", + "content": "Prerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by\nlacing anti-grav coils through every portion of his body. Using\na Half Action, the character may hover 20–30 centimetres off\nthe ground for a number of minutes equal to 2d10 plus the\ncharacter’s Toughness Bonus. The character must employ a\nHalf Action each Round to concentrate on maintaining this\nrite, but any Move Action allows the character to move up to\nhis running speed. The character can slow his rate of descent\nwhen falling so long as this rite is active when the character\nreaches the ground, taking no falling Damage. Each time the\ncharacter enacts this rite, it drains 50% of the power stored\nin his Potentia Coil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Maglev Transcendence", + "content": "Prerequisites: Mechanicus Implants, Maglev Grace\nThe character has proven his devotion to the Machine God by lacing anti-grav coils through every portion of his body. Using a Half Action, the character may hover 20–30 centimetres off the ground for a number of minutes equal to 2d10 plus the character’s Toughness Bonus. The character must employ a Half Action each Round to concentrate on maintaining this rite, but any Move Action allows the character to move up to his running speed. The character can slow his rate of descent when falling so long as this rite is active when the character reaches the ground, taking no falling Damage. Each time the character enacts this rite, it drains 50% of the power stored in his Potentia Coil.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 969, + "rule_id": "pdf_skill_566_marksman", + "title": "MarksMan", + "content": "Prerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep\ncrosshairs steady on any target, regardless of range. Distance\nis no protection against the character’s marksmanship, and\nhe suffers no penalties for Ballistic Skill Tests at long or\nextended range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marksman", + "content": "Prerequisites: Ballistic Skill 35\nThe character’s steady hand and eagle eye allows him to keep crosshairs steady on any target, regardless of range. Distance is no protection against the character’s marksmanship, and he suffers no penalties for Ballistic Skill Tests at long or extended range.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 970, + "rule_id": "pdf_skill_567_master_chirurgeon", + "title": "MasTer chirurGeon", + "content": "Prerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh\nwith deft same mastery. The character’s exceptional education\nin use of the Narthecium, med-slate, and supplemental drugs\ngive his patients an enormous advantage. The character gains\na +10 bonus on all Medicae Tests. If treating a Heavily or\nCritically Damaged patient, a successful test heals 2 Wounds\ninstead of 1. If the patient is in danger of losing a limb from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Master Chirurgeon", + "content": "Prerequisites: Medicae +10\nThe character’s advanced medical skills enable him to knit flesh with deft same mastery. The character’s exceptional education in use of the Narthecium, med-slate, and supplemental drugs give his patients an enormous advantage. The character gains a +10 bonus on all Medicae Tests. If treating a Heavily or Critically Damaged patient, a successful test heals 2 Wounds instead of 1. If the patient is in danger of losing a limb from a Critical Hit (see Chapter VIII: Combat), the character provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 971, + "rule_id": "pdf_skill_568_a_critical_hit_see_chapter_vi", + "title": "a Critical Hit (see Chapter VIII: Combat), the character", + "content": "provides the patient with a +20 bonus to the Toughness Test\nto prevent limb loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Critical Hit", + "content": "provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 972, + "rule_id": "pdf_skill_569_very_hard_30", + "title": "Very Hard (–30)", + "content": "Ship’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Very Hard (–30)", + "content": "Ship’s Cogitator Core, Reactor\nMachine Spirit, Xenos Tech", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 973, + "rule_id": "pdf_skill_570_implants", + "title": "Implants", + "content": "The character’s knowledge of engines and their machine\nspirits surpasses all but the most venerable servants of the\nMachine-God. The character can almost feel the plasma\npulsing through a reactor’s conduits as if it were his own\nveins. The character may spend a Fate Point for automatic\nsuccess on a Tech Use Test for enhancement, repair, or\nupgrade of a machine’s system, taking the minimum amount\nof time possible on the task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Implants", + "content": "The character’s knowledge of engines and their machine spirits surpasses all but the most venerable servants of the Machine-God. The character can almost feel the plasma pulsing through a reactor’s conduits as if it were his own veins. The character may spend a Fate Point for automatic success on a Tech Use Test for enhancement, repair, or upgrade of a machine’s system, taking the minimum amount of time possible on the task.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 974, + "rule_id": "pdf_skill_571_master_orator", + "title": "MasTer oraTor", + "content": "Prerequisites: Fellowship 30\nThe character has learned the techniques required to\ninfluence large audiences. The character’s Fellowship Tests\nand Fellowship-based Skill Tests affect 10 times the normal\nnumber of targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Master Orator", + "content": "Prerequisites: Fellowship 30\nThe character has learned the techniques required to influence large audiences. The character’s Fellowship Tests and Fellowship-based Skill Tests affect 10 times the normal number of targets.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 975, + "rule_id": "pdf_skill_572_mechadendrite_use", + "title": "MechaDenDriTe use", + "content": "Prerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite,\nthis Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted\nwith piston-driven claws that are equally effective as weapons\nas they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged\nor close combat weapons, and have the supplemental support\nand strength necessary for combat. Servo-Arms and the\nServo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit\nInterface, Manipulator, Medicae, Utility, Optical, and\ncountless others, these Mechadendrites generally require less\nhardy mountings, but all interface with the Cyber Mantle in\na similar manner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechadendrite Use", + "content": "Prerequisites: Mechanicus or Techmarine Implants\nTalent Groups: Servo-arm, Weapon, Utility\nThough there are many different types of Mechadendrite, this Talent divides them into two broad categories:\nServo-Arm: Servo-arms are powerful mechanical arms fitted with piston-driven claws that are equally effective as weapons as they are at repairing machines.\nWeapon: Mechadendrites of this type end in either ranged or close combat weapons, and have the supplemental support and strength necessary for combat. Servo-Arms and the Servo-Harness may also count as this type.\nUtility: Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical, and countless others, these Mechadendrites generally require less hardy mountings, but all interface with the Cyber Mantle in a similar manner.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 976, + "rule_id": "pdf_skill_573_meditation", + "title": "MeDiTaTion", + "content": "The character has mastered his body and its reactions by the\npractice of meditative techniques, shutting down unnecessary\nfunctions that enables him to refresh both body and mind.\nSuccess on a Willpower Test and 10 minutes without\ninterruptions removes one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Meditation", + "content": "The character has mastered his body and its reactions by the practice of meditative techniques, shutting down unnecessary functions that enables him to refresh both body and mind. Success on a Willpower Test and 10 minutes without interruptions removes one level of Fatigue.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 977, + "rule_id": "pdf_skill_574_melee_weapon_training", + "title": "Melee Weapon TraininG", + "content": "Talent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand\nweaponry, becoming proficient in the use of virtually all\nhand-held close combat arms. The “Universal” group includes\nthe Primitive, Chain, Shock and Power groups. When a\ncharacter attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Melee Weapon Training", + "content": "Talent Groups: Chain, Shock, Power, Primitive, Universal\nThe character has trained extensively with hand-to-hand weaponry, becoming proficient in the use of virtually all hand-held close combat arms. The “Universal” group includes the Primitive, Chain, Shock and Power groups. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 978, + "rule_id": "pdf_skill_575_mental_rage", + "title": "MenTal raGe", + "content": "Prerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp,\nallowing the character to use its power with little conscious\nthought. While in a Frenzied state, the character may use his\nPsychic Powers normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mental Rage", + "content": "Prerequisites: Frenzy\nThe character’s madness and hate open his mind to the warp, allowing the character to use its power with little conscious thought. While in a Frenzied state, the character may use his Psychic Powers normally.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 979, + "rule_id": "pdf_skill_576_mighty_shot", + "title": "MiGhTy shoT", + "content": "Prerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and\nmaterial, and has the skill to ensure that his shots land exactly\nwhere they do the most damage. The character adds +2 to\nDamage inflicted with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mighty Shot", + "content": "Prerequisites: Ballistic Skill 40\nThe character knows the weak points in every armour and material, and has the skill to ensure that his shots land exactly where they do the most damage. The character adds +2 to Damage inflicted with a ranged weapon.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 980, + "rule_id": "pdf_skill_577_mimic", + "title": "MiMic", + "content": "Vox synthesisers, training, or innate abilities allow the\ncharacter to accurately mimic the voice of another. The\ncharacter must study the voice patterns of his intended\ntarget for at least one hour for proper imitation, and speak\nthe same language. The character cannot accurately copy the\nvoice of a xenos due to the difference in physiology and the\nsubtle complexities of most alien languages. Listeners must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mimic", + "content": "Vox synthesisers, training, or innate abilities allow the character to accurately mimic the voice of another. The character must study the voice patterns of his intended target for at least one hour for proper imitation, and speak the same language. The character cannot accurately copy the voice of a xenos due to the difference in physiology and the subtle complexities of most alien languages. Listeners must succeed on a Difficult (–10) Scrutiny Test to penetrate the deception. If the character’s study used vox recordings or comm-link conversations rather than in-person observation, the Difficulty of the Scrutiny Test is reduced to Challenging (+0). The character’s deception automatically fails if the listener can clearly see him.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 981, + "rule_id": "pdf_skill_578_succeed_on_a_difficult_10_s", + "title": "succeed on a Difficult (–10) Scrutiny Test to penetrate the", + "content": "deception. If the character’s study used vox recordings or\ncomm-link conversations rather than in-person observation,\nthe Difficulty of the Scrutiny Test is reduced to Challenging\n(+0). The character’s deception automatically fails if the\nlistener can clearly see him.\nnerVes of sTeel\nLong years on the battlefield enable the character to remain\ncalm as fire impacts all around them. The character may re-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Nerves of Steel", + "content": "Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 982, + "rule_id": "pdf_skill_579_orthoproxy", + "title": "orThoproxy", + "content": "A liturgical circuit has been implanted within the character’s\nskull, allowing him to focus on the prayers recited by the\nproxy unit when the character’s mental fortitude is in peril.\nThe character receives a +20 bonus to Willpower Tests made\nto resist mind control or interrogation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Orthoproxy", + "content": "A liturgical circuit has been implanted within the character’s skull, allowing him to focus on the prayers recited by the proxy unit when the character’s mental fortitude is in peril. The character receives a +20 bonus to Willpower Tests made to resist mind control or interrogation.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 983, + "rule_id": "pdf_skill_580_paranoia", + "title": "paranoia", + "content": "The character knows that danger lurks behind every corner\nand knows the galaxy will hit him as soon as he lets his guard\ndown. The character gains a +2 bonus on Initiative rolls, and\nthe GM may secretly test using the character’s Perception to\nnotice hidden threats. The price of this eternal vigilance is a\ntwitchy disposition and the inability to relax.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Paranoia", + "content": "The character knows that danger lurks behind every corner and knows the galaxy will hit him as soon as he lets his guard down. The character gains a +2 bonus on Initiative rolls, and the GM may secretly test using the character’s Perception to notice hidden threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 984, + "rule_id": "pdf_skill_581_peer", + "title": "peer", + "content": "Prerequisites: Fellowship 30\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThe character knows how to deal with a particular social\ngroup or organisation. He gains a +10 bonus to all Fellowship\nTests when interacting with the chosen group. The GM and\nplayer may agree to award this Talent when appropriate to the\nadventure or campaign.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Peer", + "content": "Prerequisites: Fellowship 30\nTalent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana\nThe character knows how to deal with a particular social group or organisation. He gains a +10 bonus to all Fellowship Tests when interacting with the chosen group. The GM and player may agree to award this Talent when appropriate to the adventure or campaign.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 985, + "rule_id": "pdf_skill_582_pistol_weapon_training", + "title": "pisTol Weapon TraininG", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma\nSP, Universal\nThe character has practised with nearly every single-handed\nranged weapon within the confines of the Imperium, and no\nsmall number without. This talent confers proficiency with\nmost pistol-type weapons, including the Bolt, Las, Launcher,\nMelta, Plasma, Primitive, and SP groups. When a character\nattempts to use a weapon he does not have the correct Weapon\nTraining Talent for, he suffers a –20 penalty to any relevant\nWeapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pistol Weapon Training", + "content": "Talent Groups: Bolt, Las, Launcher, Melta, Primitive, Plasma, SP, Universal. The character has practiced with nearly every single-handed ranged weapon within the confines of the Imperium, and no small number without. This talent confers proficiency with most pistol-type weapons, including the Bolt, Las, Launcher, Melta, Plasma, Primitive, and SP groups. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a -20 penalty to any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 986, + "rule_id": "pdf_skill_583_polyglot", + "title": "polyGloT", + "content": "Prerequisites: Intelligence 40, Fel 30\nThe character has an innate ability to derive meaning from\nunknown languages, and make himself understood using this\nintuitive grasp. The character treats all languages as Basic\nSkills. This is not the same as true knowledge of the language,\nand tests using this Talent suffer a –10 penalty due to the\nsimplistic nature of translation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Polyglot", + "content": "Prerequisites: Intelligence 40, Fel 30. The character has an innate ability to derive meaning from unknown languages, and make himself understood using this intuitive grasp. The character treats all languages as Basic Skills. This is not the same as true knowledge of the language, and tests using this Talent suffer a -10 penalty due to the simplistic nature of translation.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 987, + "rule_id": "pdf_skill_584_precise_blow", + "title": "precise bloW", + "content": "Prerequisites: Weapon Skill 40, Sure Strike\nThe character’s eye, hand, and weapon act seamlessly together,\nplacing the character blows exactly where the character\nintends. When making a called shot with a melee weapon,\nthe character does not incur the normal –20 penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Precise Blow", + "content": "Prerequisites: Weapon Skill 40, Sure Strike. The character's eye, hand, and weapon act seamlessly together, placing the character blows exactly where the character intends. When making a called shot with a melee weapon, the character does not incur the normal -20 penalty.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 988, + "rule_id": "pdf_skill_585_preternatural_speed", + "title": "preTernaTural speeD", + "content": "Prerequisites: Weapon Skill 40, Agility 50\nThe character is a swift moving bringer of death, a living,\nbloody scythe before whom foes die like corn before the\nreaper. The character may use Swift Attack and Lighting\nAttack as a Half Action rather than a Full Action. In addition,\nthe character may use the Swift Attack and Lightning Attack\nTalents during a Charge.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Preternatural Speed", + "content": "Prerequisites: Weapon Skill 40, Agility 50. The character is a swift moving bringer of death, a living, bloody scythe before whom foes die like corn before the reaper. The character may use Swift Attack and Lightning Attack as a Half Action rather than a Full Action. In addition, the character may use the Swift Attack and Lightning Attack Talents during a Charge.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 989, + "rule_id": "pdf_skill_586_prosanguine", + "title": "prosanGuine", + "content": "Prerequisites: Autosanguine\nThrough the application of his will, the character may speed\nthe function of his Autosanguinators. By spending 10 minutes\nin meditation and ritual incantation, the character may make\na Tech-Use Test, and if successful, remove 1d5 points of\nDamage. If the character rolls a 96–100, he overstrains his\nimplants, losing the ability to use them for one week. During\nthat week, the character may use neither the Autosanguine\nnor Prosanguine Talents. Using Prosanguine requires 10\nminutes of meditation and ritual incantation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prosanguine", + "content": "Prerequisites: Autosanguine. Through the application of his will, the character may speed the function of his Autosanguinators. By spending 10 minutes in meditation and ritual incantation, the character may make a Tech-Use Test, and if successful, remove 1d5 points of Damage. If the character rolls a 96-100, he overstrains his implants, losing the ability to use them for one week. During that week, the character may use neither the Autosanguine nor Prosanguine Talents. Using Prosanguine requires 10 minutes of meditation and ritual incantation.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 990, + "rule_id": "pdf_skill_587_psy_rating", + "title": "psy raTinG", + "content": "The character is a psyker; their power in game terms is rated\non a scale of 1 to 10, where Psy Rating 1 is the lowest to\nwarrant the attentions of the Scholastica Psykana and the\nBlack Ships, and a rating of 10 represents one of the most\npowerful of the entire human sphere. A Librarian begins play\nwith Psy Rating 3, as detailed on page 80 of Chapter II:\nSpecialities. See Chapter VI: Psychic Powers for detailed\nrules on the game mechanics of this ability. Increasing a\ncharacter’s Psy Rating represents that character unlocking\nmore of his psychic potential and becoming more and more\npowerful. A character may take this Talent multiples times.\nEach time this Talent is taken, the character’s Psy Rating is\nincreased by 1. An increase in Psy Ratings in Deathwatch\ndoes not give additional Psychic Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psy Rating", + "content": "The character is a psyker; their power in game terms is rated on a scale of 1 to 10, where Psy Rating 1 is the lowest to warrant the attentions of the Scholastica Psykana and the Black Ships, and a rating of 10 represents one of the most powerful of the entire human sphere. A Librarian begins play with Psy Rating 3, as detailed on page 80 of Chapter II: Specialities. See Chapter VI: Psychic Powers for detailed rules on the game mechanics of this ability. Increasing a character's Psy Rating represents that character unlocking more of his psychic potential and becoming more and more powerful. A character may take this Talent multiples times. Each time this Talent is taken, the character's Psy Rating is increased by 1. An increase in Psy Ratings in Deathwatch does not give additional Psychic Powers.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 991, + "rule_id": "pdf_skill_588_psychic_techniques", + "title": "psychic Techniques", + "content": "Talent Groups: See Psychic Techniques\nEither through training or natural development, the character\nhas learned an additional Psychic Technique. Once this Talent\nhas been selected, the character may select one new Psychic\nTechnique in any Discipline he possesses with an XP cost\nequal to or lower than the Talent’s XP cost. Note that when a\nPsychic Technique is selected, the character does not have to\nspend more XP -he spent the required XP when he purchased\nthe Talent. This Talent may be chosen multiple times, each\nselection granting an additional Technique.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Techniques", + "content": "Talent Groups: See Psychic Techniques Either through training or natural development, the character has learned an additional Psychic Technique. Once this Talent has been selected, the character may select one new Psychic Technique in any Discipline he possesses with an XP cost equal to or lower than the Talent's XP cost. Note that when a Psychic Technique is selected, the character does not have to spend more XP - he spent the required XP when he purchased the Talent. This Talent may be chosen multiple times, each selection granting an additional Technique.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 992, + "rule_id": "pdf_skill_589_quick_draw", + "title": "quick DraW", + "content": "The character has practiced so frequently with his weapons\nthat they practically leap into his hands in response to a\nsimple thought. The character can Ready as a Free Action\nwhen armed with a pistol or basic ranged weapon, or a melee\nweapon that can be wielded in one hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Quick Draw", + "content": "The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 993, + "rule_id": "pdf_skill_590_rapid_reaction", + "title": "rapiD reacTion", + "content": "Prerequisites: Agility 40\nThe character has honed his reactions to a razor’s edge,\nallowing them to act while most stand dumbfounded. When\nsurprised or ambushed, a successful Agility Test allows the\ncharacter to act normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rapid Reaction", + "content": "Prerequisites: Agility 40 The character has honed his reactions to a razor's edge, allowing them to act while most stand dumbfounded. When surprised or ambushed, a successful Agility Test allows the character to act normally.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 994, + "rule_id": "pdf_skill_591_rapid_reload", + "title": "rapiD reloaD", + "content": "The firing ranges and weapon drill chambers are the character’s\nconstant abode, and hours of reloading countless magazines or\npower cells means that he can replace them without looking\nand without thinking. The character halves all reload times,\nrounding down. Thus, Half Action reload become a Free\nAction, a Full Action reload becomes a Half Action and so on.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rapid Reload", + "content": "The firing ranges and weapon drill chambers are the character's constant abode, and hours of reloading countless magazines or power cells means that he can replace them without looking and without thinking. The character halves all reload times, rounding down. Thus, Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action and so on.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 995, + "rule_id": "pdf_skill_592_resistance", + "title": "resisTance", + "content": "Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers\nThe character’s background, experience, training, exposure,\nor plain stubbornness has developed a resistance within him.\nEach time the character selects this Talent, choose one area\nof resistance. The character gains a +10 bonus when making\ntests to resist the effects of this group. The character’s GM\nmay wish to approve certain choices or have them justified by\nthe character’s past.\nriTe of aWe\nPrerequisites: Mechanicus or Techmarine Implants\nThe augmetic blessing of the Omnissiah on the character’s\nvoice box allows him to recite infrasonic liturgies that trigger\nawe and fear. All humans, regardless of their ability to hear,\nwithin a 50-meter radius feel a sense of dread and take a\n–10 penalty to their next Skill Test (including Weapon Skill\nand Ballistic Skill Tests). Player characters may ignore these\neffects with a successful Willpower Test. Whilst incanting\nthe rite, the character may not talk or communicate with\nothers. The rite requires one-Half Action speaking the litany\nin Techna-Lingua, and it is considered very bad form to\nbreak off the recitation before completion. Humans without\nauditory implants cannot hear infrasonic sounds, and though\nstill affected do not know the character is speaking.\nriTe of fear\nPrerequisites: Mechanicus or Techmarine Implants\nThe character’s infrasonic dirges cause terror in the weak. All\nhumans, regardless of their ability to hear, within a 50-meter\nradius treat the character as if he had a Fear Rating of 1. While\nincanting the dirge, the character may not communicate in\nany other way. The rite requires one-Half Action chanting\nin Techna-Lingua, and most would not consider halting\nthe incantations prior to their completion. Humans without\nauditory augmentation cannot hear infrasonic sounds, and\nthough still affected do not know the character is speaking.\nriTe of pure ThouGhT\nPrerequisites: Mechanicus or Techmarine Implants\nThe character has replaced the creative half of his brain with\nsacred cranial circuitry. The character can no longer feel\nemotion, and instead embraces the crystal purity of logic.\nThe character is immune to Fear, Pinning, and any effects\nthat stem from emotional disturbance. The character’s GM\nremoves any Mental Disorders that no longer apply, and grant\nthe character appropriate new ones of equal severity. The\ncharacter’s comrades may find the character somewhat cold,\nthough other followers of the Omnissiah will rejoice in the\ncharacter’s newfound freedom.\nriTe of sancTioninG\nPrerequisites: Psy Rating\nThe character has been trained to resist the dangers of the\nwarp: his resistance has been weighed and measured and\nfound to be sufficient for his power to be sanctioned. This\nceremony changes a psyker, and the character bears these\nphysical changes along with a Sanctioning Mark. Choose one\nresult on the Psychic Phenomena chart on page (other than\nPerils of the Warp). When rolling for Psychic Phenomena,\nthe character may substitute the specified result for the effect\nrolled on the table, so long as the character did not roll Perils\nof the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Resistance", + "content": "Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers The character's background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character's GM may wish to approve certain choices or have them justified by the character's past.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 996, + "rule_id": "pdf_skill_593_rival", + "title": "riVal", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica,\nAdeptus Astartes, Adeptus Mechanicus, Adepta Sororitas,\nAdeptus Titanicus, Administratum, Astropaths, Chartist Captains,\nEcclesiarchy, Imperial Guard, Imperial Navy, Inquisition,\nNavigators, Officio Assassinorum, PDF, Planetary Governors,\nRogue Trader, Schola Progenium, Scholastica Psykana\nThis Talent represents aggressive competition and some\nanimosity with a particular social group or organisation. The\ncharacter suffer a –10 penalty to all Fellowship Tests when\ninteracting with the group in question.\nThe GM and player may agree to award this Talent when\nappropriate to the storyline. This Talent may be removed with\nan Elite Advance and the approval of the GM if the character\nhas taken suitable actions to earn the trust of the group.\nscourGe of hereTics\nThe character has taken a vow to purge heretics wherever\nhe finds them and has honed his skills in dispatching them.\nThis is not a blood-fuelled rage or the uncontrollable madness\nof death but rather a cold, calculated skill drilled into the\ncharacter through countless hours of training and prayer. The\ncharacter gains a +10 to his Weapon Skill and +2 to melee\nweapon Damage when combating heretics. It is up to the GM\nto decide exactly which enemies count as heretics.\nserVo-harness inTeGraTion\nPrerequisites: Techmarine Implants, Mechadendrite Use\n(Servo-arm)\nThe Techmarine has had his implanted systems integrated\nwith a many-armed servo harness, allowing him to use its\npincer-arms and weapon arrays as if they were extra limbs of\nhis body. The Techmarine may be fitted with and use a Servoweapons fitted to the harness in which he is proficient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rival", + "content": "Talent Groups: Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Adeptus Titanicus, Administratum, Astropaths, Chartist Captains, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Navigators, Officio Assassinorum, PDF, Planetary Governors, Rogue Trader, Schola Progenium, Scholastica Psykana This Talent represents aggressive competition and some animosity with a particular social group or organisation. The character suffers a -10 penalty to all Fellowship Tests when interacting with the group in question. The GM and player may agree to award this Talent when appropriate to the storyline. This Talent may be removed with an Elite Advance and the approval of the GM if the character has taken suitable actions to earn the trust of the group.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 997, + "rule_id": "pdf_skill_594_sharpshooter", + "title": "sharpshooTer", + "content": "Prerequisites: Ballistic Skill 40, Deadeye Shot\nThe character’s steady hand and eagle eye allow him to place\nshots exactly where he wants. When making a Called Shot,\nthe character does not incur the normal –20 penalty. The\neffect of this Talent replaces those of Deadeye Shot.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sharpshooter", + "content": "Prerequisites: Ballistic Skill 40, Deadeye Shot The character's steady hand and eagle eye allow him to place shots exactly where he wants. When making a Called Shot, the character does not incur the normal -20 penalty. The effect of this Talent replaces those of Deadeye Shot.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 998, + "rule_id": "pdf_skill_595_signature_wargear", + "title": "siGnaTure WarGear", + "content": "A tool of war has served the Battle-Brother in countless\nvictories, and is always at his side. Select one item from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature WarGear", + "content": "A tool of war has served the Battle-Brother in countless victories, and is always at his side. Select one item from", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 999, + "rule_id": "pdf_skill_596_the_armoury_excluding_unusual", + "title": "the Armoury (excluding unusual ammunition) with a", + "content": "Requisition cost of 20 or less. This Requisition limit may\ninclude Upgrades and/or Craftsmanship modifiers in its\ncalculation. (For example, a Master-Crafted Flamer.) This item\nis permanently in the Battle-Brother’s possession without\nthe need to Requisition it, effectively becoming standard\nissue for him. He must meet any Renown requirement for\nthe item. A Battle-Brother may purchase this Talent multiple\ntimes in accordance with his Career Advances. Each time,\nnote the item it applies to such as Signature Wargear (Master-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the Armoury with a Requisition cost of 20 or less", + "content": "This Requisition limit may include Upgrades and/or Craftsmanship modifiers in its calculation. This item is permanently in the Battle-Brother's possession without the need to Requisition it, effectively becoming standard issue for him. He must meet any Renown requirement for the item. A Battle-Brother may purchase this Talent multiple times in accordance with his Career Advances. Each time, note the item it applies to such as Signature Wargear.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1000, + "rule_id": "pdf_skill_597_signature_wargear_master", + "title": "siGnaTure WarGear (MasTer)", + "content": "Prerequisites: Signature Wargear for the item selected\nThe Battle-Brother has forged a bond with his chosen tool of\nwar, and can perform impressive feats with it. The maximum\nRequisition cost of his Signature Wargear increases to 40. (At\nthe time this Talent is purchased, you may choose to apply\nadditional Upgrades to your existing Signature Wargear,\nor replace the Signature Wargear item with a new item\nworth up to 40 Requisition.) Choose one applicable effect\nfrom the table below and apply it when equipped with the\nSignature Wargear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature Wargear (Master)", + "content": "Prerequisites: Signature Wargear for the item selected. The Battle-Brother has forged a bond with his chosen tool of war, and can perform impressive feats with it. The maximum Requisition cost of his Signature Wargear increases to 40. (At the time this Talent is purchased, you may choose to apply additional Upgrades to your existing Signature Wargear, or replace the Signature Wargear item with a new item worth up to 40 Requisition.) Choose one applicable effect from the table below and apply it when equipped with the Signature Wargear.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1001, + "rule_id": "pdf_skill_598_signature_wargear_hero", + "title": "siGnaTure WarGear (hero)", + "content": "Talent Groups: Weapon, Armour, Relic, and Wargear\n(includes Servitors)\nThe Battle-Brother has been permanently entrusted with\nartificer armour, a Space Marine relic, master-crafted weapon,\nor some other prestigious and rare tool of the Adeptus\nAstartes. Select one item from the Armoury (excluding unusual\nammunition) with a Requisition cost of 70 or less. This\nRequisition limit may include Upgrades and/or Craftsmanship\nmodifiers in its calculation. This item is permanently in the\nBattle-Brother’s possession without the need to Requisition\nit, effectively becoming standard issue for him. He must meet\nany Renown requirement for the item. A Battle-Brother may\npurchase this Talent multiple times in accordance with his\nCareer Advances. Each time, note the item it applies to such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Signature WarGear (hero)", + "content": "Talent Groups: Weapon, Armour, Relic, and Wargear (includes Servitors) The Battle-Brother has been permanently entrusted with artificer armour, a Space Marine relic, master-crafted weapon, or some other prestigious and rare tool of the Adeptus Astartes. Select one item from the Armoury (excluding unusual ammunition) with a Requisition cost of 70 or less. This Requisition limit may include Upgrades and/or Craftsmanship modifiers in its calculation. This item is permanently in the Battle-Brother’s possession without the need to Requisition it, effectively becoming standard issue for him. He must meet any Renown requirement for the item. A Battle-Brother may purchase this Talent multiple times in accordance with his Career Advances. Each time, note the item it applies to such", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1002, + "rule_id": "pdf_skill_599_sound_constitution", + "title": "sounD consTiTuTion", + "content": "The character gains an additional Wound. The character may\npurchase this Talent multiple times, the exact number of times\nis determined by his Career Path. When a character has gained\nthis Talent multiple times, note the number of times it’s been\ntaken after the Talent, such as Sound Constitution 3.\nslayer of DaeMons\nVowing to battle the beyond, the character has marked\nthe warp-spawned for death. The character gains a +10 to\nhis Weapon Skill and +2 to melee weapon Damage when\ncombating daemons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sound Constitution", + "content": "The character gains an additional Wound. The character may purchase this Talent multiple times, the exact number of times is determined by his Career Path. When a character has gained this Talent multiple times, note the number of times it's been taken after the Talent, such as Sound Constitution 3.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1003, + "rule_id": "pdf_skill_600_sprint", + "title": "sprinT", + "content": "The character can move at great speeds. When taking a\nFull Move Action, the character can move an extra number\nof metres equal to his Agility Bonus. When taking the Run\nAction, the character may double his movement for one\nRound. The character gains one level of Fatigue if he uses\nthis Talent two Turns in a row.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sprint", + "content": "The character can move at great speeds. When taking a Full Move Action, the character can move an extra number of metres equal to his Agility Bonus. When taking the Run Action, the character may double his movement for one Round. The character gains one level of Fatigue if he uses this Talent two Turns in a row.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1004, + "rule_id": "pdf_skill_601_stalwart_defence", + "title": "sTalWarT Defence", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother stands immovable and indomitable, as if\nhe were made of rock and iron against which foes break like\nwater against a cliff. The Battle-Brother may spend a Fate\nPoint as a Full Action to adopt a Stalwart Defence. While\nadopting this condition, the Battle-Brother may not move\nand may not Dodge. He may make a Parry reaction against\nall successful strikes against him, and all Damage he suffers\nis reduced by –2. Furthermore, the character’s enemies gain\nno benefits for outnumbering the Battle-Brother in close\ncombat. These effects last until the Battle-Brother chooses\nto end his Stalwart Defence or until he is rendered incapable\nof fighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTalWarT Defence", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother stands immovable and indomitable, as if he were made of rock and iron against which foes break like water against a cliff. The Battle-Brother may spend a Fate Point as a Full Action to adopt a Stalwart Defence. While adopting this condition, the Battle-Brother may not move and may not Dodge. He may make a Parry reaction against all successful strikes against him, and all Damage he suffers is reduced by –2. Furthermore, the character’s enemies gain no benefits for outnumbering the Battle-Brother in close combat. These effects last until the Battle-Brother chooses to end his Stalwart Defence or until he is rendered incapable of fighting.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1005, + "rule_id": "pdf_skill_602_table_4_2_signature_wargear", + "title": "Table 4–2: Signature Wargear (Master)", + "content": "Effect Applies to\nYou know how to wield the weapon to\nmaximum effect. Gain +10 to Attack Tests\nmade with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Table 4–2: Signature Wargear (Master)", + "content": "Effect Applies to You know how to wield the weapon to maximum effect. Gain +10 to Attack Tests made with this weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1006, + "rule_id": "pdf_skill_603_weapons", + "title": "Weapons", + "content": "Your defences are at their best wearing this\narmour. Add +10 to Dodge Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons", + "content": "Your defences are at their best wearing this armour. Add +10 to Dodge Tests.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1007, + "rule_id": "pdf_skill_604_armour", + "title": "Armour", + "content": "Your affinity with this device serves you on\nand off the battlefield. Re-roll failed Skill Tests\nmade to use the item.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour", + "content": "Your affinity with this device serves you on and off the battlefield. Re-roll failed Skill Tests made to use the item.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1008, + "rule_id": "pdf_skill_605_any_item", + "title": "Any item", + "content": "Your guardian machine spirit aids you in\nthwarting enemies. Gain +2 Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Any item", + "content": "Your guardian machine spirit aids you in thwarting enemies. Gain +2 Initiative.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1009, + "rule_id": "pdf_skill_606_any_item", + "title": "Any item", + "content": "Faith in your war gear bolsters your morale.\nGain +5 on WP tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Any item", + "content": "Faith in your war gear bolsters your morale. Gain +5 on WP tests.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1010, + "rule_id": "pdf_skill_607_step_aside", + "title": "sTep asiDe", + "content": "Prerequisites: Agility 40, Dodge\nThe character can sway his body out of the path of an attack,\ncausing it to pass through thin air. The character may make\nan additional Dodge once per Round. In effect, this gives the\ncharacter a second Reaction that may only be used to Dodge,\nallowing two Dodges in a Turn. However, the character may\nstill only attempt a single Dodge against one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTep asiDe", + "content": "Prerequisites: Agility 40, Dodge The character can sway his body out of the path of an attack, causing it to pass through thin air. The character may make an additional Dodge once per Round. In effect, this gives the character a second Reaction that may only be used to Dodge, allowing two Dodges in a Turn. However, the character may still only attempt a single Dodge against one attack.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1011, + "rule_id": "pdf_skill_608_street_fighting", + "title": "sTreeT fiGhTinG", + "content": "The character is an experienced survivor of the kind of\nmurderous fights that occur in the depths of an underhive or\nstinking alleys of a sink hab. When dealing Critical Damage\nwith an unarmed attack or knife, the character deals an\nadditional +2 points of Damage.\nsTorM of iron\nPrerequisites: Adeptus Astartes\nWhen facing massed enemy, the Battle-Brother’s firepower is\nlaid down in precise patterns and well trained rhythm, so that\nthey create a storm of iron that kills and maims many. By such\ndiscipline, the Battle-Brother has faced enemies many times\nhis number and emerged victorious. When using a flamer or\nfiring a Semi or Full Auto Burst against an enemy with the\nHorde trait, the Battle-Brother doubles any Damage that he\ndeals to the Horde’s Magnitude. For example, if the Battlethis amount is doubled to 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTreeT fiGhTinG", + "content": "The character is an experienced survivor of the kind of murderous fights that occur in the depths of an underhive or stinking alleys of a sink hab. When dealing Critical Damage with an unarmed attack or knife, the character deals an additional +2 points of Damage. sTorM of iron Prerequisites: Adeptus Astartes When facing massed enemy, the Battle-Brother’s firepower is laid down in precise patterns and well trained rhythm, so that they create a storm of iron that kills and maims many. By such discipline, the Battle-Brother has faced enemies many times his number and emerged victorious. When using a flamer or firing a Semi or Full Auto Burst against an enemy with the Horde trait, the Battle-Brother doubles any Damage that he deals to the Horde’s Magnitude. For example, if the Battlethis amount is doubled to 10.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1012, + "rule_id": "pdf_skill_609_prerequisites_willpower_30_r", + "title": "Prerequisites: Willpower 30, Resistance (Psychic Powers)", + "content": "The character’s conditioned mind acts as a fortress against\npsychic attacks. The character may re-roll failed Willpower\nTests to resist any Psychic Powers that affect his mind. Psychic\nPowers that have a physical effect, such as Telekinesis, are\nunaffected by this Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prerequisites: Willpower 30, Resistance (Psychic Powers)", + "content": "The character’s conditioned mind acts as a fortress against psychic attacks. The character may re-roll failed Willpower Tests to resist any Psychic Powers that affect his mind. Psychic Powers that have a physical effect, such as Telekinesis, are unaffected by this Talent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1013, + "rule_id": "pdf_skill_610_sure_strike", + "title": "sure sTrike", + "content": "Prerequisites: Weapon Skill 30\nThe character has a degree of control over where his melee\nattacks land. When determining hit location for a melee\nattack, the character may use the dice as rolled, or he may\nreverse them, choosing the preferred location. For example, if\nCassus rolls a 37 to hit a Chaos Heretic, this would ordinarily\nstrike the Right Leg. However, since he has the Sure Strike", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sure sTrike", + "content": "Prerequisites: Weapon Skill 30 The character has a degree of control over where his melee attacks land. When determining hit location for a melee attack, the character may use the dice as rolled, or he may reverse them, choosing the preferred location. For example, if Cassus rolls a 37 to hit a Chaos Heretic, this would ordinarily strike the Right Leg. However, since he has the Sure Strike", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1014, + "rule_id": "pdf_skill_611_swift_attack", + "title": "sWifT aTTack", + "content": "Prerequisites: Weapon Skill 35\nThe character’s speed and martial ability allows him to land\nflurries of blows. As a Full Action, the character may make two\nmelee attacks. If the character has the Two-Weapon Wielder\nTalent and is wielding two melee weapons, the character\ngains the advantage of Swift Attack with only one of the\nweapons, and a single attack with the other. If the character\nhad the Two-Weapon Wielder Talent and is wielding a melee\nweapon in one hand and a gun in the other, the character gets\nthe advantage of Swift Attack with the melee weapon and a\nsingle attack with the gun.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sWifT aTTack", + "content": "Prerequisites: Weapon Skill 35 The character’s speed and martial ability allows him to land flurries of blows. As a Full Action, the character may make two melee attacks. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Swift Attack with only one of the weapons, and a single attack with the other. If the character had the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, the character gets the advantage of Swift Attack with the melee weapon and a single attack with the gun.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1015, + "rule_id": "pdf_skill_612_takedown", + "title": "TakeDoWn", + "content": "As a Half Action, the character may declare that he is\nattempting a takedown before making his Weapon Skill\nTest. If the character hits and would have done at least 1\npoint of Damage, it is ignored, but the character’s opponent\nmust make a Toughness Test or be Stunned for 1 Round. In\naddition, when performing a Stun Action, the character does\nnot suffer a –20 penalty to his Weapon Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TakeDoWn", + "content": "As a Half Action, the character may declare that he is attempting a takedown before making his Weapon Skill Test. If the character hits and would have done at least 1 point of Damage, it is ignored, but the character’s opponent must make a Toughness Test or be Stunned for 1 Round. In addition, when performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1016, + "rule_id": "pdf_skill_613_talented", + "title": "TalenTeD", + "content": "Talent Groups: Any Skill\nThe character has an affinity for a particular Skill. Choose any\none of the character’s Skills, and gain a +10 bonus to tests\nmade using the Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TalenTeD", + "content": "Talent Groups: Any Skill The character has an affinity for a particular Skill. Choose any one of the character’s Skills, and gain a +10 bonus to tests made using the Skill.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1017, + "rule_id": "pdf_skill_614_target_selection", + "title": "TarGeT selecTion", + "content": "Prerequisites: BS 50\nThe character’s dread gaze marks out his chosen victim, and\nnot even the riotous confusion of close combat interferes. The\ncharacter may shoot into melee with no penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TarGeT selecTion", + "content": "Prerequisites: BS 50 The character’s dread gaze marks out his chosen victim, and not even the riotous confusion of close combat interferes. The character may shoot into melee with no penalty.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1018, + "rule_id": "pdf_skill_615_technical_knock", + "title": "Technical knock", + "content": "Prerequisites: Intelligence 30\nEither through the ease of long practice, or the proper ritual\nto appease a weapon’s machine spirit, the character can clear\nstoppages with a simple knock. The character may un-jam\nany gun as a Half Action, but may only perform this rite\non one weapon per Round. The character must touch the\nweapon to enact this rite.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Technical knock", + "content": "Prerequisites: Intelligence 30 Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the character can clear stoppages with a simple knock. The character may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. The character must touch the weapon to enact this rite.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1019, + "rule_id": "pdf_skill_616_this_talent_grants_the_charact", + "title": "This Talent grants the character the Machine Trait (see page 133)", + "content": "with Armour Points equal to the number of times this Talent\nhas been taken. The character may purchase this Talent multiple\ntimes in accordance with his Career Path. In this case, note the\nnumber of times this Talent has been taken, such as The Flesh\nis Weak 3.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "This Talent grants the character the Machine Trait (see page 133)", + "content": "with Armour Points equal to the number of times this Talent has been taken. The character may purchase this Talent multiple times in accordance with his Career Path. In this case, note the number of times this Talent has been taken, such as The Flesh is Weak 3.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1020, + "rule_id": "pdf_skill_617_thunder_charge", + "title": "ThunDer charGe", + "content": "Prerequisites: Adeptus Astartes\nThe Battle-Brother charges into combat using his armoured\nbody as an additional weapon. Driven by his armour and\nthe Battle-Brother’s enhanced muscle, the impact of such a\ncharge is like being struck by a thunderbolt. When the Battle(see page 245 for more details) against every opponent he is\ncharging. This represents slamming into the enemy with the\ncharacter’s armoured bulk. This attack automatically also has\nthe potential to knock the opponent down in the same way\nas if the Battle-Brother had used the Knock Down Action\nsee page 241 for more details). Once this attack has been\nresolved, the Battle-Brother may make his normal Charge\nAttack as normal. If the Battle-Brother charges a Horde, he\nmay make d5+1 unarmed attacks against the Horde.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ThunDer charGe", + "content": "Prerequisites: Adeptus Astartes The Battle-Brother charges into combat using his armoured body as an additional weapon. Driven by his armour and the Battle-Brother’s enhanced muscle, the impact of such a charge is like being struck by a thunderbolt. When the Battle(see page 245 for more details) against every opponent he is charging. This represents slamming into the enemy with the character’s armoured bulk. This attack automatically also has the potential to knock the opponent down in the same way as if the Battle-Brother had used the Knock Down Action see page 241 for more details). Once this attack has been resolved, the Battle-Brother may make his normal Charge Attack as normal. If the Battle-Brother charges a Horde, he may make d5+1 unarmed attacks against the Horde.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1021, + "rule_id": "pdf_skill_618_thrown_weapon_training", + "title": "ThroWn Weapon TraininG", + "content": "Talent Groups: Universal\nThe character’s mastery of the balance, spin, and weight of\nthrown weapons makes him a formidable foe at any distance,\neven if only armed with a knife. The Universal group includes\nthe Primitive, Chain, Shock, and Power weapon groups. When\na character attempts to use a weapon he does not have the\ncorrect Weapon Training Talent for, he suffers a –20 penalty\nto any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ThroWn Weapon TraininG", + "content": "Talent Groups: Universal The character’s mastery of the balance, spin, and weight of thrown weapons makes him a formidable foe at any distance, even if only armed with a knife. The Universal group includes the Primitive, Chain, Shock, and Power weapon groups. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1022, + "rule_id": "pdf_skill_619_total_recall", + "title": "ToTal recall", + "content": "Prerequisites: Intelligence 30\nMental conditioning or augmentation enables the character\nto record and recall great amounts of information, effectively\ngranting him a perfect memory. The character can\nautomatically remember trivial facts or pieces of information\nhe might feasibly have picked up in the past. When dealing\nwith more detailed, complex, or obscure facts, such as the\nexact layout of a defence network, the GM may require a\nsuccessful Intelligence Test to recall the information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ToTal recall", + "content": "Prerequisites: Intelligence 30 Mental conditioning or augmentation enables the character to record and recall great amounts of information, effectively granting him a perfect memory. The character can automatically remember trivial facts or pieces of information he might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1023, + "rule_id": "pdf_skill_620_true_grit", + "title": "True GriT", + "content": "Prerequisites: Toughness 40\nThe character is able to shrug off wounds that would fell\nlesser men. Whenever the character suffers Critical Damage,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "True GriT", + "content": "Prerequisites: Toughness 40 The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1024, + "rule_id": "pdf_skill_621_halve_the_result_rounding_up", + "title": "halve the result (rounding up).", + "content": "Example: Agamemnon takes a grievous wound from a\ntyranid warrior. After reduction for Armour and Toughness,\nthe Scything Talon strike still does 8 Damage. Unfortunately,\nit’s been tough going and Agamemnon only has 4 Wounds\nremaining, which would normally result in 4 points of Critical\nDamage. However, since he has the True Grit Talent, he only\ntakes 2 points of Critical Damage.\nTWo-Weapon WielDer\nTalent Groups: Ballistic, Melee\nPrerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35\nYears of training allow the character to use a weapon in each\nhand when needed. When armed with two weapons of the\nsame type, the character may spend a Full Action to attack\nwith both. Both tests made to attack with the weapons suffer\na –20 penalty (see Chapter VIII: Combat for more details\non fighting with two weapons). The character must possess", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "halve the result (rounding up).", + "content": "Example: Agamemnon takes a grievous wound from a tyranid warrior. After reduction for Armour and Toughness, the Scything Talon strike still does 8 Damage. Unfortunately, it’s been tough going and Agamemnon only has 4 Wounds remaining, which would normally result in 4 points of Critical Damage. However, since he has the True Grit Talent, he only takes 2 points of Critical Damage.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1025, + "rule_id": "pdf_skill_622_two_weapon_wielder_melee_and", + "title": "Two-Weapon Wielder (Melee) and Two-Weapon Wielder", + "content": "(Ballistic) if he wishes to use a gun and hand weapon with\nthis Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) if he wishes to use a gun and hand weapon with this Talent.", + "content": "", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1026, + "rule_id": "pdf_skill_623_warrior", + "title": "Warrior", + "content": "The character has developed unequalled mastery of unarmed\ncombat techniques. The character’s unarmed combat attacks\ndo 1d10 + Strength Bonus in Impact Damage, and these\nattacks no longer have the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warrior", + "content": "The character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1027, + "rule_id": "pdf_skill_624_unarmed_warrior", + "title": "unarMeD Warrior", + "content": "Prerequisites: Weapons Skill 35, Agility 35\nDue to extensive training in unarmed combat, the character’s\nunarmed combat attacks do 1d10–3 + Strength Bonus in\nDamage instead of 1d5–3. Because of the character’s advanced\ntraining against both armed and unarmed foes, he does not\ncount as Unarmed, as defined on page 245, when making\nattacks against armed opponents. The character’s unarmed\nattacks still count as having the Primitive quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unarmed Warrior", + "content": "Prerequisites: Weapons Skill 35, Agility 35 Due to extensive training in unarmed combat, the character’s unarmed combat attacks do 1d10–3 + Strength Bonus in Damage instead of 1d5–3. Because of the character’s advanced training against both armed and unarmed foes, he does not count as Unarmed, as defined on page 245, when making attacks against armed opponents. The character’s unarmed attacks still count as having the Primitive quality.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1028, + "rule_id": "pdf_skill_625_unbowed_and_unbroken", + "title": "unboWeD anD unbroken", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40\nThe Battle-Brother is a source of inspiration to those around\nhim; when all seems lost, he stands defiant and by his deeds\nraises the warrior spirits of his comrades. If the squad has\nsuffered Cohesion Damage caused by the enemy in the\npresent or previous Round, the Battle-Brother may declare\nthat his next Action is an act to demonstrate that the squad is\nunbowed and unbroken. His next Action may be one of the\nfollowing: a ranged attack against the enemy, a melee attack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unbowed and unbroken", + "content": "Prerequisites: Adeptus Astartes, Fellowship 40 The Battle-Brother is a source of inspiration to those around him; when all seems lost, he stands defiant and by his deeds raises the warrior spirits of his comrades. If the squad has suffered Cohesion Damage caused by the enemy in the present or previous Round, the Battle-Brother may declare that his next Action is an act to demonstrate that the squad is unbowed and unbroken. His next Action may be one of the following: a ranged attack against the enemy, a melee attack", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1029, + "rule_id": "pdf_skill_626_against_the_enemy_or_a_challe", + "title": "against the enemy, or a Challenging (+0) Fellowship Test", + "content": "that represents a roar of defiance or exhortation to heroism. If\nthe test involved in the Action (the attack roll or Fellowship\nTest) succeeds, then the Battle-Brother and those within\nSupport Range of him regain all of the Cohesion they lost to\nCohesion damage in this or the last round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "against the enemy, or a Challenging (+0) Fellowship Test that represents a roar of defiance or exhortation to heroism. If the test involved in the Action (the attack roll or Fellowship Test) succeeds, then the Battle-Brother and those within Support Range of him regain all of the Cohesion they lost to Cohesion damage in this or the last round.", + "content": "", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1030, + "rule_id": "pdf_skill_627_unshakeable_faith", + "title": "unshakeable faiTh", + "content": "The character’s confidence in the Emperor is so strong that\nthe character can face any danger. The character may re-roll\nany failed Willpower Tests to avoid the effects of Fear (see\npage 276).\nWall of sTeel\nPrerequisites: Agility 35\nThe character’s skill with blades is so profound that to try to\nland a blow on him is like trying to strike an invisible wall of\nsteel, as the character’s blade is constantly in the correct place\nto deflect an attack. The character may make one additional\nParry per Round, in effect giving the character a second\nReaction that may only be used to Parry. The character may\nonly attempt a single Parry against any one attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unshakeable faith", + "content": "The character’s confidence in the Emperor is so strong that the character can face any danger. The character may re-roll any failed Willpower Tests to avoid the effects of Fear (see page 276).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1031, + "rule_id": "pdf_skill_628_warp_affinity", + "title": "Warp affiniTy", + "content": "Prerequisites: Psy Rating\nThe character has a special connection to the warp, allowing\nhim to sense and avoid its less desirable effects as he channels\nits power. The character may not select this Talent if he has\nundergone the Rite of Sanctioning. When rolling for Psychic\nPhenomenon, the character may discard the die roll, gaining\n1d5 Corruption Points, and then re-roll with no modifiers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp affinity", + "content": "Prerequisites: Psy Rating The character has a special connection to the warp, allowing him to sense and avoid its less desirable effects as he channels its power. The character may not select this Talent if he has undergone the Rite of Sanctioning. When rolling for Psychic Phenomenon, the character may discard the die roll, gaining 1d5 Corruption Points, and then re-roll with no modifiers.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1032, + "rule_id": "pdf_skill_629_warp_conduit", + "title": "Warp conDuiT", + "content": "Prerequisites: Psy Rating, Strong Minded, Willpower 50\nThe sheer power of the character’s mind allows him to\nchannel vast amounts of warp energy. When pushing, the\ncharacter may add +1 to his Psy Rating and subtract –10 on\nany resultant Psychic Phenomenon rolls.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp conduit", + "content": "Prerequisites: Psy Rating, Strong Minded, Willpower 50 The sheer power of the character’s mind allows him to channel vast amounts of warp energy. When pushing, the character may add +1 to his Psy Rating and subtract –10 on any resultant Psychic Phenomenon rolls.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1033, + "rule_id": "pdf_skill_630_warp_sense", + "title": "Warp sense", + "content": "Prerequisites: Psy Rating, Psyniscience Skill, Perception 30\nThe character’s senses have evolved to perceive the warp in\nparallel with the physical world, though it requires some\nconcentration to do so. After gaining this Talent, using\nthe Psyniscience Skill requires a Half Action instead of a\nFull Action.\nWeapon-Tech\nPrerequisites: Techmarine\nIt is in the nature of a Techmarine to become concerned with\nlearning the blessed and secret intricacies of weaponry. Once\nper combat, the Techmarine can enhance his weapon or seek\nout the weak points in an opponent’s armour, increasing the\nTechmarine’s deadliness. The effects of this mean that for one\nRound per combat encounter, a weapon personally wielded\nby the Techmarine from the Melta, Plasma, Power, or Exotic\ncategory increases its Damage and Penetration by an amount\nequal to the character’s Intelligence Bonus.\nWhirlWinD of DeaTh\nPrerequisites: Adeptus Astartes\nWhen facing massed opponents in combat, the Battle-Brother\nbecomes a whirlwind of death, moving, hacking, gutting, and\nbeheading with ceaseless fury. When attacking an enemy with\nthe Horde trait in close combat, the Battle-Brother doubles\nany Damage dealt to the Horde’s Magnitude. For example,\nif the Battle-Brother’s attacks would reduce the Horde’s\nMagnitude by 3, this amount is doubled to 6.\nWisDoM of The ancienTs\nPrerequisites: Adeptus Astartes, Intelligence 40\nThe Battle-Brother has survived many wars, seen much, and\nbeen favoured with the experience of his chapter’s most\nancient warriors. Within their mind and soul, they hold the\nwell of knowledge that stretches back far before they were\nraised to become one of the Adeptus Astartes. The Battleinsight on a situation. This is represented by the player asking\nthe GM a question about the immediate situation the Battlepossible. For example when trapped in a genestealer-infested\nspace hulk, the question might be, “What is the most likely\nroute to the main reactor?”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp sense", + "content": "Prerequisites: Psy Rating, Psyniscience Skill, Perception 30 The character’s senses have evolved to perceive the warp in parallel with the physical world, though it requires some concentration to do so. After gaining this Talent, using the Psyniscience Skill requires a Half Action instead of a Full Action.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1034, + "rule_id": "pdf_skill_631_traits", + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are\nfound in their blood, in the bones, and in their indomitable spirit.\nWith such weapons, how can we fail to conquer?”\n–attributed to Lord Solar Macharius", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits", + "content": "“Weapons are not found only in the hands of a warrior. They are found in their blood, in the bones, and in their indomitable spirit. With such weapons, how can we fail to conquer?” –attributed to Lord Solar Macharius", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1035, + "rule_id": "pdf_skill_632_amorphous", + "title": "aMorphous", + "content": "An amorphous creature has a malleable form, capable of\nsqueezing its body or expanding it. It can change size by one\nstep in either direction, though doing so does not change\nits speed. Creatures with this trait determine their movement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Amorphous", + "content": "An amorphous creature has a malleable form, capable of squeezing its body or expanding it. It can change size by one step in either direction, though doing so does not change its speed. Creatures with this trait determine their movement", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1036, + "rule_id": "pdf_skill_633_rates_using_one_half_their_agi", + "title": "rates using one-half their Agility Bonus (rounding up).", + "content": "Amorphous creatures are often missing senses and so rely on\nthe Unnatural Senses Trait to perceive their surroundings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "rates using one-half their Agility Bonus (rounding up).", + "content": "Amorphous creatures are often missing senses and so rely on the Unnatural Senses Trait to perceive their surroundings.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1037, + "rule_id": "pdf_skill_634_armour_plating", + "title": "arMour plaTinG", + "content": "The creature is encased in armour plating, increasing its\nArmour Points by 2 to all locations.\nauTo-sTabiliseD\nThe creature always counts as braced when firing heavy\nweapons and may fire on semi- or full-automatic as a\nHalf Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour Plating", + "content": "The creature is encased in armour plating, increasing its Armour Points by 2 to all locations. Auto-Stabilised The creature always counts as braced when firing heavy weapons and may fire on semi- or full-automatic as a Half Action.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1038, + "rule_id": "pdf_skill_635_bestial", + "title": "besTial", + "content": "A creature with this trait is animalistic, tending to behave\ninstinctively rather than rationally. No matter how high its\nIntelligence score is, it is still bestial. A creature with this\ntrait never needs to make a Survival Test whilst in its natural\nhabitat. Unless starving or desperate, a bestial creature must\nmake a Willpower Test when frightened, startled or injured.\nOn a failed test, the creature flees.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bestial", + "content": "A creature with this trait is animalistic, tending to behave instinctively rather than rationally. No matter how high its Intelligence score is, it is still bestial. A creature with this trait never needs to make a Survival Test whilst in its natural habitat. Unless starving or desperate, a bestial creature must make a Willpower Test when frightened, startled or injured. On a failed test, the creature flees.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1039, + "rule_id": "pdf_skill_636_blind", + "title": "blinD", + "content": "Blind creatures automatically fail all tests based on vision and\nautomatically fail all Ballistic Skill Tests. Such creatures take\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily involve or are benefited by vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blind", + "content": "Blind creatures automatically fail all tests based on vision and automatically fail all Ballistic Skill Tests. Such creatures take a –30 penalty to Weapon Skill Tests and most other tests that ordinarily involve or are benefited by vision.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1040, + "rule_id": "pdf_skill_637_blood_soaked_tide_horde", + "title": "blooD soakeD TiDe (horDe)", + "content": "The horde with this trait is teetering on the brink of madness.\nThese bloodthirsty madmen thrive on the slaughter of battle.\nWhen the horde fails a Willpower test to avoid being broken,\nor would have broken automatically (see Breaking a Horde\non page 360 in this chapter), it is not broken, but instead\ngains the Fearless and Frenzy Talents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Soaked Tide (Horde)", + "content": "The horde with this trait is teetering on the brink of madness. These bloodthirsty madmen thrive on the slaughter of battle. When the horde fails a Willpower test to avoid being broken, or would have broken automatically (see Breaking a Horde on page 360 in this chapter), it is not broken, but instead gains the Fearless and Frenzy Talents.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1041, + "rule_id": "pdf_skill_638_brutal_charge", + "title": "bruTal charGe", + "content": "A creature with this trait deals an extra 3 points of damage\nwhen it charges in the same round. A horde with this trait\ndoes an additional 1d10 damage when it charges in the same\nround.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Brutal Charge", + "content": "A creature with this trait deals an extra 3 points of damage when it charges in the same round. A horde with this trait does an additional 1d10 damage when it charges in the same round.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1042, + "rule_id": "pdf_skill_639_burrower", + "title": "burroWer", + "content": "A creature with this trait can move through solid objects\nby burrowing through them. This trait always includes a\nnumber to indicate speed. Such creatures can burrow through\nsoil, rock, sand, and so on, though some (expressed in the\ncreature‘s entry) can burrow through metal. When a creature\nburrows, it leaves behind a tunnel. Creatures of one size\nsmaller than the creature that created the tunnel can enter\nthese areas without impediment. There is a 50% chance each\nround that the tunnel collapses behind the creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Burrower", + "content": "A creature with this trait can move through solid objects by burrowing through them. This trait always includes a number to indicate speed. Such creatures can burrow through soil, rock, sand, and so on, though some (expressed in the creature‘s entry) can burrow through metal. When a creature burrows, it leaves behind a tunnel. Creatures of one size smaller than the creature that created the tunnel can enter these areas without impediment. There is a 50% chance each round that the tunnel collapses behind the creature.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1043, + "rule_id": "pdf_skill_640_crawler", + "title": "craWler", + "content": "Worms, serpents, and similar creatures crawl and slither rather\nthan walk. The base move for a creature with this trait is half\nits Agility Bonus, but it does not take penalties for moving\nover difficult terrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Crawler", + "content": "Worms, serpents, and similar creatures crawl and slither rather than walk. The base move for a creature with this trait is half its Agility Bonus, but it does not take penalties for moving over difficult terrain.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1044, + "rule_id": "pdf_skill_641_daemonic", + "title": "DaeMonic", + "content": "Daemonic creatures are creatures of the Warp, but can\nmanifest in realspace either through sheer strength of will,\nhunger, or occult rituals. Creatures with this trait multiply\ntheir Toughness Bonus against all damage by the number\nindicated in parentheses after the trait in the same manner", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Daemonic", + "content": "Daemonic creatures are creatures of the Warp, but can manifest in realspace either through sheer strength of will, hunger, or occult rituals. Creatures with this trait multiply their Toughness Bonus against all damage by the number indicated in parentheses after the trait in the same manner", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1045, + "rule_id": "pdf_skill_642_as_an_unnatural_characteristic", + "title": "as an Unnatural Characteristic (see page 136). The effects of", + "content": "this trait stack with the effects of the Unnatural Characteristic\ntrait. The effects of this trait are ignored for damage inflicted\nby force weapons, psychic powers, holy attacks, or other\ncreatures with this trait. Daemonic creatures are also immune\nto poison and disease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "as an Unnatural Characteristic", + "content": "this trait stack with the effects of the Unnatural Characteristic trait. The effects of this trait are ignored for damage inflicted by force weapons, psychic powers, holy attacks, or other creatures with this trait. Daemonic creatures are also immune to poison and disease.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1046, + "rule_id": "pdf_skill_643_dark_sight", + "title": "Dark siGhT", + "content": "A creature with this trait sees normally even in areas of total\ndarkness, and never takes a penalty for fighting in areas of\ndim or no lighting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dark Sight", + "content": "A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1047, + "rule_id": "pdf_skill_644_disciplined_horde", + "title": "DisciplineD (horDe)", + "content": "The horde is made up of hardened and well-disciplined troops\nwho do not break and flee even after having sustained terrible", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Disciplined (Horde)", + "content": "The horde is made up of hardened and well-disciplined troops who do not break and flee even after having sustained terrible", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1048, + "rule_id": "pdf_skill_645_fear_variable", + "title": "fear (Variable)", + "content": "A creature with this trait has an unnerving appearance. The fear of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear (Variable)", + "content": "A creature with this trait has an unnerving appearance. The fear of", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1049, + "rule_id": "pdf_skill_646_it_always_has_an_associated_ra", + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on\nSpace Marines.\nTable 4–3: Traits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "it always has an associated rating (1–4) to reflect just how awful", + "content": "the creature is to behold. See page 277 for the effects of Fear on Space Marines.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1050, + "rule_id": "pdf_skill_647_traitdescription", + "title": "TraitDescription", + "content": "Amorphous Creature is a blob, and slow.\nArmour Plating Increase Armour Points by 2.\nAuto-stabilised Always counts as braced.\nBestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight.\nBlind Cannot see.\nBlood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking.\nBrutal Charge +3 damage on a charge.\nBurrower Move by digging.\nCrawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain.\nDaemonic Double TB against normal weapons, immune to disease and poison.\nDark Sight See in darkness.\nDisciplined A horde is resistant to breaking.\nFighting Withdrawal A horde that breaks moves back in good order.\nFire Drill A horde gains an extra ranged attack.\nFear Forces others to make Fear Tests to avoid Shock and Madness.\nFlyer Fly and enter any altitude.\nFrom Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers.\nHoverer Fly and enter the hover altitude.\nImproved Natural Weapons Creature’s Natural Weapons are no longer Primitive.\nIncorporeal Creature can become insubstantial.\nInstinctive Behaviour Creature has a set of reactions to stimuli.\nMachine Creature gains immunities and resistances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trait Description", + "content": "Amorphous Creature is a blob, and slow. Armour Plating Increase Armour Points by 2. Auto-stabilised Always counts as braced. Bestial No need to make Survival Tests in natural habitat, test Willpower to avoid flight. Blind Cannot see. Blood Soaked Tide A horde becomes Frenzied and Fearless rather than breaking. Brutal Charge +3 damage on a charge. Burrower Move by digging. Crawler Calculate Movement by half Agility Bonus. No penalties for moving over difficult terrain. Daemonic Double TB against normal weapons, immune to disease and poison. Dark Sight See in darkness. Disciplined A horde is resistant to breaking. Fighting Withdrawal A horde that breaks moves back in good order. Fire Drill A horde gains an extra ranged attack. Fear Forces others to make Fear Tests to avoid Shock and Madness. Flyer Fly and enter any altitude. From Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting powers. Hoverer Fly and enter the hover altitude. Improved Natural Weapons Creature’s Natural Weapons are no longer Primitive. Incorporeal Creature can become insubstantial. Instinctive Behaviour Creature has a set of reactions to stimuli. Machine Creature gains immunities and resistances.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1051, + "rule_id": "pdf_skill_648_multiple_arms", + "title": "Multiple Arms", + "content": "Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving\nmovement.\nNatural Armour Gain one or more Armour Points to all locations.\nNatural Weapons Unarmed attacks deal 1d10+SB damage.\nOverwhelming A Horde does extra damage in melee.\nPhase Switch between incorporeal and corporeal as a Half Action.\nPossession Take control of another creature.\nQuadruped Movement equals AB×2.\nRegeneration Test Toughness to remove 1 damage.\nSize Determines creature’s size and benefits.\nSonar Sense Perceive surroundings flawlessly within 30 metres.\nSoul-bound Bound to a particular group or creatures in exchange for certain benefits.\nStampede Failed Willpower Test causes creature to flee, trampling anything in its path.\nStrange Physiology Death when damage equals Wounds.\nStuff of Nightmares Gain appalling list of immunities.\nSturdy +20 bonus to resist grapple and takedown.\nSynapse Creature This creature grants the Fearless Talent to nearby Tyranids.\nTouched By The Fates The being has Fate Points and may benefit from Righteous Fury.\nToxic Gain poisonous attack.\nTyranid This creature possesses many immunities.\nUndying The creature does not need to breathe and cannot be harmed by diseases, poisons, or toxic effects.\nUnnatural Characteristic Increases one Characteristic Bonus.\nUnnatural Senses Perceive surroundings by uncanny means.\nUnnatural Speed Double Agility Bonus for purpose of determining movement.\nWarp Instability Creature must deal damage if damaged, or be cast back into the Warp.\nWarp Weapons Creature’s weapons ignore Armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Multiple Arms", + "content": "Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving movement.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1052, + "rule_id": "pdf_skill_649_fighting_withdrawal_horde", + "title": "fiGhTinG WiThDraWal (horDe)", + "content": "Though broken, the horde does not simply flee, but makes\na fighting withdrawal that prevents its enemies from simply\noverwhelming it. When a Horde with this trait breaks, it does\nnot flee moving at its Sprint rate of movement, but instead\nwithdraws at any movement rate that is appropriate. The Horde\nwill also continue to make ranged attacks as it withdraws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fighting Withdrawal (Horde)", + "content": "Though broken, the horde does not simply flee, but makes a fighting withdrawal that prevents its enemies from simply overwhelming it. When a Horde with this trait breaks, it does not flee moving at its Sprint rate of movement, but instead withdraws at any movement rate that is appropriate. The Horde will also continue to make ranged attacks as it withdraws.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1053, + "rule_id": "pdf_skill_650_fire_drill_horde", + "title": "fire Drill (horDe)", + "content": "The horde is made up of troops that are trained and drilled to\nfire in a deadly rhythm that soaks its enemy in fire. The horde\nwith this trait may always make one additional ranged attack\nin addition to those it could normally make.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fire Drill (Horde)", + "content": "The horde is made up of troops that are trained and drilled to fire in a deadly rhythm that soaks its enemy in fire. The horde with this trait may always make one additional ranged attack in addition to those it could normally make.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1054, + "rule_id": "pdf_skill_651_flyer", + "title": "flyer", + "content": "A creature with this trait has the natural ability to fly, whether\nwith broad leathery wings, strange warp energies, or inflatable\ngas sacs. This trait always includes a number to indicate at\nwhat speeds it moves when it flies. For more details on flying,\nsee Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flyer", + "content": "A creature with this trait has the natural ability to fly, whether with broad leathery wings, strange warp energies, or inflatable gas sacs. This trait always includes a number to indicate at what speeds it moves when it flies. For more details on flying, see Chapter VII: Playing the Game.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1055, + "rule_id": "pdf_skill_652_from_beyond", + "title": "froM beyonD", + "content": "The mind of a creature with this trait is beyond the petty\nfrailties and precarious sanity of a mortal mind. It is immune\nto Fear, Pinning, Insanity Points, and psychic powers used to\ncloud, control, or delude its mind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "From Beyond", + "content": "The mind of a creature with this trait is beyond the petty frailties and precarious sanity of a mortal mind. It is immune to Fear, Pinning, Insanity Points, and psychic powers used to cloud, control, or delude its mind.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1056, + "rule_id": "pdf_skill_653_improved_natural_weapons", + "title": "iMproVeD naTural Weapons", + "content": "This creature’s attacks are powerful enough to crush plasteel\nor punch through armour. The creature gains all the benefits\nof the Natural Weapons Trait, except that its attacks do not\ncount as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improved Natural Weapons", + "content": "This creature’s attacks are powerful enough to crush plasteel or punch through armour. The creature gains all the benefits of the Natural Weapons Trait, except that its attacks do not count as Primitive.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1057, + "rule_id": "pdf_skill_654_hoverer", + "title": "hoVerer", + "content": "Creatures with this trait have a limited capability for flight,\nflying no higher than 2 metres. As with the Flyer trait, this\ntrait always includes a number to indicate speed. For more\ndetails on flying, see Chapter VII: Playing the Game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hoverer", + "content": "Creatures with this trait have a limited capability for flight, flying no higher than 2 metres. As with the Flyer trait, this trait always includes a number to indicate speed. For more details on flying, see Chapter VII: Playing the Game.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1058, + "rule_id": "pdf_skill_655_incorporeal", + "title": "incorporeal", + "content": "Incorporeal creatures are insubstantial and weightless, able to\npass through solid objects such as walls and weapons. An\nincorporeal creature gains a +30 bonus on Concealment\nTests when hiding inside something. If it wishes, it may\nbecome completely silent, automatically passing any Silent\nMove Tests it is required to make.\nAn incorporeal creature is also immune to normal\nweapons—they simply pass through its body as if it wasn’t\nthere. Daemons, psychic powers, warp creatures, other\nincorporeal creatures, and opponents armed with force\nweapons may all injure an incorporeal creature normally. An\nincorporeal creature can’t normally affect the mortal world,\nand thus can’t damage non-incorporeal opponents unless\nit has a suitable special ability or talent. Creatures with\nthe Incorporeal trait can damage other creatures with the\nIncorporeal trait normally.\nCertain devices can keep an incorporeal creature at bay,\nmost notably the Gellar Field of a spaceship. Creatures with\nthis trait cannot pass through such a field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Incorporeal", + "content": "Incorporeal creatures are insubstantial and weightless, able to pass through solid objects such as walls and weapons. An incorporeal creature gains a +30 bonus on Concealment Tests when hiding inside something. If it wishes, it may become completely silent, automatically passing any Silent Move Tests it is required to make. An incorporeal creature is also immune to normal weapons—they simply pass through its body as if it wasn’t there. Daemons, psychic powers, warp creatures, other incorporeal creatures, and opponents armed with force weapons may all injure an incorporeal creature normally. An incorporeal creature can’t normally affect the mortal world, and thus can’t damage non-incorporeal opponents unless it has a suitable special ability or talent. Creatures with the Incorporeal trait can damage other creatures with the Incorporeal trait normally. Certain devices can keep an incorporeal creature at bay, most notably the Gellar Field of a spaceship. Creatures with this trait cannot pass through such a field.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1059, + "rule_id": "pdf_skill_656_instinctive_behaviour_tyranid", + "title": "insTincTiVe behaViour (TyraniD)", + "content": "A Tyranid creature with this trait will be reduced to acting\naccording to their instincts if they are separated from the\ncontrolling presence of the Hive Mind. In effect, this means\nthat any encounter in which creatures with this trait are not\naccompanied by a Tyranid creature with the Synapse Creature", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Instinctive Behaviour (Tyranid)", + "content": "A Tyranid creature with this trait will be reduced to acting according to their instincts if they are separated from the controlling presence of the Hive Mind. In effect, this means that any encounter in which creatures with this trait are not accompanied by a Tyranid creature with the Synapse Creature trait (see page 135 in this chapter), they will behave in a particular way. The creature’s instinctive behaviour is noted in parenthesises and has the following effects: Feed: The creature’s instinct is to feed on flesh, blood, and bone and its hunger can never be sated. The creature will try to find and attack any living, biological, non-Tyranid creature and eat them. In this state, the creature gains the Fearless and Frenzy talents. The same applies to a Horde with this trait not under the influence of a synapse creature. Lurk: The creature’s instincts are to find shelter from attack, to hide and survive. It will try to flee and find shelter in whatever way the situation allows. In a starship, for example, it may scuttle into the ducting system. When confronted, the creature’s aim is to try to escape and will only attack if left no avenue for escape or in order to survive. If a Horde with this trait is not under the influence of a synapse creature, it will automatically break (see Breaking a Horde on page 360 of this chapter). Stalk: The creature’s instinct is to remain unseen, to find prey, slay it, feed, and then resume its hunt for others.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1060, + "rule_id": "pdf_skill_657_trait_see_page_135_in_this_ch", + "title": "trait (see page 135 in this chapter), they will behave in a", + "content": "particular way. The creature’s instinctive behaviour is noted\nin parenthesises and has the following effects:\nFeed: The creature’s instinct is to feed on flesh, blood, and\nbone and its hunger can never be sated. The creature will try\nto find and attack any living, biological, non-Tyranid creature\nand eat them. In this state, the creature gains the Fearless and\nFrenzy talents. The same applies to a Horde with this trait not\nunder the influence of a synapse creature.\nLurk: The creature’s instincts are to find shelter from\nattack, to hide and survive. It will try to flee and find shelter in\nwhatever way the situation allows. In a starship, for example,\nit may scuttle into the ducting system. When confronted, the\ncreature’s aim is to try to escape and will only attack if left\nno avenue for escape or in order to survive. If a Horde with\nthis trait is not under the influence of a synapse creature, it\nwill automatically break (see Breaking a Horde on page 360\nof this chapter).\nStalk: The creature’s instinct is to remain unseen, to find\nprey, slay it, feed, and then resume its hunt for others. In", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "breaks (see Breaking a Horde on page 360 of this chapter)", + "content": "with individual creatures scattering to find shadows from which to begin their hunt.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1061, + "rule_id": "pdf_skill_658_breaks_see_breaking_a_horde_o", + "title": "breaks (see Breaking a Horde on page 360 of this chapter),", + "content": "with individual creatures scattering to find shadows from\nwhich to begin their hunt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic materials and is generally more rigourous then fleshy folks. Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire damage. Machines are also resilient to injury, having 1 to 5 Armour Points for each location. This number is indicated next to the trait.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1062, + "rule_id": "pdf_skill_659_machine", + "title": "Machine", + "content": "A creature with the Machine trait is fashioned from inorganic\nmaterials and is generally more rigourous then fleshy folks.\nMachines do not breathe, are immune to the effects of a\nvacuum, extremes of cold, any mind-influencing psychic\neffect, and their Armour Points apply toward fire damage.\nMachines are also resilient to injury, having 1 to 5 Armour\nPoints for each location. This number is indicated next to\nthe trait.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Multiple Arms", + "content": "This creature has more than one pair of arms. It increases its Toughness Characteristic by +10 and gains a +10 bonus on Strength Tests involving movement such as Climb and Swim. Finally, the creature may use the Multiple Attack action to gain two attacks on its turn. If the creature also has the Swift or Lightening Attack Talent, this trait increases the number of attacks they make with a multiple attack action by +1.", + "page": 1, + "category": "Skills/Rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1064, + "rule_id": "pdf_skill_661_natural_armour", + "title": "naTural arMour", + "content": "This creature has a naturally tough hide or an exoskeleton,\naffording it some protection against attacks. This trait always\nincludes a numeric value to indicate how many Armour Points\nthe creature gains to all locations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Natural Armour", + "content": "This creature has a naturally tough hide or an exoskeleton, affording it some protection against attacks. This trait always includes a numeric value to indicate how many Armour Points the creature gains to all locations.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1065, + "rule_id": "pdf_skill_662_natural_weapons", + "title": "naTural Weapons", + "content": "This creature has sharp claws, teeth, spines or some other\nnatural weapon with which it can slice and dice its foes. It\ncounts as being armed even when not wielding weapons. Its\nattacks deal 1d10 points of damage plus its Strength Bonus.\nThe creature may make attacks with its Natural Weapons\nusing its Weapon Skill, though it cannot parry with its natural\nweapons, nor can it be disarmed—unless, of course, you hack\noff its limbs! Natural weapons always count as Primitive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Natural Weapons", + "content": "This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its foes. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot parry with its natural weapons, nor can it be disarmed—unless, of course, you hack off its limbs! Natural weapons always count as Primitive.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1066, + "rule_id": "pdf_skill_663_overwhelming_horde", + "title": "oVerWhelMinG (horDe)", + "content": "The creatures that make up the horde are capable of swarming\nover enemies and ripping them apart with a thousand cuts.\nThe horde with this trait always rolls an extra 1d10 for\ndamage caused by the horde in close combat as long as it has\na magnitude equal to or greater than 20.\nTraiT: Mechanicus iMplanTs\nThe character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is\nvessel for the following implants:\nelecTro-GrafT\nThe Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this\nallows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such\nas skull shunts, finger probes, or spine jacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Overwhelming (Horde)", + "content": "The creatures that make up the horde are capable of swarming over enemies and ripping them apart with a thousand cuts. The horde with this trait always rolls an extra 1d10 for damage caused by the horde in close combat as long as it has a magnitude equal to or greater than 20.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1067, + "rule_id": "pdf_skill_664_electoo_inductors", + "title": "elecToo inDucTors", + "content": "Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are\nwired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred\nmysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechanicus Implants", + "content": "The character is a servant of the Machine-God, an initiate into the mysteries of the Priesthood of Mars and as such is vessel for the following implants: Electro-graft - The Electro-graft is a small port that is grafted into the nervous system. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as skull shunts, finger probes, or spine jacks.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1068, + "rule_id": "pdf_skill_665_respirator_unit", + "title": "respiraTor uniT", + "content": "A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest.\nThe unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also\ncontains a vox-synthesiser capable of transmitting the voice in a variety of ways.\ncyber-ManTle\nThe Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage.\nAs the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the\nOmnissiah, this cyber-mantle is often referred to as “the true flesh.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Electoo Inductors", + "content": "Electoo Inductors are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into the nervous system, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Potenia Coil. They can be used to emit or siphon power in many ways.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1069, + "rule_id": "pdf_skill_666_potentia_coil", + "title": "poTenTia coil", + "content": "Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce\nvarious types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Respirator Unit", + "content": "A Respirator Unit implant involves tubes, wires, vox-grills, or other augmetic parts replacing the neck and upper chest. The unit purifies the air supply, granting a +20 bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting the voice in a variety of ways.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1070, + "rule_id": "pdf_skill_667_cranial_circuitry", + "title": "cranial circuiTry", + "content": "Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit\nwithin housing bolted onto the skull, whilst others nestle within the brain itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cyber-Mantle", + "content": "The Cyber-mantle is a framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. As the initiate gains further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as “the true flesh.”", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1071, + "rule_id": "pdf_skill_668_phase", + "title": "phase", + "content": "A creature with this trait can transform its body into an\ninsubstantial state, passing ghost-like through solid objects\nor barriers of any sort. This trait functions exactly like the\nIncorporeal trait, except the creature may become solid or\ninsubstantial by spending a Half Action.\nPhase carries additional limitations. A creature in a phased\nstate cannot cross psychically charged barriers, holy wards, or\nenergy fields designed to flux space or manipulate the warp\nsuch as a Gellar Field or a Void Shield.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Potentia Coil", + "content": "Cradled within the cyber-mantle is a power unit known as the Potentia Coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1072, + "rule_id": "pdf_skill_669_possession", + "title": "possession", + "content": "Certain spirit-beings and denizens of the warp have the\nability to possess mortal bodies. This is a far more insidious\nand damaging process than most forms of mental control, or\neven the power of the strongest psykers to ‘ware’ the bodies\nof others, as the very fabric of the assaulting warp being is\nmerged with the victim’s living body on a fundamental level\nso as to allow it to remain in our reality. The mechanisms by\nwhich these possessions occur in the game are detailed below,\nalthough circumstance and the nature of the entity itself may\nvary. Note that Daemonhosts, being extraordinary powerful\nexamples of deliberate, ritualistic possessions, designed to\nbind and control daemons in living vessels, are a special case\nand dealt with separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cranial Circuitry", + "content": "Cranial circuitry is a series of linked processors, implants, and cortical circuits that enhances mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1073, + "rule_id": "pdf_skill_670_the_possession_attack", + "title": "The possession attack", + "content": "The entity must be within a few metres of its intended\nvictim and use a Full Action. The creature and target make\nOpposed Willpower Tests each round until either the entity\nor the victim achieve a total of five degrees of success over\nthe other—this is cumulative over several rounds. If the entity\nwins, it successfully possesses its victim. If their victim wins,\nhe has repelled the entity who may not attempt to possess\nhim again for 24 hours. A repelled entity also takes 1d10\npoints of damage.\nThe effects of possession\nA possessing entity takes control utterly, binding itself to its\nvictim, and is capable of commanding the body to function\nregardless of pain and injury, (and indeed might delight in\ndamaging or altering it to suit its whims). The victim increases\nits Strength and Toughness Characteristics by 10 and gains\n1d10 Wounds. The victim uses the possessing entity’s\nIntelligence, Perception, Willpower, and Fellowship, and uses\nthe entity’s Psy Rating and powers in place of its own (if\nany). Likewise, the possessed creature uses any mind-related\nskills and talents had by the entity and loses its own.\nThe entity may also attempt to recall memories and skills\nfrom its victim with a successful Intelligence Test. In the case\nof possession by daemon the victim has a good chance of\nbecoming immediately mutated, and likely becomes further\nmutated the longer the possession continues.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Phase", + "content": "A creature with this trait can transform its body into an insubstantial state, passing ghost-like through solid objects or barriers of any sort. This trait functions exactly like the Incorporeal trait, except the creature may become solid or insubstantial by spending a Half Action. Phase carries additional limitations. A creature in a phased state cannot cross psychically charged barriers, holy wards, or energy fields designed to flux space or manipulate the warp such as a Gellar Field or a Void Shield.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1074, + "rule_id": "pdf_skill_671_surviving_possession", + "title": "surviving possession", + "content": "Should the victim survive and the entity is cast out by\nexorcism or some other means, then the ordeal deals 2d10\npoints of permanent damage to the character’s Toughness and\nWillpower Characteristics. In addition, the victim gains 1d10\nInsanity Points.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Possession", + "content": "Certain spirit-beings and denizens of the warp have the ability to possess mortal bodies. This is a far more insidious and damaging process than most forms of mental control, or even the power of the strongest psykers to ‘ware’ the bodies of others, as the very fabric of the assaulting warp being is merged with the victim’s living body on a fundamental level so as to allow it to remain in our reality. The mechanisms by which these possessions occur in the game are detailed below, although circumstance and the nature of the entity itself may vary. Note that Daemonhosts, being extraordinary powerful examples of deliberate, ritualistic possessions, designed to bind and control daemons in living vessels, are a special case and dealt with separately.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1075, + "rule_id": "pdf_skill_672_quadruped", + "title": "quaDrupeD", + "content": "Quadrupeds are much quicker over a distance than their\nbipedal counterparts. To calculate their movement, double\ntheir Agility Bonus. This trait is intended to cover creatures\nwith hind legs and forepaws. Creatures with more than four\nlegs may gain this trait but they increase the Agility Bonus by\n1 multiplier for every extra set of legs (six legs equals AB ×3,\neight legs AB × 4, and so on).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Possession Attack", + "content": "The entity must be within a few metres of its intended victim and use a Full Action. The creature and target make Opposed Willpower Tests each round until either the entity or the victim achieve a total of five degrees of success over the other—this is cumulative over several rounds. If the entity wins, it successfully possesses its victim. If their victim wins, he has repelled the entity who may not attempt to possess him again for 24 hours. A repelled entity also takes 1d10 points of damage. The effects of possession: A possessing entity takes control utterly, binding itself to its victim, and is capable of commanding the body to function regardless of pain and injury, (and indeed might delight in damaging or altering it to suit its whims). The victim increases its Strength and Toughness Characteristics by 10 and gains 1d10 Wounds. The victim uses the possessing entity’s Intelligence, Perception, Willpower, and Fellowship, and uses the entity’s Psy Rating and powers in place of its own (if any). Likewise, the possessed creature uses any mind-related skills and talents had by the entity and loses its own. The entity may also attempt to recall memories and skills from its victim with a successful Intelligence Test. In the case of possession by daemon the victim has a good chance of becoming immediately mutated, and likely becomes further mutated the longer the possession continues.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1076, + "rule_id": "pdf_skill_673_regeneration", + "title": "reGeneraTion", + "content": "Creatures with this trait heal very quickly. Each round, at the\nstart of its turn, the creature tests Toughness to removes an\namount of damage indicated in the parenthesis after the trait.\nIt loses this trait when slain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Surviving Possession", + "content": "Should the victim survive and the entity is cast out by exorcism or some other means, then the ordeal deals 2d10 points of permanent damage to the character’s Toughness and Willpower Characteristics. In addition, the victim gains 1d10 Insanity Points.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1077, + "rule_id": "pdf_skill_674_shadow_in_the_warp_tyranid", + "title": "shaDoW in The Warp (TyraniD)", + "content": "The Tyranid creature floods the warp around them with the\nall enveloping cloud of interference which is the signature\nof the Hive Mind. Any non-Tyranid psyker that attempts to\nuse a psychic power within a range equal to the creature’s\nWillpower in metres suffer a –20 penalty to their tests to\nuse psychic powers (see pages 185 in Chapter VI: Psychic\nPowers)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Quadruped", + "content": "Quadrupeds are much quicker over a distance than their bipedal counterparts. To calculate their movement, double their Agility Bonus. This trait is intended to cover creatures with hind legs and forepaws. Creatures with more than four legs may gain this trait but they increase the Agility Bonus by 1 multiplier for every extra set of legs (six legs equals AB ×3, eight legs AB × 4, and so on).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1078, + "rule_id": "pdf_skill_675_size", + "title": "size", + "content": "Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Regeneration", + "content": "Creatures with this trait heal very quickly. Each round, at the start of its turn, the creature tests Toughness to removes an amount of damage indicated in the parenthesis after the trait. It loses this trait when slain.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1079, + "rule_id": "pdf_skill_676_massive", + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as\nshown on the following chart. Size affects movement and\nhow easy or hard it is to strike that creature in combat. (When\ncalculating movement, apply the size modifier first, and then\nother modifiers from other traits or talents.) For the purposes\nof comparison, a human is an average-sized creature.\nTable 4–4: Size\nSize Modifier Concealment Base Movement\nMiniscule –30 +30 Agility Bonus –3\nPuny –20 +20 Agility Bonus –2\nScrawny –10 +10 Agility Bonus –1\nAverage 0 0 Agility Bonus\nHulking +10 –10 Agility Bonus +1\nEnormous +20 –20 Agility Bonus +2\nMassive +30 –30 Agility Bonus +3", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Shadow in The Warp (Tyranid)", + "content": "The Tyranid creature floods the warp around them with the all enveloping cloud of interference which is the signature of the Hive Mind. Any non-Tyranid psyker that attempts to use a psychic power within a range equal to the creature’s Willpower in metres suffer a –20 penalty to their tests to use psychic powers (see pages 185 in Chapter VI: Psychic Powers)", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1080, + "rule_id": "pdf_skill_677_sonar_sense", + "title": "sonar sense", + "content": "A creature with this trait perceives its surroundings by emitting\na frequency noise, allowing the creature to locate the position\nof any solid object within 30 metres. Other creatures within", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Size", + "content": "Trait Groups: Miniscule, Puny, Weedy, Hulking, Enormous, Massive", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1081, + "rule_id": "pdf_skill_678_range_and_that_succeed_on_a_d", + "title": "range, and that succeed on a Difficult (–10) Awareness", + "content": "Test, may detect the curious keening.\nsoul-bounD\nThe soul of this creature is bound to a higher purpose or\nbeing, in return for a measure of protection. When this trait\nis first gained, the entity to which the soul is bound must\nbe decided. Many Imperial psykers, especially Astropaths,\nare soul-bound to the Emperor, for example, whereas Chaos\nSorcerers may be bound to one of the ruinous powers. A soulthe Perils of the Warp table, discarding whichever one he\nchooses to get a more favourable result.\nUpon becoming soul-bound, a character must choose\none of the following effects: 1d10 Insanity Points, the\npermanent loss of their sight, permanent loss of 1d10 from\none Characteristic, or a random mutation.\nIn addition, a soul-bound character is permanently\nindebted to the entity, which undoubtedly entails all manner\nof other duties and consequences.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Massive", + "content": "Creatures come in one of seven different size categories, as shown on the following chart. Size affects movement and how easy or hard it is to strike that creature in combat. (When calculating movement, apply the size modifier first, and then other modifiers from other traits or talents.) For the purposes of comparison, a human is an average-sized creature. Table 4–4: Size Size Modifier Concealment Base Movement Miniscule –30 +30 Agility Bonus –3 Puny –20 +20 Agility Bonus –2 Scrawny –10 +10 Agility Bonus –1 Average 0 0 Agility Bonus Hulking +10 –10 Agility Bonus +1 Enormous +20 –20 Agility Bonus +2 Massive +30 –30 Agility Bonus +3", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1082, + "rule_id": "pdf_skill_679_synapse_creature_tyranid", + "title": "synapse creaTure (TyraniD)", + "content": "A Tyranid creature with this trait is a node from which the\ncontrolling and unifying presence of the Hive Mind guides the\nactions of other Tyranids. The presence of a synapse creature\nin an encounter grants the Fearless talent to all other Tyranid\ncreatures and also suppresses the effects of the Instinctive\nBehaviour Trait in those creatures that possess it (see page\n132 in this chapter for more details). If an exact range for this\neffect is needed, it can be considered equal to the creature’s\nWillpower Bonus x10 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sonar Sense", + "content": "A creature with this trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 metres. Other creatures within range, and that succeed on a Difficult (–10) Awareness Test, may detect the curious keening.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1083, + "rule_id": "pdf_skill_680_stampede", + "title": "sTaMpeDe", + "content": "Whenever a creature with this trait fails a Willpower Test, it\nautomatically stampedes, charging in a straight line forwards\nfor as far as possible, overrunning anything in its path until\nthe source of danger is escaped or crushed under hoof, taking\ndamage equal to the creature’s Natural Weapon damage (or\n1d5+SB I if it doesn’t have one). One stampeding creature\nautomatically causes all other creatures with this Trait within\nsight to stampede. The stampede lasts until the source of\ndanger is no longer visible or for 1d10 minutes, whichever\noccurs last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Soul-Bound", + "content": "The soul of this creature is bound to a higher purpose or being, in return for a measure of protection. When this trait is first gained, the entity to which the soul is bound must be decided. Many Imperial psykers, especially Astropaths, are soul-bound to the Emperor, for example, whereas Chaos Sorcerers may be bound to one of the ruinous powers. A soul-the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. Upon becoming soul-bound, a character must choose one of the following effects: 1d10 Insanity Points, the permanent loss of their sight, permanent loss of 1d10 from one Characteristic, or a random mutation. In addition, a soul-bound character is permanently indebted to the entity, which undoubtedly entails all manner of other duties and consequences.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Synapse Creature (Tyranid)", + "content": "A Tyranid creature with this trait is a node from which the controlling and unifying presence of the Hive Mind guides the actions of other Tyranids. The presence of a synapse creature in an encounter grants the Fearless talent to all other Tyranid creatures and also suppresses the effects of the Instinctive Behaviour Trait in those creatures that possess it (see page 132 in this chapter for more details). If an exact range for this effect is needed, it can be considered equal to the creature’s Willpower Bonus x10 metres.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Stampede", + "content": "Whenever a creature with this trait fails a Willpower Test, it automatically stampedes, charging in a straight line forwards for as far as possible, overrunning anything in its path until the source of danger is escaped or crushed under hoof, taking damage equal to the creature’s Natural Weapon damage (or 1d5+SB I if it doesn’t have one). One stampeding creature automatically causes all other creatures with this Trait within sight to stampede. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1084, + "rule_id": "pdf_skill_681_strange_physiology", + "title": "sTranGe physioloGy", + "content": "A creature with this trait has an unusual, alien, or altogether\nbizarre anatomy. All hits count as Body hits and death results\nwhen damage equals or exceeds the creature’s Wounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTranGe physioloGy", + "content": "A creature with this trait has an unusual, alien, or altogether bizarre anatomy. All hits count as Body hits and death results when damage equals or exceeds the creature’s Wounds.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1085, + "rule_id": "pdf_skill_682_sturdy", + "title": "sTurDy", + "content": "Sturdy creatures are hard to move and thus gain a +20\nbonus to tests made to resist grappling and uses of the\nTakedown Talent.\nThe sTuff of niGhTMares\nSome warp entities are so terribly powerful the will\nperpetuating their bodies in our reality is almost impossible\nto break or disrupt. Such entities are completely immune to\nthe effects of poisons, diseases, the need to breathe, most\nenvironmental hazards, bleeding, stunning, and any critical\nresult other than one that would destroy them outright, unless\ncaused by a psychic power, force weapon, or holy attack.\nToucheD by The faTes\nThe NPC has a number of Fate Points shown in parentheses\nafter the trait. He may use these Fate Points in exactly the\nsame way as Player Characters and may even ‘burn’ a Fate\nPoint to survive death and destruction at the GM’s discretion.\nThe rules for Righteous Fury also apply to this NPC.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTurDy", + "content": "Sturdy creatures are hard to move and thus gain a +20 bonus to tests made to resist grappling and uses of the Takedown Talent.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1086, + "rule_id": "pdf_skill_683_toxic", + "title": "Toxic", + "content": "A creature with this trait is poisonous. The toxins might\nbe delivered through the creature’s attacks, in which case\na target hit by its natural weapons must make a Toughness\nTest. The toxins might instead be delivered by contact with\nthe creature’s skin or by inhaling its stench, in which case\na Toughness Test must be made upon coming into contact\nor proximity. A failed Toughness Test indicates the victim\nhas been poisoned. A typical poison deals 1d10 points of\ndamage, ignoring Armour Points. Variations, if present, are\nincluded in the creature’s description.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toxic", + "content": "A creature with this trait is poisonous. The toxins might be delivered through the creature’s attacks, in which case a target hit by its natural weapons must make a Toughness Test. The toxins might instead be delivered by contact with the creature’s skin or by inhaling its stench, in which case a Toughness Test must be made upon coming into contact or proximity. A failed Toughness Test indicates the victim has been poisoned. A typical poison deals 1d10 points of damage, ignoring Armour Points. Variations, if present, are included in the creature’s description.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1087, + "rule_id": "pdf_skill_684_tyranid", + "title": "TyraniD", + "content": "The creature is a species of Tyranid; the all consuming alien\nrace ruled by the will of the Hive Mind that links and controls\nall Tyranids. Tyranids are immune to all of the effects of the\nfollowing: pinning, mind-affecting Psychic Powers, warpand poisons, including the effects of weapons with the\nToxic Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TyraniD", + "content": "The creature is a species of Tyranid; the all consuming alien race ruled by the will of the Hive Mind that links and controls all Tyranids. Tyranids are immune to all of the effects of the following: pinning, mind-affecting Psychic Powers, warpand poisons, including the effects of weapons with the Toxic Quality.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1088, + "rule_id": "pdf_skill_685_undying", + "title": "unDyinG", + "content": "This creature has a strange and ill understood physiology. It\ncannot be harmed by diseases, poisons, or toxic effects. It has\nno need to breathe and can survive unaided in a vacuum.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unDyinG", + "content": "This creature has a strange and ill understood physiology. It cannot be harmed by diseases, poisons, or toxic effects. It has no need to breathe and can survive unaided in a vacuum.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1089, + "rule_id": "pdf_skill_686_unnatural_characteristic", + "title": "unnaTural characTerisTic", + "content": "One or more of the creature’s Characteristics is unnatural.\nEach time this trait is gained, select a Characteristic, and\ndouble its bonus. For example, a creature with a Strength\nof 41 normally has a 4 Strength Bonus. With this trait, its\nStrength Bonus increases to 8.\nThe trait may be gained multiple times. Each time, you\nmay select a new Characteristic or one chosen previously.\nEach time you apply this trait to the same Characteristic, the\nBonus multiplier increases by 1. For example, one selection\nmultiplies the Characteristic Bonus by ×2, two selections by\n×3, and three selections ×4. Note this trait does not modify\nthe creature’s movement.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unnaTural characTerisTic", + "content": "One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. With this trait, its Strength Bonus increases to 8. The trait may be gained multiple times. Each time, you may select a new Characteristic or one chosen previously. Each time you apply this trait to the same Characteristic, the Bonus multiplier increases by 1. For example, one selection multiplies the Characteristic Bonus by ×2, two selections by ×3, and three selections ×4. Note this trait does not modify the creature’s movement.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1090, + "rule_id": "pdf_skill_687_example", + "title": "exaMple", + "content": "A Space Marine with a 42 Strength would normally have a 4 Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "exaMple", + "content": "A Space Marine with a 42 Strength would normally have a 4 Strength", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1091, + "rule_id": "pdf_skill_688_is_8_4_x_2_8", + "title": "is 8 (4 x 2 = 8).", + "content": "It is important to note that the Power Armour strength bonus\ncomes after this multiplication, so a Space Marine with a 42\nStrength gains +20 from his Power Armour. While wearing his\nPower Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 =\n8, +2 = 10).\nThere’s also the Feat of Strength Solo Mode Ability (see page\n216), which lets the Space Marine perform truly heroic feats using", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "is 8 (4 x 2 = 8).", + "content": "It is important to note that the Power Armour strength bonus comes after this multiplication, so a Space Marine with a 42 Strength gains +20 from his Power Armour. While wearing his Power Armour, the Space Marine’s Strength Bonus is 10 (4 x 2 = 8, +2 = 10). There’s also the Feat of Strength Solo Mode Ability (see page 216), which lets the Space Marine perform truly heroic feats using", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1092, + "rule_id": "pdf_skill_689_his_superhuman_physique_this", + "title": "his superhuman physique. This increases the multiplier by 1 (to x3),", + "content": "so a Space Marine with a Strength of 42 would then have a Strength", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "his superhuman physique. This increases the multiplier by 1 (to x3),", + "content": "so a Space Marine with a Strength of 42 would then have a Strength", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1093, + "rule_id": "pdf_skill_690_bonus_of_14_4_x_3_12_2", + "title": "Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.", + "content": "During Opposed Characteristic Tests, on a success, the bonus\nmultiplier is added to the degree of success. Any additional\nmultipliers for Unnatural Characteristics (i.e., if a Space Marine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bonus of 14 (4 x 3 = 12, +2 = 14) when using this ability.", + "content": "During Opposed Characteristic Tests, on a success, the bonus multiplier is added to the degree of success. Any additional multipliers for Unnatural Characteristics (i.e., if a Space Marine", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1094, + "rule_id": "pdf_skill_691_with_unnatural_strength_x2_u", + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing\nmultiplier by 1. For a Space Marine using a Powerfist, he\nwould triple his Strength Bonus rather than doubling it and\nthen doubling it again.\nWhen taking a Skill Test based upon a Characteristic\nwith the Unnatural trait, the base Difficulty of the Test is\nstaged downwards one level for degree of multiplier past", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "with Unnatural Strength (x2) uses a Powerfist, which doubles", + "content": "the user’s Strength Bonus), simply improves the existing multiplier by 1. For a Space Marine using a Powerfist, he would triple his Strength Bonus rather than doubling it and then doubling it again. When taking a Skill Test based upon a Characteristic with the Unnatural trait, the base Difficulty of the Test is staged downwards one level for degree of multiplier past", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1095, + "rule_id": "pdf_skill_692_normal_to_a_maximum_of_30", + "title": "normal (to a maximum of +30), For example: the Archmagos", + "content": "Voltaic has a Dark Age of Technology cortical implant giving", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "normal (to a maximum of +30), For example: the Archmagos", + "content": "Voltaic has a Dark Age of Technology cortical implant giving", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1096, + "rule_id": "pdf_skill_693_skill_normally_this_would_be", + "title": "skill. Normally this would be a Very Hard (–30) Test, but", + "content": "thanks to his Unnatural Intelligence the Difficulty is reduced", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "skill. Normally this would be a Very Hard (–30) Test, but", + "content": "thanks to his Unnatural Intelligence the Difficulty is reduced", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1097, + "rule_id": "pdf_skill_694_by_two_stages_to_difficult_1", + "title": "by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "content": "for ×3).\nDuring Opposed Characteristic Tests, where success is\nachieved, the Unnatural multiplier is added to the degrees of\nsuccess. In the case of a tie, the participant without the Unnatural\nCharacteristic trait loses the Opposed Test. For example: Garm\nFelbood is struggling with a tentacled monstrosity from the\nswamps of Dusk. Garm has Strength 40 and the thing from the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "by two stages to Difficult (–10), (–1 stage for ×2, and –1", + "content": "for ×3).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1098, + "rule_id": "pdf_skill_695_degrees_of_success_and_the_th", + "title": "degrees of success) and the thing rolls 30 (straight success),", + "content": "unfortunately the thing adds +2 degrees of success because of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "degrees of success) and the thing rolls 30 (straight success),", + "content": "unfortunately the thing adds +2 degrees of success because of", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1099, + "rule_id": "pdf_skill_696_its_2_modifier_bringing_th", + "title": "its (×2) modifier, bringing the Opposed Test to a draw. This", + "content": "translates to a victory to the swamp thing as it has Unnatural\nStrength and poor old Garm does not!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "its (×2) modifier, bringing the Opposed Test to a draw. This", + "content": "translates to a victory to the swamp thing as it has Unnatural Strength and poor old Garm does not!", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1100, + "rule_id": "pdf_skill_697_unnatural_senses", + "title": "unnaTural senses", + "content": "The creature can perceive its surroundings using senses other\nthan sight or hearing, using special organs, fine hairs, or some\nother disturbing trait to make itself aware of what’s around it.\nThis trait always includes a range, usually 15 metres.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unnaTural senses", + "content": "The creature can perceive its surroundings using senses other than sight or hearing, using special organs, fine hairs, or some other disturbing trait to make itself aware of what’s around it. This trait always includes a range, usually 15 metres.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1101, + "rule_id": "pdf_skill_698_unnatural_speed", + "title": "unnaTural speeD", + "content": "The creature moves with incredible speed. For the purposes\nof determining movement, the creature doubles its Agility\nBonus (after modifying AB from other traits and factors,\nspecifically size).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unnaTural speeD", + "content": "The creature moves with incredible speed. For the purposes of determining movement, the creature doubles its Agility Bonus (after modifying AB from other traits and factors, specifically size).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1102, + "rule_id": "pdf_skill_699_warp_instability", + "title": "Warp insTabiliTy", + "content": "Most warp-entities have a tenuous hold on our reality, often\nmaintained only by horror and bloodshed, and may be\ndisrupted if sufficient harm can be done to their manifested\nforms. If a creature with this trait takes damage and does not\ndeal damage or Insanity Points on other creatures by the end\nof its next turn, it must make a Willpower Test. The creature\ntakes 1 damage for failure, plus 1 damage for each degree of\nfailure. If this would deal damage equal to or in excess of the\ncreature’s Wounds, it is cast back into the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp insTabiliTy", + "content": "Most warp-entities have a tenuous hold on our reality, often maintained only by horror and bloodshed, and may be disrupted if sufficient harm can be done to their manifested forms. If a creature with this trait takes damage and does not deal damage or Insanity Points on other creatures by the end of its next turn, it must make a Willpower Test. The creature takes 1 damage for failure, plus 1 damage for each degree of failure. If this would deal damage equal to or in excess of the creature’s Wounds, it is cast back into the warp.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1103, + "rule_id": "pdf_skill_700_warp_weapon", + "title": "Warp Weapon", + "content": "Creatures with this trait have weapons that are partially\ninsubstantial, able to ignore such mundane things as armour\nor cover. Natural weapons and attacks made by a creature\nwith this trait ignore physical armour unless it is created from\npsychoactive materials or carries the holy quality. Force fields\nstill work against these attacks normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp Weapon", + "content": "Creatures with this trait have weapons that are partially insubstantial, able to ignore such mundane things as armour or cover. Natural weapons and attacks made by a creature with this trait ignore physical armour unless it is created from psychoactive materials or carries the holy quality. Force fields still work against these attacks normally.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1104, + "rule_id": "pdf_skill_701_armoury", + "title": "Armoury", + "content": "“The history of our chapter is in this bolter. Twelve times it has\npassed from one of our fallen Brothers to his successor. May the deeds\nit performs in your hands live up to theirs.”\n–Sergeant Caelicus of the Ultramarines, upon a Scout’s\ninduction to the 10th Company", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armoury", + "content": "“The history of our chapter is in this bolter. Twelve times it has passed from one of our fallen Brothers to his successor. May the deeds it performs in your hands live up to theirs.” –Sergeant Caelicus of the Ultramarines, upon a Scout’s induction to the 10th Company", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1105, + "rule_id": "pdf_skill_702_requisition", + "title": "Requisition", + "content": "Victory is just a prelude to the next battle.\n–maxim of the Blood Ravens Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Requisition", + "content": "Victory is just a prelude to the next battle. –maxim of the Blood Ravens Chapter", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1106, + "rule_id": "pdf_skill_703_ammunition_explosives_includ", + "title": "ammunition; explosives (including grenades and missiles) and", + "content": "other consumables likewise last the duration of the Mission.\nHowever, the Requisition cost of Special Issue Ammunition\nrepresents only a single clip. Requisitioned equipment, used", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ammunition; Explosives (including Grenades and Missiles) and", + "content": "other consumables likewise last the duration of the Mission. However, the Requisition cost of Special Issue Ammunition represents only a single clip. Requisitioned equipment, used", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1107, + "rule_id": "pdf_skill_704_brother_gideon_an_apothecary", + "title": "Brother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch", + "content": "Devastator Marine) are both Respected Battle-Brothers. They are\nbeing dispatched on a Mission for Inquisitor Quist. She has assessed\nthe difficulty as “Xenos Abbrevio Intermedis.” The GM informs the\nplayers this equates to a Requisition rating of 60. Gideon’s player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Brother Gideon (an Apothecary) and Brother Aeldan (a Deathwatch", + "content": "Devastator Marine) are both Respected Battle-Brothers. They are being dispatched on a Mission for Inquisitor Quist. She has assessed the difficulty as “Xenos Abbrevio Intermedis.” The GM informs the players this equates to a Requisition rating of 60. Gideon’s player", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1108, + "rule_id": "pdf_skill_705_of_his_boltgun_and_two_clips", + "title": "of his boltgun, and two clips of hellfire rounds (2 x 15 Requisition).", + "content": "As a Devastator, Aeldan always has a heavy bolter, so he Requisitions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Of His Boltgun, and Two Clips of Hellfire Rounds (2 x 15 Requisition).", + "content": "As a Devastator, Aeldan always has a heavy bolter, so he Requisitions", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1109, + "rule_id": "pdf_skill_706_a_suspensor_25_requisition_a", + "title": "a suspensor (25 Requisition) and the vox-operated upgrade (15", + "content": "Requisition) for it. This leaves Gideon with 10 Requisition and\nAeldan with 20.\nThey agree heavier firepower might be required on this Mission\nand pool their remaining 30 Requisition for a better heavy weapon\nfor Aeldan. They would like a plasma cannon, but won’t have access\nto it until they reach the Distinguished Renown rating. Instead, they\nRequisition a lascannon. Aeldan chooses to apply the suspensor and\nvox-operated upgrades to the lascannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "A Suspensor (25 Requisition) and the Vox-Operated Upgrade (15", + "content": "Requisition) for it. This leaves Gideon with 10 Requisition and Aeldan with 20. They agree heavier firepower might be required on this Mission and pool their remaining 30 Requisition for a better heavy weapon for Aeldan. They would like a plasma cannon, but won’t have access to it until they reach the Distinguished Renown rating. Instead, they Requisition a lascannon. Aeldan chooses to apply the Suspensor and Vox-Operated upgrades to the lascannon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1110, + "rule_id": "pdf_skill_707_renown", + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s\nblessing we will add to it before our souls rejoin him. But let us never\nforget it is bravery and honour that lead to glory. Those who sought\nfame for its own end are remembered now only in infamy.”\n–Brother Pellas, upon taking command\nof the Thunder’s Word", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Renown", + "content": "“This ship’s record is long and admirable indeed; with the Emperor’s blessing we will add to it before our souls rejoin him. But let us never forget it is bravery and honour that lead to glory. Those who sought fame for its own end are remembered now only in infamy.” –Brother Pellas, upon taking command of the Thunder’s Word", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1111, + "rule_id": "pdf_skill_708_availability_requisition_point", + "title": "Availability Requisition Point Range", + "content": "Ubiquitous1\nAbundant2\nPlentiful3\nCommon4-5\nAverage6-8\nScarce9-14\nRare15-20\nVery Rare21-30\nExtremely Rare31-50\nNear Unique51-70\nUnique71+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Availability Requisition Point Range", + "content": "Ubiquitous1 Abundant2 Plentiful3 Common4-5 Average6-8 Scarce9-14 Rare15-20 Very Rare21-30 Extremely Rare31-50 Near Unique51-70 Unique71+", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1112, + "rule_id": "pdf_skill_709_craftsmanship", + "title": "Craftsmanship", + "content": "“A finely crafted weapon is like a finely-crafted battle plan. Both will\nserve you well.”\n–Commissar Holt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Craftsmanship", + "content": "“A finely crafted weapon is like a finely-crafted battle plan. Both will serve you well.” –Commissar Holt", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1113, + "rule_id": "pdf_skill_710_weapons", + "title": "Weapons", + "content": "“Doesn’t matter how I came by it. Point is, this is the genuine article:\na Space Marine bolter. Cursed? Only if you get caught with it. Here,\nI’ll show you how easy it is.”\n–Last words of Edwin Dice, Metallican arms dealer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons", + "content": "“Doesn’t matter how I came by it. Point is, this is the genuine article: a Space Marine bolter. Cursed? Only if you get caught with it. Here, I’ll show you how easy it is.” –Last words of Edwin Dice, Metallican arms dealer", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1114, + "rule_id": "pdf_skill_711_or_the_firer_s_shoulder_in_th", + "title": "or the firer’s shoulder (in the case of missile launchers)", + "content": "can also serve to brace. Firing a heavy weapon without\nbracing incurs a –30 penalty and prohibits semi-auto and\nfull auto fire.\nTable 5–2: Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Or the Firer’s Shoulder (in the Case of Missile Launchers)", + "content": "can also serve to brace. Firing a heavy weapon without bracing incurs a –30 penalty and prohibits semi-auto and full auto fire. Table 5–2: Renown", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1115, + "rule_id": "pdf_skill_712_0_19", + "title": "0-19", + "content": "Initiated: You have recently sworn\nyour oaths of duty to the Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "0-19", + "content": "Initiated: You have recently sworn your oaths of duty to the Deathwatch.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1116, + "rule_id": "pdf_skill_713_20_39", + "title": "20-39", + "content": "Respected: You have proven your\nprowess repeatedly through bravery and\nblood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "20-39", + "content": "Respected: You have proven your prowess repeatedly through bravery and blood.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1117, + "rule_id": "pdf_skill_714_40_59", + "title": "40-59", + "content": "Distinguished: You have earned\nan impressive number of victories", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "40-59", + "content": "Distinguished: You have earned an impressive number of victories", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1118, + "rule_id": "pdf_skill_715_60_79", + "title": "60-79", + "content": "Famed: Your reputation precedes you,\nand your deeds are known to Battle80+\nHero: Your name echoes to your\nChapter and beyond as a paragon of\nstrength and valour.\nTable 5–3: Craftsmanship and Requisition Costs\nCraftsmanship Upgrade Requisition Multiplier Renown Requirement\nCommon to Exceptional x 1.5 Respected\nExceptional to Master x 1.5 Distinguished\nCommon to Master x 2 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "60-79", + "content": "Famed: Your reputation precedes you, and your deeds are known to Battle80+ Hero: Your name echoes to your Chapter and beyond as a paragon of strength and valour. Table 5–3: Craftsmanship and Requisition Costs Craftsmanship Upgrade Requisition Multiplier Renown Requirement Common to Exceptional x 1.5 Respected Exceptional to Master x 1.5 Distinguished Common to Master x 2 Distinguished", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1119, + "rule_id": "pdf_skill_716_rof_rate_of_fire_this_tells", + "title": "RoF (Rate of Fire): This tells you if the weapon fires on", + "content": "either semi-auto or full auto and how many rounds or charges\nit expends when doing so. A weapon’s RoF has three entries\nindicating the modes it can fire in. The first entry indicates", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RoF (Rate of Fire): This tells you if the weapon fires on", + "content": "either semi-auto or full auto and how many rounds or charges it expends when doing so. A weapon’s RoF has three entries indicating the modes it can fire in. The first entry indicates", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1120, + "rule_id": "pdf_skill_717_whether_the_weapon_can_fire_si", + "title": "whether the weapon can fire singly (with an S). The second", + "content": "entry indicates whether or not it can fire semi-automatically,\nand the number listed describes the number of shots fired by\nthis mode. Finally, the third entry describes if the weapon\ncan fire on full automatic and how many shots are fired when\nthis happens. Any mode in which the weapon cannot fire is\nindicated with a “-”.\nSome weapons can fire in more than one mode. If this is\nthe case, each of its different rates of fire is listed in its profile.\nCharacters must choose which mode to fire their weapon in\nbefore making their attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Whether the Weapon Can Fire Singly (with an S). The Second", + "content": "entry indicates whether or not it can fire semi-automatically, and the number listed describes the number of shots fired by this mode. Finally, the third entry describes if the weapon can fire on full automatic and how many shots are fired when this happens. Any mode in which the weapon cannot fire is indicated with a “-”. Some weapons can fire in more than one mode. If this is the case, each of its different rates of fire is listed in its profile. Characters must choose which mode to fire their weapon in before making their attack.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1121, + "rule_id": "pdf_skill_718_dam_damage_the_damage_the_w", + "title": "Dam (Damage): The Damage the weapon does and the", + "content": "type of damage it inflicts for the purpose of Criticals (as\nshown in brackets): (E): Energy, (X) Explosive, (R) Rending,\n(I) Impact.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dam (Damage): The Damage the weapon does and the", + "content": "type of damage it inflicts for the purpose of Criticals (as shown in brackets): (E): Energy, (X) Explosive, (R) Rending, (I) Impact.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1122, + "rule_id": "pdf_skill_719_en_penetration_reflects_how", + "title": "en (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this\nweapon hits a target, reduce the target’s Armour Points by\nthe weapon’s Penetration, with results of less than 0 counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "En (Penetration): Reflects how good the weapon is", + "content": "at cutting through armour. When a shot or blow from this weapon hits a target, reduce the target’s Armour Points by the weapon’s Penetration, with results of less than 0 counting", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1123, + "rule_id": "pdf_skill_720_as_0_i_e_the_armour_provides", + "title": "as 0 (i.e. the armour provides no protection at all). Then", + "content": "work out damage as normal. For example, if a weapon with a\nPenetration of 3 hits a target with 5 Armour Points, the target\ncounts as only having 2 Armour Points against any damage\nthe hit deals. Note that Penetration has no effect on fields, but\nit does affect cover.\nClip: How many rounds/charges the weapon holds when\nfully loaded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "As 0 (i.e. the armour provides no protection at all). Then", + "content": "work out damage as normal. For example, if a weapon with a Penetration of 3 hits a target with 5 Armour Points, the target counts as only having 2 Armour Points against any damage the hit deals. Note that Penetration has no effect on fields, but it does affect cover. Clip: How many rounds/charges the weapon holds when fully loaded.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1124, + "rule_id": "pdf_skill_721_reload_this_is_generally_half", + "title": "reload. This is generally Half (for a Half Action) or Full (for a", + "content": "Full Action). Some weapons can take a number of Actions over\nseveral Rounds. The number of Rounds is given as a number;\nfor example 2 Full means that reloading takes 2 Full Rounds.\nSpecial: Tells you if the weapon has any special Qualities\nsuch as creating a blast when fired or needing to recharge\nbetween shots.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "reload", + "content": "This is generally Half (for a Half Action) or Full (for a Full Action). Some weapons can take a number of Actions over several Rounds. The number of Rounds is given as a number; for example 2 Full means that reloading takes 2 Full Rounds. Special: Tells you if the weapon has any special Qualities such as creating a blast when fired or needing to recharge between shots.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1125, + "rule_id": "pdf_skill_722_req_requisition_the_number", + "title": "Req (Requisition): The number of Requisition Points", + "content": "required to acquire a weapon from the armoury. Higher\nRequisition Point costs represent items that are more difficult\nto keep in supply and must be reserved for more challenging\nMissions. Items listed as N/A are not typically stocked in\nWatch Station armouries.\nRenown: The minimum Renown Rank required to\nRequisition the item. If no Rank is listed, then anyone may\nRequisition the item.\nspeCial issue of waRgeaR\nThe GM, at his discretion, may simply award the Killwargear if he feels it is appropriate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Req (Requisition)", + "content": "The number of Requisition Points required to acquire a weapon from the armoury. Higher Requisition Point costs represent items that are more difficult to keep in supply and must be reserved for more challenging Missions. Items listed as N/A are not typically stocked in Watch Station armouries. Renown: The minimum Renown Rank required to Requisition the item. If no Rank is listed, then anyone may Requisition the item.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1126, + "rule_id": "pdf_skill_723_astartes_weapons", + "title": "AstArtes WeApons", + "content": "Just as the Space Marines are paragons apart from mankind,\ntheir weapons are likewise a class unto themselves. Many\ndesigns throughout the Imperium are simply the best attempts\nto mimic Astartes designs on a scale that a normal human can\ncontrol. The original, unadulterated versions of their arms and\nequipment shame such replicas. Over millennia, a particular\nChapter forge may have made their own adaptations to a\ndesign, just as a warrior may have left battle scars on a combat\nknife before it passed to his next Battle-Brother. However,\nthe essentials of most weapon types (along with some rare\nweapons themselves) have been in service since the first\nFounding, and in the Imperium, ancient is better.\nArmoury entries that begin with “Astartes” designate an\nitem that is designed specifically for use by Space Marines. Its\nsize, weight, and potentially its technology base are different\nfrom outwardly similar models found in the hands of other\norganizations. These items are very difficult to obtain (and\nuse) outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Weapons", + "content": "Just as the Space Marines are paragons apart from mankind, their weapons are likewise a class unto themselves. Many designs throughout the Imperium are simply the best attempts to mimic Astartes designs on a scale that a normal human can control. The original, unadulterated versions of their arms and equipment shame such replicas. Over millennia, a particular Chapter forge may have made their own adaptations to a design, just as a warrior may have left battle scars on a combat knife before it passed to his next Battle-Brother. However, the essentials of most weapon types (along with some rare weapons themselves) have been in service since the first Founding, and in the Imperium, ancient is better. Armoury entries that begin with “Astartes” designate an item that is designed specifically for use by Space Marines. Its size, weight, and potentially its technology base are different from outwardly similar models found in the hands of other organizations. These items are very difficult to obtain (and use) outside the Adeptus Astartes.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1127, + "rule_id": "pdf_skill_724_qualities", + "title": "QuAlities", + "content": "Some weapons possess special qualities to represent such\nthings as special damage or unusual effects. The following\nare the most widely used weapon qualities:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Qualities", + "content": "Some weapons possess special qualities to represent such things as special damage or unusual effects. The following are the most widely used weapon qualities:", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1128, + "rule_id": "pdf_skill_725_accurate", + "title": "aCCuRate", + "content": "Some weapons are designed with precision in mind and\nrespond superbly in skilled hands. They grant an additional\nbonus of +10 to the firer’s Ballistic Skill when used with an\nAim Action in addition to the bonus Aiming grants. When\nfiring a single shot from a single Accurate Basic Weapon, if\nsuch an attack also uses the Aim action, it gains an extra 1d10\nof damage for every two degrees of success to a maximum of\ntwo extra d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "accurate", + "content": "Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action in addition to the bonus Aiming grants. When firing a single shot from a single Accurate Basic Weapon, if such an attack also uses the Aim action, it gains an extra 1d10 of damage for every two degrees of success to a maximum of two extra d10.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1129, + "rule_id": "pdf_skill_726_balanced", + "title": "balanCed", + "content": "Some weapons, such as swords and knives, are designed so\nthat the weight of the hilt balances the weight of the blade,\nmaking the weapon easier to wield. Balanced weapons grant\na +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "balanced", + "content": "Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1130, + "rule_id": "pdf_skill_727_blast_x", + "title": "blast (x)", + "content": "Many missiles, grenades, and some guns create an explosion\nwhen they hit. When working out the effects of a Blast\nweapon, anyone within the weapon’s blast radius in metres\n(the number in parenthesis) is also hit. Roll Hit Location and\nDamage individually for each person affected by the blast.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "blast (x)", + "content": "Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1131, + "rule_id": "pdf_skill_728_concussive", + "title": "ConCussive", + "content": "The weapon causes a barrage of sound and force upon impact.\nWhen you strike an opponent with a Concussive weapon, he\nmust make a Toughness Test at a Difficulty of –10 per degree\nof success by which the attack succeeded or be Stunned for\n1 Round. Auditory protection confers a +10 bonus to this\nTest, but does not negate the kinetic energy of the blast.\nAdditionally, any target taking Damage greater than his\nStrength Bonus from a Concussive weapon is automatically\nknocked down.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "concussive", + "content": "The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1132, + "rule_id": "pdf_skill_729_defensive", + "title": "defensive", + "content": "A Defensive weapon, such as a shield, is intended for blocking\nand is therefore awkward when used to make attacks.\nDefensive weapons grant a +15 bonus to tests made when\nused to Parry, but take a –10 penalty when used to attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "defensive", + "content": "A Defensive weapon, such as a shield, is intended for blocking and is therefore awkward when used to make attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to attack.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1133, + "rule_id": "pdf_skill_730_devastating_x", + "title": "devastating (x)", + "content": "Either because of an unnatural psychological property or\npure destructive power, a Devastating weapon shakes the\nconfidence of a Squad struck by it. If the weapon hits, it\ndoes one additional point of Cohesion Damage regardless\nof Damage to Wounds, in addition to secondary effects on\nCohesion from the hit’s Damage and other results. If the target\nis a Horde, it reduces its magnitude by a number equal to the\nnumber in parenthesis every time it is hit by this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "devastating (x)", + "content": "Either because of an unnatural psychological property or pure destructive power, a Devastating weapon shakes the confidence of a Squad struck by it. If the weapon hits, it does one additional point of Cohesion Damage regardless of Damage to Wounds, in addition to secondary effects on Cohesion from the hit’s Damage and other results. If the target is a Horde, it reduces its magnitude by a number equal to the number in parenthesis every time it is hit by this weapon.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1134, + "rule_id": "pdf_skill_731_felling_x", + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable\nof toppling even the mightiest foes. If the weapon hits, it\nignores a number of levels of Unnatural Toughness possessed\nby the target equal to the number in parenthesis. For instance,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "felling (x)", + "content": "Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance,", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1135, + "rule_id": "pdf_skill_732_brother_argos_fires_his_bolter", + "title": "Brother Argos fires his bolter (loaded with vengeance rounds) against", + "content": "a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness\n(x3), raising its Toughness Bonus from 5 to 15. The vengeance", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Brother Argos fires his bolter (loaded with vengeance rounds) against", + "content": "a Hive Tyrant. The Hive Tyrant possesses Unnatural Toughness (x3), raising its Toughness Bonus from 5 to 15. The vengeance", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1136, + "rule_id": "pdf_skill_733_flame", + "title": "flame", + "content": "Flame weapons project a cone of flame out to the Range of\nthe weapon. Unlike other weapons, flamers have just one\nrange. When fired, they cast fiery death out to this distance.\nThe wielder does not need to Test Ballistic Skill; he simply\nfires. The flame’s path is a cone-shaped area extending in a\n30 degree arc from the firer out to the weapon’s Range. Any\ncreatures caught in it must succeed on an Agility Test or be\nstruck by the flames and take damage normally. If they take\ndamage, they must succeed on a second Agility Test or catch on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "flame", + "content": "Flame weapons project a cone of flame out to the Range of the weapon. Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires. The flame’s path is a cone-shaped area extending in a 30 degree arc from the firer out to the weapon’s Range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or catch on", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1137, + "rule_id": "pdf_skill_734_haywire_x", + "title": "haywiRe (x)", + "content": "The weapon generates an electro-magnetic field that troubles\nthe machine spirits of most technology. Everything within\nthe field’s radius, indicated by the number in parenthesis,\nis affected. Roll on Table 5–4: Haywire Field Effects\n(with any modifiers from the weapon) to determine the\nstrength of the effect. As the field slowly dissipates, the\nstrength lessens one step in severity each round until it b\necomes Insignificant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "haywire (x)", + "content": "The weapon generates an electro-magnetic field that troubles the machine spirits of most technology. Everything within the field’s radius, indicated by the number in parenthesis, is affected. Roll on Table 5–4: Haywire Field Effects (with any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each round until it becomes Insignificant.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1138, + "rule_id": "pdf_skill_735_overheats", + "title": "oveRheats", + "content": "Certain weapons are prone to overheating, either because\nof poor design or because they fire unstable superheated\nammunition. A weapon with this Quality overheats on an\nattack roll of 91 or higher. When this happens, the wielder\nsuffers energy damage equal to the weapon’s damage with\na Penetration of 0 to an arm location (the arm holding the\nweapon if it was fired one-handed, or a random arm if it\nwas fired with two hands). The wielder may choose to avoid\ntaking damage by dropping the weapon. Dropping a weapon\nis a Free Action. A weapon that overheats must spend the\nround afterwards cooling down and may not be fired again\nuntil the second round after overheating. A weapon with\nthis Quality does not Jam, and any effect that would cause a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "overheats", + "content": "Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with this Quality overheats on an attack roll of 91 or higher. When this happens, the wielder suffers energy damage equal to the weapon’s damage with a Penetration of 0 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if it was fired with two hands). The wielder may choose to avoid taking damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this Quality does not Jam, and any effect that would cause a", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1139, + "rule_id": "pdf_skill_736_power_field", + "title": "poweR field", + "content": "A field of power wreathes weapons with this Quality,\nincreasing their Damage and Penetration. Such modifiers\nare already included in the weapon’s profile. When the\nwielder successfully uses this weapon to Parry an attack\nmade with a weapon that lacks this Quality, he has a 75%\nchance of destroying his attacker’s weapon. Weapons with\nthe Warp Weapon Trait and Natural Weapons are immune to\nthis effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "power field", + "content": "A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the wielder successfully uses this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attacker’s weapon. Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1140, + "rule_id": "pdf_skill_737_primitive", + "title": "pRimitive", + "content": "Crude and basic in design, these kinds of weapons, while still\ndeadly, are less effective against modern armour. All Armour\nPoints are doubled against hits from Primitive weapons unless\nthe armour also has the Primitive Quality. Non-Primitive\narmour doubles its AP before being reduced by Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "primitive", + "content": "Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons unless the armour also has the Primitive Quality. Non-Primitive armour doubles its AP before being reduced by Penetration.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1141, + "rule_id": "pdf_skill_738_razor_sharp", + "title": "RazoR shaRp", + "content": "The shearing edge of this weapon can glide through the most\nadvanced armour as though it were primitive tin. When rolling\nto attack with this weapon, if the attack roll results in two or\nmore Degrees of Success, double the weapon’s Penetration.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "razor sharp", + "content": "The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon’s Penetration.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1142, + "rule_id": "pdf_skill_739_recharge", + "title": "ReChaRge", + "content": "Because of the volatile nature of the weapon’s ammunition or\ndue to the way it fires, the weapon needs time between shots\nto Recharge. The weapon must spend the Round after firing\nbuilding up a charge and cannot be fired—in effect you can\nonly fire the weapon every other round.\nTable 5–4: Haywire Field Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "recharge", + "content": "Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect you can only fire the weapon every other round.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1143, + "rule_id": "pdf_skill_740_roll_field_strength", + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Roll Field Strength", + "content": "20 or less Insignificant: There is no noticeable effect on nearby technology.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1144, + "rule_id": "pdf_skill_741_21_40", + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10\npenalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "21-40", + "content": "Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1145, + "rule_id": "pdf_skill_742_41_60", + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality,\nTech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20\npenalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components\nfunction as a Primitive weapon of the analogous type.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "41-60", + "content": "Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1146, + "rule_id": "pdf_skill_743_61_80", + "title": "61-80", + "content": "ead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as\nper Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer\none level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function\nas a Primitive weapon of the analogous type.\n81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "61-80", + "content": "Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes Unpowered as per Table 5–13: Power Unit Critical Effects. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type. 81-100 Prolonged Dead Zone: As Dead Zone.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1147, + "rule_id": "pdf_skill_744_reliable", + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom\nfail. If a Reliable weapon Jams, roll 1d10 and only on a roll of\n10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Reliable", + "content": "Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed. Otherwise, it just misses as normal.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1148, + "rule_id": "pdf_skill_745_sanctified", + "title": "sanCtified", + "content": "Damage inflicted by a Sanctified weapon counts as Holy\nDamage, which has certain effects on some Daemonic and\nwarp creatures. All weapons with this special Quality must be\neither Exceptionally or Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sanctified", + "content": "Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures. All weapons with this special Quality must be either Exceptionally or Master-Crafted.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1149, + "rule_id": "pdf_skill_746_scatter", + "title": "sCatteR", + "content": "The standard ammunition of these weapons spreads out when\nfired, hitting more of the target. If fired at a foe within Point\nBlank Range, every two degrees of success indicates another", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "scatter", + "content": "The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank Range, every two degrees of success indicates another", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1150, + "rule_id": "pdf_skill_747_hit_use_table_8_2_multiple_h", + "title": "hit (use Table 8–2: Multiple Hits on page 239). However,", + "content": "at longer ranges this spread of small projectiles reduces its\neffectiveness. Double all Armour Points against hits from\nScatter weapons at Long or Extreme Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hit (use Table 8–2: Multiple Hits on page 239). However,", + "content": "at longer ranges this spread of small projectiles reduces its effectiveness. Double all Armour Points against hits from Scatter weapons at Long or Extreme Range.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1151, + "rule_id": "pdf_skill_748_shocking", + "title": "shoCking", + "content": "Shocking weapons can stun their opponents with a powerful\nsurge of energy. A target that takes at least 1 point of Damage\nfrom a Shocking weapon after Armour and Toughness Bonus\nmust make a Toughness Test. He receives a +10 bonus for\nevery Armour Point on the location hit. If he fails, he is\nStunned for a number of Rounds equal to half the Damage\nhe suffered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "shocking", + "content": "Shocking weapons can stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon after Armour and Toughness Bonus must make a Toughness Test. He receives a +10 bonus for every Armour Point on the location hit. If he fails, he is Stunned for a number of Rounds equal to half the Damage he suffered.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1152, + "rule_id": "pdf_skill_749_smoke", + "title": "smoke", + "content": "These weapons throw up dense clouds of smoke to create cover.\nWhen a hit is scored from a weapon with the Smoke Quality, it\ncreates a smokescreen 3d10 metres in diameter from the point\nof impact. This screen lasts for 2d10 Rounds, or less in adverse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "smoke", + "content": "These weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1153, + "rule_id": "pdf_skill_750_snare", + "title": "snaRe", + "content": "Weapons with this Quality are designed to entangle enemies.\nOn a successful hit, the target must make an Agility Test\nor be immobilised. An immobilised target can attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "snare", + "content": "Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. An immobilised target can attempt to", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1154, + "rule_id": "pdf_skill_751_burst_the_bonds_a_strength_te", + "title": "burst the bonds (a Strength Test) or wriggle free (an Agility", + "content": "Test) on his Turn. The target is considered helpless until\nhe escapes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "burst the bonds (a Strength Test) or wriggle free (an Agility", + "content": "Test) on his Turn. The target is considered helpless until he escapes.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1155, + "rule_id": "pdf_skill_752_storm", + "title": "stoRm", + "content": "A weapon with the Storm Quality unleashes shots at rapid\nspeed, often through use of a double-barrelled design. This\nQuality doubles the number of hits inflicted on the target\nand the amount of ammunition expended. For example, when\nfiring a weapon with the Storm Quality in fully automatic\nmode, each degree of success yields two additional hits (to a\nmaximum of twice the weapon’s Full Automatic rate of fire).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "storm", + "content": "A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapon’s Full Automatic rate of fire).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1156, + "rule_id": "pdf_skill_753_tearing", + "title": "teaRing", + "content": "Tearing weapons are vicious devices, exploding while lodged\ninside their victim or using multitudes of fast-moving jagged\nteeth to rip into flesh and bone. These weapons roll one extra\ndie for Damage, and the lowest result is discarded.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "tearing", + "content": "Tearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1157, + "rule_id": "pdf_skill_754_toxic", + "title": "toxiC", + "content": "Some weapons rely on toxins and poisons to do their damage.\nAnyone that takes Damage from a Toxic weapon after\nreduction for Armour and Toughness Bonus must make a\nToughness Test with a –5 Penalty for every Point of Damage\nsuffered. Success indicates no further effect from the weapon.\nFailure, however, deals an immediate 1d10 points of Impact\nDamage to the target with no reduction from Armour or\nToughness Bonus.\ntwin-linked\nA Twin-linked weapon represents two identical weapons\nconnected together and linked to fire at the same time, often\nthrough one pull of the trigger or push of a button. Twin-linked\nweapons are built this way in order to increase the chances of\nscoring a hit through the crude expedience of blasting more\nshots at the target. A weapon with the Twin-linked Quality\ngains a +20 bonus to hit when fired and uses twice as much\nammunition. In addition, the weapon may score one additional\nhit if the attack roll succeeds by two or more degrees of success.\nLastly, the weapon’s reload time is doubled.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "toxic", + "content": "Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1158, + "rule_id": "pdf_skill_755_unbalanced", + "title": "unbalanCed", + "content": "Heavy and difficult to ready after an attack, Unbalanced\nweapons impose a –10 penalty when used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "twin-linked", + "content": "A Twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target. A weapon with the Twin-linked Quality gains a +20 bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weapon’s reload time is doubled.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1159, + "rule_id": "pdf_skill_756_unwieldy", + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too\nawkward to be used defensively. Unwieldy weapons cannot\nbe used to Parry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unbalanced", + "content": "Heavy and difficult to ready after an attack, Unbalanced weapons impose a –10 penalty when used to Parry.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1160, + "rule_id": "pdf_skill_757_volatile", + "title": "volatile", + "content": "Volatile matter is charged with potential energy, and reacts\nviolently on a solid hit. If a 10 is rolled for Damage on a\nweapon with the Volatile Quality, Righteous Fury occurs\nautomatically, dealing another 1d10 points of Damage. If\nthe second roll results in 10, further Damage is possible (see\nRighteous Fury on page 245).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unwieldy", + "content": "Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1161, + "rule_id": "pdf_skill_758_bolt_weapons", + "title": "Bolt Weapons", + "content": "Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5\n†\n–", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "volatile", + "content": "Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs automatically, dealing another 1d10 points of Damage. If the second roll results in 10, further Damage is possible (see Righteous Fury on page 245).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1162, + "rule_id": "pdf_skill_759_tearing", + "title": "Tearing", + "content": "17 15 Respected\nAstartes Combi††\nBasic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bolt Weapons", + "content": "Astartes Bolt Pistol Pistol 30m S/3/– 2d10+5 X 5 14 Full Tearing 5.5 5 †", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1163, + "rule_id": "pdf_skill_760_bolter", + "title": "Bolter", + "content": "Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected\n†\nFor additional weapons beyond standard issue\n††\nProfile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tearing", + "content": "17 15 Respected Astartes Combi†† Basic 100m S/2/4 2d10+5 X 5 28 Full Tearing 25 15 Respected", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Bolter", + "content": "Basic 100m S/2/4 2d10+5 X 5 60 2 Full Storm, Tearing 26 20 Respected † For additional weapons beyond standard issue †† Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1164, + "rule_id": "pdf_skill_761_astartes_plasma_gun", + "title": "Astartes Plasma Gun", + "content": "(Ragefire)\nBasic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile 27 20 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Plasma Gun", + "content": "(Ragefire) Basic 100m S/2/– 1d10+9 E 8 40 4 Full Volatile 27 20 Respected", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1165, + "rule_id": "pdf_skill_762_astartes_meltagun", + "title": "Astartes Meltagun", + "content": "(Vulkan)\nBasic 20m S/–/– 2d10+8 E 13 6 2 Full – 14 20 Respected\nAstartes Multi-melta\n(Maxima)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Meltagun", + "content": "(Vulkan) Basic 20m S/–/– 2d10+8 E 13 6 2 Full – 14 20 Respected Astartes Multi-melta (Maxima)", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1166, + "rule_id": "pdf_skill_763_flame_weapons", + "title": "Flame Weapons", + "content": "Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame 15 10 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flame Weapons", + "content": "Astartes Flamer Basic 20m S/–/– 2d10+2 E 3 6 2 Full Flame 15 10 –", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1167, + "rule_id": "pdf_skill_764_cannon", + "title": "Cannon", + "content": "Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing 80 30 Famed\nAstartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full\nReliable,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cannon", + "content": "Mounted 150m –/–/10 3d10+6 I 6 200 3 Full Tearing 80 30 Famed Astartes Shotgun Basic 30m S/2/– 2d10+3 I 0 18 Full Reliable", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1168, + "rule_id": "pdf_skill_765_scatter", + "title": "Scatter", + "content": "10 5 –\nAutogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full – 3.5 N/A –\nAutopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full – 2.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Scatter", + "content": "Autogun Basic 90m S/3/10 1d10+3 I 0 30 2 Full", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1169, + "rule_id": "pdf_skill_766_las_weapons", + "title": "Las Weapons", + "content": "Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – 75 30 Respected\nLasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A –\nLaspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable 1.5 N/A –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Las Weapons", + "content": "Astartes Lascannon Heavy 300m S/–/– 6d10+10 E 10 6 2 Full – 75 30 Respected Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A – Laspistol Pistol 30m S/–/– 1d10+2 E 0 30 Full Reliable 1.5 N/A –", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1170, + "rule_id": "pdf_skill_767_bolt_weapons", + "title": "Bolt WeApons", + "content": "If common Imperial citizens picture power armour when\nthey think of a Space Marine’s profile, then they picture bolt\nweapons when they think of his fury. Powerful and flexible,\nbolters are the favoured weapon of the Adeptus Astartes, and\nevery recruit is issued one as soon as he becomes a Scout.\nMost bolter models have their roots with the Space Marines,\ndespite smaller, inferior adaptations treasured by Imperial\nofficers and nobles. Loud and brutal, bolt weapons are\nterrifying to witness in any hand, but none wield them with\nsuch deadly proficiency as the Adeptus Astartes.\nBolters fire self-propelled mass-reactive shells called bolts,\nset to explode just after penetration for maximum lethality.\nOverall they are superb if temperamental devices, requiring\nskilled maintenance using only the most proper rituals and\nblessings. The standard bolter round is .75 calibre with a\nsuper-dense metallic core and diamantine tip. The Deathwatch\nmakes frequent use of variant shells for specialised purposes,\nsuch as penetrating armour plating or silently eliminating a\ntarget without revealing one’s position. To use the various\nclasses of bolt weapons, a character must have the Pistol", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bolt Weapons", + "content": "If common Imperial citizens picture power armour when they think of a Space Marine's profile, then they picture bolt weapons when they think of his fury. Powerful and flexible, bolters are the favoured weapon of the Adeptus Astartes, and every recruit is issued one as soon as he becomes a Scout. Most bolter models have their roots with the Space Marines, despite smaller, inferior adaptations treasured by Imperial officers and nobles. Loud and brutal, bolt weapons are terrifying to witness in any hand, but none wield them with such deadly proficiency as the Adeptus Astartes. Bolters fire self-propelled mass-reactive shells called bolts, set to explode just after penetration for maximum lethality. Overall they are superb if temperamental devices, requiring skilled maintenance using only the most proper rituals and blessings. The standard bolter round is .75 calibre with a super-dense metallic core and diamantine tip. The Deathwatch makes frequent use of variant shells for specialised purposes, such as penetrating armour plating or silently eliminating a target without revealing one's position. To use the various classes of bolt weapons, a character must have the Pistol", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1171, + "rule_id": "pdf_skill_768_astartes_bolt_pistol", + "title": "astaRtes bolt pistol", + "content": "As destructive as its full-size counterpart,\na bolt pistol’s primary drawbacks are\nits smaller clip and slower rate of fire.\nHowever, they are ideal for Devastator\nunits needing to take down an enemy at\nclose quarters and for Assault specialists needing a vehicle for\nthe Deathwatch’s many special bolt types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Bolt Pistol", + "content": "As destructive as its full-size counterpart, a bolt pistol's primary drawbacks are its smaller clip and slower rate of fire. However, they are ideal for Devastator units needing to take down an enemy at close quarters and for Assault specialists needing a vehicle for the Deathwatch's many special bolt types.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1172, + "rule_id": "pdf_skill_769_astartes_bolter_godwyn_patter", + "title": "astaRtes bolteR (godwyn patteRn)", + "content": "The bolter, or boltgun, is\nthe backbone of every Space\nMarine arsenal. Bolters vary\nin age and pattern across\nthe Space Marine Chapters,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Bolter (Godwyn Pattern)", + "content": "The bolter, or boltgun, is the backbone of every Space Marine arsenal. Bolters vary in age and pattern across the Space Marine Chapters.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1173, + "rule_id": "pdf_skill_770_bolt_weapons_accept_the", + "title": "bolt weapons accept the", + "content": "same ammunition. The\nDeathwatch-pattern bolter incorporates a shot selector, while\nBattle-Brothers who bring weapons from their home Chapter\nadd attachments for the same functionality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bolt Weapons Accept the Same Ammunition", + "content": "Deathwatch-pattern bolter incorporates a shot selector, while Battle-Brothers who bring weapons from their home Chapter add attachments for the same functionality.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1174, + "rule_id": "pdf_skill_771_astartes_boltgun_stalker_patt", + "title": "astaRtes boltgun (stalkeR patteRn)", + "content": "The Stalker-pattern boltgun is most impressive when used in\nconjunction with Stalker Rounds, but it is still an effective\nsniping weapon with any ammunition type. It significantly\nmuffles the sound of any shell fired, and produces no\nmuzzle flash.\nAwareness Tests to hear shots made with a Stalker-pattern\nboltgun suffer an additional –30 penalty and can only be\nattempted at half the normal distance. See Stalker Rounds in\nthe Ammunition section for more information on combining\nthe two.\nastaRtes Combi-weapon\nCombi-weapons are actually", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Boltgun (Stalker Pattern)", + "content": "The Stalker-pattern boltgun is most impressive when used in conjunction with Stalker Rounds, but it is still an effective sniping weapon with any ammunition type. It significantly muffles the sound of any shell fired, and produces no muzzle flash. Awareness Tests to hear shots made with a Stalker-pattern boltgun suffer an additional -30 penalty and can only be attempted at half the normal distance. See Stalker Rounds in the Ammunition section for more information on combining the two.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1175, + "rule_id": "pdf_skill_772_have_been_combined_into", + "title": "have been combined into", + "content": "one firearm. The idea is to\nprovide the user with the\nversatility of two different\ntypes of guns, without\nrequiring him to switch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "have been combined into", + "content": "one firearm. The idea is to provide the user with the versatility of two different types of guns, without requiring him to switch", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1176, + "rule_id": "pdf_skill_773_between_them_not_to_mention_c", + "title": "between them (not to mention carry them both) on the", + "content": "battlefield. Astartes combi-weapons typically use a boltgun as\nthe primary weapon with a one-shot secondary weapon slung\nunder the barrel.\nThe most popular variations found in the Deathwatch are\nthe combi-flamer, combi-meltagun, and combi-plasma gun.\nThe profile entry for each of these weapons details the primary\nboltgun. The secondary weapon on each firearm has a profile\nidentical to a Flamer, Meltagun, and Plasma Gun respectively,\nexcept its Clip is reduced to 1. The wielder may fire either\nthe primary or secondary weapon on his Turn; both weapons\ncannot fire at the same time.\nman’s ReaCh exCeeds his gRasp\nGrave religious taboos exist throughout most of the\nImperium against daring to touch weapons meant for\nthe hands of the Emperor’s Angels of Death. Astartes\nweapons react violently to the grip of the unworthy,\nand men bearing terrible burn scars are living proof of a\nflamer’s outrage in the hands of an ignoble master. Still,\nthere are invariably those bold and foolish enough to\ntry taming the machine spirits of Astartes weapons.\nObtaining an Astartes weapon should require\nconsiderable effort on a character’s part and never simply\nbe the result of an Acquisition or Influence roll. Astartes\nRanged weapons count as one Class heavier to anyone\nlacking in Space Marine physiology. For example a\nPistol is a Basic weapon; a Basic weapon is Heavy, and\nso on. Furthermore, Astartes weapons impose a –30\npenalty to all Tests made with them by presumptuous\nmortals due to improper scale, weight, and/or recoil—\neven in power armour. The GM may also choose to\nimpose other problems from the rebellious machine\nspirit based on the nature of a weapon (a plasma\nweapon may require Toughness Tests from routine heat\nventing; a power weapon may run the risk of feedback,\netc). Space Marines may use weapons scaled for normal\nhumans without penalty if they choose, although the\nGM may wish to require that the Space Marine take an\nextra action or two to remove parts that get in the way\n(such as the trigger guard or the stock!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "man's Reach exceeds his Grasp", + "content": "Grave religious taboos exist throughout most of the Imperium against daring to touch weapons meant for the hands of the Emperor's Angels of Death. Astartes weapons react violently to the grip of the unworthy, and men bearing terrible burn scars are living proof of a flamer's outrage in the hands of an ignoble master. Obtaining an Astartes weapon should require considerable effort on a character's part and never simply be the result of an Acquisition or Influence roll. Astartes Ranged weapons count as one Class heavier to anyone lacking in Space Marine physiology. Furthermore, Astartes weapons impose a -30 penalty to all Tests made with them by presumptuous mortals due to improper scale, weight, and/or recoil—even in power armour. The GM may also choose to impose other problems from the rebellious machine spirit based on the nature of a weapon (a plasma weapon may require Toughness Tests from routine heat venting; a power weapon may run the risk of feedback, etc). Space Marines may use weapons scaled for normal humans without penalty if they choose, although the GM may wish to require that the Space Marine take an extra action or two to remove parts that get in the way (such as the trigger guard or the stock!)", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1177, + "rule_id": "pdf_skill_774_astartes_heavy_bolter", + "title": "astaRtes heavy bolteR", + "content": "Heavy bolter variants have been widely adopted for Imperial\nforces beyond the Space Marines, although none can compare\nto the punishment doled out by the original design. These\nweapons are potent in a wide variety of roles, capable of\nturning entire infantry platoons into a carpet of gore as well\nas assailing vehicles in a hail of large, armour-penetrating\nexplosions. Heavy bolters fire rounds of a much larger calibre\nthan the standard bolt, contain more propellant and are\ncapable of achieving longer ranges.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Heavy Bolter", + "content": "Heavy bolter variants have been widely adopted for Imperial forces beyond the Space Marines, although none can compare to the punishment doled out by the original design. These weapons are potent in a wide variety of roles, capable of turning entire infantry platoons into a carpet of gore as well as assailing vehicles in a hail of large, armour-penetrating explosions. Heavy bolters fire rounds of a much larger calibre than the standard bolt, contain more propellant and are capable of achieving longer ranges.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1178, + "rule_id": "pdf_skill_775_these_weapons_resemble_two", + "title": "These weapons resemble two", + "content": "bolters with a single casing\nand a single trigger. They\ncan lay down a barrage of\nfire rivalling heavy weapons,\nbut with better portability. A\nstorm bolter uses twin clips to\nfeed its dual firing mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Storm Bolter", + "content": "These weapons resemble two bolters with a single casing and a single trigger. They can lay down a barrage of fire rivalling heavy weapons, but with better portability. A storm bolter uses twin clips to feed its dual firing mechanisms.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1179, + "rule_id": "pdf_skill_776_plasma_weapons", + "title": "plAsmA WeApons", + "content": "The secrets of plasma technology are almost lost outside the\nAdeptus Astartes, amongst whose ranks these weapons are\nstill uncommon. Plasma technology is frequently found in\nthe hands of the Dark Angels, who have maintained a large\nnumber of such weapons and the art of their construction\nsince their Founding.\nPlasma weapons work using hydrogen fuel suspended in\na photonic state in either fuel flasks or backpack containers.\nAs the fuel is fed into the miniature fusion core inside the\nweapon, the hydrogen energises into plasma, held in the\ncore by powerful magnetic containment fields. When fired,\nthe fields dilate open and the plasma is ejected via a linear\nmagnetic accelerator in a bolt of superheated matter akin\nto a solar flare in appearance and temperature. For this\nreason plasma weapons are sometimes called “sun guns” by\nthe common population. Plasma weapons tax their cooling\nsystems considerably, and the Space Marines push the\nlimits of their own resilience by using hydrogen in a higher\nquantum state than standard Imperial patterns. To use the\nvarious classes of plasma weapons a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Plasma Weapons", + "content": "The secrets of plasma technology are almost lost outside the Adeptus Astartes, amongst whose ranks these weapons are still uncommon. Plasma technology is frequently found in the hands of the Dark Angels, who have maintained a large number of such weapons and the art of their construction since their Founding. Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into plasma, held in the core by powerful magnetic containment fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature. For this reason plasma weapons are sometimes called 'sun guns' by the common population. Plasma weapons tax their cooling systems considerably, and the Space Marines push the limits of their own resilience by using hydrogen in a higher quantum state than standard Imperial patterns. To use the various classes of plasma weapons a character must have the", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1180, + "rule_id": "pdf_skill_777_mode_the_normal_and_safest_me", + "title": "mode (the normal and safest method), or a higher-powered", + "content": "blast with a longer range and higher temperature. The latter\nrequires a short time to replenish the plasma back to firing\nlevels. When an Astartes plasma weapon fires in Maximal\nmode, it gains an extra 10 metres to range, 1d10 to Damage,\nand +2 Pen, but uses 3 rounds of ammunition. The Maximal\nsetting also adds the Recharge and Overheats Qualities to the\nweapon, but increases any Blast Quality by +2 (so an Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "mode", + "content": "blast with a longer range and higher temperature. The latter requires a short time to replenish the plasma back to firing levels. When an Astartes plasma weapon fires in Maximal mode, it gains an extra 10 metres to range, 1d10 to Damage, and +2 Pen, but uses 3 rounds of ammunition. The Maximal setting also adds the Recharge and Overheats Qualities to the weapon, but increases any Blast Quality by +2 (so an Astartes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1181, + "rule_id": "pdf_skill_778_astartes_plasma_cannon", + "title": "astaRtes plasma Cannon", + "content": "The largest portable plasma weapon is the plasma cannon\nor heavy plasma gun, which is also seen in service on some\nAdeptus Astartes transports. Rather than using attached\nflasks, the wielder wears a large fuel canister that attaches\nto his backpack unit. This weapon has a much greater range\nand ammunition supply, and its violent discharges hurtle like\nminiature suns from its barrel, impacting a large area. It can\nalso fire on Maximal mode which exhausts even more fuel\nbut provides an even larger blast of heat on impact, creating a\nfireball capable of destroying heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Plasma Cannon", + "content": "The largest portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen in service on some Adeptus Astartes transports. Rather than using attached flasks, the wielder wears a large fuel canister that attaches to his backpack unit. This weapon has a much greater range and ammunition supply, and its violent discharges hurtle like miniature suns from its barrel, impacting a large area. It can also fire on Maximal mode which exhausts even more fuel but provides an even larger blast of heat on impact, creating a fireball capable of destroying heavily armoured targets.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1182, + "rule_id": "pdf_skill_779_astartes_weapon_craftsmanship", + "title": "astaRtes weapon CRaftsmanship", + "content": "All weapon listings portray Common craftsmanship of\nthe Adeptus Astartes. For weapons of better manufacture\nuse the following modifiers:\nExceptional: More carefully constructed, these\nweapons are consequently more reliable. All Exceptional\ncraftsmanship weapons add 1 to the Damage they\ninflict. Ranged weapons of Exceptional craftsmanship\nhave the Reliable Quality. Exceptional craftsmanship\nMelee weapons add a +5 bonus to Weapon Skill Tests.\nMaster: A work of art as much as a weapon, these\nweapons are created by skilled artificers and are often\ncenturies old. All Master-Crafted weapons add 2 to\nthe Damage they inflict. Ranged weapons of Master\ncraftsmanship never Jam or Overheat. If a roll would\nresult in either occurrence, count it as a miss instead.\nMaster-Crafted melee weapons add a +10 bonus to\nWeapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Weapon Craftsmanship", + "content": "All weapon listings portray Common craftsmanship of the Adeptus Astartes. For weapons of better manufacture use the following modifiers: Exceptional: More carefully constructed, these weapons are consequently more reliable. All Exceptional craftsmanship weapons add 1 to the Damage they inflict. Ranged weapons of Exceptional craftsmanship have the Reliable Quality. Exceptional craftsmanship Melee weapons add a +5 bonus to Weapon Skill Tests. Master: A work of art as much as a weapon, these weapons are created by skilled artificers and are often centuries old. All Master-Crafted weapons add 2 to the Damage they inflict. Ranged weapons of Master craftsmanship never Jam or Overheat. If a roll would result in either occurrence, count it as a miss instead. Master-Crafted melee weapons add a +10 bonus to Weapon Skill Tests.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1183, + "rule_id": "pdf_skill_780_the_most_common", + "title": "The most common", + "content": "model of this uncommon\ntechnology, plasma guns\nare often deployed in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "error": "OpenAI API error: 503 Service Unavailable - upstream connect error or disconnect/reset before headers. reset reason: connection termination" + }, + { + "original": { + "id": 1184, + "rule_id": "pdf_skill_781_situations_where_raw", + "title": "situations where raw", + "content": "takedown power is\nrequired against highly resilient or armoured enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "situations where raw", + "content": "takedown power is required against highly resilient or armoured enemies.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1185, + "rule_id": "pdf_skill_782_astartes_plasma_pistol", + "title": "astaRtes plasma pistol", + "content": "Few pistols are deadlier than the\nplasma pistol, and many ranking\nAdeptus Astartes find them worth\nthe trouble of acquiring and the risk\nof using for their sheer efficiency in\neliminating foes at close range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes plasma pistol", + "content": "Few pistols are deadlier than the plasma pistol, and many ranking Adeptus Astartes find them worth the trouble of acquiring and the risk of using for their sheer efficiency in eliminating foes at close range.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1186, + "rule_id": "pdf_skill_783_melta_weapons", + "title": "meltA WeApons", + "content": "Melta weapons emit devastatingly intense but short-ranged\nblasts of heat which can melt through almost any material.\nMost types of melta induce highly pressurised gases from an\nammunition canister into an unstable sub-molecular state and\ndirect the resulting energies down the barrel. Melta usage is\naccompanied by a distinctive hissing sound as the beam boils\naway the water in the air, then a roaring blast as the beam\nreduces the target to charred scraps or molten slag.\nMeltas are the premier anti-armour weapons, and few if any\nvehicles can withstand their power. Astartes melta weapons\ndeal an extra 1d10 Damage to targets at Short Range or\ncloser. To use the various classes of melta weapons, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "meltA WeApons", + "content": "Melta weapons emit devastatingly intense but short-ranged blasts of heat which can melt through almost any material. Most types of melta induce highly pressurised gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as the beam reduces the target to charred scraps or molten slag. Meltas are the premier anti-armour weapons, and few if any vehicles can withstand their power. Astartes melta weapons deal an extra 1d10 Damage to targets at Short Range or closer. To use the various classes of melta weapons, a character", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1187, + "rule_id": "pdf_skill_784_astartes_infernus_pistol", + "title": "astaRtes infeRnus pistol", + "content": "The Infernus pistol represents specialised and ancient\ntechnology, almost impossible for even the Adeptus Astartes\nto recreate. Mere handfuls exist in any sector, and they are\nfound only in the hands of Battle-Brothers who have proven\nthemselves worthy of such a profoundly rare weapon. This is\na favoured weapon of the Blood Angels Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes infeRnus pistol", + "content": "The Infernus pistol represents specialised and ancient technology, almost impossible for even the Adeptus Astartes to recreate. Mere handfuls exist in any sector, and they are found only in the hands of Battle-Brothers who have proven themselves worthy of such a profoundly rare weapon. This is a favoured weapon of the Blood Angels Chapter.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1188, + "rule_id": "pdf_skill_785_meltaguns_are_the_most", + "title": "Meltaguns are the most", + "content": "common form of melta\nweapon and are found in\nmany Imperial forces. They\nare less prone to catastrophic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Meltaguns are the most", + "content": "common form of melta weapon and are found in many Imperial forces. They are less prone to catastrophic", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1189, + "rule_id": "pdf_skill_786_failure_than_plasma_guns", + "title": "failure than plasma guns", + "content": "and work best at shorter ranges. An ideal weapon for cutting\nthrough bulkheads or armour, the Deathwatch has no end of\nuses for it. The Vulkan-pattern uses a built-in fuel canister, but\nversions with a backpack attachment are also common.\nastaRtes multi-melta (maximaThe largest type of melta weapon is the multi-melta, and\nmodels not built for the Adeptus Astartes and their vehicles\nare rare. This huge weapon carries more fuel, fires at much\nlonger ranges, and creates a larger blast area capable of\nvaporising several square metres at a time. It also generates\nmuch more heat than its smaller cousins, making proximity\nto the firer highly uncomfortable for those not insulated by\npower armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "failure than plasma guns", + "content": "and work best at shorter ranges. An ideal weapon for cutting through bulkheads or armour, the Deathwatch has no end of uses for it. The Vulkan-pattern uses a built-in fuel canister, but versions with a backpack attachment are also common.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1190, + "rule_id": "pdf_skill_787_flame_weapons", + "title": "FlAme WeApons", + "content": "As the name suggests, these weapons operate by firing gouts of\nflame at the target and are capable of smiting large swathes of\nsmall creatures. As such they are a favoured weapon on Missions\nin the Orpheus Salient where the Tyranid threat swarms.\nFlame weapons use a fuel generically referred to as\npromethium. On worlds of lower technology, this could be\nhome-brewed concoctions or other chemicals, but Astartes\nweapons use only the most concentrated and refined formulas,\nachieving consistently superior results. Most models carry\nmono-propellant fuel which ignites via a small pilot flame\nat the tip of the barrel, though self-igniting models utilising\nbinary hypergolic fuels are not unheard of. Once produced,\nthe intense jet that spurts from the barrel creates a torrent of\nliquid fire, which spreads out in an inferno that burns even\nunderwater, leaving enemies hard-pressed to put out the fire.\nDue to the exceptional grade of fuel, a victim caught on fire\nby an Astartes Flame Weapon takes an additional 4 points of\ndamage per Round from being on fire. (For the full effects of\nfire, see page 260.)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes multi-melta (maxima", + "content": "The largest type of melta weapon is the multi-melta, and models not built for the Adeptus Astartes and their vehicles are rare. This huge weapon carries more fuel, fires at much longer ranges, and creates a larger blast area capable of vaporising several square metres at a time. It also generates much more heat than its smaller cousins, making proximity to the firer highly uncomfortable for those not insulated by power armour.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1191, + "rule_id": "pdf_skill_788_astartes_flamer", + "title": "astaRtes flameR", + "content": "The flamer is an ideal weapon for flushing out enemies in\ncover and cleansing areas with purifying flame. The typical\nAdeptus Astartes model accepts fuel through a pressure seal\nthat can attach to a backpack feed for longer uninterrupted\nusage or a smaller canister for quick refuelling in bursts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "FlAme WeApons", + "content": "As the name suggests, these weapons operate by firing gouts of flame at the target and are capable of smiting large swathes of small creatures. As such they are a favoured weapon on Missions in the Orpheus Salient where the Tyranid threat swarms. Flame weapons use a fuel generically referred to as promethium. On worlds of lower technology, this could be home-brewed concoctions or other chemicals, but Astartes weapons use only the most concentrated and refined formulas, achieving consistently superior results. Most models carry mono-propellant fuel which ignites via a small pilot flame at the tip of the barrel, though self-igniting models utilising binary hypergolic fuels are not unheard of. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard-pressed to put out the fire. Due to the exceptional grade of fuel, a victim caught on fire by an Astartes Flame Weapon takes an additional 4 points of damage per Round from being on fire. (For the full effects of fire, see page 260.)", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1192, + "rule_id": "pdf_skill_789_astartes_hand_flamer", + "title": "astaRtes hand flameR", + "content": "This hand-held flamer is still capable of unleashing large\nblasts of flame, but is good for only a few shots before the\nfuel canister must be switched out.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes flameR", + "content": "The flamer is an ideal weapon for flushing out enemies in cover and cleansing areas with purifying flame. The typical Adeptus Astartes model accepts fuel through a pressure seal that can attach to a backpack feed for longer uninterrupted usage or a smaller canister for quick refuelling in bursts.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1193, + "rule_id": "pdf_skill_790_astartes_heavy_flamer", + "title": "astaRtes heavy flameR", + "content": "While the size and weight of heavy flamers makes them\nan unpopular choice among many Imperial forces, these\nare hardly deterrents to a Space Marine in power armour.\nTerminator squads and many vehicles make frequent use of\nthe large saturation area of heavy flamers. The twin nozzles\nproduce huge gouts of fire, enough to purge the densest\nterrain of xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes hand flameR", + "content": "This hand-held flamer is still capable of unleashing large blasts of flame, but is good for only a few shots before the fuel canister must be switched out.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1194, + "rule_id": "pdf_skill_791_weapons", + "title": "WeApons", + "content": "Although slug-throwers are exceedingly plentiful across the\nImperium, they find limited use among most Space Marine\nChapters. Most alien races have their own versions as well, for\nboth technology and manufacture are fairly simple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes heavy flameR", + "content": "While the size and weight of heavy flamers makes them an unpopular choice among many Imperial forces, these are hardly deterrents to a Space Marine in power armour. Terminator squads and many vehicles make frequent use of the large saturation area of heavy flamers. The twin nozzles produce huge gouts of fire, enough to purge the densest terrain of xenos.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1195, + "rule_id": "pdf_skill_792_astartes_assault_cannon", + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring\nof rotating barrels that spray explosive shells at terrifying\nspeed and velocity. This weapon’s incredible firepower can\nshred troops or vehicles even more efficiently than a heavy\nbolter, although its size and weight somewhat preclude manby commonly employing them on Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "WeApons", + "content": "Although slug-throwers are exceedingly plentiful across the Imperium, they find limited use among most Space Marine Chapters. Most alien races have their own versions as well, for both technology and manufacture are fairly simple.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1196, + "rule_id": "pdf_skill_793_astartes_shotgun", + "title": "astaRtes shotgun", + "content": "Most commonly encountered in Scout units, the shotgun is a\nsolid and versatile weapon. While its lack of armour penetration\ndoes not make it a widely deployed choice with more senior\nBattle-Brothers, that same aspect is useful in situations where\nbreaching bulkheads or damaging equipment is a concern.\nThe wide shot spray also makes it effective against creatures\nand enemies in large numbers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes assault Cannon", + "content": "An assault cannon is a massive, brutal weapon with a ring of rotating barrels that spray explosive shells at terrifying speed and velocity. This weapon’s incredible firepower can shred troops or vehicles even more efficiently than a heavy bolter, although its size and weight somewhat preclude manby commonly employing them on Terminators.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1197, + "rule_id": "pdf_skill_794_autogun", + "title": "autogun", + "content": "Cheap and easy to produce, autoguns are a common weapon\nacross the galaxy; even alien races acquire and use them or\nsometimes make their own equivalents. These rapid-firing\nautomatic weapons use common solid low-calibre shells fed\nvia standardized clips. Reliable, rugged, and easily stocked\nwith ammunition, they are a mainstay on many a planet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes shotgun", + "content": "Most commonly encountered in Scout units, the shotgun is a solid and versatile weapon. While its lack of armour penetration does not make it a widely deployed choice with more senior Battle-Brothers, that same aspect is useful in situations where breaching bulkheads or damaging equipment is a concern. The wide shot spray also makes it effective against creatures and enemies in large numbers.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1198, + "rule_id": "pdf_skill_795_autopistol", + "title": "autopistol", + "content": "Small but effective, autopistols are a favourite among many\nmilitary veterans as a supplement for their standard lasgun.\nThey have a faster rate of fire than most pistols, and can put\ndown un-armoured targets in a single burst of shells.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "autogun", + "content": "Cheap and easy to produce, autoguns are a common weapon across the galaxy; even alien races acquire and use them or sometimes make their own equivalents. These rapid-firing automatic weapons use common solid low-calibre shells fed via standardized clips. Reliable, rugged, and easily stocked with ammunition, they are a mainstay on many a planet.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1199, + "rule_id": "pdf_skill_796_las_weapons", + "title": "lAs WeApons", + "content": "Laser or “las” weapons are by far the most numerous types of\nweapons found in the Imperium as they are the basic tool of\nthe Imperial Guard’s countless soldiers. Their STC template\nis well known and their extreme ruggedness and ease of\nuse makes them the perfect weapon for the Hammer of the\nEmperor. Las weapons can be found on almost any planet,\neven outside the Imperium and among many xenos tribes.\nEven with the Adeptus Astartes’ access to mankind’s most\nsophisticated weapons, they still use this staple technology to\nlimited but devastating effect.\nLas weapons work by emitting short, sharp pulses of laser\nenergy from high capacity fast-discharge generators, with a\nflash of light and a distinctive snap like the cracking of a\nwhip as the trigger is pulled. Though they are produced in\na multitude of styles and patterns depending on the home\nworld of manufacture, most use a very common Departmento\nMunitorum sanctioned power pack. The liquid metal core of\nthe pack stores vast amounts of energy, and can be recharged\nfrom standard power sources with a successful Tech-Use Test.\nIn emergencies they can even be recharged by placing them\nin an open fire, though this diminishes the lifespan of the\npack and increases its failure rate.\nTo use the various classes of las weapons a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "autopistol", + "content": "Small but effective, autopistols are a favourite among many military veterans as a supplement for their standard lasgun. They have a faster rate of fire than most pistols, and can put down un-armoured targets in a single burst of shells.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1200, + "rule_id": "pdf_skill_797_astartes_lascannon", + "title": "astaRtes lasCannon", + "content": "Las technology is generally of little interest to the Adeptus\nAstartes, who have access to more powerful weapons and\ndo not answer to the Departmento Munitorum for their\nammunition costs. The Lascannon is the exception. These\nguns use huge power packs that provide enough energy to\npunch holes in the thickest armour even at extreme ranges.\nLascannons require separate power packs, which the Space\nMarines usually affix to their backpack generators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lAs WeApons", + "content": "Laser or “las” weapons are by far the most numerous types of weapons found in the Imperium as they are the basic tool of the Imperial Guard’s countless soldiers. Their STC template is well known and their extreme ruggedness and ease of use makes them the perfect weapon for the Hammer of the Emperor. Las weapons can be found on almost any planet, even outside the Imperium and among many xenos tribes. Even with the Adeptus Astartes’ access to mankind’s most sophisticated weapons, they still use this staple technology to limited but devastating effect. Las weapons work by emitting short, sharp pulses of laser energy from high capacity fast-discharge generators, with a flash of light and a distinctive snap like the cracking of a whip as the trigger is pulled. Though they are produced in a multitude of styles and patterns depending on the home world of manufacture, most use a very common Departmento Munitorum sanctioned power pack. The liquid metal core of the pack stores vast amounts of energy, and can be recharged from standard power sources with a successful Tech-Use Test. In emergencies they can even be recharged by placing them in an open fire, though this diminishes the lifespan of the pack and increases its failure rate. To use the various classes of las weapons a character must", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1201, + "rule_id": "pdf_skill_798_lasgun", + "title": "lasgun", + "content": "Produced in a multitude of different styles and patterns, the\nlasgun can be found on almost every world of the Imperium,\nwhere its robust design and dependability make it a favoured\nweapon of both the Emperor’s faithful and many of their foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes lasCannon", + "content": "Las technology is generally of little interest to the Adeptus Astartes, who have access to more powerful weapons and do not answer to the Departmento Munitorum for their ammunition costs. The Lascannon is the exception. These guns use huge power packs that provide enough energy to punch holes in the thickest armour even at extreme ranges. Lascannons require separate power packs, which the Space Marines usually affix to their backpack generators.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1202, + "rule_id": "pdf_skill_799_laspistol", + "title": "laspistol", + "content": "The laspistol is most commonly used by lower ranking\nImperial officers and agents. On many worlds it is common\nfor almost every member of society to be armed with one as\na matter of course. Almost every Forge World has their own\npattern and style, as the basic weapon is so simple that it\nallows a multitude of variations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lasgun", + "content": "Produced in a multitude of different styles and patterns, the lasgun can be found on almost every world of the Imperium, where its robust design and dependability make it a favoured weapon of both the Emperor’s faithful and many of their foes.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1203, + "rule_id": "pdf_skill_800_grenades_and_missiles", + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across\nvirtually all of the Emperor’s armies, from Imperial Guard\nconscripts to the Adeptus Astartes, whose versions of these\nexplosives are no exception to their rule of superlative arms.\nThe Deathwatch has access to an even wider range of grenade\ntypes, including rare and exotic projectiles only whispered of\nby common soldiers as the stuff of fables.\nAll of the grenades listed here can either be thrown by\nhand or used in a grenade launcher. Missiles must be fired\nfrom a missile launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "laspistol", + "content": "The laspistol is most commonly used by lower ranking Imperial officers and agents. On many worlds it is common for almost every member of society to be armed with one as a matter of course. Almost every Forge World has their own pattern and style, as the basic weapon is so simple that it allows a multitude of variations.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "GrenAdes And missiles", + "content": "Frag and krak grenades are standard munitions across virtually all of the Emperor’s armies, from Imperial Guard conscripts to the Adeptus Astartes, whose versions of these explosives are no exception to their rule of superlative arms. The Deathwatch has access to an even wider range of grenade types, including rare and exotic projectiles only whispered of by common soldiers as the stuff of fables. All of the grenades listed here can either be thrown by hand or used in a grenade launcher. Missiles must be fired from a missile launcher.", + "category": "skills/rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1204, + "rule_id": "pdf_skill_801_astartes_blind_grenade", + "title": "astaRtes blind gRenade", + "content": "Blind grenades explode with a burst of dense dark\ngrey smoke including IR bafflers and broad-band\nEM spectrum chaff, all designed to block eyesight and even\nadvanced visual detection. The effect is short-lived, but\nwhile it lasts provides excellent cover for advancing forces.\nThe effects of this grenade last for 1d10 Rounds (shorter in\nconditions such as prevailing winds or industrial ventilation).\nastaRtes fRag gRenades and missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes blind grenade", + "content": "Blind grenades explode with a burst of dense dark grey smoke including IR bafflers and broad-band EM spectrum chaff, all designed to block eyesight and even advanced visual detection. The effect is short-lived, but while it lasts provides excellent cover for advancing forces. The effects of this grenade last for 1d10 Rounds (shorter in conditions such as prevailing winds or industrial ventilation).", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1205, + "rule_id": "pdf_skill_802_the_adeptus_astartes_fill_thei", + "title": "The Adeptus Astartes fill their large fragmentation (or frag)", + "content": "grenades and missiles with powerful explosives and aerodynamic\nmetallic shards. The high velocity shrapnel created when they\ndetonate is deadly against common infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Adeptus Astartes fill their large fragmentation (or frag)", + "content": "grenades and missiles with powerful explosives and aerodynamic metallic shards. The high velocity shrapnel created when they detonate is deadly against common infantry.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1206, + "rule_id": "pdf_skill_803_missiles", + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out\nenemies entrenched behind cover. These projectiles contain\nslow-burning promethium distillate that ignites when the\ngrenade explodes. Any target within the Blast radius must\nsucceed on an Agility Test or catch fire. Furthermore, the area\nremains on fire for another 1d5 Rounds as the promethium\ncontinues to burn. Anyone remaining within that area must\ncontinue to take Agility Tests or catch fire until the flames die.\nastaRtes kRak gRenades and missiles\nKrak grenades and missiles use concentrated explosives to\npunch holes in armoured targets such as vehicles or bunkers.\nThe powerful detonations do not produce a blast effect\nhowever, making them impractical for use against most\ninfantry or moving targets.\nTable 5–6: Grenades and Missiles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "missiles", + "content": "Incendiary explosives are commonly employed to flush out enemies entrenched behind cover. These projectiles contain slow-burning promethium distillate that ignites when the grenade explodes. Any target within the Blast radius must succeed on an Agility Test or catch fire. Furthermore, the area remains on fire for another 1d5 Rounds as the promethium continues to burn. Anyone remaining within that area must continue to take Agility Tests or catch fire until the flames die.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1207, + "rule_id": "pdf_skill_804_volatile", + "title": "Volatile", + "content": "2 20 Distinguished\nAstartes Plasma Missile – – – 2d10+12 E 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Volatile", + "content": "Astartes Plasma Missile – – – 2d10+12 E 12", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1208, + "rule_id": "pdf_skill_805_volatile", + "title": "Volatile", + "content": "3 25 Distinguished\nAstartes Stasis Grenade Thrown SBx3 S/–/– – 0 – 1 N/A N/A", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Volatile", + "content": "Astartes Stasis Grenade Thrown SBx3 S/–/– – 0 – 1 N/A N/A", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1209, + "rule_id": "pdf_skill_806_emp_grenade_thrown_sbx3_s", + "title": "EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected", + "content": "Photon Flash Grenade Thrown SBx3 S/–/– Special 0 – 0.5 5 –\nVortex Grenade Thrown SBx3 S/–/– Special 0 – 1 N/A N/A\n†\nFrag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for\nevaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "EMP Grenade Thrown SBx3 S/–/– – 0 Haywire (3) 0.5 30 Respected", + "content": "Photon Flash Grenade Thrown SBx3 S/–/– Special 0 – 0.5 5 –\nVortex Grenade Thrown SBx3 S/–/– Special 0 – 1 N/A N/A\n†\nFrag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for evaluating requests deemed “excessive”.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1210, + "rule_id": "pdf_skill_807_astartes_nova_grenade", + "title": "astaRtes nova gRenade", + "content": "Photo-visors and similar ocular protection are common\namong the Deathwatch’s foes. This more powerful\nversion of a flash grenade was designed to overpower\nstandard input filtering. Each sphere contains a minute\namount of plasma suspended in carbon gas. When ignited,\nthe resulting fusion is similar to the effect of a collapsing\nstar, and the emitted light achieves an extreme absolute\nmagnitude. However, the ability to thwart auto-senses is a\ndouble-edged sword for Battle-Brothers, and nova grenades\nmust be strategically utilised lest they blind their own forces.\nIn addition to taking damage from the shock wave,\nanyone within the Blast radius must make a Very Hard", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes nova grenade", + "content": "Photo-visors and similar ocular protection are common among the Deathwatch’s foes. This more powerful version of a flash grenade was designed to overpower standard input filtering. Each sphere contains a minute amount of plasma suspended in carbon gas. When ignited, the resulting fusion is similar to the effect of a collapsing star, and the emitted light achieves an extreme absolute magnitude. However, the ability to thwart auto-senses is a double-edged sword for Battle-Brothers, and nova grenades must be strategically utilised lest they blind their own forces. In addition to taking damage from the shock wave, anyone within the Blast radius must make a Very Hard", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1211, + "rule_id": "pdf_skill_808_30_toughness_test_or_be_bli", + "title": "(–30) Toughness Test or be Blinded (see page 260) for", + "content": "1d10 Rounds. Photo-visors, autosenses, and similar vision", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "(–30) Toughness Test or be Blinded (see page 260) for", + "content": "1d10 Rounds. Photo-visors, autosenses, and similar vision", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1212, + "rule_id": "pdf_skill_809_protection_decreases_this_test", + "title": "protection decreases this Test to Difficult (–10). Anyone", + "content": "within 20 metres of the detonation point must make a normal\nToughness Test or be Blinded for 1d5 Rounds (identical to a\nflash grenade—vision protection works normally).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "protection decreases this Test to Difficult (–10). Anyone", + "content": "within 20 metres of the detonation point must make a normal Toughness Test or be Blinded for 1d5 Rounds (identical to a flash grenade—vision protection works normally).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1213, + "rule_id": "pdf_skill_810_astartes_plasma_grenade", + "title": "astaRtes plasma gRenade", + "content": "These highly lethal grenades use a deliberate plasma\ncontainment failure, erupting into blasts of white-hot energy.\nThe dense plasma core of an Astartes plasma grenade is not\nfully consumed in the initial explosion and leaves a glowing,\nenergized orb that continues to sear the area like a miniature\nsun. This tiny stellar body continues to do the plasma\ngrenade’s full damage to the Blast area for an additional 1d5\nRounds after the Round it detonated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes plasma grenade", + "content": "These highly lethal grenades use a deliberate plasma containment failure, erupting into blasts of white-hot energy. The dense plasma core of an Astartes plasma grenade is not fully consumed in the initial explosion and leaves a glowing, energized orb that continues to sear the area like a miniature sun. This tiny stellar body continues to do the plasma grenade’s full damage to the Blast area for an additional 1d5 Rounds after the Round it detonated.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1214, + "rule_id": "pdf_skill_811_astartes_plasma_missile", + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma\nmissiles can easily turn enemy troops into a smoking crater.\nIndeed, a Battle-Brother must take care when firing one of\nthese dangerous weapons that his own Kill-team is sufficiently\nout of harm’s way. Plasma missiles have the same continuing\neffect as a plasma grenade. In addition, they pose an additional\nthreat to vehicles. The plasma core can become fused with the\nhull, leaving no escape. If a plasma missile attack on a vehicle\nscores 4 or more degrees of success, the Blast radius becomes\ncentred on the vehicle rather than a stationary point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes plasma missile", + "content": "A larger incarnation of the plasma grenade, a salvo of plasma missiles can easily turn enemy troops into a smoking crater. Indeed, a Battle-Brother must take care when firing one of these dangerous weapons that his own Kill-team is sufficiently out of harm’s way. Plasma missiles have the same continuing effect as a plasma grenade. In addition, they pose an additional threat to vehicles. The plasma core can become fused with the hull, leaving no escape. If a plasma missile attack on a vehicle scores 4 or more degrees of success, the Blast radius becomes centred on the vehicle rather than a stationary point.", + "page": 1, + "category": "missiles", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1215, + "rule_id": "pdf_skill_812_astartes_stasis_grenade", + "title": "astaRtes stasis gRenade", + "content": "Stasis fields are used throughout the Imperium\nto hold time at bay, essentially trapping whatever\nis inside them in a single moment. Uses run from\nmundane food storage to the preservation of the\nUltramarine’s Primarch. A stasis grenade is simply an impactused to temporarily neutralize a threat.\nTo call a stasis grenade rare and dangerous is a grave\nunderstatement. One may occasionally be distributed along\nwith the general Requisition Points for a Mission if the Watch\nCaptain deems necessary, but a stasis grenade may never be\nRequisitioned through the usual means.\nThe grenade generates a stasis field with a radius of two\nmetres; it lasts for 1d5 rounds (which the GM should roll and\nreveal only when it expires). Everything inside this bubble is\ncut off from the normal flow of time. Anyone and anything", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes stasis grenade", + "content": "Stasis fields are used throughout the Imperium to hold time at bay, essentially trapping whatever is inside them in a single moment. Uses run from mundane food storage to the preservation of the Ultramarine’s Primarch. A stasis grenade is simply an impactused to temporarily neutralize a threat. To call a stasis grenade rare and dangerous is a grave understatement. One may occasionally be distributed along with the general Requisition Points for a Mission if the Watch Captain deems necessary, but a stasis grenade may never be Requisitioned through the usual means. The grenade generates a stasis field with a radius of two metres; it lasts for 1d5 rounds (which the GM should roll and reveal only when it expires). Everything inside this bubble is cut off from the normal flow of time. Anyone and anything", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1216, + "rule_id": "pdf_skill_813_inside_the_affected_area_does", + "title": "inside the affected area does (and perceives) nothing until the", + "content": "field dissipates. Characters outside the stasis field can see the\nfrozen moment but cannot interact with it in any way.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "inside the affected area does (and perceives) nothing until the", + "content": "field dissipates. Characters outside the stasis field can see the frozen moment but cannot interact with it in any way.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1217, + "rule_id": "pdf_skill_814_astartes_stun_grenade", + "title": "astaRtes stun gRenade", + "content": "Stun grenades use a combination of a loud explosive and a\nflash of light to momentarily incapacitate targets without\ncausing lasting injury before an assault is launched, making\nthem an excellent opener in non-lethal engagements. Anyone\ncaught in a stun grenade’s blast must pass a Challenging\n(+0) Toughness Test or become Stunned for 1d10 rounds.\nPhoto-visors and sealed armour provide a +20 bonus to this\nTest, while input filtering renders one completely immune.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "astaRtes stun grenade", + "content": "Stun grenades use a combination of a loud explosive and a flash of light to momentarily incapacitate targets without causing lasting injury before an assault is launched, making them an excellent opener in non-lethal engagements. Anyone caught in a stun grenade’s blast must pass a Challenging (+0) Toughness Test or become Stunned for 1d10 rounds. Photo-visors and sealed armour provide a +20 bonus to this Test, while input filtering renders one completely immune.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1218, + "rule_id": "pdf_skill_815_emp_grenade", + "title": "emp gRenade", + "content": "A rare example of xenos technology employed in limited\ncapacity by the Deathwatch, the exact form of such a grenade\nvaries with its origin. The function of an EMP grenade is\nto generate a field of electro-magnetic static that interferes\nwith most technology and generally causes machine spirits\nto malfunction. There are many appellations for this weapon:\nEMP, Haywire, Scrambler, and it takes many shapes including\nthose found with the Tau and the Eldar.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "emp grenade", + "content": "A rare example of xenos technology employed in limited capacity by the Deathwatch, the exact form of such a grenade varies with its origin. The function of an EMP grenade is to generate a field of electro-magnetic static that interferes with most technology and generally causes machine spirits to malfunction. There are many appellations for this weapon: EMP, Haywire, Scrambler, and it takes many shapes including those found with the Tau and the Eldar.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1219, + "rule_id": "pdf_skill_816_photon_flash_grenade", + "title": "photon flash gRenade", + "content": "Photon flash or simply flash grenades detonate in a sudden\nand brilliant flare, blinding anyone nearby and overloading\nmany common vision protection systems such as visors.\nThose caught without high quality eye protection are usually\nleft blinded and defenceless. Anyone within 15 metres of a\nphoton flash grenade when it detonates must succeed on a\nToughness Test or be blinded for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "photon flash grenade", + "content": "Photon flash or simply flash grenades detonate in a sudden and brilliant flare, blinding anyone nearby and overloading many common vision protection systems such as visors. Those caught without high quality eye protection are usually left blinded and defenceless. Anyone within 15 metres of a photon flash grenade when it detonates must succeed on a Toughness Test or be blinded for 1d5 Rounds.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1220, + "rule_id": "pdf_skill_817_throwing_grenades", + "title": "thRowing gRenades", + "content": "Throwing grenades requires no special training or\nTalents and is resolved using a Ballistic Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "throwing grenades", + "content": "Throwing grenades requires no special training or Talents and is resolved using a Ballistic Skill Test", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1221, + "rule_id": "pdf_skill_818_including_any_modifiers_such", + "title": "including any modifiers (such as range). On a miss, the", + "content": "thrown grenade goes in a random direction—see the\nscatter diagram on page 248.\nwhen a gRenade “Jams”\nWhenever a jam results from throwing a grenade\nor firing a grenade launcher or similar weapon (see\nWeapon Jams, page 249), something unfortunate has\nhappened. Roll 1d10. On any result other than 10, the\nexplosive is simply a dud and nothing happens. On a\n10, the explosive detonates immediately with the effect\ncentred on the attacker. If the explosive was fired from\na launcher, it detonates in the barrel, having its normal\neffect as well as destroying the weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "including any modifiers (such as range). On a miss, the", + "content": "thrown grenade goes in a random direction—see the scatter diagram on page 248.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1222, + "rule_id": "pdf_skill_819_vortex_grenade", + "title": "voRtex gRenade", + "content": "This dreaded example of lost technology tears\nopen the very fabric of reality, creating a rift\ninto the warp. Needless to say, the results of\nsuch a desperate action are highly unpredictable\nand almost as likely to backfire on he who used it. For all\nthe nightmarish stories of daemons crawling through the\nbreach, and vortexes that still re-appear like phantoms on old\nbattlefields, there is no better way to ensure a threat is utterly\ndestroyed than to see it sucked into the immaterium.\nThe secrets of vortex grenades are jealously guarded by\nthe Adeptus Mechanicus, and some question whether Forge\nWorlds capable of their manufacture still exist. Certainly, their\nsupply in the Adeptus Astartes seems ever-dwindling, and it is\na dire threat indeed that warrants their precious and perilous\nexpenditure. Like stasis grenades, a single grenade may only be\nallotted at the Watch Captain’s option.\nThe vortex grenade has a radius of 3 metres. Anyone within\nthis area can spend his Reaction to attempt to Dodge out of it\nbefore the rift fully forms (see Dodging Area Effects on page\n238). Those who fail, along with everything else in the area, are\ndragged into the warp, never to be seen again. Each Round, the\ncapricious vortex winks in and out of existence. It has a 50%\nchance of closing permanently when this happens. Otherwise,\nit reappears 2d10 metres in a random direction from its last\nmanifestation—see the Scatter Diagram on page 248.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "when a grenade “Jams”", + "content": "Whenever a jam results from throwing a grenade or firing a grenade launcher or similar weapon (see Weapon Jams, page 249), something unfortunate has happened. Roll 1d10. On any result other than 10, the explosive is simply a dud and nothing happens. On a 10, the explosive detonates immediately with the effect centred on the attacker. If the explosive was fired from a launcher, it detonates in the barrel, having its normal effect as well as destroying the weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1223, + "rule_id": "pdf_skill_820_launchers", + "title": "lAunchers", + "content": "With their super-human strength, Space Marines are capable\nof throwing projectiles further than some Imperial weapons\ncan shoot. This relegates grenade launchers to a secondary\nweapon, usually affixed to a bolter or similar convenient\nlocation. Missile launchers are the more frequent choice when\na Mission calls for long-range firepower. Requisitioning a\nmissile launcher includes the requisition of frag and/or krak\nmissiles sufficient to keep the weapon loaded with whatever\nconfiguration of the two missile types is desired. Alternative\nmissile types must be Requisitioned as normal.\nTo use the various classes of launchers, a character must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "vortex grenade", + "content": "This dreaded example of lost technology tears open the very fabric of reality, creating a rift into the warp. Needless to say, the results of such a desperate action are highly unpredictable and almost as likely to backfire on he who used it. For all the nightmarish stories of daemons crawling through the breach, and vortexes that still re-appear like phantoms on old battlefields, there is no better way to ensure a threat is utterly destroyed than to see it sucked into the immaterium. The secrets of vortex grenades are jealously guarded by the Adeptus Mechanicus, and some question whether Forge Worlds capable of their manufacture still exist. Certainly, their supply in the Adeptus Astartes seems ever-dwindling, and it is a dire threat indeed that warrants their precious and perilous expenditure. Like stasis grenades, a single grenade may only be allotted at the Watch Captain’s option. The vortex grenade has a radius of 3 metres. Anyone within this area can spend his Reaction to attempt to Dodge out of it before the rift fully forms (see Dodging Area Effects on page 238). Those who fail, along with everything else in the area, are dragged into the warp, never to be seen again. Each Round, the capricious vortex winks in and out of existence. It has a 50% chance of closing permanently when this happens. Otherwise, it reappears 2d10 metres in a random direction from its last manifestation—see the Scatter Diagram on page 248.", + "page": 1, + "category": "grenades", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "launchers", + "content": "With their super-human strength, Space Marines are capable of throwing projectiles further than some Imperial weapons can shoot. This relegates grenade launchers to a secondary weapon, usually affixed to a bolter or similar convenient location. Missile launchers are the more frequent choice when a Mission calls for long-range firepower. Requisitioning a missile launcher includes the requisition of frag and/or krak missiles sufficient to keep the weapon loaded with whatever configuration of the two missile types is desired. Alternative missile types must be Requisitioned as normal. To use the various classes of launchers, a character must", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1224, + "rule_id": "pdf_skill_821_launcher_or_heavy_weapon_tr", + "title": "(Launcher), or Heavy Weapon Training (Launcher) Talents.", + "content": "Setting explosives requires the Demolition skill (see Chapter\nIII: Skills, pages 97-98).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "(Launcher), or Heavy Weapon Training (Launcher) Talents.", + "content": "Setting explosives requires the Demolition skill (see Chapter III: Skills, pages 97-98).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1225, + "rule_id": "pdf_skill_822_astartes_cyclone_missile_launc", + "title": "astaRtes CyClone missile launCheR", + "content": "Cyclone missile launchers were specially designed for use\nwith Tactical Dreadnought armour. Valuable enough for\ntheir ability to launch missiles rapidly from the twin racks,\nthis back-mounted missile system also makes up for some of\nTerminator armour’s inflexibility by providing more options\nin combat. Each of the missile racks may be loaded with a\ndifferent missile type, allowing the user to decide which type\nto fire each round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Cyclone missile launcher", + "content": "Cyclone missile launchers were specially designed for use with Tactical Dreadnought armour. Valuable enough for their ability to launch missiles rapidly from the twin racks, this back-mounted missile system also makes up for some of Terminator armour’s inflexibility by providing more options in combat. Each of the missile racks may be loaded with a different missile type, allowing the user to decide which type to fire each round.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1226, + "rule_id": "pdf_skill_823_astartes_missile_launcher", + "title": "astaRtes missile launCheR", + "content": "(soundstRike-patteRn)\nA missile is fitted with stabilisation and guidance systems to\naid in its accuracy, which is excellent at long ranges. Access to\nthe variety of long distance warfare options these explosive\nrounds provide requires a missile launcher. The standard\nAstartes missile launcher is a tube-like weapon that fires a single\nround at great accuracy. The Soundstrike pattern overcomes\nthe single capacity of the launch tube by attaching a special\nmissile rack and auto-loader to a backpack power unit. The\nauto-loader’s gripping claw rapidly refills the launcher from\nthe back-mounted ammo source, allowing the Battle-Brother\nto fire the missiles of his choice without interruption until his\nmissile rack is depleted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes missile launcher (Soundstrike-pattern)", + "content": "A missile is fitted with stabilization and guidance systems to aid in its accuracy, which is excellent at long ranges. Access to the variety of long-distance warfare options these explosive rounds provide requires a missile launcher. The standard Astartes missile launcher is a tube-like weapon that fires a single round at great accuracy. The Soundstrike pattern overcomes the single capacity of the launch tube by attaching a special missile rack and auto-loader to a backpack power unit. The auto-loader’s gripping claw rapidly refills the launcher from the back-mounted ammo source, allowing the Battle-Brother to fire the missiles of his choice without interruption until his missile rack is depleted.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1227, + "rule_id": "pdf_skill_824_auxiliary_grenade_launcher", + "title": "auxiliaRy gRenade launCheR", + "content": "When a Space Marine’s enhanced strength is not adequate to\npropel his choice of grenades far enough, an auxiliary grenade\nlauncher can be employed. These compact tubes hold a small\nrow of pre-primed grenades. An auxiliary grenade launcher is\nmost commonly mounted above or below the barrel of a basic\nweapon in a manner similar to a combi-weapon. However,\nmodels with standalone trigger mechanisms are also available.\nIf attached to another weapon, the user must choose which\none to fire; the launcher cannot be fired in the same Turn\nas the weapon it is attached to. This weapon may also be\nmounted on Terminator Armour. Doing so, however, doubles\nthis weapon’s Requisition cost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Auxiliary grenade launcher", + "content": "When a Space Marine’s enhanced strength is not adequate to propel his choice of grenades far enough, an auxiliary grenade launcher can be employed. These compact tubes hold a small row of pre-primed grenades. An auxiliary grenade launcher is most commonly mounted above or below the barrel of a basic weapon in a manner similar to a combi-weapon. However, models with standalone trigger mechanisms are also available. If attached to another weapon, the user must choose which one to fire; the launcher cannot be fired in the same Turn as the weapon it is attached to. This weapon may also be mounted on Terminator Armour. Doing so, however, doubles this weapon’s Requisition cost.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1228, + "rule_id": "pdf_skill_825_exotic_weapons", + "title": "exotic WeApons", + "content": "The Deathwatch has access to weapons so rare that the\naverage Imperial citizen has not even envisioned them. Some\nitems represent ancient patterns that only Adeptus Astartes\nartificers still understand the proper ways to create and\nmaintain, while others are unique to the Deathwatch and\ntheir origins are best left unquestioned. Exotic weapons are\nnot only extraordinarily rare but also especially difficult to\noperate. Such weapons require specialised training, and each\nmust be mastered separately with a different Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Exotic Weapons", + "content": "The Deathwatch has access to weapons so rare that the average Imperial citizen has not even envisioned them. Some items represent ancient patterns that only Adeptus Astartes artificers still understand the proper ways to create and maintain, while others are unique to the Deathwatch and their origins are best left unquestioned. Exotic weapons are not only extraordinarily rare but also especially difficult to operate. Such weapons require specialized training, and each must be mastered separately with a different Talent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1229, + "rule_id": "pdf_skill_826_astartes_conversion_beamer", + "title": "astaRtes ConveRsion beameR", + "content": "A small number of these rare and deadly archeotech devices\ncirculate through the hands of senior Techmarines. By using\nthe energy stored in atomic bonds, a conversion beamer can\nannihilate creatures, vehicles, or nearly anything its beam\nreaches, provided it is given time to build to critical mass.\nWhen fired, a conversion beamer expels a stream of neutronthat converts matter to energy in a blazing beam that hurtles", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Conversion beamer", + "content": "A small number of these rare and deadly archeotech devices circulate through the hands of senior Techmarines. By using the energy stored in atomic bonds, a conversion beamer can annihilate creatures, vehicles, or nearly anything its beam reaches, provided it is given time to build to critical mass. When fired, a conversion beamer expels a stream of neutron that converts matter to energy in a blazing beam that hurtles", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1230, + "rule_id": "pdf_skill_827_astartes_digital_weapons", + "title": "astaRtes digital weapons", + "content": "Digital weapons, or digi-weapons as they are commonly\nknown, are miniaturised guns so advanced that most foes\nmistake them for mere ornamentation until the digi-weapon\nunleashes the firepower of a full-sized pistol. The ranking\nSpace Marines outfitted with such archeotech devices usually\ninstall them along the finger ridge of a glove for practical\nreasons. Rings are a more common design among Imperial\nnobles and military elite who are less likely to be wearing\npowered gloves. Digi-weapons exist that replicate the\nfunctions of a variety of deadly weapons. However, each\nweapon can only be fired once, and reloading a digi-weapon\nis exceptionally difficult. A character can wear up to one digifired even if the character is holding something else in his\nhands. Digi-weapons may be used in melee like pistols.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes digital weapons", + "content": "Digital weapons, or digi-weapons as they are commonly known, are miniaturized guns so advanced that most foes mistake them for mere ornamentation until the digi-weapon unleashes the firepower of a full-sized pistol. The ranking Space Marines outfitted with such archeotech devices usually install them along the finger ridge of a glove for practical reasons. Rings are a more common design among Imperial nobles and military elite who are less likely to be wearing powered gloves. Digi-weapons exist that replicate the functions of a variety of deadly weapons. However, each weapon can only be fired once, and reloading a digi-weapon is exceptionally difficult. A character can wear up to one digi-fired even if the character is holding something else in his hands. Digi-weapons may be used in melee like pistols.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1231, + "rule_id": "pdf_skill_828_astartes_sniper_rifle", + "title": "astaRtes snipeR Rifle", + "content": "The needle rifle offers the perfect combination of range, stealth,\nand deadliness. A low-power laser beam propels small slivers\nof crystallised toxin that, once lodged in flesh, dissolve into the\nbloodstream almost instantly. Many chemicals can be solidified\ninto such rounds with the right equipment, and a variety are\nin use by the Deathwatch. The most common compound (and\nthe standard ammunition for this weapon) is a viral toxin that\nleaves most enemies dead within moments of being wounded.\nAs they have no muzzle flash, needle weapons are ideal for\nassassinations. The only argument against these exquisite\nweapons is that the brittle rounds have little penetrating power,\nmaking them next to useless against heavily armoured targets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Sniper Rifle", + "content": "The needle rifle offers the perfect combination of range, stealth, and deadliness. A low-power laser beam propels small slivers of crystallized toxin that, once lodged in flesh, dissolve into the bloodstream almost instantly. Many chemicals can be solidified into such rounds with the right equipment, and a variety are in use by the Deathwatch. The most common compound (and the standard ammunition for this weapon) is a viral toxin that leaves most enemies dead within moments of being wounded. As they have no muzzle flash, needle weapons are ideal for assassinations. The only argument against these exquisite weapons is that the brittle rounds have little penetrating power, making them next to useless against heavily armored targets.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1232, + "rule_id": "pdf_skill_829_melee_weapons", + "title": "Melee Weapons", + "content": "“Only when your hearts have beat to the same pulse of clashing\nweapons as your enemy’s, only when his blood anoints you, and you\nglimpse the blackness waiting for us all in his dying eyes—only then\nhave you known battle.”\n–Brother-Captain Furio of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Melee Weapons", + "content": "“Only when your hearts have beat to the same pulse of clashing weapons as your enemy’s, only when his blood anoints you, and you glimpse the blackness waiting for us all in his dying eyes—only then have you known battle.” –Brother-Captain Furio of the Blood Angels", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1233, + "rule_id": "pdf_skill_830_chain_weapons", + "title": "chAin WeApons", + "content": "Variations of these brutal war-devices are found throughout\nthe galaxy. This simple but effective technology employs fast\nmoving chains with serrated metallic teeth running across a\nweapon’s edge. Once engaged, the chain drive roars loudly\nto life, acting as a clear warning to all. Even the slightest\nimpact can tear open flesh, and solid blows can cut through\nmost armour. To use chain weapons, a character must have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chain Weapons", + "content": "Variations of these brutal war-devices are found throughout the galaxy. This simple but effective technology employs fast moving chains with serrated metallic teeth running across a weapon’s edge. Once engaged, the chain drive roars loudly to life, acting as a clear warning to all. Even the slightest impact can tear open flesh, and solid blows can cut through most armor. To use chain weapons, a character must have the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1234, + "rule_id": "pdf_skill_831_astartes_chainsword", + "title": "astaRtes ChainswoRd", + "content": "The Chainsword has served many a Battle-Brother during his\ntime in an Assault Squad. These weapons generally have a flat\ncarapace containing the chain with only the forward curved\nsection open where the spinning chain teeth can bite into\nflesh and bone.\nTable 5-7: Exotic Weapons\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown\nAstartes Conversion Beamer Heavy 100m S/–/– Varies Varies 4 2 Full – 85 40\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Chainsword", + "content": "The Chainsword has served many a Battle-Brother during his time in an Assault Squad. These weapons generally have a flat carapace containing the chain with only the forward curved section open where the spinning chain teeth can bite into flesh and bone. Table 5-7: Exotic Weapons Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown Astartes Conversion Beamer Heavy 100m S/–/– Varies Varies 4 2 Full – 85 40 †", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1235, + "rule_id": "pdf_skill_832_hero", + "title": "Hero", + "content": "Astartes Digital Flamer Pistol 4m S/–/– 2d10+2 E 3 1 Special Flame\n††\n0.1 35 Famed\nAstartes Digital Laser Pistol 4m S/–/– 1d10+4 E 7 1 Special Reliable 0.1 35 Famed\nAstartes Digital Melta Pistol 4m S/–/– 2d10+5 E 12 1 Special – 0.1 35 Famed\nAstartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full\nAccurate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hero", + "content": "Astartes Digital Flamer Pistol 4m S/–/– 2d10+2 E 3 1 Special Flame †† 0.1 35 Famed Astartes Digital Laser Pistol 4m S/–/– 1d10+4 E 7 1 Special Reliable 0.1 35 Famed Astartes Digital Melta Pistol 4m S/–/– 2d10+5 E 12 1 Special – 0.1 35 Famed Astartes Sniper Rifle Basic 200m S/–/– 1d10 R 0 6 2 Full Accurate,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1236, + "rule_id": "pdf_skill_833_toxic", + "title": "Toxic", + "content": "4 20 –\n†\nOnly Techmarines are entrusted with this weapon.\n††\nAdd +4 to Damage from fires started by this weapon\nReloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toxic", + "content": "4 20 – † Only Techmarines are entrusted with this weapon. †† Add +4 to Damage from fires started by this weapon Reloading a Digital Weapon requires 1d5 hours and a successful Challenging (+0) Tech-Use Test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1237, + "rule_id": "pdf_skill_834_power_weapons", + "title": "poWer WeApons", + "content": "Power weapons project a disruptive energy field along the\nblade or head of a weapon, allowing it to slice armour or\nstrike with explosive impact. In theory, any weapon can be\nupgraded to a power weapon given the necessary technology,\nthough in practice there is a traditional array in use by the\nAdeptus Astartes. The sight of an angel of vengeance charging\ninto battle is intimidating in its own right. When his weapon\nor fist itself suddenly flares to life in a halo of electricity, it\nbecomes truly inspiring—or terrifying—depending on which\nside of the charge you are on. A power weapon can still be\nused as an ordinary weapon should its power source become\ninhibited or damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Weapons", + "content": "Power weapons project a disruptive energy field along the blade or head of a weapon, allowing it to slice armor or strike with explosive impact. In theory, any weapon can be upgraded to a power weapon given the necessary technology, though in practice there is a traditional array in use by the Adeptus Astartes. The sight of an angel of vengeance charging into battle is intimidating in its own right. When his weapon or fist itself suddenly flares to life in a halo of electricity, it becomes truly inspiring—or terrifying—depending on which side of the charge you are on. A power weapon can still be used as an ordinary weapon should its power source become inhibited or damaged.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1238, + "rule_id": "pdf_skill_835_astartes_chainfist", + "title": "astaRtes Chainfist", + "content": "A chainfist combines the matter-cleaving power field of a\npower fist with the rending adamantite teeth of a chainblade.\nThe field envelopes both the huge gauntlet and the whirring\nblade, yielding a weapon capable of slicing through armour,\nvehicles, heavy cruiser bulkheads, or nearly any other\nsubstance in the galaxy given enough time. These weapons\nare too unbalanced for even a Battle-Brother in standard\nAstartes power armour to wield effectively; chainfists are only\ncapable of being used with Terminator armour. This is just\nas well, as any foe dreadful enough to warrant use of this\nweapon certainly calls for equally potent protection.\nA chainfist replaces the normal glove on Terminator\nArmour, and imposes the same weapon restrictions and\nmanual dexterity penalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Chainfist", + "content": "A chainfist combines the matter-cleaving power field of a power fist with the rending adamantite teeth of a chainblade. The field envelopes both the huge gauntlet and the whirring blade, yielding a weapon capable of slicing through armor, vehicles, heavy cruiser bulkheads, or nearly any other substance in the galaxy given enough time. These weapons are too unbalanced for even a Battle-Brother in standard Astartes power armor to wield effectively; chainfists are only capable of being used with Terminator armor. This is just as well, as any foe dreadful enough to warrant use of this weapon certainly calls for equally potent protection. A chainfist replaces the normal glove on Terminator Armor, and imposes the same weapon restrictions and manual dexterity penalties as a lightning claw.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1239, + "rule_id": "pdf_skill_836_astartes_lightning_claws", + "title": "astaRtes lightning Claws", + "content": "Simply wearing lightning claws is a\nstatement about the wielder’s expertise in\nbattle. Constantly honed melee prowess\nand a willingness to sacrifice easy access\nto ranged weaponry is necessary to utilise\nthese weapons to their full effect. For these\nreasons, lightning claws are usually seen in\nthe hands of senior assault specialists.\nA lightning claw is a heavy gauntlet\nthat replaces the normal glove on Astartes\npower armour. Its extra bulk contains the\nmechanisms that power four individual\npower blades, which extend like crackling\ntalons from the back of the hand. While the lethal design of these\nweapons is enough to ensure they can shear through armour\nnearly as easily as flesh, when used as a pair by an accomplished\nclose combatant, they become pure instruments of death.\nLightning claws do an additional point of Damage per degree\nof success on the Attack roll. When a character is equipped with\na pair of lightning claws, they instead do 2 additional points of\nDamage per degree of success. The blades on lightning claws may\nbe sheathed or unsheathed as a Ready action, but their bulk makes\nTable 5-8: Melee Weapons\nName Class Dmg Pen Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Lightning Claws", + "content": "Simply wearing lightning claws is a statement about the wielder’s expertise in battle. Constantly honed melee prowess and a willingness to sacrifice easy access to ranged weaponry is necessary to utilize these weapons to their full effect. For these reasons, lightning claws are usually seen in the hands of senior assault specialists. A lightning claw is a heavy gauntlet that replaces the normal glove on Astartes power armor. Its extra bulk contains the mechanisms that power four individual power blades, which extend like crackling talons from the back of the hand. While the lethal design of these weapons is enough to ensure they can shear through armor nearly as easily as flesh, when used as a pair by an accomplished close combatant, they become pure instruments of death. Lightning claws do an additional point of Damage per degree of success on the Attack roll. When a character is equipped with a pair of lightning claws, they instead do 2 additional points of Damage per degree of success. The blades on lightning claws may be sheathed or unsheathed as a Ready action, but their bulk makes Table 5-8: Melee Weapons Name Class Dmg Pen Special Wt Req Renown", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1240, + "rule_id": "pdf_skill_837_chain_weapons", + "title": "Chain Weapons", + "content": "Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 5 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chain Weapons", + "content": "Astartes Chainsword Melee 1d10+3 R 4 Balanced, Tearing 10 5 –", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1241, + "rule_id": "pdf_skill_838_power_weapons", + "title": "Power Weapons", + "content": "Astartes Chainfist Mounted 2d10\n†\nE 10 Power Field, Tearing 48 40 Famed\nAstartes Lightning Claw Melee 1d10+6 E 8\nPower Field, Special,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Weapons", + "content": "Astartes Chainfist Mounted 2d10 † E 10 Power Field, Tearing 48 40 Famed Astartes Lightning Claw Melee 1d10+6 E 8 Power Field, Special,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1242, + "rule_id": "pdf_skill_839_tearing", + "title": "Tearing", + "content": "30 30/45 Distinguished\nAstartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected\nAstartes Power Fist Melee 2d10\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tearing", + "content": "30 30/45 Distinguished Astartes Power Axe Melee 1d10+8 E 6 Power Field, Unbalanced 10 20 Respected Astartes Power Fist Melee 2d10 †", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1243, + "rule_id": "pdf_skill_840_e_9", + "title": "E 9", + "content": "Power Field, Unwieldy 25 30 Distinguished\nAstartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected\nAstartes Thunder Hammer Melee 2d10+5 E 8\nPower Field, Concussive,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "E 9", + "content": "Power Field, Unwieldy 25 30 Distinguished Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected Astartes Thunder Hammer Melee 2d10+5 E 8 Power Field, Concussive,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1244, + "rule_id": "pdf_skill_841_distinguished", + "title": "Distinguished", + "content": "†\nChainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.\n††\nOnly Techmarines are entrusted with this weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Distinguished", + "content": "Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage. Only Techmarines are entrusted with this weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1245, + "rule_id": "pdf_skill_842_force_weapons", + "title": "Force Weapons", + "content": "Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Force Weapons", + "content": "Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected\nAstartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1246, + "rule_id": "pdf_skill_843_other_melee_weapons", + "title": "Other Melee Weapons", + "content": "Primitive Weapons Melee 1d10 I 0 Primitive – N/A –\nImprovised Melee 1d10–2 I 0 Primitive, Unbalanced – N/A –\n†††\nFor additional weapons beyond standard issue\n††††\nSee Page 170 for description", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Other Melee Weapons", + "content": "Primitive Weapons Melee 1d10 I 0 Primitive – N/A –\nImprovised Melee 1d10–2 I 0 Primitive, Unbalanced – N/A – For additional weapons beyond standard issue See Page 170 for description", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1247, + "rule_id": "pdf_skill_844_than_thrown_in_the_applicable", + "title": "than Thrown in the applicable hand(s) even when the blades are", + "content": "retracted. In addition, the poor manual dexterity penalty increases\nto –20. When Requisitioning a pair of lightning claws for one\ncharacter, the Requisition needed for the second claw is halved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "than Thrown in the applicable hand(s) even when the blades are", + "content": "retracted. In addition, the poor manual dexterity penalty increases to –20. When Requisitioning a pair of lightning claws for one character, the Requisition needed for the second claw is halved.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1248, + "rule_id": "pdf_skill_845_astartes_power_axe", + "title": "astaRtes poweR axe", + "content": "Power axes allow for greater impact when striking than a power\nsword, but are less nimble in the hand. Their inferior defensive\ncapabilities are often mitigated by pairing them with combat\nshields or even more sophisticated means of protection. Still,\nthey have a reputation as a brutal and unsubtle weapon; the\nchoice to employ one is often more personal than strategic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Power Axe", + "content": "Power axes allow for greater impact when striking than a power sword, but are less nimble in the hand. Their inferior defensive capabilities are often mitigated by pairing them with combat shields or even more sophisticated means of protection. Still, they have a reputation as a brutal and unsubtle weapon; the choice to employ one is often more personal than strategic.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1249, + "rule_id": "pdf_skill_846_astartes_power_fist", + "title": "astaRtes poweR fist", + "content": "A power fist generates an energy field\nso violently disruptive that the weapon\ninside it is of little consequence. Therefore,\ninstead of surrounding a traditional\nweapon, the field envelopes an oversized\nand augmented glove. Backed by a Battleeven the heaviest armour or rupture flesh\nas though bursting a bloody, overripe\nfruit. Keeping these superior energy fields\ncharged requires heavy cables linked to the armour’s power system.\nThe generators are also rare and difficult to maintain, making such\na weapon a sign of status, even within the Adeptus Astartes.\nA power fist adds a multiplier to the wielder’s Strength Bonus.\n(Note: A Space Marine already doubles his Strength Bonus from\nhis Unnatural Strength Trait. Therefore, the Power Fist increases\nthe multiplier by one, tripling the Space Marine’s Strength\nBonus) It replaces the normal glove on Astartes power armour,\nand imposes the same weapon restrictions and manual dexterity\npenalties as a lightning claw.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Power Fist", + "content": "A power fist generates an energy field so violently disruptive that the weapon inside it is of little consequence. Therefore, instead of surrounding a traditional weapon, the field envelopes an oversized and augmented glove. Backed by a Battleeven the heaviest armour or rupture flesh as though bursting a bloody, overripe fruit. Keeping these superior energy fields charged requires heavy cables linked to the armour’s power system. The generators are also rare and difficult to maintain, making such a weapon a sign of status, even within the Adeptus Astartes. A power fist adds a multiplier to the wielder’s Strength Bonus. (Note: A Space Marine already doubles his Strength Bonus from his Unnatural Strength Trait. Therefore, the Power Fist increases the multiplier by one, tripling the Space Marine’s Strength Bonus) It replaces the normal glove on Astartes power armour, and imposes the same weapon restrictions and manual dexterity penalties as a lightning claw.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1250, + "rule_id": "pdf_skill_847_astartes_power_sword", + "title": "astaRtes poweR swoRd", + "content": "Power weapons require great investments of time and rare\nmaterials to produce. Therefore, power swords are typically\nreserved for ranking members of the Adeptus Astartes. Elegant\nbut effective, they allow the user greater attack options and\ndefensive responses than many other varieties of power\nweapon. This efficient design makes them popular with officers\nregardless of whether they specialise in close combat or not.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Power Sword", + "content": "Power weapons require great investments of time and rare materials to produce. Therefore, power swords are typically reserved for ranking members of the Adeptus Astartes. Elegant but effective, they allow the user greater attack options and defensive responses than many other varieties of power weapon. This efficient design makes them popular with officers regardless of whether they specialise in close combat or not.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1251, + "rule_id": "pdf_skill_848_astartes_thunder_hammer", + "title": "astaRtes thundeR hammeR", + "content": "The furious energy blast released when these weapons strike\ncreates waves of booming concussive force as loud as thunder,\nfrom which their name originates. Enemies that survive\nthe pulverising blow are likely to be incapacitated by the\nshockwave that follows. Many Battle-Brothers balance the\nclumsy nature of attempting to parry with a thunder hammer\nby pairing it with a storm shield; the Storm Wardens are said\nto be so fond of this combination that some practice a combat\nstyle developed specifically around it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Thunder Hammer", + "content": "The furious energy blast released when these weapons strike creates waves of booming concussive force as loud as thunder, from which their name originates. Enemies that survive the pulverising blow are likely to be incapacitated by the shockwave that follows. Many Battle-Brothers balance the clumsy nature of attempting to parry with a thunder hammer by pairing it with a storm shield; the Storm Wardens are said to be so fond of this combination that some practice a combat style developed specifically around it.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1252, + "rule_id": "pdf_skill_849_omnissian_power_axe", + "title": "omnissian poweR axe", + "content": "(astaRtes patteRn)\nOften carried by Techmarines to show their devotion to the\nOmnissiah, this weapon has a long staff-like body tipped with\nhalf of the circular Adeptus Mechanicus skull and cog icon. The\nsymbol forms a blade and is sheathed in a power field. Arcs of\nenergy illuminate the ridged blade and light the skull’s eyes with\na hungry glow, leaving little doubt that—even while covered\nwith inscribed circuitry designs indicating its sacred nature—this\nreligious icon is also a deadly weapon in a Space Marine’s powerful\nhands. The Ommnisian axe also functions as a combi-tool.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Omnissian Power Axe", + "content": "(Astartes Pattern) Often carried by Techmarines to show their devotion to the Omnissiah, this weapon has a long staff-like body tipped with half of the circular Adeptus Mechanicus skull and cog icon. The symbol forms a blade and is sheathed in a power field. Arcs of energy illuminate the ridged blade and light the skull’s eyes with a hungry glow, leaving little doubt that—even while covered with inscribed circuitry designs indicating its sacred nature—this religious icon is also a deadly weapon in a Space Marine’s powerful hands. The Omnissian axe also functions as a combi-tool.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1253, + "rule_id": "pdf_skill_850_force_weapons", + "title": "Force WeApons", + "content": "The psi-lattice circuitry in force weapons is said to originate\nwith the Emperor himself when he walked among mortal\nmen. These weapons combine this archeotech circuitry pattern\nwith the same rare, psycho-reactive crystal used in psychic\nhoods to channel the mental power of a psyker into deadly,\nreality-rending force. Force weapons can take many forms, and\ncomprise several specialised variants; the most well known\nwithin the Adeptus Astartes are the Nemesis weapons of the\nGrey Knights. Force swords are the easiest of such weapons for\na Librarian to obtain, followed by force staffs.\nUnless wielded by a psyker, force weapons simply count\nas a Common Astartes-sized weapon of the appropriate type\nwith the Damage listed in the weapon’s profile. However, in\nthe hands of a wielder with a Psy Rating, they are much more\npotent. For every point of Psy Rating the wielder has, the\nweapon’s Damage and Penetration increase by +1. For example,\nan Astartes force sword wielded by a character with Psy Rating", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Force Weapons", + "content": "The psi-lattice circuitry in force weapons is said to originate with the Emperor himself when he walked among mortal men. These weapons combine this archeotech circuitry pattern with the same rare, psycho-reactive crystal used in psychic hoods to channel the mental power of a psyker into deadly, reality-rending force. Force weapons can take many forms, and comprise several specialised variants; the most well known within the Adeptus Astartes are the Nemesis weapons of the Grey Knights. Force swords are the easiest of such weapons for a Librarian to obtain, followed by force staffs. Unless wielded by a psyker, force weapons simply count as a Common Astartes-sized weapon of the appropriate type with the Damage listed in the weapon’s profile. However, in the hands of a wielder with a Psy Rating, they are much more potent. For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force sword wielded by a character with Psy Rating 3 would inflict 1d10+5 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1254, + "rule_id": "pdf_skill_851_3_would_inflict_1d10_5_plus_s", + "title": "3 would inflict 1d10+5 (plus SB) and have a Penetration of 5.", + "content": "In addition to normal Damage, whenever a psyker damages\nan opponent, he may, as a Free Action, channel psychic force\nand killing will into the blade. This requires a Focus Power\nTest using Opposed Willpower. For every degree of success,\nthe force weapon’s wielder deals an additional 1d10 Damage,\nignoring the victim’s Armour and Toughness Bonus. Force\nweapons cannot be destroyed by a power weapon’s field.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Force Staff", + "content": "A force staff houses its core psi-lattice inside a sturdy casing made from polished metal, bone, exotic wood, or any number of other materials. Usually topping a force staff is an elaborate, circuitry-laced concentration icon whose imagery coincides with the weapon’s origin. A force staff acts as an exceptional Psy-Focus, granting +15 to Invocation Tests. This bonus applies as long as the staff is held in at least one hand. However, striking with the weapon requires both hands.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1255, + "rule_id": "pdf_skill_852_astartes_force_staff", + "title": "astaRtes foRCe staff", + "content": "A force staff houses its core psi-lattice inside a sturdy casing\nmade from polished metal, bone, exotic wood, or any\nnumber of other materials. Usually topping a force staff is an\nelaborate, circuitry-laced concentration icon whose imagery\ncoincides with the weapon’s origin. A force staff acts as an\nexceptional Psy-Focus, granting +15 to Invocation Tests. This\nbonus applies as long as the staff is held in at least one hand.\nHowever, striking with the weapon requires both hands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Force Sword", + "content": "A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1256, + "rule_id": "pdf_skill_853_astartes_force_sword", + "title": "astaRtes foRCe swoRd", + "content": "A force sword’s blade glows with the pattern of embedded\nchannelling circuitry, and flares brightly every time the\nwielder activates the sword. The composite adamantine alloys\nare honed to a monomolecular edge. Empowered by both the\nBattle-Brother’s superhuman strength and his powerful mind,\na force sword in a Librarian’s hand can shear through flesh\nand armour with astonishing ease.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traditional Weapons", + "content": "Basic hand weapons are a common sight throughout the Imperium and beyond; in much of the war-torn galaxy it is unthinkable to venture forth without some form of visible protection. Primitive weapons range from simple metal swords used by poor serfs to the technologically sophisticated blades employed by the Adeptus Astartes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1257, + "rule_id": "pdf_skill_854_traditional_weapons", + "title": "trAditionAl WeApons", + "content": "Basic hand weapons are a common sight throughout the\nImperium and beyond; in much of the war-torn galaxy it is\nunthinkable to venture forth without some form of visible\nprotection. Primitive weapons range from simple metal swords\nused by poor serfs to the technologically sophisticated blades\nemployed by the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Combat Knife", + "content": "When a Battle-Brother’s last grenade has been thrown, when his bolt rounds are spent and the enemy tide continues to swell, he can always turn to his combat knife. Every Space Marine is issued one of these blades as soon as he recovers from receiving his implants, and he carries it up until his final moment of battle. This large knife—easily the size of a normal human’s sword—holds a mono-molecular edge that never dulls, even through centuries of service. In some Chapters combat knives are passed down through the generations, with the deeds of their owners etched upon them. In others, the forging of metal into blade is simultaneous with the forging of a recruit into Space Marine, and his combat knife is laid to rest when he is.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1258, + "rule_id": "pdf_skill_855_astartes_combat_knife", + "title": "astaRtes Combat knife", + "content": "When a Battle-Brother’s last grenade has been thrown, when\nhis bolt rounds are spent and the enemy tide continues to\nswell, he can always turn to his combat knife. Every Space\nMarine is issued one of these blades as soon as he recovers\nfrom receiving his implants, and he carries it up until his final\nmoment of battle. This large knife—easily the size of a normal\nhuman’s sword—holds a mono-molecular edge that never\ndulls, even through centuries of service. In some Chapters\ncombat knives are passed down through the generations, with\nthe deeds of their owners etched upon them. In others, the\nforging of metal into blade is simultaneous with the forging\nof a recruit into Space Marine, and his combat knife is laid to\nrest when he is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Primitive Weapon", + "content": "Catalogues of low-tech weapon variants across the galaxy fill floors of Administratum archives in the Prol system. However, such distinctions are largely frivolous when a Primitive weapon is pitted against the armour and constitution of an Adeptus Astartes. Sticks, iron knives, finely crafted feudal swords, or giant two-handed warhammers; if made of common materials, none of these have but a prayer of cracking a Battle-Brother’s advanced armour, much less doing him harm. Therefore, melee weapons with the Primitive Quality are represented by one general profile. GMs should feel free to add appropriate modifiers and Qualities for different variations if it becomes relevant.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1259, + "rule_id": "pdf_skill_856_primitive_weapon", + "title": "pRimitive weapon", + "content": "Catalogues of low-tech weapon variants across the galaxy fill\nfloors of Administratum archives in the Prol system. However,\nsuch distinctions are largely frivolous when a Primitive weapon\nis pitted against the armour and constitution of an Adeptus\nAstartes. Sticks, iron knives, finely crafted feudal swords, or\ngiant two-handed warhammers; if made of common materials,\nnone of these have but a prayer of cracking a Battle-Brother’s\nadvanced armour, much less doing him harm. Therefore,\nmelee weapons with the Primitive Quality are represented by\none general profile. GMs should feel free to add appropriate\nmodifiers and Qualities for different variations if it\nbecomes relevant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improvised", + "content": "Improvised weapons can take many forms, but are generally any handy weighted object such as table legs, severed limbs or artillery shell casings. Hitting someone with the butt", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1260, + "rule_id": "pdf_skill_857_improvised", + "title": "impRovised", + "content": "Improvised weapons can take many forms, but are generally\nany handy weighted object such as table legs, severed limbs\nor artillery shell casings. Hitting someone with the butt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Arm Weapon Mounting", + "content": "This heavy bracing allows a single ranged weapon to be mounted along the arm, with specific hand movements or MIU input triggering the weapon. This allows the user to keep both hands free, and can have a strong visual impression as the Battle-Brother brings forth a storm of destruction with the sweep of his hand. This upgrade reduces the weapon’s Range by 30%. It is also possible to mount a weapon at the shoulder instead of on the forearm, with the same effects. Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1261, + "rule_id": "pdf_skill_858_arm_weapon_mounting", + "title": "aRm weapon mounting", + "content": "This heavy bracing allows a single ranged weapon to be\nmounted along the arm, with specific hand movements or\nMIU input triggering the weapon. This allows the user to\nkeep both hands free, and can have a strong visual impression\nas the Battle-Brother brings forth a storm of destruction with\nthe sweep of his hand. This upgrade reduces the weapon’s\nRange by 30%. It is also possible to mount a weapon at the\nshoulder instead of on the forearm, with the same effects.\nUpgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Melee Attachment", + "content": "The value of a bayonet or similar combat attachment on a ranged weapon is unquestioned, giving the wielder versatility to deal with enemies close-up without having to change weapons. However, the common spear-like attachments made for normal human weapons would be an insult to both a Space Marine and his weapon. The Adeptus Astartes utilize fine, mono-edged blades and whirring chain attachments that are almost as effective in melee combat as a dedicated sword. Melee attachments are available that allow the weapon to count as either a Combat Knife or a Chainsword in close combat, although in the latter case it lacks the Balanced Quality. Upgrades: Any Basic ranged weapon", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1262, + "rule_id": "pdf_skill_859_astartes_melee_attachment", + "title": "astaRtes melee attaChment", + "content": "The value of a bayonet or similar combat attachment on a\nranged weapon is unquestioned, giving the wielder versatility\nto deal with enemies close-up without having to change\nweapons. However, the common spear-like attachments made\nfor normal human weapons would be an insult to both a\nSpace Marine and his weapon. The Adeptus Astartes utilize\nfine, mono-edged blades and whirring chain attachments\nthat are almost as effective in melee combat as a dedicated\nsword. Melee attachments are available that allow the weapon\nto count as either a Combat Knife or a Chainsword in close\ncombat, although in the latter case it lacks the Balanced\nQuality.\nUpgrades: Any Basic ranged weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Suspensor", + "content": "Because a Deathwatch Kill-team is often deployed without support, the ultimate in battlefield flexibility is required. The anti-grav plates and studs of suspensors attach to a weapon or equipment, making it easier to use by offsetting some of the weight. Suspensors reduce the weight of a weapon by half, allowing Heavy weapons to be deployed in a wider range of situations. When firing a weapon with suspensors, the operator counts as having the Auto-stabilised Trait—meaning he always counts as braced and may fire the weapon on semi- or moving and firing. Upgrades: Any Heavy ranged weapon", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1264, + "rule_id": "pdf_skill_861_fire_selector", + "title": "fiRe seleCtoR", + "content": "A staple tool of the Deathwatch, a shot selector allows for\nspeed and ease of switching between magazines of different\nammunition, maximising tactical flexibility when deployed\nunder uncertain parameters. A weapon with a fire selector can\nhave up to three different clips added. At the start of the\nshooter’s Turn, he can use his fire selector to choose which\nclip he wishes to draw ammo from.\nUpgrades: Bolt or Solid Projectile Pistols, and Bolt or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fiRe seleCtoR", + "content": "A staple tool of the Deathwatch, a shot selector allows for speed and ease of switching between magazines of different ammunition, maximising tactical flexibility when deployed under uncertain parameters. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1265, + "rule_id": "pdf_skill_862_solid_projectile_basic_weapons", + "title": "Solid Projectile Basic weapons", + "content": "dipole mag-loCk\nFor warriors in power armour, mag-locks are as common as\nholsters for securing weapons. The typical mag-lock consists\nof strong electromagnets near a suit of power armour’s\nsurface, and mirrored magnets on the weapon to be attached.\nA dipole mag-lock can reverse its magnetic field to literally\npropel the weapon into the wielder’s hand. This is typically\naccomplished by embedding small proximity triggers in the\nglove of the weapon hand that cause the magnet to reverse\npolarity when brought near it. However, versions using verbal\nand more sophisticated somatic cues also exist.\nA dipole mag-lock grants the Quick Draw Talent for the\nupgraded weapon. If the character already has Quick Draw,\nhe may draw his weapon as part of a Parry, allowing him to\ngo from unarmed to deflecting an enemy blade with his own\nin the blink of an eye.\nUpgrades: Any Pistol or Basic ranged weapon, or any\nmelee weapon that may be wielded in one hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Solid Projectile Basic weapons", + "content": "dipole mag-loCk For warriors in power armour, mag-locks are as common as holsters for securing weapons. The typical mag-lock consists of strong electromagnets near a suit of power armour’s surface, and mirrored magnets on the weapon to be attached. A dipole mag-lock can reverse its magnetic field to literally propel the weapon into the wielder’s hand. This is typically accomplished by embedding small proximity triggers in the glove of the weapon hand that cause the magnet to reverse polarity when brought near it. However, versions using verbal and more sophisticated somatic cues also exist. A dipole mag-lock grants the Quick Draw Talent for the upgraded weapon. If the character already has Quick Draw, he may draw his weapon as part of a Parry, allowing him to go from unarmed to deflecting an enemy blade with his own in the blink of an eye.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1266, + "rule_id": "pdf_skill_863_motion_predictor", + "title": "motion pRediCtoR", + "content": "A complex target-tracking cogitator in this device activates\nonce the user has sighted the desired target. The Predictor\nthen tracks the target, and when the trigger is pulled chases\nthe target with all the rounds in a clip in one long burst. A\nMotion Predictor adds a +10 bonus to Ballistic Skill Tests but\nonly functions when the weapon is fired on semi-automatic\nor fully automatic mode.\nUpgrades: Any non-Primitive ranged weapon capable of\nsemi-auto or full auto fire. The target acquisition component\nof a Motion Predictor must be installed as a sight, and a gun\nmay only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "motion pRediCtoR", + "content": "A complex target-tracking cogitator in this device activates once the user has sighted the desired target. The Predictor then tracks the target, and when the trigger is pulled chases the target with all the rounds in a clip in one long burst. A Motion Predictor adds a +10 bonus to Ballistic Skill Tests but only functions when the weapon is fired on semi-automatic or fully automatic mode.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1267, + "rule_id": "pdf_skill_864_preysense_sight", + "title": "pReysense sight", + "content": "This is a weapon sight that shows thermal images and reveals\nthe hiding places of enemies who lurk in the darkness. A\ncharacter using a preysense sight suffers no penalties due to\ndarkness and gains a +20 bonus to vision based Perception\nTests at night.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A preysense sight counts as a sight, and a gun may\nonly have one sight.\nRed-dot laseR sight\nThis is a laser sight that grants a +10 bonus to Ballistic Skill\nTests when the weapon is fired on single shot.\nUpgrades: Any Pistol or Basic ranged weapon of the following\ntypes: Las, Solid Projectile, Bolt, or Plasma. A red-dot laser sight\ncounts as a sight, and a gun may only have one sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "pReysense sight", + "content": "This is a weapon sight that shows thermal images and reveals the hiding places of enemies who lurk in the darkness. A character using a preysense sight suffers no penalties due to darkness and gains a +20 bonus to vision based Perception Tests at night.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1268, + "rule_id": "pdf_skill_865_silencer", + "title": "silenCeR", + "content": "Silencers lower the noise from a weapon’s discharge, preventing\ndetection of the shot. Awareness Tests to hear shots made\nwith a silenced weapon suffer an additional –20 penalty and\ncan only be attempted at half the normal distance.\nUpgrades: Autogun, autopistol, needle sniper rifle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "silenCeR", + "content": "Silencers lower the noise from a weapon’s discharge, preventing detection of the shot. Awareness Tests to hear shots made with a silenced weapon suffer an additional –20 penalty and can only be attempted at half the normal distance.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1269, + "rule_id": "pdf_skill_866_telescopic_sight", + "title": "telesCopiC sight", + "content": "Telescopic sights magnify the target’s image, making it easy to\nsee. This is especially useful for long-range shots that need to\nhit a very specific target location. A weapon with a telescopic\nsight ignores penalties for long and extreme range as long as\nthe shooter takes a Full Action to Aim.\nUpgrades: Any Basic Las, Solid Projectile, Bolt, or Plasma\nweapon. A telescopic sight counts as a sight, and a gun may\nonly have one sight.\nTable 5-9: Weapon Upgrades", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "telesCopiC sight", + "content": "Telescopic sights magnify the target’s image, making it easy to see. This is especially useful for long-range shots that need to hit a very specific target location. A weapon with a telescopic sight ignores penalties for long and extreme range as long as the shooter takes a Full Action to Aim.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1284, + "rule_id": "pdf_skill_881_dragonfire_shells", + "title": "dRagonfiRe shells", + "content": "Dragonfire shells replace their main explosive charge with\nan air-reactive concentrate. When the round detonates, the\npayload combusts in a burst of fire, offering area saturation\ncomparable to a flamer.\nEffects: Decrease the weapon’s Damage by 2. Anyone\nwithin 2 metres of, and including, the target must succeed on\nan Agility Test or catch on fire. The firer may choose to target\nan object or specific area instead of an opponent. In this case", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dragonfire Shells", + "content": "Dragonfire shells replace their main explosive charge with an air-reactive concentrate. When the round detonates, the payload combusts in a burst of fire, offering area saturation comparable to a flamer. Effects: Decrease the weapon’s Damage by 2. Anyone within 2 metres of, and including, the target must succeed on an Agility Test or catch on fire. The firer may choose to target an object or specific area instead of an opponent. In this case", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1285, + "rule_id": "pdf_skill_882_the_shot_is_routine_20_and", + "title": "the shot is Routine (+20), and everyone in the 2 metre radius", + "content": "must Test to avoid catching fire.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The shot is Routine (+20), and everyone in the 2 metre radius", + "content": "must Test to avoid catching fire. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1286, + "rule_id": "pdf_skill_883_hellfire_rounds", + "title": "hellfiRe Rounds", + "content": "Originally designed to combat the Tyranid threat,\nhellfire rounds have a devastating effect on organic\nmatter. Their cores are replaced with vials of\nmutagenic acid that eats through any living material\nwith horrific speed.\nEffects: The weapon ignores Natural Armour\nand may inflict Righteous Fury on any damage die results of\na 9 or 10. In addition, the weapon gains the Tearing Quality\n(if it did not already possess it). When used in a Heavy Bolter,\nit changes the weapon’s ROF to S/–/– and adds the Blast\n(3) Quality. When used against a Horde, Hellfire Rounds add\none additional point of damage to the Horde’s Magnitude\nper hit.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hellfire Rounds", + "content": "Originally designed to combat the Tyranid threat, hellfire rounds have a devastating effect on organic matter. Their cores are replaced with vials of mutagenic acid that eats through any living material with horrific speed. Effects: The weapon ignores Natural Armour and may inflict Righteous Fury on any damage die results of a 9 or 10. In addition, the weapon gains the Tearing Quality (if it did not already possess it). When used in a Heavy Bolter, it changes the weapon’s ROF to S/–/– and adds the Blast (3) Quality. When used against a Horde, Hellfire Rounds add one additional point of damage to the Horde’s Magnitude per hit. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1287, + "rule_id": "pdf_skill_884_implosion_shells", + "title": "implosion shells", + "content": "The result of early experiments with alternative krak\ntechnology, an implosion shell replaces its explosive core\nwith an infinitesimal amount of antimatter; this creates a\nviolently decompressing vacuum when exposed to matter.\nLike the standard bolt shell, these rounds activate via their\nmass-reactive core, meaning they embed partially in their\ntarget before the implosion takes effect. The round’s force\nis therefore not directed at cracking open armour, but to\ncollapsing the unfortunate victim’s body from the inside\nout—enough to debilitate even a Space Marine.\nEffects: In addition to taking normal damage, a target\nwho takes one or more points of Damage (after Armour and\nToughness) from an implosion shell suffers 1d5 points of\nAgility Damage.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Implosion Shells", + "content": "The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimal amount of antimatter; this creates a violently decompressing vacuum when exposed to matter. Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round’s force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim’s body from the inside out—enough to debilitate even a Space Marine. Effects: In addition to taking normal damage, a target who takes one or more points of Damage (after Armour and Toughness) from an implosion shell suffers 1d5 points of Agility Damage. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1288, + "rule_id": "pdf_skill_885_kraken_rounds", + "title": "kRaken Rounds", + "content": "The superior propellants in kraken rounds provide\nincreased range without sacrificing armour\npenetration, while their ultra-dense adamantine\ncomposition and improved explosive charge\nprovide a final burst of force for puncturing the\nheaviest armours.\nEffects: The weapon’s Penetration increases to\n8, and its Range increases by 50%.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Kraken Rounds", + "content": "The superior propellants in kraken rounds provide increased range without sacrificing armour penetration, while their ultra-dense adamantine composition and improved explosive charge provide a final burst of force for puncturing the heaviest armours. Effects: The weapon’s Penetration increases to 8, and its Range increases by 50%. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1289, + "rule_id": "pdf_skill_886_metal_storm_rounds", + "title": "metal stoRm Rounds", + "content": "Metal storm rounds are tipped with proximity\ntriggers, causing them to detonate sooner than\nstandard bolt shells and release their payload\nof explosive frag before fully penetrating the\ntarget. When employed in a bolter with a high\nrate of fire, they can decimate groups of lightly\narmoured enemies.\nEffects: The weapon’s Damage and Penetration are each", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Metal Storm Rounds", + "content": "Metal storm rounds are tipped with proximity triggers, causing them to detonate sooner than standard bolt shells and release their payload of explosive frag before fully penetrating the target. When employed in a bolter with a high rate of fire, they can decimate groups of lightly armoured enemies. Effects: The weapon’s Damage and Penetration are each reduced by 2, but it gains the Blast (2) Quality. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1290, + "rule_id": "pdf_skill_887_reduced_by_2_but_it_gains_the", + "title": "reduced by 2, but it gains the Blast (2) Quality.", + "content": "Used With: All bolt weapons.\nTable5–11: Special Issue Ammunition", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stalker Rounds", + "content": "Stalker rounds were designed for sniping use in Stalker-pattern boltguns, and that is still where they achieve maximum efficacy. However, they may be used in other bolt weapons to reduce their report. A stalker round’s core is replaced with gas propellant and the mass-reactive explosive replaced with solid mercury. Effects: Awareness Tests to hear shots made with stalker rounds suffer an additional –30 penalty and can only be attempted at half the normal distance. Reduce the weapon’s Damage by 2. When used in a Stalker-pattern Boltgun, this damage penalty does not apply. Additionally in such a weapon, no Tests to detect the shot are possible (however, depending on the situation, the appropriate Opposed Skill Test may be required for the firer himself to remain hidden). Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1291, + "rule_id": "pdf_skill_888_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Backpack Ammo Supply N/A –\nDragonfire Shells 28 Respected\nHellfire Rounds 25 –\nImplosion Shells 27 Respected\nKraken Rounds 5 –\nMetal Storm Rounds 15 –\nStalker Rounds 5 –\nVengeance Rounds 25 Famed\nWitch Bolts 12 Distinguished", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Vengeance Rounds", + "content": "Vengeance rounds were originally created to combat the Adeptus Astartes’ most bitter foe: Chaos Space Marines. Designed to breach power armour of Space Marine calibre, the core of each round contains a spark of unstable matter that creates a micro-fission explosion upon detonation. Each delicately engineered bolt is supremely effective at thwarting armour and eradicating even the most resilient target, but the technology needed to imbue a bolt shell with such power carries great risks.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1292, + "rule_id": "pdf_skill_889_stalker_rounds", + "title": "stalkeR Rounds", + "content": "Stalker rounds were designed for sniping use in\nStalker-pattern boltguns, and that is still where\nthey achieve maximum efficacy. However, they\nmay be used in other bolt weapons to reduce their\nreport. A stalker round’s core is replaced with gas\npropellant and the mass-reactive explosive replaced\nwith solid mercury.\nEffects: Awareness Tests to hear shots made\nwith stalker rounds suffer an additional –30 penalty and\ncan only be attempted at half the normal distance. Reduce\nthe weapon’s Damage by 2. When used in a Stalker-pattern\nBoltgun, this damage penalty does not apply. Additionally\nin such a weapon, no Tests to detect the shot are possible\n(however, depending on the situation, the appropriate\nOpposed Skill Test may be required for the firer himself to\nremain hidden).\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Effects: The weapon gains the Felling (1) Quality, and", + "content": "its Penetration increases to 9. Vengeance rounds detonate prematurely on an attack roll of 91–100. When this happens, the firer suffers explosive damage equal to the weapon’s damage with a Penetration of 5 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if fired with two hands). This automatically causes the weapon to Jam, and happens too quickly to avoid the damage by dropping the weapon. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1293, + "rule_id": "pdf_skill_890_vengeance_rounds", + "title": "vengeanCe Rounds", + "content": "Vengeance rounds were originally created to combat the\nAdeptus Astartes’ most bitter foe: Chaos Space Marines.\nDesigned to breach power armour of Space Marine calibre,\nthe core of each round contains a spark of unstable matter\nthat creates a micro-fission explosion upon detonation. Each\ndelicately engineered bolt is supremely effective at thwarting\narmour and eradicating even the most resilient target, but the\ntechnology needed to imbue a bolt shell with such power\ncarries great risks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Witch Bolts", + "content": "Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with warp-reductive compounds that disrupt a creature’s connection to the warp. Effects: In addition to taking normal Damage from the weapon, any creature with a Psy Rating who takes Damage from a witch bolt reduces its Psy Rating by 1 for 1d10 Rounds each time. During this time, the creature may not Push its Psychic Strength. Additionally, creatures with Warp Instability must immediately make a Willpower Test to check for disruption as described in the Trait. Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1294, + "rule_id": "pdf_skill_891_effects_the_weapon_gains_the", + "title": "Effects: The weapon gains the Felling (1) Quality, and", + "content": "its Penetration increases to 9. Vengeance rounds detonate\nprematurely on an attack roll of 91–100. When this happens,\nthe firer suffers explosive damage equal to the weapon’s\ndamage with a Penetration of 5 to an arm location (the arm\nholding the weapon if it was fired one-handed, or a random\narm if fired with two hands). This automatically causes the\nweapon to Jam, and happens too quickly to avoid the damage\nby dropping the weapon.\nUsed With: All bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stalker Rounds", + "content": "Stalker rounds were designed for sniping use in Stalker-pattern boltguns, and that is still where they achieve maximum efficacy. However, they may be used in other bolt weapons to reduce their report. A stalker round’s core is replaced with gas propellant and the mass-reactive explosive replaced with solid mercury. Effects: Awareness Tests to hear shots made with stalker rounds suffer an additional –30 penalty and can only be attempted at half the normal distance. Reduce the weapon’s Damage by 2. When used in a Stalker-pattern Boltgun, this damage penalty does not apply. Additionally in such a weapon, no Tests to detect the shot are possible (however, depending on the situation, the appropriate Opposed Skill Test may be required for the firer himself to remain hidden). Used With: All bolt weapons.", + "page": 1, + "category": "Special Issue Ammunition", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1304, + "rule_id": "pdf_skill_901_trait_and_heightened_senses", + "title": "Trait, and Heightened Senses (+10 to relevant Tests) for Sight", + "content": "and Sound. Input filtering provides immunity to photon flash\ngrenades and stun grenades. Note that these benefits only\napply whilst the Space Marine is wearing his helmet, and the\nbenefits from the Auto-senses stack with the benefits of the\nSpace Marine’s Lyman’s Ear and Occulobe implants (meaning\nthat Space Marines have a +20 to Sight- and Sound-based\nAwareness Tests). Additionally, the Auto-Senses make the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound", + "content": "Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine's Lyman's Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1305, + "rule_id": "pdf_skill_902_called_shot_action_see_page_2", + "title": "Called Shot Action (see page 238) into a Half Action.", + "content": "Osmotic Gill Life Sustainer: With the helmet on, the\narmour is environmentally sealed and can maintain an adequate\noxygen supply as long as the unit is powered.\nBio-monitor and Injectors: If the internal cogitator\ndetects a problem with the wearer’s bio-signs, it can administer\npain suppressors, combat stimms, and anti-toxins. This provides\nthe following benefits:\n• +10 to Tests resisting the Toxic Quality and similar\npoison effects.\n• The pain suppressor reservoir has a total of 6 doses,\neach of which can be used to ignore Critical Effects\nfor 1d10 rounds. The doses may be used in succession\nor staggered.\n• If the wearer is Stunned, the effect lasts a maximum of one\nRound before the bio-monitor detects and negates it.\nVox Link: Serves as a\nstandard vox and a channel", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Called Shot Action into a Half Action", + "content": "Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered. Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits: +10 to Tests resisting the Toxic Quality and similar poison effects. The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered. If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it. Vox Link: Serves as a standard vox and a channel", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1306, + "rule_id": "pdf_skill_903_data_transmissions_the_suit", + "title": "data transmissions the suit", + "content": "or its wearer can access.\nThe bio-monitor feed also\ntransmits through this link,\npermitting a squad to view\neach others’ vitals.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Data Transmissions the Suit", + "content": "or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others' vitals.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1307, + "rule_id": "pdf_skill_904_magnetized_boot", + "title": "Magnetized Boot", + "content": "Soles: Can be activated to provide the equivalent of\nMagboots.\nNutrient Recycling: Filters in the armour capture and\npurify body waste, re-constituting it into a nutrient solution that\nis intravenously returned to the body. This can sustain a Battletwo weeks that no other source of nutrition is ingested, make\na Toughness Test or suffer one level of Fatigue until nutrition\nis consumed. The Difficulty of this test increases one step for\nevery two weeks that passes without food or Preomnor-derived\nsustenance.\nRecoil Suppression: Provides the ability to fire Basic\nweapons one-handed. Ranged weapons not classed as Pistols\nstill may not be used in Close Combat.\nGiant Among Men: A Space Marine in power armour\nis Hulking. This increases his Base Movement by 1;\nhowever, the grace afforded by his Black Carapace negates\nthe modifier enemies would otherwise have to attack him.\nSee page 134 for the full effects of Size. He still suffers the\nusual penalties to Concealment and Silent Move for being\nheavily armoured.\noor Manual Dexterity: While protective, armoured gloves\nare not ideal for fine manipulation. Delicate tasks suffer a –10\npenalty unless using equipment designed for Space Marines.\nSimilarly, ranged weapons other than those of Astartes design\nare too small for an armoured Battle-Brother to wield at all.\nAssuming power armour is a sacred ritual, honouring the\nmachine spirit’s history of valiant deeds and praying for its\nboons in the battles to come. It takes 20 minutes to remove\nor don power armour un-aided, but never less than 5 minutes\nno matter the amount of assistance as the proper rites must\nbe observed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Magnetized Boot", + "content": "Soles: Can be activated to provide the equivalent of Magboots. Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for two weeks if no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance. Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat. Giant Among Men: A Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured. Poor Manual Dexterity: While protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a -10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all. Assuming power armour is a sacred ritual, honouring the machine spirit's history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1308, + "rule_id": "pdf_skill_905_power_armour_history", + "title": "poweR aRmouR histoRy", + "content": "Every suit of power armour is unique, worn in different battles\nand often comprised of remnants from other suits with their\nown service records. It is no surprise that the machine spirits\nof power armour develop their own personalities over time.\nRoll 1d10 on the Power Armour History chart to determine\na suit’s character. The result of the roll may be modified by 1\neither up or down based on the player’s preference (rolls of 1\nmay be modified to a result of either 2 or 10, and rolls of 10\nmay be modified to a result of either 9 or 1).\nmaRk vii “aquila” poweR aRmouR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Armour History", + "content": "Every suit of power armour is unique, worn in different battles and often comprised of remnants from other suits with their own service records. It is no surprise that the machine spirits of power armour develop their own personalities over time. Roll 1d10 on the Power Armour History chart to determine a suit’s character. The result of the roll may be modified by 1 either up or down based on the player’s preference (rolls of 1 may be modified to a result of either 2 or 10, and rolls of 10 may be modified to a result of either 9 or 1).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1309, + "rule_id": "pdf_skill_906_10", + "title": "10", + "content": "To forget is to forgive. Forget nothing: Each bearer of this armour has inscribed it with an oath of vengeance\nagainst those who have offended the Emperor in some way. Some inscriptions revile a single name, while some\ncondemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to\nexact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs\nas possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose\none) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "To forget is to forgive", + "content": "Each bearer of this armour has inscribed it with an oath of vengeance against those who have offended the Emperor in some way. Some inscriptions revile a single name, while some condemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honour to exact the Emperor’s Vengeance upon the offender and considers it his solemn duty to put right as many of the wrongs as possible. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose one) Talent.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1310, + "rule_id": "pdf_skill_907_damaging_power_armour", + "title": "damaging poweR aRmouR", + "content": "Once a Battle-Brother takes Damage greater than the Armour\nPoints of his armour, it no longer counts as environmentally\nsealed. An application of repair cement is usually sufficient to\nre-seal it until permanent repairs can be made. Astartes power\narmour uses a fusion generator backpack which can sustain\npower forever with proper care. However, it is possible for the\npower unit to be damaged, hindering or even disabling the suit.\nIf the wearer takes Critical Damage to the Body from behind,\nconsult the Power Unit Critical Effects chart (in addition to\nnormal Critical Effects). The problems continue until the unit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damaging Power Armour", + "content": "Once a Battle-Brother takes Damage greater than the Armour Points of his armour, it no longer counts as environmentally sealed. An application of repair cement is usually sufficient to re-seal it until permanent repairs can be made. Astartes power armour uses a fusion generator backpack which can sustain power forever with proper care. However, it is possible for the power unit to be damaged, hindering or even disabling the suit. If the wearer takes Critical Damage to the Body from behind, consult the Power Unit Critical Effects chart (in addition to normal Critical Effects). The problems continue until the unit", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1311, + "rule_id": "pdf_skill_908_astartes_artificer_armour", + "title": "astaRtes aRtifiCeR aRmouR", + "content": "Painstakingly cared for and customised for each esteemed\nbearer, artificer armour is the rarest form of power armour.\nThe technology and superdense materials used to construct\nthese suits is unparalleled inside the Imperium. Each one is a\nmasterwork of artificer ingenuity and (outside of Techmarines\nlabouring towards their own) is awarded only to true Chapter\nheroes. Artificer armour is always Master-Crafted. In addition\nto the effects of standard Astartes power armour, the advanced\nhelmet incorporates an MIU. Some suits incorporate even more\nunusual features, such as automated fibre re-weaving, eliminating\nthe need for Repair Cement to seal most breaches.\nOnly countless hours of labour at the blazing Space Marine\nforges gives rise to a suit of artificer armour. The unique inlays,\nengravings, and profile represent the vision which drove its\nmaker to such a momentous undertaking, and its machine\nspirit waxes wise and powerful. Roll twice on Table 5–12:\nPower Armour History to determine the properties of a\nparticular unit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Artificer Armour", + "content": "Painstakingly cared for and customised for each esteemed bearer, artificer armour is the rarest form of power armour. The technology and superdense materials used to construct these suits is unparalleled inside the Imperium. Each one is a masterwork of artificer ingenuity and (outside of Techmarines labouring towards their own) is awarded only to true Chapter heroes. Artificer armour is always Master-Crafted. In addition to the effects of standard Astartes power armour, the advanced helmet incorporates an MIU. Some suits incorporate even more unusual features, such as automated fibre re-weaving, eliminating the need for Repair Cement to seal most breaches. Only countless hours of labour at the blazing Space Marine forges gives rise to a suit of artificer armour. The unique inlays, engravings, and profile represent the vision which drove its maker to such a momentous undertaking, and its machine spirit waxes wise and powerful. Roll twice on Table 5-12: Power Armour History to determine the properties of a particular unit.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1312, + "rule_id": "pdf_skill_909_astartes_scout_armour", + "title": "astaRtes sCout aRmouR", + "content": "In most Codex Chapters, Neophyte Space Marines serve in the\n10th Company as Scouts as their first assignment. Scouts are\nplaced under the instruction of an experienced sergeant, who\nboth takes command of the squad and teaches the Scouts what\nit means to be a Space Marine. During this time, Scouts wear\nlighter, less-encumbering armour than the power armour worn\nby the Initiate Battle-Brothers of the Chapter. This armour is a\nversion of carapace armour that offers protection while at the\nsame time is extremely well-suited for stealth and skirmishing.\nAstartes Scout Armour provides a +10 bonus to Concealment\nSkill Tests and does not inflict a penalty to Silent Move and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Scout Armour", + "content": "In most Codex Chapters, Neophyte Space Marines serve in the 10th Company as Scouts as their first assignment. Scouts are placed under the instruction of an experienced sergeant, who both takes command of the squad and teaches the Scouts what it means to be a Space Marine. During this time, Scouts wear lighter, less-encumbering armour than the power armour worn by the Initiate Battle-Brothers of the Chapter. This armour is a version of carapace armour that offers protection while at the same time is extremely well-suited for stealth and skirmishing. Astartes Scout Armour provides a +10 bonus to Concealment Skill Tests and does not inflict a penalty to Silent Move and", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1313, + "rule_id": "pdf_skill_910_concealment_skill_tests_based", + "title": "Concealment Skill Tests based on AP (see page 160).", + "content": "detailing a histoRy of valouR\nThe Power Armour History table is meant to provide\nideas for the unique machine spirits that evolve in\nAstartes power armour. Players should decide on the\nspecific story behind their result. For example, a suit\nwith the “None shall escape the Emperor’s wrath”\nhistory may have enabled a famous Captain to make\nan impossible shot that killed an entrenched enemy\nleader, turning the tide at the First Siege of Khazant.\nArmour with the “Lead from the front” history should\nhave a lineage of the illustrious bearers and the battles\nwhere they led their brothers to victory.\nPlayers and GMs should also not feel restricted to\nthe list provided. You may wish to negotiate comparable\neffects that better reflect the particular character of a\nBattle-Brother’s most important piece of equipment.\nTable 5–13: Power Unit Critical Effects", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Concealment Skill Tests based on AP", + "content": "Detailing a history of valour. The Power Armour History table is meant to provide ideas for the unique machine spirits that evolve in Astartes power armour. Players should decide on the specific story behind their result. For example, a suit with the 'None shall escape the Emperor's wrath' history may have enabled a famous Captain to make an impossible shot that killed an entrenched enemy leader, turning the tide at the First Siege of Khazant. Armour with the 'Lead from the front' history should have a lineage of the illustrious bearers and the battles where they led their brothers to victory. Players and GMs should also not feel restricted to the list provided. You may wish to negotiate comparable effects that better reflect the particular character of a Battle-Brother's most important piece of equipment. Table 5-13: Power Unit Critical Effects", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1314, + "rule_id": "pdf_skill_911_damage_result", + "title": "Damage Result", + "content": "1–3\nUnaffected: The power unit continues\nfunctioning normally.\n4–5\nDamaged: The power flow is diminished,\ncausing system failures and difficulty moving.\nAll benefits granted by the armour (except its\ninherent AP) are lost. All physical actions suffer\na –10 penalty. Decrease Base Movement by 2.\n6+\nUnpowered: The suit completely shuts down.\nAll benefits granted by the armour including", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Result", + "content": "1-3 Unaffected: The power unit continues functioning normally. 4-5 Damaged: The power flow is diminished, causing system failures and difficulty moving. All benefits granted by the armour (except its inherent AP) are lost. All physical actions suffer a -10 penalty. Decrease Base Movement by 2. 6+ Unpowered: The suit completely shuts down. All benefits granted by the armour including", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1315, + "rule_id": "pdf_skill_912_wearer_must_make_an_arduous", + "title": "wearer must make an Arduous (–40) Strength", + "content": "Test to simply move. If he passes the test, his\nBase Movement is still reduced to 1, and all\nphysical actions suffer a –30 penalty.\nmaRks of aRmouR\nThe power armour presented in this chapter is the Mark\nVII version, also known as “Aquila Armour.” There are\nmany other marks of Space Marine power armour, and\nmore information on these marks of power armour will\nbe presented in future DeaTHwaTcH supplements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marks of Armour", + "content": "The power armour presented in this chapter is the Mark VII version, also known as 'Aquila Armour.' There are many other marks of Space Marine power armour, and more information on these marks of power armour will be presented in future Deathwatch supplements.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1316, + "rule_id": "pdf_skill_913_astartes_terminator_armour", + "title": "astaRtes teRminatoR aRmouR", + "content": "Tactical Dreadnought armour, more commonly called\nTerminator armour, turns an Adeptus Astartes into a nighare the superlative form of individual protection in Space Marine\narmouries, and enable a Battle-Brother to unleash firepower\nrivalling combat vehicles. Terminator Armour is only deployed\non the most dangerous Missions and only to veterans who have\nproven themselves worthy of wearing the Crux Terminatus: the\nicon found on the left shoulder of every suit of Terminator\narmour. Each one of these honour badges is said to contain\na fragment of the Emperor’s own armour from his final battle\nwith the traitor Horus.\nTerminator Armour incorporates all the systems of standard\nAstartes power armour with several upgrades. Superior actuator\nand stabilisation systems allow for Heavy and Mounted\nweapons to be fired one-handed. This also provides the Autoauto-senses are part of a sensorium, which provides the same\ncapabilities as an auspex. If two or more Battle-Brothers are in\nTerminator Armour, the input-link capabilities of a sensorium\nalso increase the Squad’s effective Rank by 1 for the purposes of\ndetermining whether or not it is in Support Range. Terminator\narmour’s heavy layers of protective alloys can deflect even the\nheaviest bombardments. In addition, the Crux Terminatus on\nevery Terminator’s shoulder plate serves as a ward capable of\nturning aside attacks from power weapons, melta fire, and even\nthe baleful energies of the warp. This protection provides the\nsame chance to emerge unscathed as a Force Field (see page\n166) with a Protection Rating of 35. Since this is purely due\nto the chance of the hit glancing off the armour’s strongest\nsurfaces, there is no possibility of Overload. Also roll once on\nTable 5–12: Power Armour History.\nThe massive frame of a Terminator is not without limitations.\nA Terminator cannot Run, and the wearer suffers –20 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Terminator Armour", + "content": "Tactical Dreadnought armour, more commonly called Terminator armour, turns an Adeptus Astartes into the superlative form of individual protection in Space Marine armouries. It enables a Battle-Brother to unleash firepower rivalling combat vehicles. Terminator Armour is deployed on the most dangerous missions and only to veterans who have proven themselves worthy of wearing the Crux Terminatus. Each honour badge is said to contain a fragment of the Emperor's own armour from his final battle with the traitor Horus. Terminator Armour incorporates all the systems of standard Astartes power armour with upgrades. It allows for Heavy and Mounted weapons to be fired one-handed. Auto-senses are part of a sensorium, providing auspex-like capabilities. If two or more Battle-Brothers are in Terminator Armour, the Squad's effective Rank increases by 1 for Support Range purposes. The armour's protective layers deflect heavy bombardments. The Crux Terminatus serves as a ward turning aside attacks from power weapons, melta fire, and warp energies, providing protection similar to a Force Field with a Protection Rating of 35. A Terminator cannot Run, and the wearer suffers -20 to", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1317, + "rule_id": "pdf_skill_914_agility_and_cannot_dodge_but", + "title": "Agility, and cannot Dodge (but may still Parry). Furthermore,", + "content": "in order for the Terminator’s frame to properly support, aim,\nand interface with weapons, they must be affixed by special\ncouplings. Arming Tactical Dreadnought units is a laborious\nand sacred ritual that may only be performed by high-ranking\nTechmarines with the proper ceremonial accoutrements and\nfacilities. This prohibits the weapon configuration from being\nchanged under other circumstances. Weapons typically available\nwith the right couplings for Terminator armour are limited;\nwhen Requisitioning Terminator armour, the Battle-Brother\npays the 60 Requisition Points for the armour itself and then\nmust spend a minimum of 40 additional Requisition Points to\narm it. Its weapons must come from the list below. (There is no\nrestriction on Upgrades or Wargear.)\nTerminator-Compatible Weapons: Any combi-weapon,\nPower Weapon or Force Weapon, Storm Bolter, Storm Shield,\nHeavy Flamer, Assault Cannon, Cyclone Missile Launcher.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility, and cannot Dodge (but may still Parry)", + "content": "In order for the Terminator's frame to properly support, aim, and interface with weapons, they must be affixed by special couplings. Arming Tactical Dreadnought units is a laborious and sacred ritual that may only be performed by high-ranking Techmarines with the proper ceremonial accoutrements and facilities. This prohibits the weapon configuration from being changed under other circumstances. Weapons typically available with the right couplings for Terminator armour are limited; when Requisitioning Terminator armour, the Battle-Brother pays the 60 Requisition Points for the armour itself and then must spend a minimum of 40 additional Requisition Points to arm it. Its weapons must come from the list below. (There is no restriction on Upgrades or Wargear.) Terminator-Compatible Weapons: Any combi-weapon, Power Weapon or Force Weapon, Storm Bolter, Storm Shield, Heavy Flamer, Assault Cannon, Cyclone Missile Launcher.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1318, + "rule_id": "pdf_skill_915_primitive_armour", + "title": "pRimitive aRmouR", + "content": "Primitive armour is the norm on many feudal or feral planets,\nthe lower levels of some hives where technology is unreliable\nor too expensive, and many alien worlds. Protection at this\nlevel often consists of reinforced animal hides, metal plating\nworn over the chest, chainmail, or a combination of these\nand other crude methods. Armour with the Primitive Quality\nonly offers full protection against weapons also having the\nPrimitive Quality. Otherwise, it only provides half its normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Primitive Armour", + "content": "Primitive armour is the norm on many feudal or feral planets, the lower levels of some hives where technology is unreliable or too expensive, and many alien worlds. Protection at this level often consists of reinforced animal hides, metal plating worn over the chest, chainmail, or a combination of these and other crude methods. Armour with the Primitive Quality only offers full protection against weapons also having the Primitive Quality. Otherwise, it only provides half its normal", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1319, + "rule_id": "pdf_skill_916_the_crux_terminatus", + "title": "The Crux Terminatus", + "content": "Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate\nfragementsof the Emperor’s armour. At the climax of the Horus Heresy, the Emperor personally led an\nattack on the Warmaster’s battle barge alongside his most trusted warriors. During the fierce fighting, the\nEmperor came face to face with Horus. In the battle that followed, Horus greivously wounded the Emperor.\nFollowing Horus’ defeat, the legends say that the Emperor decreed that his armour be taken off and melted\ndown, and that the pieces be made into badges that all Terminators would wear in recognition of the service\nperformed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only\ncontain the most miniscule of fragments.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Crux Terminatus", + "content": "Each Terminator bears a badge upon his left shoulder guard that is made from stone and is said to incorporate fragments of the Emperor's armour. At the climax of the Horus Heresy, the Emperor personally led an attack on the Warmaster's battle barge alongside his most trusted warriors. During the fierce fighting, the Emperor came face to face with Horus. In the battle that followed, Horus grievously wounded the Emperor. Following Horus' defeat, the legends say that the Emperor decreed that his armour be taken off and melted down, and that the pieces be made into badges that all Terminators would wear in recognition of the service performed in the defeat of Horus. However, if this is true, then each suit of Terminator armour must only contain the most miniscule of fragments.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1320, + "rule_id": "pdf_skill_917_carapace_armour", + "title": "CaRapaCe aRmouR", + "content": "While carapace armour may be a sign of status among standard\nImperial forces, its protection is substantially inferior to\npower armour, and it is typically worn only by Space Marine\nScouts. Made from moulded plates of armaplas, ceramite, or\nother strong materials, it can cover the entire body or just\nsections depending on the desired level of protection. Space\nMarine Scouts wear carapace plates that allow maximum\nfreedom of movement for the stealth operations of their units,\nwhile Tau Fire Warriors wear thick, articulated suits complete\nwith helmets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Carapace Armour", + "content": "While carapace armour may be a sign of status among standard Imperial forces, its protection is substantially inferior to power armour, and it is typically worn only by Space Marine Scouts. Made from moulded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Space Marine Scouts wear carapace plates that allow maximum freedom of movement for the stealth operations of their units, while Tau Fire Warriors wear thick, articulated suits complete with helmets.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1321, + "rule_id": "pdf_skill_918_diagnostor_helmet", + "title": "diagnostoR helmet", + "content": "Apothecaries often replace their usual helmet with a diagnostor\nhelmet, which contains upgraded sensors and readouts to assist\nwith their charge of treating the injured and maintaining their\nbrothers’ physical combat readiness. A paired infralense and\nx-ray imager help the Apothecary monitor small changes in\na patient and diagnose internal injuries, even through power\narmour. A character equipped with a diagnostor helmet gains\na +10 to all Medicae Tests where he is working directly on a\npatient. The improved sensory capabilities also duplicate the\neffects of a Preysense sight.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Diagnostor Helmet", + "content": "Apothecaries often replace their usual helmet with a diagnostor helmet, which contains upgraded sensors and readouts to assist with their charge of treating the injured and maintaining their brothers' physical combat readiness. A paired infralense and x-ray imager help the Apothecary monitor small changes in a patient and diagnose internal injuries, even through power armour. A character equipped with a diagnostor helmet gains a +10 to all Medicae Tests where he is working directly on a patient. The improved sensory capabilities also duplicate the effects of a Preysense sight.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1322, + "rule_id": "pdf_skill_919_masking_screen", + "title": "masking sCReen", + "content": "In a long history of clashes with the Velk’Han Sept of the alien\nTau forces, the Deathwatch has captured a limited number of\ntheir prized stealth field generators. While the Crucible Resolviate\nhas been unable to produce a perfect equivalent purged of alien\ntaint, painstaking research has created a functionally similar\ndevice, if not quite as potent. It combines light refraction with\nnoise dampeners to hide the subject from most senses, even at\nclose range.\nThe emanator is typically a small, translucent polyhedron that\naffixes at the shoulder. When it is active, the user appears wrapped\nin a mirage-like haze as the screen obstructs sound and light wave\ntransmissions through its area. This makes it valuable for covert\noperations, particularly those performed in otherwise noisy\npower armour. It also provides an additional measure of defence\nin combat, but the technology is not perfectly unidirectional, and\nmany warriors do not find it worth the side effects in combat.\nAn active masking screen provides the user a +30 bonus to\nConcealment, Shadowing, and Silent Move Tests, but imposes\na –10 on all Perception-based Tests. Attack rolls on a character\nusing a Masking Screen suffer a –10 Penalty. At distances over\n30 yards, this penalty increases to –20, but the distortion affects\nthe protected character as well, who suffers a –10 to Attack\nopponents at that distance or further. The field may be activated\nor de-activated as a Ready Action.\nTable 5–13: Armour\nName Locations Covered AP kg Req Renown\nAstartes Power Armour All 8/10 180 N/A –\nAstartes Artificer Armour All 12 100 60\n†", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Masking Screen", + "content": "In a long history of clashes with the Velk'Han Sept of the alien Tau forces, the Deathwatch has captured a limited number of their prized stealth field generators. While the Crucible Resolviate has been unable to produce a perfect equivalent purged of alien taint, painstaking research has created a functionally similar device, if not quite as potent. It combines light refraction with noise dampeners to hide the subject from most senses, even at close range. The emanator is typically a small, translucent polyhedron that affixes at the shoulder. When it is active, the user appears wrapped in a mirage-like haze as the screen obstructs sound and light wave transmissions through its area. This makes it valuable for covert operations, particularly those performed in otherwise noisy power armour. It also provides an additional measure of defence in combat, but the technology is not perfectly unidirectional, and many warriors do not find it worth the side effects in combat. An active masking screen provides the user a +30 bonus to Concealment, Shadowing, and Silent Move Tests, but imposes a -10 on all Perception-based Tests. Attack rolls on a character using a Masking Screen suffer a -10 Penalty. At distances over 30 yards, this penalty increases to -20, but the distortion affects the protected character as well, who suffers a -10 to Attack opponents at that distance or further. The field may be activated or de-activated as a Ready Action.", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1323, + "rule_id": "pdf_skill_920_hero", + "title": "Hero", + "content": "††\nAstartes Scout Armour Body, Arms 6 30 N/A —\nAstartes Terminator Armour All 14 400 100\n†††", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hero", + "content": "Astartes Scout Armour Body, Arms 6 30 N/A — Astartes Terminator Armour All 14 400 100", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1324, + "rule_id": "pdf_skill_921_famed", + "title": "Famed", + "content": "Primitive Armour Varies Varies Varies N/A N/A\nCarapace Armour All 6 15 N/A –\nDiagnostor Helmet Head 8 30 15 –\nMasking Screen – – +0.5 kg 25 Distinguished\nFlak Armour All 4 15 N/A –\n†\nArtificer armour is not available on a per-mission basis; it must be obtained as Signature Gear.\n††\nFor Techmarines, the artificer armour Renown requirement is only Distinguished.\n†††\nThis encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Famed", + "content": "Primitive Armour Varies Varies Varies N/A N/A Carapace Armour All 6 15 N/A – Diagnostor Helmet Head 8 30 15 – Masking Screen – – +0.5 kg 25 Distinguished Flak Armour All 4 15 N/A – Artificer armour is not available on a per-mission basis; it must be obtained as Signature Gear. For Techmarines, the artificer armour Renown requirement is only Distinguished. This encompasses 60 Requisition for the Terminator Armour itself, and the minimum 40 to arm it.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1325, + "rule_id": "pdf_skill_922_armour_craftsmanship", + "title": "aRmouR CRaftsmanship", + "content": "All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example,\nthe Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the\nactual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while\nthe flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of\nbetter manufacture uses the following modifiers.\nExceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the\narmour increases its AP by 1.\nMaster: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted\narmour weighs half the normal amount and increases AP by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour Craftsmanship", + "content": "All the types of armour detailed here are of Common craftsmanship for the groups that regularly employ them. For example, the Astartes power armour entry details power armour craftsmanship that is common to the Adeptus Astartes (although the actual craftsmanship of Space Marine power armour far outstrips any “common” standard elsewhere in the Imperium), while the flak armour entry details flak craftsmanship common to the Imperial Guard and general Imperial citizenry. Armour of better manufacture uses the following modifiers. Exceptional: Well constructed and better fitting, this armour is easier to wear. Against the first attack in any round, the armour increases its AP by 1. Master: Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted armour weighs half the normal amount and increases AP by 1.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1326, + "rule_id": "pdf_skill_923_flak_armour", + "title": "flak aRmouR", + "content": "Relatively lightweight and cheap to produce, flak armour is\none of the most common types of armour in the galaxy. It\ncan be found protecting countless human factions and xenos\nspecies. It is also standard issue to the millions of Imperial\nGuard adding their names to the memorial of the fallen on\nKarlack. Many layers of ablative and impact absorbent material\ngo into making each suit, enough to deflect or negate most\nlow-level attacks such as small arms, shrapnel, and proximity\nblasts. A great many foes in the Jericho Reach have dreaded\nweapons powerful enough to completely negate flak armour,\nbut a guardsman who discovers the dark terrors absent from his\nPrimer usually doesn’t live long enough to tell others. As long\nas the wearer is not on the target spot of the blast, Flak armour\ncounts as AP 5 against weapons with the Blast Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flak Armour", + "content": "Relatively lightweight and cheap to produce, flak armour is one of the most common types of armour in the galaxy. It can be found protecting countless human factions and xenos species. It is also standard issue to the millions of Imperial Guard adding their names to the memorial of the fallen on Karlack. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. A great many foes in the Jericho Reach have dreaded weapons powerful enough to completely negate flak armour, but a guardsman who discovers the dark terrors absent from his Primer usually doesn’t live long enough to tell others. As long as the wearer is not on the target spot of the blast, Flak armour counts as AP 5 against weapons with the Blast Quality.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1327, + "rule_id": "pdf_skill_924_force_fields", + "title": "Force Fields", + "content": "Astartes power armour comprises the highest quality ceramite\nand adamantite plating—the strongest protective materials the\nImperium can produce. However, the armour-piercing claws\nof some xenos, and the assaults of their twisted weapons, call\nfor better defences than any armour can provide. In these\nsituations, the Adeptus Astartes utilise force fields, which\nprovide protection of an altogether different level. Force fields\nare designed to deflect rather than merely absorb incoming\nattacks; this makes them capable of averting blows from even\nthe most powerful weapons.\nForce field projectors are often small devices, easily\nfitted onto armour, shields, or weaponry. The technology to\nproduce such powerful emanations from such tiny devices\nis also a highly guarded secret of the Adeptus Mechanicus,\nand virtually all force fields are centuries old, at least. The\nAdeptus Astartes and the Deathwatch are fortunate to have\nmore than their fair share of these precious machines and\ncarefully control their deployment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Force Fields", + "content": "Astartes power armour comprises the highest quality ceramite and adamantite plating—the strongest protective materials the Imperium can produce. However, the armour-piercing claws of some xenos, and the assaults of their twisted weapons, call for better defences than any armour can provide. In these situations, the Adeptus Astartes utilise force fields, which provide protection of an altogether different level. Force fields are designed to deflect rather than merely absorb incoming attacks; this makes them capable of averting blows from even the most powerful weapons. Force field projectors are often small devices, easily fitted onto armour, shields, or weaponry. The technology to produce such powerful emanations from such tiny devices is also a highly guarded secret of the Adeptus Mechanicus, and virtually all force fields are centuries old, at least. The Adeptus Astartes and the Deathwatch are fortunate to have more than their fair share of these precious machines and carefully control their deployment.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1328, + "rule_id": "pdf_skill_925_field_rules", + "title": "field Rules", + "content": "A character may only benefit from one field at a time, regardless\nof how many different fields he may have equipped. When a\ncharacter wearing an active field is attacked, roll 1d100. If the\nresult is less than or equal to the field’s protection rating, the attack\nis nullified and has no effect on the protected character (although\nthe attack may have an impact on the character’s surroundings or\nother nearby characters, such as weapons with the Blast Quality).\nFields may also overload. Compare the result of the d100 roll\nto avoid damage to the field’s Overload Roll. If the result is less\nthan or equal to the listed number, the field is overloaded and\nceases to function until it is recharged or repaired (requiring a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Field Rules", + "content": "A character may only benefit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is less than or equal to the field’s protection rating, the attack is nullified and has no effect on the protected character (although the attack may have an impact on the character’s surroundings or other nearby characters, such as weapons with the Blast Quality). Fields may also overload. Compare the result of the d100 roll to avoid damage to the field’s Overload Roll. If the result is less than or equal to the listed number, the field is overloaded and ceases to function until it is recharged or repaired (requiring a successful Very Hard (–30) Tech-Use Test). Most Common Astartes force fields overload on a roll of 01–10. Exceptional craftsmanship reduces that threshold to rolls below 05, while a Master-Crafted force field only overloads on a roll of 01.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1329, + "rule_id": "pdf_skill_926_successful_very_hard_30_tec", + "title": "successful Very Hard (–30) Tech-Use Test). Most Common", + "content": "Astartes force fields overload on a roll of 01–10. Exceptional\ncraftsmanship reduces that threshold to rolls below 05, while a\nMaster-Crafted force field only overloads on a roll of 01.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Combat Shield", + "content": "A combat shield is a compromise between flexibility and defence, trading the stronger field and physical protection a storm shield’s size offers for a free hand. A combat shield straps to the arm, providing an able parrying tool as well as a smaller energy field. A combat shield is a Balanced weapon that does 1d5+1 Impact damage.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1330, + "rule_id": "pdf_skill_927_astartes_combat_shield", + "title": "astaRtes Combat shield", + "content": "A combat shield is a compromise between flexibility and\ndefence, trading the stronger field and physical protection a\nstorm shield’s size offers for a free hand. A combat shield straps\nto the arm, providing an able parrying tool as well as a smaller\nenergy field. A combat shield is a Balanced weapon that does\n1d5+1 Impact damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Storm Shield", + "content": "Storm shields are large and heavy shields that can house extensive webs of field generation circuitry in their thick plating. Its energy field can fend off bullets and blasts from afar, while the physical shield itself protects against melee attacks. A storm shield provides +4 Armour Points to the Arm wielding the shield and to the Body location. Storm Shields also have the Defensive Quality. It also reduces the time necessary for a Guarded Attack to a Half Action. If used to bash an enemy, a storm shield does 1d10 Impact damage but suffers a –20 penalty to the attack roll.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1331, + "rule_id": "pdf_skill_928_astartes_storm_shield", + "title": "astaRtes stoRm shield", + "content": "Storm shields are large and heavy shields that can house\nextensive webs of field generation circuitry in their thick\nplating. Its energy field can fend off bullets and blasts\nfrom afar, while the physical shield itself protects against\nmelee attacks. A storm shield provides +4 Armour Points\nto the Arm wielding the shield and to the Body location.\nStorm Shields also have the Defensive Quality. It also\nreduces the time necessary for a Guarded Attack to a Half\nAction. If used to bash an enemy, a storm shield does\n1d10 Impact damage but suffers a –20 penalty to the\nattack roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Protection", + "content": "Rating Overload Roll Wt Req Renown Astartes Combat Shield 25 01–10 3 20 Distinguished Astartes Storm Shield 55 01–10 10 35 Distinguished Iron Halo 50 01 0.5 kg 40 Hero", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1332, + "rule_id": "pdf_skill_929_protection", + "title": "Protection", + "content": "Rating Overload Roll Wt Req Renown\nAstartes Combat Shield 25 01–10 3 20 Distinguished\nAstartes Storm Shield 55 01–10 10 35 Distinguished\nIron Halo 50 01 0.5 kg 40 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Halo", + "content": "Exceedingly rare and reserved only for Battle-Brothers who have proven themselves time and again through exceptional deeds, the Iron Halo is as much a mark of valour as it is a protective device—a function which should not be understated. These devices radiate an energy field almost as powerful as a storm shield, while their typical design of a literal halo crowning the wearer’s head leaves his hands free for battle. An Iron Halo is always Master-Crafted.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1333, + "rule_id": "pdf_skill_930_iron_halo", + "title": "iRon halo", + "content": "Exceedingly rare and reserved only for Battle-Brothers who have\nproven themselves time and again through exceptional deeds, the\nIron Halo is as much a mark of valour as it is a protective device—a\nfunction which should not be understated. These devices radiate\nan energy field almost as powerful as a storm shield, while their\ntypical design of a literal halo crowning the wearer’s head leaves\nhis hands free for battle. An Iron Halo is always Master-Crafted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Relics", + "content": "On rare occasion a Chapter permanently contributes a relic of Chapter significance to the Deathwatch as a reaffirmation of their oaths. Other such items sometimes find their way into Deathwatch armouries when the Battle-Brother who owned it dies in service with his Mission unfulfilled. Even if many Deathwatch vaults did not protect their own contents through gene-coded locks, no Space Marine would be so crass as to use a relic sacred to another Chapter. These relics are only issued to Battle-Brothers of the same affiliation as the relic’s legacy. Armour of the Remorseless", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1334, + "rule_id": "pdf_skill_931_chapter_relics", + "title": "chApter relics", + "content": "On rare occasion a Chapter permanently contributes a relic of\nChapter significance to the Deathwatch as a reaffirmation of\ntheir oaths. Other such items sometimes find their way into\nDeathwatch armouries when the Battle-Brother who owned\nit dies in service with his Mission unfulfilled. Even if many\nDeathwatch vaults did not protect their own contents through\ngene-coded locks, no Space Marine would be so crass as to use\na relic sacred to another Chapter. These relics are only issued to\nBattle-Brothers of the same affiliation as the relic’s legacy.\naRmouR of the RemoRseless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Crusader (Black Templars)", + "content": "This artificer armour is one of a trinity crafted by the Black Templars. Each suit is gilded with detestations of the warp and said to have the blood of saints layered into the thousand-Pitiless Crusader and the Fearless Crusader remain with the Chapter, but one unit was tithed to the Deathwatch. In addition to the normal benefits of artificer armour, hexagrammic wards provide +20 to Tests made to resist psychic effects, and double the suit’s armour points against psychic or warp attacks that deal damage. It retains full armour value against attacks with the Warp Weapon effect. The Armour of the Remorseless Crusader also incorporates a Master-Crafted, Sanctified sword that can extend from the forearm.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1335, + "rule_id": "pdf_skill_932_crusader_black_templars", + "title": "CRusadeR (blaCk templaRs)", + "content": "This artificer armour is one of a trinity crafted by the Black\nTemplars. Each suit is gilded with detestations of the warp\nand said to have the blood of saints layered into the thousandPitiless Crusader and the Fearless Crusader remain with the\nChapter, but one unit was tithed to the Deathwatch.\nIn addition to the normal benefits of artificer armour,\nhexagrammic wards provide +20 to Tests made to resist psychic\neffects, and double the suit’s armour points against psychic or\nwarp attacks that deal damage. It retains full armour value\nagainst attacks with the Warp Weapon effect. The Armour of\nthe Remorseless Crusader also incorporates a Master-Crafted,\nSanctified sword that can extend from the forearm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chalice of Vision (Blood Angels)", + "content": "The shrouded motives of the Omega Vault revealed this ornate gold chalice the day Watch Captain Mordigael assumed his role as Master of the Vigil. Unknown hands engraved it with the image of Sanguinius’ final battle and set a reservoir of a ritual compounds in its base that releases when the cup is filled. The resulting draught can be used in the Rite of Vision, said to grant a Blood Angel the same almost prescient clarity their Primarch possessed. Bearers of the Chalice typically carry a flask of scarlet sacramental wine to use with the relic. Those who imbibe from the Chalice gain +10 to all WS, BS, and Skill Tests, and the Unnatural Perception Trait for 1 hour. Dire consequences exist for those who violate the strictures against performing the Rite of the Vision too often. At the GM’s discretion, those who drink from the Chalice may experience strange oracular visions that my reveal hints about the future.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1336, + "rule_id": "pdf_skill_933_chalice_of_vision_blood_angel", + "title": "ChaliCe of vision (blood angels)", + "content": "The shrouded motives of the Omega Vault\nrevealed this ornate gold chalice the day\nWatch Captain Mordigael assumed his role\nas Master of the Vigil. Unknown hands\nengraved it with the image of Sanguinius’\nfinal battle and set a reservoir of a ritual\ncompounds in its base that releases when\nthe cup is filled. The resulting draught can\nbe used in the Rite of Vision, said to grant\na Blood Angel the same almost prescient\nclarity their Primarch possessed. Bearers of\nthe Chalice typically carry a flask of scarlet\nsacramental wine to use with the relic.\nThose who imbibe from the Chalice gain +10 to all WS, BS,\nand Skill Tests, and the Unnatural Perception Trait for 1 hour.\nDire consequences exist for those who violate the strictures\nagainst performing the Rite of the Vision too often. At the GM’s\ndiscretion, those who drink from the Chalice may experience\nstrange oracular visions that my reveal hints about the future.\nTable 5–15: Relics\nName Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special", + "content": "25 50 Hero Skapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full Accurate, Tearing, Special 16 75 Hero", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1337, + "rule_id": "pdf_skill_934_special", + "title": "Special", + "content": "25 50 Hero\nSkapulan Bolter Basic 120m S/2/4 2d10+9 X 7 28 Full\nAccurate,\nTearing, Special\n16 75 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Remorseless Crusader", + "content": "(Sword Profile) Melee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero Chalice of Vision — — — — — — N/A — 5 70 Hero Deathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1338, + "rule_id": "pdf_skill_935_remorseless_crusader", + "title": "Remorseless Crusader", + "content": "(Sword Profile)\nMelee — — 1d10+8 R 6 — N/A Sanctified 110 70 Hero\nChalice of Vision — — — — — — N/A — 5 70 Hero\nDeathroar Pistol 40m S/–/– 2d10+13 E 10 10 3 Full", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blast(1), Felling", + "content": "(1), Volatile 7 70 Hero Frost Blade Melee — — 1d10+11 E 9 — N/A Balanced, Power Field, Tearing 10 60 Hero Helm of Varthion — — — — — — N/A — 18 70 Hero The Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1339, + "rule_id": "pdf_skill_936_blast_1_felling", + "title": "Blast(1), Felling", + "content": "(1), Volatile\n7 70 Hero\nFrost Blade Melee — — 1d10+11 E 9 — N/A\nBalanced, Power\nField, Tearing\n10 60 Hero\nHelm of Varthion — — — — — — N/A — 18 70 Hero\nThe Levin Shield — — — — — — N/A — 10 50 Hero", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "This Venerated Plasma Pistol", + "content": "was recently left to the Deathwatch by Captain Raziel of the Dark Angels, who gave his life to hold a fortress on the edge of the Cellebos Warzone", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1340, + "rule_id": "pdf_skill_937_this_venerated_plasma_pistol", + "title": "This venerated Plasma Pistol", + "content": "was recently left to the\nDeathwatch by Captain Raziel\nof the Dark Angels, who gave\nhis life to hold a fortress on the\nedge of the Cellebos Warzone", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Against Chaos Sieges Until", + "content": "reinforcements arrived. Deathroar contains the power of a heavy weapon in its small casing. The super-heated air around the muzzle as the weapon discharges produces a unique sound reminiscent of predatory felines from which Deathroar derives its name. Firing Deathroar on Maximal setting does not cause the Overheats Quality.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1341, + "rule_id": "pdf_skill_938_against_chaos_sieges_until", + "title": "against Chaos sieges until", + "content": "reinforcements arrived. Deathroar contains the power of a\nheavy weapon in its small casing. The super-heated air around\nthe muzzle as the weapon discharges produces a unique\nsound reminiscent of predatory felines from which Deathroar\nderives its name. Firing Deathroar on Maximal setting does\nnot cause the Overheats Quality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Frost Blade (Space Wolves)", + "content": "Frost blades are master works from the Space Wolves’ Iron Priests—each incredibly rare and prestigious. The teeth of these icy chain weapons are always cut from nigh-unbreakable substances such as Kraken fangs or tempered diamond. The unique power fields enveloping frost blades have a distinct blue cast. A frost blade combines the best of a chain weapon and a power weapon, and adds +3 Damage when an attack from the weapon causes Critical Damage.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1342, + "rule_id": "pdf_skill_939_frost_blade_space_wolves", + "title": "fRost blade (spaCe wolves)", + "content": "Frost blades are master works from the Space Wolves’ Iron\nPriests—each incredibly rare and prestigious. The teeth of\nthese icy chain weapons are always cut from nigh-unbreakable\nsubstances such as Kraken fangs or tempered diamond. The\nunique power fields enveloping frost blades have a distinct\nblue cast. A frost blade combines the best of a chain weapon\nand a power weapon, and adds +3 Damage when an attack\nfrom the weapon causes Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Helm of Varthion (Ultramarines)", + "content": "Sergeant Varthion is a legend on Watch Fortress Erioch. Long before Warmaster Achilus ever dreamed of conquest through the Warp Gate, the Deathwatch kept vigil over it. In the fourth century of M41, Varthion and his squad destroyed a xenos warhost hundreds of times their number in defence of the Gate. Records conflict as to which side of the Gate originated the enemy assault, but accounts of the aftermath in the control structure are identical. They describe alien corpses of an aspect uncatalogued before or since, “in such volumes that Varthion’s squad stood atop them like Titans astride a demolished hive.” The Ultramarine Sergeant’s ancient helm contains the pinnacle of augury sensors and prophesier readouts. It grants +10 to all Attack rolls, and unerringly divines the enemy’s weakest point, granting a +3 bonus to the Penetration of any weapon wielded by the helm’s wearer. A dedicated cogitator bank also provides tactical recommendations based on thousands of years of compiled Ultramarines combat theory. This increases the wearer’s effective Rank by 1 for purposes of calculating Cohesion or for Ultramarines Chapter abilities in Solo Mode.", + "page": 1, + "category": "gear", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1344, + "rule_id": "pdf_skill_941_levin_shield_storm_wardens", + "title": "levin shield (stoRm waRdens)", + "content": "The Storm Wardens Chapter Master,\nLorgath Maclir, once wielded the\nLevin Shield. It is said he passed it\nto the Deathwatch in payment of\nan honour debt to Watch Captain\nMordigael. This storm shield\nadjusts to the bearer’s bio-electric\nsignature and uses his body as\npart of the circuit to generate its\npowerful energy field. The crackling\nnimbus protects the wielder while\nelectrifying his foes. The Shield’s kinetic repercussion plating\nalso unleashes thunderous fury when struck.\nThis Force Field has a Protection Rating of 55 and an\nOverload number of 1, and causes 1d10+4 Energy Damage\neach Round to all creatures in melee with the wielder,\nignoring armour. If the Storm Warden successfully Parries\nwith the Levin Shield, the attacker must immediately make\na Toughness Test at –10 per degree of success by which the\nParry succeeded, or be Stunned for 1 Round. As a storm\nshield, it also provides +4 AP to the Body and the Arm\ncarrying it and reduces the time necessary for a Guarded\nAttack to a Half Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Levin Shield (Storm Wardens)", + "content": "The Storm Wardens Chapter Master, Lorgath Maclir, once wielded the Levin Shield. It is said he passed it to the Deathwatch in payment of an honor debt to Watch Captain Mordigael. This storm shield adjusts to the bearer's bio-electric signature and uses his body as part of the circuit to generate its powerful energy field. The crackling nimbus protects the wielder while electrifying his foes. The Shield's kinetic repercussion plating also unleashes thunderous fury when struck. This Force Field has a Protection Rating of 55 and an Overload number of 1, and causes 1d10+4 Energy Damage each Round to all creatures in melee with the wielder, ignoring armor. If the Storm Warden successfully Parries with the Levin Shield, the attacker must immediately make a Toughness Test at -10 per degree of success by which the Parry succeeded, or be Stunned for 1 Round. As a storm shield, it also provides +4 AP to the Body and the Arm carrying it and reduces the time necessary for a Guarded Attack to a Half Action.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1345, + "rule_id": "pdf_skill_942_deathwatch_relics", + "title": "deAthWAtch relics", + "content": "Some Relics’ legacies are rooted in the Deathwatch. Such an\nitem may be forged by artificers deep in the shielded heart of\nthe Watch Fortress, rise to significance in service to their vigil,\nor even be an offering from the outer catacombs of the Watch\nFortress’s mysterious revelation mechanisms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Relics", + "content": "Some Relics' legacies are rooted in the Deathwatch. Such an item may be forged by artificers deep in the shielded heart of the Watch Fortress, rise to significance in service to their vigil, or even be an offering from the outer catacombs of the Watch Fortress's mysterious revelation mechanisms.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1346, + "rule_id": "pdf_skill_943_adamantine_mantle", + "title": "adamantine mantle", + "content": "These intricately worked cloaks take their name from the\nmost common variation: small adamantine scales worked\ninto a protective yet flexible defensive covering. Similar,\npersonalised designs exist, all using unbreakable materials to\nform an impressive cloak. Each one is the labour of decades\nby master artificers, who temper each individual scale and\nthread for maximum resilience. Their work is then blessed\nby Chaplains before finally being laid upon the shoulders of\nits first bearer. The mantle protects him not just through its\nphysical strength, but also by making his movements more\ndifficult to predict as the opaque cloak whirls about him in\ncombat.\nAn adamantine mantle negates 2 points of Armour\nPenetration from any incoming attack. The wearer gains a\n+10 to his Opposed Weapon Skill Test to Feint, and if he\ntakes the Defensive Stance Action, foes suffer an additional\n–10 on Weapon Skill Tests to attack him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Adamantine Mantle", + "content": "These intricately worked cloaks take their name from the most common variation: small adamantine scales worked into a protective yet flexible defensive covering. Similar, personalised designs exist, all using unbreakable materials to form an impressive cloak. Each one is the labour of decades by master artificers, who temper each individual scale and thread for maximum resilience. Their work is then blessed by Chaplains before finally being laid upon the shoulders of its first bearer. The mantle protects him not just through its physical strength, but also by making his movements more difficult to predict as the opaque cloak whirls about him in combat. An adamantine mantle negates 2 points of Armour Penetration from any incoming attack. The wearer gains a +10 to his Opposed Weapon Skill Test to Feint, and if he takes the Defensive Stance Action, foes suffer an additional -10 on Weapon Skill Tests to attack him.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1347, + "rule_id": "pdf_skill_944_deathwatch_relic_blade", + "title": "deathwatCh ReliC blade", + "content": "A standard power sword is no better than a flimsy\nmetal spike in the humbling aura of a relic blade.\nRemembrancer works from the Horus Heresy depict\nthese magnificent power weapons in the hands of\nits heroes, and accounts can be found through the\nages of how their wielders turned the tides of key\nbattles. Few enough have survived the millennia,\nand only a precious handful of those are reserved\nfor the Deathwatch.\nRelic blades take various forms, but are always\na great weapon of some fashion. They require two\nhands for even a Space Marine to wield. A relic\nblade that successfully Parries a weapon without\nthe Power Field Quality automatically destroys the attacker’s\nweapon. It has the same effect on weapons used to Parry\nit, shearing through such inferior defences and striking as\nthough opposition was never rendered. A relic blade has a\n25% chance to destroy a weapon normally immune to Power", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Relic Blade", + "content": "A standard power sword is no better than a flimsy metal spike in the humbling aura of a relic blade. Remembrancer works from the Horus Heresy depict these magnificent power weapons in the hands of its heroes, and accounts can be found through the ages of how their wielders turned the tides of key battles. Few enough have survived the millennia, and only a precious handful of those are reserved for the Deathwatch. Relic blades take various forms, but are always a great weapon of some fashion. They require two hands for even a Space Marine to wield. A relic blade that successfully Parries a weapon without the Power Field Quality automatically destroys the attacker's weapon. It has the same effect on weapons used to Parry it, shearing through such inferior defences and striking as though opposition was never rendered. A relic blade has a 25% chance to destroy a weapon normally immune to Power", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1348, + "rule_id": "pdf_skill_945_remains_from_the", + "title": "remains from the", + "content": "abandoned station.\nTechmarines fortunate enough to examine the advanced\nweapon frequently debate the number and nature of machine\nspirits necessary to achieve its flawless performance, but the\nmost widely accepted theories place a union of over one\nhundred machine spirits within the casing of tenebrous\nalloys.\nIn addition to accuracy and power unrivalled in other\nbolters of its size, the Skapulan Bolter integrates a Fire\nSelector, a Targeter, and a melee attachment equivalent to a\nMaster-Crafted combat knife. The gun never Jams, and any\nAttack roll of 96–100 may be re-rolled as the machine spirits\n—however many they may be— strive for perfection.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Remains from the Abandoned Station", + "content": "Techmarines fortunate enough to examine the advanced weapon frequently debate the number and nature of machine spirits necessary to achieve its flawless performance, but the most widely accepted theories place a union of over one hundred machine spirits within the casing of tenebrous alloys. In addition to accuracy and power unrivalled in other bolters of its size, the Skapulan Bolter integrates a Fire Selector, a Targeter, and a melee attachment equivalent to a Master-Crafted combat knife. The gun never Jams, and any Attack roll of 96–100 may be re-rolled as the machine spirits—however many they may be—strive for perfection.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1349, + "rule_id": "pdf_skill_946_devotion_chain_black_templars", + "title": "devotion Chain (blaCk templaRs)", + "content": "The Black Templars frequently wrap sections or their armour\nwith chains, or bind their weapons to themselves to symbolize\nthat they are unendingly bound to war against the Emperor’s\nenemies. These constant reminders of a Black Templar’s vows\nsteel his resolve. Add +3 to any Willpower Test to resist Fear\neffects and Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Devotion Chain (Black Templars)", + "content": "The Black Templars frequently wrap sections of their armour with chains, or bind their weapons to themselves to symbolize that they are unendingly bound to war against the Emperor's enemies. These constant reminders of a Black Templar's vows steel his resolve. Add +3 to any Willpower Test to resist Fear effects and Cohesion Damage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1350, + "rule_id": "pdf_skill_947_tabard_black_templars", + "title": "tabaRd (blaCk templaRs)", + "content": "Tabards may bear personal, Deathwatch, Chapter, or even\nSquad-specific heraldry. In other cases they are ornamental\nand without symbols of any kind. Black Templars in the\nDeathwatch typically wear tabards only from the waist to\navoid marring the uniform intent of the Squad colouring, but\nless conforming individuals have been known to wear the\nfull tabards most commonly seen back in their home Chapter.\nChoose one of the following types of tabard:\n• Ornamental: Add +2 to Fellowship Tests.\n• Deathwatch / Squad heraldry: The Kill-team\nrestores 1 bonus Cohesion for every Primary Objective\nachieved.\n• Chapter heraldry: Add 1 to the character’s effective\nRank for determining Black Templar Solo Ability\neffectiveness, but subtract 1 from Squad Base Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tabard (Black Templars)", + "content": "Tabards may bear personal, Deathwatch, Chapter, or even Squad-specific heraldry. In other cases they are ornamental and without symbols of any kind. Black Templars in the Deathwatch typically wear tabards only from the waist to avoid marring the uniform intent of the Squad colouring, but less conforming individuals have been known to wear the full tabards most commonly seen back in their home Chapter. Choose one of the following types of tabard: Ornamental: Add +2 to Fellowship Tests. Deathwatch / Squad heraldry: The Kill-team restores 1 bonus Cohesion for every Primary Objective achieved. Chapter heraldry: Add 1 to the character’s effective Rank for determining Black Templar Solo Ability effectiveness, but subtract 1 from Squad Base Cohesion.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1351, + "rule_id": "pdf_skill_948_blood_drop_pendant", + "title": "blood dRop pendant", + "content": "(blood angels)\nThese ornaments are representations of the Blood Angels’ Chapter\nsymbol and the blood of Sanguinius that runs through their\ncollective veins. Some are literally filled with the Battle-Brother’s\nown precious blood, while others are jewelled or crystalline\nrepresentations. They are most often, but not always, worn around\nthe neck. Whenever the character spends a Fate Point to gain a\nbonus on a Test, he may add +13 instead of the usual +10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Drop Pendant", + "content": "These ornaments are representations of the Blood Angels' Chapter symbol and the blood of Sanguinius that runs through their collective veins. Some are literally filled with the Battle-Brother's own precious blood, while others are jeweled or crystalline representations. They are most often, but not always, worn around the neck. Whenever the character spends a Fate Point to gain a bonus on a Test, he may add +13 instead of the usual +10.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1352, + "rule_id": "pdf_skill_949_golden_icons_blood_angels", + "title": "golden iCons (blood angels)", + "content": "Blood Angels frequently hang sacred gilded icons on their armour\nor from their belts. The exact form of these items varies, but they\nare considered a display of devotion as well as serving as a focus\nfor spiritual meditation. Choose one of the following types:\n• Icon of Inspiration: Add +3 to Command Tests.\n• Wings of Wrath: Add +1 to Damage if the character\nhits with his attack during the Charge action.\n• Purity Focus: Whenever the Battle-Brother gains\nCorruption Points, reduce the total by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Golden Icons (Blood Angels)", + "content": "Blood Angels frequently hang sacred gilded icons on their armour or from their belts. The exact form of these items varies, but they are considered a display of devotion as well as serving as a focus for spiritual meditation. Choose one of the following types: Icon of Inspiration: Add +3 to Command Tests. Wings of Wrath: Add +1 to Damage if the character hits with his attack during the Charge action. Purity Focus: Whenever the Battle-Brother gains Corruption Points, reduce the total by 1.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1353, + "rule_id": "pdf_skill_950_ceremonial_sword_dark_angels", + "title": "CeRemonial swoRd (daRk angels)", + "content": "Dark Angels frequently carry swords with winged hilts in\necho of their Chapter symbol. These weapons are used more\nin ceremony than in combat, but they are perfectly functional\nweapons should the Battle-Brother have reason to draw one.\nThey are carried either in addition to, or in lieu of, a combat\nknife depending on the individual’s preferences. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ceremonial Sword (Dark Angels)", + "content": "Dark Angels frequently carry swords with winged hilts in echo of their Chapter symbol. These weapons are used more in ceremony than in combat, but they are perfectly functional weapons should the Battle-Brother have reason to draw one. They are carried either in addition to, or in lieu of, a combat knife depending on the individual's preferences. The statistics for this weapon can be found in Table 5-8.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1354, + "rule_id": "pdf_skill_951_robe_dark_angels", + "title": "Robe (daRk angels)", + "content": "Hooded robes are a common sight amongst Dark Angels.\nWhile they are most often worn by veterans and other high\nranking warriors, Battle-Brothers of all ranks may be found\nwearing them. The exact reasons and hidden meanings of\nwearing such a robe are difficult to discern even for members\nof the Chapter, but a few examples exist below:\n• Scholar’s Robe: Choose one Scholastic Lore and add\n+3 to all Tests on it.\n• Robe of Secrets: Choose one Forbidden Lore and add\n+3 to all Tests on it.\n• Seeker’s Robe: add +3 to Scrutiny Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Robe (Dark Angels)", + "content": "Hooded robes are a common sight amongst Dark Angels. While they are most often worn by veterans and other high ranking warriors, Battle-Brothers of all ranks may be found wearing them. The exact reasons and hidden meanings of wearing such a robe are difficult to discern even for members of the Chapter, but a few examples exist below: • Scholar’s Robe: Choose one Scholastic Lore and add +3 to all Tests on it. • Robe of Secrets: Choose one Forbidden Lore and add +3 to all Tests on it. • Seeker’s Robe: add +3 to Scrutiny Tests.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1355, + "rule_id": "pdf_skill_952_wolf_pelt_space_wolves", + "title": "wolf pelt (spaCe wolves)", + "content": "Fenrisian wolves are renowned across the galaxy for their\nviciousness. They are respected creatures, and greatly\nentwined with Space Wolf beliefs. Unarmed hunting rituals\nexist on Fenris to prove a warrior’s prowess. Should a Battleof the animal thereafter. Add +2 to Intimidate Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wolf Pelt (Space Wolves)", + "content": "Fenrisian wolves are renowned across the galaxy for their viciousness. They are respected creatures, and greatly entwined with Space Wolf beliefs. Unarmed hunting rituals exist on Fenris to prove a warrior's prowess. Should a Battle of the animal thereafter. Add +2 to Intimidate Tests.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1356, + "rule_id": "pdf_skill_953_runic_totem_space_wolves", + "title": "RuniC totem (spaCe wolves)", + "content": "The Sons of Russ have many traditions that are unique to\ntheir Chapter, and at the heart of Fenrisian mysticism stand\nthe Rune Priests. Using their arcane arts they craft rune\ntotems to call upon the powers of Fenris’ mythic beasts, and\nSpace Wolves fiercely believe that these talismans can lend\nthe bearer power from the spirit whose name is inscribed\nupon it. Listed here are some representative totems:\n• Totem of the Bloodied Hunter: add +1 to any damage\ninflicted by Righteous Fury.\n• Totem of the Sea Wolf: Choose one Drive or Pilot Skill\nand add +3 to all Tests on it.\n• Totem of the Sun Wolf: add +3 to Awareness Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Runic Totem (Space Wolves)", + "content": "The Sons of Russ have many traditions that are unique to their Chapter, and at the heart of Fenrisian mysticism stand the Rune Priests. Using their arcane arts they craft rune totems to call upon the powers of Fenris' mythic beasts, and Space Wolves fiercely believe that these talismans can lend the bearer power from the spirit whose name is inscribed upon it. Listed here are some representative totems: Totem of the Bloodied Hunter: add +1 to any damage inflicted by Righteous Fury. Totem of the Sea Wolf: Choose one Drive or Pilot Skill and add +3 to all Tests on it. Totem of the Sun Wolf: add +3 to Awareness Tests.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1357, + "rule_id": "pdf_skill_954_sacris_claymore_storm_wardens", + "title": "saCRis ClaymoRe (stoRm waRdens)", + "content": "The feral clansmen of Sacris are raised with giant claymores\nin their hands. After a warrior’s transfiguration into a Space\nMarine is complete, the sword of his youth is a light and\nsimple thing, but the Storm Wardens have made a habit of\nforging improved versions of these primitive weapons of size\nand materials befitting an Adeptus Astartes. It is far from\nunheard of for an enraged Storm Warden to favour his simple\nclaymore over a power sword, particularly when matters of\nhonour are at stake. A Sacris claymore replaces the Astartes\ncombat knife, and requires two hands to wield. The statistics\nfor this weapon can be found in Table 5–8.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sacris Claymore (Storm Wardens)", + "content": "The feral clansmen of Sacris are raised with giant claymores in their hands. After a warrior's transfiguration into a Space Marine is complete, the sword of his youth is a light and simple thing, but the Storm Wardens have made a habit of forging improved versions of these primitive weapons of size and materials befitting an Adeptus Astartes. It is far from unheard of for an enraged Storm Warden to favor his simple claymore over a power sword, particularly when matters of honor are at stake. A Sacris claymore replaces the Astartes combat knife, and requires two hands to wield. The statistics for this weapon can be found in Table 5-8.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1358, + "rule_id": "pdf_skill_955_tempest_amulet_storm_wardens", + "title": "tempest amulet (stoRm waRdens)", + "content": "The native traditions of Sacris place a strong emphasis on the\nability of an individual to affect change in the world through\nstrength of arm and force of will. Tempest Amulets are rooted\nin mysticism, but also serve as a focus for the Storm Warden’s\nstubborn will. These small leather pouches contain “tempest\nstones,” rocks fused into glass by the fierce lightning storms of\nSacris and wrapped in prayer scripts written by the owner.\n• Amulet of Might: Add +2 to Strength (after all other\nmodifiers).\n• Victory Scripture: Gain +2 WS when fighting an\nenemy in single melee combat.\n• Guardian Amulet: The enveloped scripts venerate the\nStorm Warden’s lost 1st Company, so that they will send\naid to the bearer in times of greatest peril. The amulet\ncounts as a Charm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tempest Amulet (Storm Wardens)", + "content": "The native traditions of Sacris place a strong emphasis on the ability of an individual to affect change in the world through strength of arm and force of will. Tempest Amulets are rooted in mysticism, but also serve as a focus for the Storm Warden's stubborn will. These small leather pouches contain 'tempest stones,' rocks fused into glass by the fierce lightning storms of Sacris and wrapped in prayer scripts written by the owner. Amulet of Might: Add +2 to Strength (after all other modifiers). Victory Scripture: Gain +2 WS when fighting an enemy in single melee combat. Guardian Amulet: The enveloped scripts venerate the Storm Warden's lost 1st Company, so that they will send aid to the bearer in times of greatest peril. The amulet counts as a Charm.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1359, + "rule_id": "pdf_skill_956_cingulum_ultramarines", + "title": "Cingulum (ultRamaRines)", + "content": "The cingulum is a belt formed from several studded straps of\nleather or a similar strong and flexible material, which serves\nas a place for the hanging of victorex and other accolades\nof valour. Such belts are common decorations amongst the\nUltramarines and their successor chapters. The appearance of\na cingulum also varies with the type of small, detailed plates\nthat have been used to stud it and the choices of what terminal\ndecorations hang upon it.\n• Adamantine Inlays: The detailed plates are strong\nenough to deflect weak blows. Add +3 to Parry Tests.\n• Honour Bells: The clinking scales and bells hung at the\nend of each strap herald the bearer’s approach. Gain +3\nWS on your first Attack roll in a combat.\n• Marks of Leadership: Add +3 to any tests made to\nregain Cohesion or prevent Cohesion Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cingulum (Ultramarines)", + "content": "The cingulum is a belt formed from several studded straps of leather or a similar strong and flexible material, which serves as a place for the hanging of victorex and other accolades of valour. Such belts are common decorations amongst the Ultramarines and their successor chapters. The appearance of a cingulum also varies with the type of small, detailed plates that have been used to stud it and the choices of what terminal decorations hang upon it. Adamantine Inlays: The detailed plates are strong enough to deflect weak blows. Add +3 to Parry Tests. Honour Bells: The clinking scales and bells hung at the end of each strap herald the bearer’s approach. Gain +3 WS on your first Attack roll in a combat. Marks of Leadership: Add +3 to any tests made to regain Cohesion or prevent Cohesion Damage.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1360, + "rule_id": "pdf_skill_957_heraldry_scroll_ultramarines", + "title": "heRaldRy sCRoll (ultRamaRines)", + "content": "Scrolls worked into a Battle-Brother’s armour, either as\nmetalwork or a placard are popular in many chapters, and the\nUltramarines are no exception. This crest may display a motto\nor title, but most commonly it bears the Ultramarine’s name\nso that his enemies know who brings their deaths, and tales\nof his deeds may travel. Add +10 Kill Markers to any Assault\nMission where the scroll was displayed in at least one battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heraldry Scroll (Ultramarines)", + "content": "Scrolls worked into a Battle-Brother's armour, either as metalwork or a placard are popular in many chapters, and the Ultramarines are no exception. This crest may display a motto or title, but most commonly it bears the Ultramarine's name so that his enemies know who brings their deaths, and tales of his deeds may travel. Add +10 Kill Markers to any Assault Mission where the scroll was displayed in at least one battle.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1361, + "rule_id": "pdf_skill_958_wargear", + "title": "Wargear", + "content": "The Deathwatch is called upon to perform a wide range\nof duties, some of which require more than a bolter to\naccomplish. Watch Station armouries contain tools for nearly\nevery Mission, ensuring that a Battle-Brother can prepare for\nany service the God-Emperor asks of him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wargear", + "content": "The Deathwatch is called upon to perform a wide range of duties, some of which require more than a bolter to accomplish. Watch Station armouries contain tools for nearly every Mission, ensuring that a Battle-Brother can prepare for any service the God-Emperor asks of him.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1362, + "rule_id": "pdf_skill_959_astartes_harness", + "title": "astaRtes haRness", + "content": "Offering more safety than a grapnel but less noise and bulk than\na jump pack, this Battle-Brother-sized harness can be used to\naid in safely descending from terrain or buildings. The simple\nharness fits over a character’s power amour. A hook-shaped\nmagnetic clip can then be anchored to a wide variety of surfaces\nas the coiled safety line slowly unspools. The Battle-Brother\ngains a +30 bonus to Climb Tests, and will not fall if he fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Harness", + "content": "Offering more safety than a grapnel but less noise and bulk than a jump pack, this Battle-Brother-sized harness can be used to aid in safely descending from terrain or buildings. The simple harness fits over a character's power armor. A hook-shaped magnetic clip can then be anchored to a wide variety of surfaces as the coiled safety line slowly unspools. The Battle-Brother gains a +30 bonus to Climb Tests, and will not fall if he fails.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1363, + "rule_id": "pdf_skill_960_lift_high_into", + "title": "lift high into", + "content": "the air and then swoops down as part of his assault. Jump packs\nare also useful in leaping over high obstacles and reaching\ndistant enemies. Most Battle-Brothers receive the specialised\ntraining necessary to operate these devices as part of an assault\nsquad, where the extra noise and bulk is secondary to the extra\nmobility that would allow him to charge that much faster into\nthe thick of battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lift High Into", + "content": "The air and then swoops down as part of his assault. Jump packs are also useful in leaping over high obstacles and reaching distant enemies. Most Battle-Brothers receive the specialised training necessary to operate these devices as part of an assault squad, where the extra noise and bulk is secondary to the extra mobility that would allow him to charge that much faster into the thick of battle.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1364, + "rule_id": "pdf_skill_961_a_jump_pack_requires_the_pilot", + "title": "A Jump Pack requires the Pilot (Personal) skill to operate", + "content": "effectively. An Astartes Jump Pack allows for a safe, guided fall\nfrom any height, and any number of short jumps. Such jumps\nallow the Battle-Brother to double his Base Movement and\ntravel in any direction without regard for obstacles. For all other\npurposes, he counts as having taken the appropriate Movement\naction. He must land by the end of his Turn. Alternatively, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "A Jump Pack requires the Pilot (Personal) skill to operate effectively.", + "content": "An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle-Brother to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement action. He must land by the end of his Turn. Alternatively, the", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1365, + "rule_id": "pdf_skill_962_astartes_magboots", + "title": "astaRtes magboots", + "content": "Astartes power armour can be upgraded to contain strong\nelectromagnets built into the boot soles, allowing the wearer to\nadhere to metallic surfaces such as exterior hull plating. These\nmagnets may be activated or de-activated at the beginning of\nthe wearer’s Turn. Magboots reduce Agility Bonus (recalculate\nMovement accordingly) by half when used, but otherwise\nallow normal movement in low- or zero- gravity areas provided\nthere is a suitable surface to walk upon. Standalone versions of\nMagboots can be found outside the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Magboots", + "content": "Astartes power armour can be upgraded to contain strong electromagnets built into the boot soles, allowing the wearer to adhere to metallic surfaces such as exterior hull plating. These magnets may be activated or de-activated at the beginning of the wearer’s Turn. Magboots reduce Agility Bonus (recalculate Movement accordingly) by half when used, but otherwise allow normal movement in low- or zero- gravity areas provided there is a suitable surface to walk upon. Standalone versions of Magboots can be found outside the Adeptus Astartes.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1366, + "rule_id": "pdf_skill_963_astartes_psychic_hood", + "title": "astaRtes psyChiC hood", + "content": "The arcane devices known as psychic hoods are lined with psiSome would say more importantly, they render the wearer\ncapable of nullifying the effects that other psykers have on the\nwarp nearby. A character equipped with a psychic hood may\nspend his Reaction to attempt to nullify a psychic technique\nbeing used by another psyker within a number of metres\nequal to the character’s Willpower. This attempt should be\ndeclared before the enemy psyker makes his Focus Power\nroll. The psychic hood’s wearer first makes a Focus Power\n(Willpower) Test. Every degree of success imposes a –10\npenalty on the enemy’s Focus Power Test. Alternatively, the\nwearer may attempt to nullify the effects of a Psychic Technique\non himself only, regardless of Range. To do this, the character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Psychic Hood", + "content": "The arcane devices known as psychic hoods are lined with psiSome would say more importantly, they render the wearer capable of nullifying the effects that other psykers have on the warp nearby. A character equipped with a psychic hood may spend his Reaction to attempt to nullify a psychic technique being used by another psyker within a number of metres equal to the character’s Willpower. This attempt should be declared before the enemy psyker makes his Focus Power roll. The psychic hood’s wearer first makes a Focus Power (Willpower) Test. Every degree of success imposes a –10 penalty on the enemy’s Focus Power Test. Alternatively, the wearer may attempt to nullify the effects of a Psychic Technique on himself only, regardless of Range. To do this, the character", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1367, + "rule_id": "pdf_skill_964_takes_a_focus_power_willpower", + "title": "takes a Focus Power (Willpower) Test. If he succeeds, he", + "content": "is unaffected by the Psychic Technique, but any other targets\nor areas are affected normally. A nullification Test may trigger\npsychic phenomena based on Psychic Strength as normal.\nAdditionally, the psychic hood grants the wearer a +5 bonus\nto all Focus Power Tests, including nullification attempts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Takes a Focus Power (Willpower) Test. If he succeeds, he", + "content": "is unaffected by the Psychic Technique, but any other targets or areas are affected normally. A nullification Test may trigger psychic phenomena based on Psychic Strength as normal. Additionally, the psychic hood grants the wearer a +5 bonus to all Focus Power Tests, including nullification attempts.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1368, + "rule_id": "pdf_skill_965_back_banner", + "title": "baCk banneR", + "content": "A Battle-Brother is asked to leave his home Chapter allegiances\nand the majority of its heraldry behind when he joins the\nDeathwatch. However, that does not mean his squad is without\nhonour, inspiration, or heroes, for devoting oneself to the grisly\nwar against the alien is its own great reward. Back banners fly on\nornate poles wrought with the Deathwatch symbol and icons of\nImperial faith, mounted on a backpack power unit or rising from\nbetween the shoulder blades. These elaborate banners often tower\nas tall again as the Battle-Brother’s height itself, heralding the\nvalour of the Emperor’s avenging angels to brother and foe alike.\nWhen the Kill-team’s leader spends a Fate Point to restore a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Back Banner", + "content": "A Battle-Brother is asked to leave his home Chapter allegiances and the majority of its heraldry behind when he joins the Deathwatch. However, that does not mean his squad is without honour, inspiration, or heroes, for devoting oneself to the grisly war against the alien is its own great reward. Back banners fly on ornate poles wrought with the Deathwatch symbol and icons of Imperial faith, mounted on a backpack power unit or rising from between the shoulder blades. These elaborate banners often tower as tall again as the Battle-Brother’s height itself, heralding the valour of the Emperor’s avenging angels to brother and foe alike. When the Kill-team’s leader spends a Fate Point to restore a", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1369, + "rule_id": "pdf_skill_966_charm", + "title": "ChaRm", + "content": "A charm is a keepsake, holy relic, or good luck token that\nis intended to draw the benevolent eye of the Emperor, a\nPrimarch, or other patron to the bearer. They take myriad\nforms including such things as fragments of blessed bolter\ncasings, water from holy seas, and pelts of sacred animals.\nTable 5–17: Equipment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Charm", + "content": "A charm is a keepsake, holy relic, or good luck token that is intended to draw the benevolent eye of the Emperor, a Primarch, or other patron to the bearer. They take myriad forms including such things as fragments of blessed bolter casings, water from holy seas, and pelts of sacred animals.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1370, + "rule_id": "pdf_skill_967_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Harness 8 4 –\nAstartes Jump Pack 50 15 –\nAstartes Magboots 5 3 –\nAstartes Psychic Hood 15 25 Distinguished\nBack Banner 5 15 –\nCharm – 6 –\nChrono – 1 –\nDilation Field 1 45 Famed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Harness", + "content": "8 4 –", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 0.8, + "verification_notes": "Missing content details" + }, + { + "original": { + "id": 1371, + "rule_id": "pdf_skill_968_chrono", + "title": "ChRono", + "content": "Chronos are timepieces, which are dependable and simple to use.\nGeneral models are usually hand-held or worn on the wrist, while\nSpace Marines typically rely on the ones built into their armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Jump Pack", + "content": "50 15 –", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 0.8, + "verification_notes": "Missing content details" + }, + { + "original": { + "id": 1372, + "rule_id": "pdf_skill_969_dilation_field", + "title": "dilation field", + "content": "Remnants of largely abandoned experiments with inverting stasis\nfield technology, a few of these devices linger in the armouries of\nJericho Reach. These small, unembellished boxes are similar in\nsize to a force field projector, but rather than surrounding the user\nwith a protective field, within their sphere of effect time seems\nto pass at a different rate. While this enables a Battle-Brother to\nreact with unprecedented swiftness to the events around him, the\nsudden shift in his perceptions can be disorienting.\nA dilation field grants the owner the Unnatural Agility and\nUnnatural Speed Traits. Activating the field is a Ready Action\nwith all effects (including any change to the character’s place in\nthe Initiative Order) beginning at the start of the next Round.\nDilation fields consume huge amounts of power, and once\nactivated remain on for only 1d10 Rounds before requiring 1\nhour to recharge. Furthermore, the character is at –10 WS and BS\non the first Turn the field goes into effect, and the first Turn after\nthe field’s effects end, as he adjusts his timing.\nThe interactions between dilation fields and force fields can\nhave disastrous consequences, and only one type of field should\nbe activated at a time on a character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Magboots", + "content": "5 3 –", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 0.8, + "verification_notes": "Missing content details" + }, + { + "original": { + "id": 1373, + "rule_id": "pdf_skill_970_consumables", + "title": "consumABles", + "content": "Common combat drugs such as Slaught or Ghostfire Pollen\nwould only serve to pollute the perfectly engineered Space\nMarines’ blood. However, chemical compounds have a place in\ntheir arsenal, primarily for use on enemies, but also in the specially\nformulated concentrates used to help an Adeptus Astartes shrug off\ndebilitating injuries. Unless otherwise noted, all drugs listed here\nare Astartes-grade. They may be used on normal humans, but this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Psychic Hood", + "content": "15 25 Distinguished", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 0.8, + "verification_notes": "Missing content details" + }, + { + "original": { + "id": 1374, + "rule_id": "pdf_skill_971_requires_a_routine_10_medic", + "title": "requires a Routine (+10) Medicae Test when administered to", + "content": "correctly cut the dosage and avoid causing 1d5 levels of Fatigue\nand 1 Round of Stun in addition to the intended effect. Unless\notherwise noted, the Requisition cost listed in Table 5–19: Drugs\nand Consumables is for a single unit or dose.\nde-tox\nA more powerful form of the anti-toxins found in Astartes\npower armour, this drug can negate the effects of most\ndangerous gases and toxins if administered quickly enough.\nA dose of de-tox immediately ends the ongoing effects, both\npositive and negative, of any drugs, toxins, or gases affecting\nthe character (unless the effect states that de-tox is not\neffective against them) and renders him immune for another\n1d10 Rounds. Given that natural Space Marine resilience\nprotects him against many of the common chemicals that\npose a threat to other beings, de-tox is manually administered\nto avoid unintended interruption of injector system effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Back Banner", + "content": "5 15 –", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 0.8, + "verification_notes": "Missing content details" + }, + { + "original": { + "id": 1375, + "rule_id": "pdf_skill_972_deadlock_toxin", + "title": "deadloCk (toxin)", + "content": "This paralytic chemical causes the target’s muscles to seize,\nimmobilising him for easy elimination or capture without\nrendering him unconscious. This toxin is most commonly\nfound in the form of needler rounds. If the victim fails a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ChRono", + "content": "Chronos are timepieces, which are dependable and simple to use. General models are usually hand-held or worn on the wrist, while Space Marines typically rely on the ones built into their armour.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1376, + "rule_id": "pdf_skill_973_difficult_10_toughness_test", + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure.\nIf he reaches “0” Strength, he is completely paralysed and\nunable to act. This paralysis and Strength Damage wears off in\n2d5 minutes, minus the victim’s Toughness Bonus (minimum\n1 minute).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dilation Field", + "content": "Remnants of largely abandoned experiments with inverting stasis field technology, a few of these devices linger in the armouries of Jericho Reach. These small, unembellished boxes are similar in size to a force field projector, but rather than surrounding the user with a protective field, within their sphere of effect time seems to pass at a different rate. While this enables a Battle-Brother to react with unprecedented swiftness to the events around him, the sudden shift in his perceptions can be disorienting. A dilation field grants the owner the Unnatural Agility and Unnatural Speed Traits. Activating the field is a Ready Action with all effects (including any change to the character’s place in the Initiative Order) beginning at the start of the next Round. Dilation fields consume huge amounts of power, and once activated remain on for only 1d10 Rounds before requiring 1 hour to recharge. Furthermore, the character is at –10 WS and BS on the first Turn the field goes into effect, and the first Turn after the field’s effects end, as he adjusts his timing. The interactions between dilation fields and force fields can have disastrous consequences, and only one type of field should be activated at a time on a character.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1377, + "rule_id": "pdf_skill_974_delay_agent_toxin", + "title": "delay agent (toxin)", + "content": "Not a toxin in and of itself, a delay agent encapsulates the molecules\nof drugs and poisons with a slowly decaying non-reactive\nmicroshell that allows the payload to take effect substantially after\ndelivery. Any drug or toxin may be cut with a delay agent, causing\nit to take effect 1d5 hours after it is administered.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Consumables", + "content": "Common combat drugs such as Slaught or Ghostfire Pollen would only serve to pollute the perfectly engineered Space Marines’ blood. However, chemical compounds have a place in their arsenal, primarily for use on enemies, but also in the specially formulated concentrates used to help an Adeptus Astartes shrug off debilitating injuries. Unless otherwise noted, all drugs listed here are Astartes-grade. They may be used on normal humans, but this", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1378, + "rule_id": "pdf_skill_975_genophage_toxin", + "title": "genophage (toxin)", + "content": "Lethally effective, every dose of genophage is tailored to\nattack the weaknesses in the molecular structure of a particular\nindividual. As such, it may never be simply Requisitioned,\nand must always be custom made. Victims of genophage\nstand little chance of resisting the quick-acting enzymes that\nimmediately shut down circulatory and respiratory functions.\nGenophage is so deadly that it only needs to make contact\nwith its intended target to be effective. If used in weapon form,\nthis means the attack must deal at least 1 point of Damage after\nAP, but does not need to overcome TB. If contact is made,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Requires a Routine (+10) Medicae Test when administered to", + "content": "correctly cut the dosage and avoid causing 1d5 levels of Fatigue and 1 Round of Stun in addition to the intended effect. Unless otherwise noted, the Requisition cost listed in Table 5–19: Drugs and Consumables is for a single unit or dose.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1379, + "rule_id": "pdf_skill_976_the_target_must_pass_a_hard", + "title": "the target must pass a Hard (–20) Toughness Test. Failure", + "content": "indicates he takes 1d10+5 impact Damage with no reduction\nTable 5–18: Drugs and Consumables", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "De-tox", + "content": "A more powerful form of the anti-toxins found in Astartes power armour, this drug can negate the effects of most dangerous gases and toxins if administered quickly enough. A dose of de-tox immediately ends the ongoing effects, both positive and negative, of any drugs, toxins, or gases affecting the character (unless the effect states that de-tox is not effective against them) and renders him immune for another 1d10 Rounds. Given that natural Space Marine resilience protects him against many of the common chemicals that pose a threat to other beings, de-tox is manually administered to avoid unintended interruption of injector system effects.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1380, + "rule_id": "pdf_skill_977_genophage_toxin_n_a", + "title": "Genophage (Toxin) – N/A –", + "content": "Injector – 3 –\nNarthecium 5 10 –\nPain Suppressant – 10 –\nRepair Cement 0.5 1\n†\n–\nResuscitex – 5 –\nSacred Ungents – 20 –\n†\nRequisition value is only for evaluating requests deemed “excessive”.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deadlock (Toxin)", + "content": "This paralytic chemical causes the target’s muscles to seize, immobilising him for easy elimination or capture without rendering him unconscious. This toxin is most commonly found in the form of needler rounds. If the victim fails a", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1381, + "rule_id": "pdf_skill_978_injector", + "title": "inJeCtoR", + "content": "Injectors carried by the Adeptus Astartes are usually hypocontact can be made. An injector can hold a single dose of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Difficult (–10) Toughness Test, he suffers 1d10 temporary", + "content": "Strength Damage, plus a further 1d10 per degree of Failure. If he reaches “0” Strength, he is completely paralysed and unable to act. This paralysis and Strength Damage wears off in 2d5 minutes, minus the victim’s Toughness Bonus (minimum 1 minute).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1382, + "rule_id": "pdf_skill_979_any_drug_or_toxin_which_a_c", + "title": "any drug (or toxin), which a character may administer as a", + "content": "Full Action. An injector may be used on an unwilling target\nthrough standard melee combat rules as though it were a\nweapon, but the injector itself deals no Damage and cannot\npenetrate armour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Delay Agent (Toxin)", + "content": "Not a toxin in and of itself, a delay agent encapsulates the molecules of drugs and poisons with a slowly decaying non-reactive microshell that allows the payload to take effect substantially after delivery. Any drug or toxin may be cut with a delay agent, causing it to take effect 1d5 hours after it is administered.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1383, + "rule_id": "pdf_skill_980_narthecium", + "title": "naRtheCium", + "content": "The tool of an Apothecary’s trade, a narthecium contains\nimplements specially designed for Space Marine physiology\nand for performing first aid without having to remove the\npatient’s power armour. It also comprises various counterseptics,\nskin patches, transfusions and other compounds engineered\nfor the Space Marines’ physiology, and several stasis tubes for\nstoring recovered gene-seed.\nA narthecium grants a +20 Bonus to Medicae Tests\nmade on a Space Marine patient. It also raises the\nThreshold at which the patient is considered Lightly\nDamaged to 3 times his Toughness Bonus, and doubles\nthe amount of damage healed by first aid. A narthecium\nalso holds ten doses of any one drug. The drug must be\nacquired separately.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Genophage (Toxin)", + "content": "Lethally effective, every dose of genophage is tailored to attack the weaknesses in the molecular structure of a particular individual. As such, it may never be simply Requisitioned, and must always be custom made. Victims of genophage stand little chance of resisting the quick-acting enzymes that immediately shut down circulatory and respiratory functions. Genophage is so deadly that it only needs to make contact with its intended target to be effective. If used in weapon form, this means the attack must deal at least 1 point of Damage after AP, but does not need to overcome TB. If contact is made,", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "The target must pass a Hard (–20) Toughness Test. Failure", + "content": "indicates he takes 1d10+5 impact Damage with no reduction", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Injector", + "content": "Injectors carried by the Adeptus Astartes are usually hypocontact can be made. An injector can hold a single dose of", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Any drug (or toxin), which a character may administer as a", + "content": "Full Action. An injector may be used on an unwilling target through standard melee combat rules as though it were a weapon, but the injector itself deals no Damage and cannot penetrate armour.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Narthecium", + "content": "The tool of an Apothecary’s trade, a narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s power armour. It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed. A narthecium grants a +20 Bonus to Medicae Tests made on a Space Marine patient. It also raises the Threshold at which the patient is considered Lightly Damaged to 3 times his Toughness Bonus, and doubles the amount of damage healed by first aid. A narthecium also holds ten doses of any one drug. The drug must be acquired separately.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1384, + "rule_id": "pdf_skill_981_pain_suppressant", + "title": "pain suppRessant", + "content": "The same chemical is found in most Astartes power armour\ninjectors and allows a character to ignore Critical Effects for\n1d10 Rounds. Additional doses are often carried in nartheciums,\nand may also be used in the Sacraments of Renewal to refill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "pain suppressant", + "content": "The same chemical is found in most Astartes power armour injectors and allows a character to ignore Critical Effects for 1d10 Rounds. Additional doses are often carried in nartheciums, and may also be used in the Sacraments of Renewal to refill", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1385, + "rule_id": "pdf_skill_982_repair_cement", + "title": "RepaiR Cement", + "content": "Repair Cement is a spray-gel composed of dual tubes of\npolyplas allomers that bond instantly with each other to seal\npower armour damage. It is typically used for quick field\nrepair of breaches until the armour can be attended properly\nby a follower of the Omnissiah. A Space Marine learns how\nto use repair cement as soon as he is issued power armour; its\napplication takes one Round but requires no Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Repair Cement", + "content": "Repair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1386, + "rule_id": "pdf_skill_983_resuscitex", + "title": "ResusCitex", + "content": "This stimm is intended to revive an unconscious comrade. It\nimmediately wakes an unconscious character. If the character\nhas taken Fatigue levels in excess of his Toughness Bonus, it\nreverts the level of Fatigue to a number equal to his TB. It\nhas no effect on conscious characters suffering Fatigue levels\nequal to or less than their TB.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ResusCitex", + "content": "This stimm is intended to revive an unconscious comrade. It immediately wakes an unconscious character. If the character has taken Fatigue levels in excess of his Toughness Bonus, it reverts the level of Fatigue to a number equal to his TB. It has no effect on conscious characters suffering Fatigue levels equal to or less than their TB.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1387, + "rule_id": "pdf_skill_984_sacred_unguents", + "title": "saCRed unguents", + "content": "Sacred unguents blessed by the Omnissiah are much sought\nafter for their mystical properties when applied to machines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sacred unguents", + "content": "Sacred unguents blessed by the Omnissiah are much sought after for their mystical properties when applied to machines.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1388, + "rule_id": "pdf_skill_985_to_jamming_see_chapter_viii", + "title": "to Jamming (see Chapter VIII: Combat, page 249) for a", + "content": "number of shots equal to its clip size. If the weapon is Jammed\nand the unguent is then applied, it immediately unjams, but\nthere is no further effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to Jamming (see Chapter VIII: Combat, page 249) for a", + "content": "number of shots equal to its clip size. If the weapon is Jammed and the unguent is then applied, it immediately unjams, but there is no further effect.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1389, + "rule_id": "pdf_skill_986_astartes_cluster_mines", + "title": "astaRtes ClusteR mines", + "content": "Cluster mines are designed not just for explosive power, but to\navoid the enemy’s notice until he is blown into tiny bits. Cluster\nmines achieve this aim by packing triple-intensity fyceline or\nsimilarly potent explosives into dozens of micro-explosive nodules\nthat are linked to a single trigger, typically a tripwire or pressure\nsensor. The networked explosives have a synergistic effect and\nproduce a massive blast when detonated.\nA standard mine array covers two square metres; this can be\nincreased by linking multiple mine arrays, but the area’s smallest\ndimension must not be less than one metre for the mines to have\ntheir full effect. Cluster mines are designed for even the relatively\ngreen Scout squads to plant without extensive training. When\nsetting cluster mines, the character makes a Concealment Test,\nreceiving a +20 bonus if he is also trained in Demolitions. Note\nthe degrees of success, as any character about to pass through a\nmined area Opposes those successes with an Awareness Test. If\nthe potential victim wins the contest, he may stop short to avoid\nthe mines. If he fails, he and anyone else in the mined area take\n4d10 X Damage with a Penetration of 4.\nA successful Demolitions Test while planting mines allows for\nmore sophisticated trigger techniques such as time-delays. These\nbooby traps are particularly effective when used to damage the\nvulnerable underside of most vehicles. Cluster mines double their\nPenetration to any vehicle in their area of effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes Cluster mines", + "content": "Cluster mines are designed not just for explosive power, but to avoid the enemy’s notice until he is blown into tiny bits. Cluster mines achieve this aim by packing triple-intensity fyceline or similarly potent explosives into dozens of micro-explosive nodules that are linked to a single trigger, typically a tripwire or pressure sensor. The networked explosives have a synergistic effect and produce a massive blast when detonated. A standard mine array covers two square metres; this can be increased by linking multiple mine arrays, but the area’s smallest dimension must not be less than one metre for the mines to have their full effect. Cluster mines are designed for even the relatively green Scout squads to plant without extensive training. When setting cluster mines, the character makes a Concealment Test, receiving a +20 bonus if he is also trained in Demolitions. Note the degrees of success, as any character about to pass through a mined area Opposes those successes with an Awareness Test. If the potential victim wins the contest, he may stop short to avoid the mines. If he fails, he and anyone else in the mined area take 4d10 X Damage with a Penetration of 4. A successful Demolitions Test while planting mines allows for more sophisticated trigger techniques such as time-delays. These booby traps are particularly effective when used to damage the vulnerable underside of most vehicles. Cluster mines double their Penetration to any vehicle in their area of effect.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1390, + "rule_id": "pdf_skill_987_astartes_signum", + "title": "astaRtes signum", + "content": "A signum is a sensorium and transmitter array that can be mounted\non a Battle-Brother’s armour. It broadcasts enhanced tactical\nreadings to all members of a Squad, allowing them to benefit from\nthe targeting data. While a character equipped with a signum is in\nSquad Mode, all characters in Squad Mode receive a +5 bonus to\nBallistic Skill Tests. If the equipped character spends a Full Action\nand succeeds on a Tech-Use Test, this bonus increases to +10\nuntil the end of the next Round. The effects of multiple signums\nare not cumulative, but see the signum link below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes signum", + "content": "A signum is a sensorium and transmitter array that can be mounted on a Battle-Brother’s armour. It broadcasts enhanced tactical readings to all members of a Squad, allowing them to benefit from the targeting data. While a character equipped with a signum is in Squad Mode, all characters in Squad Mode receive a +5 bonus to Ballistic Skill Tests. If the equipped character spends a Full Action and succeeds on a Tech-Use Test, this bonus increases to +10 until the end of the next Round. The effects of multiple signums are not cumulative, but see the signum link below.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1391, + "rule_id": "pdf_skill_988_astartes_signum_link", + "title": "astaRtes signum link", + "content": "A signum is a useful tool alone, but by equipping the targeting\nsystems of one or more squad members with a signum link,\nthey can make optimal use of the signum’s readings to achieve\nunparalleled acts of teamwork by forming a web of their\ninterconnected autosenses. This allows all participating members", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes signum link", + "content": "A signum is a useful tool alone, but by equipping the targeting systems of one or more squad members with a signum link, they can make optimal use of the signum’s readings to achieve unparalleled acts of teamwork by forming a web of their interconnected autosenses. This allows all participating members", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1392, + "rule_id": "pdf_skill_989_astartes_targeter", + "title": "astaRtes taRgeteR", + "content": "The Space Marine version of a Targeter encompasses several\nsights connected to a guidance cogitator array that improves\noverall accuracy. Rather than being hard-wired to a specific\nweapon, the array fixes at the shoulder or backpack unit\nand links into the power armour’s general targeting systems,\nproviding its benefits to all ranged weapons the user wields\nregardless of their Class.\nA Targeter combines the effects of a Red-Dot Laser Sight\nand Telescopic Sight. In addition, its sophisticated target-lock\nsystem makes evading a shot from a weapon guided by it\nextremely difficult. Attempts to Dodge ranged attacks from a\ncharacter equipped with a Targeter suffer a –10 penalty.\nauspex/sCanneR\nThese devices are used to detect energy emissions, motion,\nand biological life signs. A character using an auspex gains\na +20 bonus to Awareness Tests and may make a Tech-Use\nTest to spot things not normally detectable to human senses\nalone, such as invisible gases, nearby bio-signs, or ambient\nradiation. The standard range for an auspex is 50m, though\nwalls more than 50cm thick and certain shielding materials\ncan block the scanner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astartes targeter", + "content": "The Space Marine version of a Targeter encompasses several sights connected to a guidance cogitator array that improves overall accuracy. Rather than being hard-wired to a specific weapon, the array fixes at the shoulder or backpack unit and links into the power armour’s general targeting systems, providing its benefits to all ranged weapons the user wields regardless of their Class. A Targeter combines the effects of a Red-Dot Laser Sight and Telescopic Sight. In addition, its sophisticated target-lock system makes evading a shot from a weapon guided by it extremely difficult. Attempts to Dodge ranged attacks from a character equipped with a Targeter suffer a –10 penalty.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1393, + "rule_id": "pdf_skill_990_cartograph", + "title": "CaRtogRaph", + "content": "This specialised data-slate accepts geographical and\nnavigational information on a planet, either from existing\ndata-banks or gathered by a ship’s Augur Arrays in orbit. Its\ngeo-locator tracks the user’s planetary coordinates, enabling it\nto provide distance and bearing to any known location. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "auspex/scanner", + "content": "These devices are used to detect energy emissions, motion, and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to spot things not normally detectable to human senses alone, such as invisible gases, nearby bio-signs, or ambient radiation. The standard range for an auspex is 50m, though walls more than 50cm thick and certain shielding materials can block the scanner.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1394, + "rule_id": "pdf_skill_991_provides_a_10_to_all_navigati", + "title": "provides a +10 to all Navigation (Surface) Tests. It is also", + "content": "capable of storing detailed maps and schematics, which can\nbe useful for objective approach planning. Many cartographs\nare also equipped with a small holo-projector that displays\nthree-dimensional maps of its contents.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cartograph", + "content": "This specialised data-slate accepts geographical and navigational information on a planet, either from existing data-banks or gathered by a ship’s Augur Arrays in orbit. Its geo-locator tracks the user’s planetary coordinates, enabling it to provide distance and bearing to any known location. This provides a +10 to all Navigation (Surface) Tests. It is also capable of storing detailed maps and schematics, which can be useful for objective approach planning. Many cartographs are also equipped with a small holo-projector that displays three-dimensional maps of its contents.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1395, + "rule_id": "pdf_skill_992_codex_astartes", + "title": "Codex astaRtes", + "content": "The entirety of the Codex Astartes fills immense librariums,\nbut many Space Marines carry the heart of this sacred text\ninto battle. Of course, interpretations of what passages form\nthe core of the codex vary even more than the forms it has\nbeen transcribed into over the millennia since the Second\nFounding. From hand-copied tomes bound in etched leather\nto crystal-circuited datacrypts, the collected wisdom of\nRoboute Guilliman, the Primarch of the Ultramarines—and\narguably the most celebrated war tactician the Imperium has\never seen—endures in forms uncounted. It is also the guiding\ndoctrine for how most Chapters operate today. Many Battlepass a day without studying from this text.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Astartes", + "content": "The entirety of the Codex Astartes fills immense librariums, but many Space Marines carry the heart of this sacred text into battle. Of course, interpretations of what passages form the core of the codex vary even more than the forms it has been transcribed into over the millennia since the Second Founding. From hand-copied tomes bound in etched leather to crystal-circuited datacrypts, the collected wisdom of Roboute Guilliman, the Primarch of the Ultramarines—and arguably the most celebrated war tactician the Imperium has ever seen—endures in forms uncounted. It is also the guiding doctrine for how most Chapters operate today. Many Battlepass a day without studying from this text.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1396, + "rule_id": "pdf_skill_993_combi_tool", + "title": "Combi tool", + "content": "Commonly found in the hands of Techmarines, combi-tools\nare versatile, if somewhat bizarre, mechanical devices. They\nare spindled with small implements that interface, cut, solder,\nand anoint, granting a +10 bonus to Tech-Use Tests.\ndata-slate\nData-slates are commonplace in the Imperium—the primary\nmeans of storing and reading printed text, schematics, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combi tool", + "content": "Commonly found in the hands of Techmarines, combi-tools are versatile, if somewhat bizarre, mechanical devices. They are spindled with small implements that interface, cut, solder, and anoint, granting a +10 bonus to Tech-Use Tests.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1397, + "rule_id": "pdf_skill_994_other_media_such_as_video_pic", + "title": "other media such as video (pict) or audio (vox) recordings.", + "content": "Models range from cheap, single purpose devices built to play\nonly a certain recording, to sophisticated models that can reother devices.\nTable 5–19: Tools", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Data Slate", + "content": "Data-slates are commonplace in the Imperium—the primary means of storing and reading printed text, schematics, and other media such as video (pict) or audio (vox) recordings. Models range from cheap, single purpose devices built to play only a certain recording, to sophisticated models that can reother devices.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1398, + "rule_id": "pdf_skill_995_namewtreqrenown", + "title": "NameWtReqRenown", + "content": "Astartes Cluster Mines 4 5\n†\n–\nAstartes Signum 5 35 Distinguished\nAstartes Signum Link +0.5 20 –\nAstartes Targeter 4 25 Distinguished\nAuspex 0.5 12 –\nCartograph 0.5 5 –\nCodex Astartes 0.5 – –\nCombi Tool 1 15 –\nData Slate 0.5 5 –\nDemolition Charges 1 10 –\nElucidator 1 25 –\nLamp/ Glow-globe 0.5 1 –\nLocus Seeker – 30 –\nMagnoculars 0.5 3 –\nMelta bomb 12 25 –\nMultikey – 15 –\nPict recorder 1 5 –\nPsy-Focus – 15 –\nReductor 4 8 –\nRestraints 4 10 –\nScreamer 1.5 5 –\nStummer 2 5 –\nTeleport Homer 0 10 –\nVox-Caster 0.5 10 –\n†\nThis is the cost for one mine array. Each cluster of mines must be\nequisitioned individually.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Demolition Charge", + "content": "A demolition charge is a simple explosive device, commonly used for blowing open doors, breaching bulkheads, and destroying infrastructure. The listed weight for a demolition charge represents 1 kg of explosives, though it is possible to rig charges together, thus increasing their destructive potential. When a demolition charge explodes, anyone (or anything) caught within its blast radius takes 3d10 Explosive Damage plus an additional 2 points of Damage for every kilogram used. The blast radius of the charge is 3 metres for each kilogram used. For setting and defusing explosives see the Demolition Skill in Chapter III: Skills, pages 97-98.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1399, + "rule_id": "pdf_skill_996_demolition_charge", + "title": "demolition ChaRge", + "content": "A demolition charge is a simple explosive device, commonly used\nfor blowing open doors, breaching bulkheads, and destroying\ninfrastructure. The listed weight for a demolition charge represents\n1 kg of explosives, though it is possible to rig charges together, thus\nincreasing their destructive potential. When a demolition charge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Elucidator", + "content": "The Jericho Reach is rife with planets out of contact with the Imperium for thousands of years, pockets of humanity lost during the Age of Shadow or even before. During that time, their language may have diverged radically from Low Gothic. An elucidator is a hand-held device that can analyse speech or text, and translate it into a standard language and dialect (and vice versa). It is most useful in dealing with cultures whose languages have a basis in Low Gothic, requiring no Test to perform this function. However, a character with the Logic Skill may make", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1400, + "rule_id": "pdf_skill_997_explodes_anyone_or_anything", + "title": "explodes, anyone (or anything) caught within its blast radius takes", + "content": "3d10 Explosive Damage plus an additional 2 points of Damage\nfor every kilogram used. The blast radius of the charge is 3 metres\nfor each kilogram used. For setting and defusing explosives see\nthe Demolition Skill in Chapter III: Skills, pages 97-98.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lamp/ glow-globe", + "content": "These common devices can illuminate an area a dozen or more metres in diameter. A typical lamp lasts 1d5 hours before it needs to be recharged.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1401, + "rule_id": "pdf_skill_998_elucidator", + "title": "eluCidatoR", + "content": "The Jericho Reach is rife with planets out of contact with the\nImperium for thousands of years, pockets of humanity lost\nduring the Age of Shadow or even before. During that time,\ntheir language may have diverged radically from Low Gothic. An\nelucidator is a hand-held device that can analyse speech or text,\nand translate it into a standard language and dialect (and vice\nversa). It is most useful in dealing with cultures whose languages\nhave a basis in Low Gothic, requiring no Test to perform this\nfunction. However, a character with the Logic Skill may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Locus Seeker", + "content": "A locus seeker is actually a pair of devices. The smaller component, the locus caller, is a dull metal sphere only millimetres in diameter. The larger component is a small, translucent globe with a needle of identical metal suspended mysteriously inside. The needle, called the locus seeker, is usually carved in the shape of a grasping talon and reaches unerringly towards the caller, with no observed limits on its distance. Occasionally these globes have been unearthed with missing callers, and unlucky men have been sent to search for decades or even lifetimes to locate the other piece, so valuable is a completed locus seeker. Although difficult to come by, these devices can be invaluable for tracking suspicious ships, cargo, or individuals over not just planets, but sectors. Plotting a course towards the caller using the globe requires the appropriate Navigation Test with a Difficulty based on how much distance lies between the two. Hiding a locus caller on a person or object requires a Concealment Test, with the degrees of success noted for later Opposed Search Tests by any potential detectors. One may also embed a caller", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1404, + "rule_id": "pdf_skill_1001_magnoculars", + "title": "magnoCulaRs", + "content": "These are powerful vision aids that magnify distant objects.\nMore advanced, high-quality magnoculars can also give\nrange read-outs, detect heat sources, calculate target location\npositioning, and take pict-captures of a view for later analysis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "magnoCulaRs", + "content": "These are powerful vision aids that magnify distant objects. More advanced, high-quality magnoculars can also give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1405, + "rule_id": "pdf_skill_1002_melta_bomb", + "title": "melta bomb", + "content": "Melta bombs affix to their target with mag-adhesives\ndesigned to quickly adhere to metallic surfaces. They\ndetonate with a powerful shaped charge of intense heat akin\nto a meltagun beam, and are ideal for destroying dangerous\nalien relics, vehicle hulls, and other heavily armoured targets.\nMelta bombs are typically unwieldy and not designed to be\nthrown, only placed in contact with their target material to\nensure the charge explodes to maximum effect. When a melta\nbomb explodes it deals 6d10 E Damage to anything within\n2 metres with a Penetration of 12. Anything surviving must\npass an Agility Test or catch on fire.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "melta bomb", + "content": "Melta bombs affix to their target with mag-adhesives designed to quickly adhere to metallic surfaces. They detonate with a powerful shaped charge of intense heat akin to a meltagun beam, and are ideal for destroying dangerous alien relics, vehicle hulls, and other heavily armoured targets. Melta bombs are typically unwieldy and not designed to be thrown, only placed in contact with their target material to ensure the charge explodes to maximum effect. When a melta bomb explodes it deals 6d10 E Damage to anything within 2 metres with a Penetration of 12. Anything surviving must pass an Agility Test or catch on fire.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1406, + "rule_id": "pdf_skill_1003_multikey", + "title": "multikey", + "content": "As it can open most standard Imperial locks, a multikey is\nreason for suspicion in the hands of a common citizen. For\norganisations like the Deathwatch they are indispensable, as\nit is considerably faster and quieter to infiltrate the enemy’s\nfortifications than to blast through them. A character with a\nmultikey gains a +30 bonus to any Security Test when trying\nto open locks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "multikey", + "content": "As it can open most standard Imperial locks, a multikey is reason for suspicion in the hands of a common citizen. For organisations like the Deathwatch they are indispensable, as it is considerably faster and quieter to infiltrate the enemy’s fortifications than to blast through them. A character with a multikey gains a +30 bonus to any Security Test when trying to open locks.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1407, + "rule_id": "pdf_skill_1004_pict_recorders_or_simply_pict", + "title": "Pict recorders (or simply picters) are relatively simple live-media", + "content": "recording devices, and some have holographic capabilities.\nMost also allow for playback as well as recording, and some\nare even built into dedicated pict-servitors so they can capture\nimportant battles, weapon tests, alien interrogations, and other\ndangerous events.\npsy-foCus\nPsykers and Librarians often use these items to help them focus\ntheir powers. A psy-focus could be a book of meditations, a\nblessed icon, or a carved witch stave from the Battle-Brother’s\nhomeworld. When a psyker with a Psy-focus makes an", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pict recorders (or simply picters) are relatively simple live-media", + "content": "recording devices, and some have holographic capabilities. Most also allow for playback as well as recording, and some are even built into dedicated pict-servitors so they can capture important battles, weapon tests, alien interrogations, and other dangerous events. Psykers and Librarians often use these items to help them focus their powers. A psy-focus could be a book of meditations, a blessed icon, or a carved witch stave from the Battle-Brother’s homeworld. When a psyker with a Psy-focus makes an", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1408, + "rule_id": "pdf_skill_1005_reductor", + "title": "ReduCtoR", + "content": "Retrieval and storage of a fallen Battle-Brother’s gene-seed\nis so critical that Apothecaries carry a special tool for this\noperation. While a reductor is not required for Progenoid\nremoval, it significantly reduces the time. This surgical\nimplement fastens under the wrist. It includes a monomolecular\nsaw for penetrating power armour and Ossmodula-enhanced\nrib cages, and a diamantine-tipped extractor drill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ReduCtoR", + "content": "Retrieval and storage of a fallen Battle-Brother’s gene-seed is so critical that Apothecaries carry a special tool for this operation. While a reductor is not required for Progenoid removal, it significantly reduces the time. This surgical implement fastens under the wrist. It includes a monomolecular saw for penetrating power armour and Ossmodula-enhanced rib cages, and a diamantine-tipped extractor drill.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1409, + "rule_id": "pdf_skill_1006_to_1_round_per_gland_2_for_a", + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it\ncan also be used as a melee weapon that does 1d10+2 R with\na Penetration of 10. If used as a weapon, a reductor does not\nadd the Battle-Brother’s SB to Damage; its design emphasises\ncontrol and precision, but does not provide adequate leverage\nto take advantage of the wielder’s strength.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to 1 Round per gland (2 for a full recovery). Although generally", + "content": "regarded as disrespectful to the machine’s sombre purpose, it can also be used as a melee weapon that does 1d10+2 R with a Penetration of 10. If used as a weapon, a reductor does not add the Battle-Brother’s SB to Damage; its design emphasises control and precision, but does not provide adequate leverage to take advantage of the wielder’s strength.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1410, + "rule_id": "pdf_skill_1007_restraints", + "title": "RestRaints", + "content": "Despite their designation, Kill-teams’ Mission objectives are far\nmore varied than simple target elimination. Live capture may\nbe the means to an end or the goal itself. Simple but effective,\nDeathwatch restraints size to most roughly human-shaped\nbodies and are strong enough to hold even a thrashing Ork.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RestRaints", + "content": "Despite their designation, Kill-teams’ Mission objectives are far more varied than simple target elimination. Live capture may be the means to an end or the goal itself. Simple but effective, Deathwatch restraints size to most roughly human-shaped bodies and are strong enough to hold even a thrashing Ork.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1411, + "rule_id": "pdf_skill_1008_screamer", + "title": "sCReameR", + "content": "Screamers are proximity alarms that detect motion or sound—\ndepending on the model—and alert their users to incoming\ndangers by making a horrendous noise. To use a screamer,\nyou must succeed on a Tech-Use Test. The GM rolls this test\nin secret so you are not sure of whether or not the device\nwill work properly. Once set, a screamer has a Perception\nof 75 for the purposes of detecting sound or motion. If it\ndetects an intruder, it sounds its alarm, which can be heard\nanywhere out to 1 kilometre and may also be set to broadcast\nover a pre-programmed vox channel. Doors, walls, and other\nbarriers may reduce the alarm’s auditory range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sCReameR", + "content": "Screamers are proximity alarms that detect motion or sound—depending on the model—and alert their users to incoming dangers by making a horrendous noise. To use a screamer, you must succeed on a Tech-Use Test. The GM rolls this test in secret so you are not sure of whether or not the device will work properly. Once set, a screamer has a Perception of 75 for the purposes of detecting sound or motion. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to 1 kilometre and may also be set to broadcast over a pre-programmed vox channel. Doors, walls, and other barriers may reduce the alarm’s auditory range.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1412, + "rule_id": "pdf_skill_1009_stummer", + "title": "stummeR", + "content": "The reverse of a screamer, stummers generate sound waves\nto cancel out ambient sounds and noises made by moving\npersonnel in a small area. A character carrying an active\nstummer gains a +30 to Silent Move Tests. The device may\nalso be used as a countermeasure against vox-bugs and other\nsurveillance attempts. A stummer typically has enough power\nfor 20 minutes of continuous use before needing to be\nrecharged, a process that takes about 1 hour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "stummeR", + "content": "The reverse of a screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving personnel in a small area. A character carrying an active stummer gains a +30 to Silent Move Tests. The device may also be used as a countermeasure against vox-bugs and other surveillance attempts. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged, a process that takes about 1 hour.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1413, + "rule_id": "pdf_skill_1010_teleport_homer", + "title": "telepoRt homeR", + "content": "These powerful signal transmitters allow ships equipped with\na Teleportarium or similar technology to zero in on a person,\nobject, or area. Teleport homers may be used to target points\nfor squad deployment or to locate a moving individual who\nneeds to be retrieved.\nvox-CasteR", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "telepoRt homeR", + "content": "These powerful signal transmitters allow ships equipped with a Teleportarium or similar technology to zero in on a person, object, or area. Teleport homers may be used to target points for squad deployment or to locate a moving individual who needs to be retrieved.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1414, + "rule_id": "pdf_skill_1011_short_range_voxes_like_those", + "title": "Short-range voxes (like those in power armour) lack the range", + "content": "to coordinate across an entire planet or reach spacecraft in\norbit. A vox-caster can be used to send signals over great\ndistances, up to and including ships in orbit from a planet’s\nsurface. Using a vox-caster to receive or transmit signals\nthrough interference or other unusual conditions requires a\nsuccessful Tech-Use Test with a Difficulty commensurate to\nthe adversity of the conditions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Short-range voxes (like those in power armour) lack the range", + "content": "to coordinate across an entire planet or reach spacecraft in orbit. A vox-caster can be used to send signals over great distances, up to and including ships in orbit from a planet’s surface. Using a vox-caster to receive or transmit signals through interference or other unusual conditions requires a successful Tech-Use Test with a Difficulty commensurate to the adversity of the conditions.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1415, + "rule_id": "pdf_skill_1012_cybernetics", + "title": "Cybernetics", + "content": "“This hand? Yes, it seems a fine instrument of vengeance. I trust it\nwill help me repay the one who necessitated it in the first place.”\n–Brother Leonen of the Dark Angels, after losing an arm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cybernetics", + "content": "“This hand? Yes, it seems a fine instrument of vengeance. I trust it will help me repay the one who necessitated it in the first place.” –Brother Leonen of the Dark Angels, after losing an arm", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1416, + "rule_id": "pdf_skill_1013_operation_and_recovery_takes_2", + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many\nTechmarines, who embrace the chance to become closer to the\nmachine. A Techmarine may start with a Servo-Arm and one\nother Common craftsmanship cybernetic. (In some Chapters,\nlike the Space Wolves, the sacrifice of flesh is required to walk\nthe path of Machine Spirits.) When a Techmarine crosses the\nRenown threshold to Respected, he may opt to install one\nExceptional craftsmanship cybernetic; this may either be a\nnew bionic or an upgrade to an existing system. When a\nTechmarine become Famed, he may opt to install one MasterThe robust construction of cybernetics adds 2 to the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "operation and recovery takes 2d10- TB days (minimum 1).", + "content": "There are exceptions, such as the Iron Hands and many Techmarines, who embrace the chance to become closer to the machine. A Techmarine may start with a Servo-Arm and one other Common craftsmanship cybernetic. (In some Chapters, like the Space Wolves, the sacrifice of flesh is required to walk the path of Machine Spirits.) When a Techmarine crosses the Renown threshold to Respected, he may opt to install one Exceptional craftsmanship cybernetic; this may either be a new bionic or an upgrade to an existing system. When a Techmarine become Famed, he may opt to install one MasterThe robust construction of cybernetics adds 2 to the", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1417, + "rule_id": "pdf_skill_1014_owner_s_toughness_bonus_after", + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts\nas Damage to the character, and Critical Damage dealt to\nthese locations functions as normal. Any result that causes\nbleeding or some other inappropriate result has a 50% chance\nof rendering the bionic limb useless; otherwise the durable\nnatures of the appendage and its owner manage to shrug off\nthe effect. Critical Damage to a limb that results in death\nalways has the full effect; it can be assumed that the limb\nexplodes into shrapnel, incinerates, or discharges stored\nenergy through the owner with lethal results.\nReplacement and additional limbs—such as servo-arms—\ncan only be used to perform tasks that the owner already\nknows how to do. Any bonuses or penalties relate only to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "owner’s Toughness Bonus (after Unnatural Toughness) in", + "content": "the relevant location. Damage taken to these locations counts as Damage to the character, and Critical Damage dealt to these locations functions as normal. Any result that causes bleeding or some other inappropriate result has a 50% chance of rendering the bionic limb useless; otherwise the durable natures of the appendage and its owner manage to shrug off the effect. Critical Damage to a limb that results in death always has the full effect; it can be assumed that the limb explodes into shrapnel, incinerates, or discharges stored energy through the owner with lethal results. Replacement and additional limbs—such as servo-arms— can only be used to perform tasks that the owner already knows how to do. Any bonuses or penalties relate only to", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1418, + "rule_id": "pdf_skill_1015_teleportation", + "title": "telepoRtation", + "content": "Space Marines often use a teleportarium aboard one of\ntheir Strike Cruisers, Battle Barges, or other space vessels\nto arrive directly into the thick of the action. Typically,\nthis is done only by the heavily-armoured Terminators.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "telepoRtation", + "content": "Space Marines often use a teleportarium aboard one of their Strike Cruisers, Battle Barges, or other space vessels to arrive directly into the thick of the action. Typically, this is done only by the heavily-armoured Terminators.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1419, + "rule_id": "pdf_skill_1016_the_arm_s_strength_value_of_75", + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased\nthrough devices or abilities that affect the Techmarine’s strength).\nThe limb’s gripping mandibles allow the Techmarine to lift heavy\nobjects or anchor himself to a suitable point as a Free Action.\nAstartes servo-arms are more than just repair tools, and make\ndeadly weapons. The Techmarine may strike with the arm as his\nReaction for the round, or as a Standard Attack during his turn\n(so long as the servo-arm only makes one attack per round). This\nattack uses the Techmarine’s Weapon Skill, and deals 2d10+14\nImpact Damage with Pen 10. Exceptional craftsmanship servo-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the arm’s Strength value of 75 with Unnatural Strength (X2)", + "content": "rather than his own (this value cannot be increased or decreased through devices or abilities that affect the Techmarine’s strength). The limb’s gripping mandibles allow the Techmarine to lift heavy objects or anchor himself to a suitable point as a Free Action. Astartes servo-arms are more than just repair tools, and make deadly weapons. The Techmarine may strike with the arm as his Reaction for the round, or as a Standard Attack during his turn (so long as the servo-arm only makes one attack per round). This attack uses the Techmarine’s Weapon Skill, and deals 2d10+14 Impact Damage with Pen 10. Exceptional craftsmanship servo-", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1420, + "rule_id": "pdf_skill_1017_85_increasing_damage_to_2d10", + "title": "85 (increasing damage to 2d10+16)", + "content": "and add a +10 to Grapple Tests.\nastaRtes seRvoLike a servo-arm, a full servo-harness integrates\nwith the Techmarine’s power armour and is\ncontrolled through the same spine interface that\nmakes him one with his armour. Radiating\nfrom a boosted fusion backpack capable of\npowering them all, this cluster of auxiliary\nlimbs aid in battlefield repairs as well as\ncombat. The composition of each\nservo-harness is unique,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "85 (increasing damage to 2d10+16)", + "content": "and add a +10 to Grapple Tests. astaRtes seRvoLike a servo-arm, a full servo-harness integrates with the Techmarine’s power armour and is controlled through the same spine interface that makes him one with his armour. Radiating from a boosted fusion backpack capable of powering them all, this cluster of auxiliary limbs aid in battlefield repairs as well as combat. The composition of each servo-harness is unique,", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1421, + "rule_id": "pdf_skill_1018_machine_spirits_and", + "title": "machine spirits and", + "content": "laying waste to the Godfew appendages, while others are great\nspiders of diagnostors, interface tines,\ndrills, weapons, plasma cutters, and\neven more arcane elements that future\ninheritors may struggle to fully\nunderstand.\nAt a minimum, a servo-harness consists of two servo-arms, a\nCombi-tool, a fyceline torch, and a plasma cutter. The torch is\nidentical to an Astartes flamer. The plasma cutter can cut through\na metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "machine spirits and", + "content": "laying waste to the Godfew appendages, while others are great spiders of diagnostors, interface tines, drills, weapons, plasma cutters, and even more arcane elements that future inheritors may struggle to fully understand. At a minimum, a servo-harness consists of two servo-arms, a Combi-tool, a fyceline torch, and a plasma cutter. The torch is identical to an Astartes flamer. The plasma cutter can cut through a metre of adamantine plating up to 20 centimetres thick every", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1422, + "rule_id": "pdf_skill_1019_used_as_though_it_were_an_asta", + "title": "used as though it were an Astartes Plasma Pistol (see page 148)", + "content": "with a Range of 10m and no option to fire on Maximal Mode.\nThe ingenious machine spirit of a servo-harness is capable\nof far more sublime communion with its master than a simple\nservo-arm. A character with Talents that make him capable\nof taking the Multiple Attacks Action may use any weapon\n(or equivalent) on his servo-harness for any of the attacks he\nwould normally be allowed, subject to all normal limitations\nincluding weapon Class. Additionally, the Techmarine may\nuse his Reaction to make a single shot or strike with any one\nweapon on the harness. Exceptional servo-harnesses enhance\nthe servo-arms to Exceptional as discussed above, and add a\n+5 to all Skill, WS, and BS Tests made using the components\nof the harness. The Servo-Harness Integration Talent is\nrequired in order to use a Servo-Harness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "used as though it were an Astartes Plasma Pistol (see page 148)", + "content": "with a Range of 10m and no option to fire on Maximal Mode. The ingenious machine spirit of a servo-harness is capable of far more sublime communion with its master than a simple servo-arm. A character with Talents that make him capable of taking the Multiple Attacks Action may use any weapon (or equivalent) on his servo-harness for any of the attacks he would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the Techmarine may use his Reaction to make a single shot or strike with any one weapon on the harness. Exceptional servo-harnesses enhance the servo-arms to Exceptional as discussed above, and add a +5 to all Skill, WS, and BS Tests made using the components of the harness. The Servo-Harness Integration Talent is required in order to use a Servo-Harness.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1423, + "rule_id": "pdf_skill_1020_auger_array", + "title": "augeR aRRay", + "content": "These implanted devices duplicate the effects of sensor\nsystems that go beyond the human horizons of perception. In\nall cases their use requires concentration and a Half Action.\nCommon systems function identically to a standard handfunction as a full auspex and also allow re-rolls on\nPerception based Tests when using its functions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "augeR aRRay", + "content": "These implanted devices duplicate the effects of sensor systems that go beyond the human horizons of perception. In all cases their use requires concentration and a Half Action. Common systems function identically to a standard handfunction as a full auspex and also allow re-rolls on Perception based Tests when using its functions.", + "page": 1, + "category": "equipment", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1424, + "rule_id": "pdf_skill_1021_bionic_arm", + "title": "bioniC aRm", + "content": "Common versions of these systems replace\nthe function of the Battle-Brother’s arms\nand hand exactly, retaining his strength,\ndexterity, and sense of touch.\nExceptional bionic arms provide a\n+10 bonus on Tests requiring delicate\nmanipulation (such as Tech-Use Tests to\nrepair small circuitry) and add a +10 bonus\nto Strength Tests using the arm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bionic Arm", + "content": "Common versions of these systems replace the function of the Battle-Brother's arms and hand exactly, retaining his strength, dexterity, and sense of touch. Exceptional bionic arms provide a +10 bonus on Tests requiring delicate manipulation (such as Tech-Use Tests to repair small circuitry) and add a +10 bonus to Strength Tests using the arm.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1425, + "rule_id": "pdf_skill_1022_bionic_heart", + "title": "bioniC heaRt", + "content": "A Space Marine is quite capable of living through\nthe destruction of one of his two hearts. Naturally\nif this happens, the organ must be replaced. The\nnecessarily lightweight materials of a bionic heart\ndo not provide quite as much shielding as the\nthick plating of an external bionic, adding only\n1 to the Body location’s Toughness Bonus.\nExceptional models can be triggered to pump\nmore rapidly to increase physical capacity,\nthough prolonged operation puts stress on\nthe circulatory system. This provides the\nSprint Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bionic Heart", + "content": "A Space Marine is quite capable of living through the destruction of one of his two hearts. Naturally if this happens, the organ must be replaced. The necessarily lightweight materials of a bionic heart do not provide quite as much shielding as the thick plating of an external bionic, adding only 1 to the Body location's Toughness Bonus. Exceptional models can be triggered to pump more rapidly to increase physical capacity, though prolonged operation puts stress on the circulatory system. This provides the Sprint Talent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1426, + "rule_id": "pdf_skill_1023_bionic_locomotion_legs_etc", + "title": "bioniC loComotion (legs, etC.)", + "content": "Common locomotion bionics must be fully integrated into the\nspine and nervous system to function properly; basic models\naccomplish this while retaining complete motor function.\nExceptional versions of these systems grant the owner the\nSprint Talent. In addition, they add a +20 bonus to Tests\nmade to jump or leap.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bionic Locomotion", + "content": "Common locomotion bionics must be fully integrated into the spine and nervous system to function properly; basic models accomplish this while retaining complete motor function. Exceptional versions of these systems grant the owner the Sprint Talent. In addition, they add a +20 bonus to Tests made to jump or leap.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1427, + "rule_id": "pdf_skill_1024_bionic_respiratory_system", + "title": "bioniC RespiRatoRy system", + "content": "Common bionic lungs and implanted respiratory systems\nmimic the action of human lungs and keep the body supplied\nwith oxygen. Characters with such a system installed gain a\n+20 bonus to Toughness Tests made to resist airborne toxins\nand gas weapons.\nExceptional bionic lungs count as a full life support system;\nif for any reason the user’s power armour loses integrity or\nhis own respiratory system fails, his bionic lungs keep his\nblood oxygenated. If desired, Exceptional bionic lungs may\nbe designed to go undetected by scans.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bionic Respiratory System", + "content": "Common bionic lungs and implanted respiratory systems mimic the action of human lungs and keep the body supplied with oxygen. Characters with such a system installed gain a +20 bonus to Toughness Tests made to resist airborne toxins and gas weapons. Exceptional bionic lungs count as a full life support system; if for any reason the user’s power armour loses integrity or his own respiratory system fails, his bionic lungs keep his blood oxygenated. If desired, Exceptional bionic lungs may be designed to go undetected by scans.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1428, + "rule_id": "pdf_skill_1025_cybernetic_senses", + "title": "CybeRnetiC senses", + "content": "Sight, hearing, touch, and taste may all need to be duplicated\nartificially when nerves or organs are damaged. Followers of\nthe Machine God sometimes add more esoteric senses.\nCommon systems, while usually very obviously artificial,\nduplicate the approximate range of normal senses adequately\nand have no further game effects.\nExceptional cybernetic senses grant the Heightened Senses\nTalent for that particular sense, and a +20 bonus to Tests\nmade to resist attacks on the sense itself, such as deafening\nnoises or blinding flashes. Basic and advanced cybernetic\neyes may also incorporate magnifying lenses (duplicating the\neffect of a telescopic sight for any ranged weapon used, a\nfull photo-visor, and/or a system duplicating the Dark Sight\nTrait. Likewise, basic or advanced cybernetic hearing may\nalso include an internal micro-bead system.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cybernetic Senses", + "content": "Sight, hearing, touch, and taste may all need to be duplicated artificially when nerves or organs are damaged. Followers of the Machine God sometimes add more esoteric senses. Common systems, while usually very obviously artificial, duplicate the approximate range of normal senses adequately and have no further game effects. Exceptional cybernetic senses grant the Heightened Senses Talent for that particular sense, and a +20 bonus to Tests made to resist attacks on the sense itself, such as deafening noises or blinding flashes. Basic and advanced cybernetic eyes may also incorporate magnifying lenses (duplicating the effect of a telescopic sight for any ranged weapon used, a full photo-visor, and/or a system duplicating the Dark Sight Trait. Likewise, basic or advanced cybernetic hearing may also include an internal micro-bead system.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1429, + "rule_id": "pdf_skill_1026_mind_impulse_unit_miu", + "title": "mind impulse unit (miu)", + "content": "These devices, also known as sense-links, allow the owner\nto directly interface with a machine or technological device.\nMIUs see widespread use among Techmarines. A basic MIU\nimplant involves a single spinal or cortex connector, while\nadvanced variants include wrist connector probes—and\npossibly mechadendrite connectors—in addition to the\nspinal plug.\nCommon models give no modifiers to machine spirit\ncommunication and add a +10 bonus to the Tech-Use, Pilot, or\nDrive Tests used in conjunction with devices capable of MIU link.\nExceptional models grant a +10 bonus to communicate with\nmachine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry,\nand Ballistic Skill Tests when interfaced with MIU systems.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mind Impulse Unit (MIU)", + "content": "These devices, also known as sense-links, allow the owner to directly interface with a machine or technological device. MIUs see widespread use among Techmarines. A basic MIU implant involves a single spinal or cortex connector, while advanced variants include wrist connector probes—and possibly mechadendrite connectors—in addition to the spinal plug. Common models give no modifiers to machine spirit communication and add a +10 bonus to the Tech-Use, Pilot, or Drive Tests used in conjunction with devices capable of MIU link. Exceptional models grant a +10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic Skill Tests when interfaced with MIU systems.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1430, + "rule_id": "pdf_skill_1027_namereqrenown", + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 –\nAstartes Servo-Harness 50 Famed\nAuger Array 15 –\nBionic Arm 15 –\nBionic Heart 15 –", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NameReqRenown", + "content": "Astartes Servo-Arm 30 – Astartes Servo-Harness 50 Famed Auger Array 15 – Bionic Arm 15 – Bionic Heart 15 –", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1431, + "rule_id": "pdf_skill_1028_bionic_locomotion_legs_etc_1", + "title": "Bionic Locomotion (Legs etc) 15 –", + "content": "Bionic Respiratory System 10 –\nCybernetic Senses 15 –\nMIU 15 –\nTable 5–21: Cybernetic Replacement", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bionic Locomotion", + "content": "Bionic Respiratory System 10 – Cybernetic Senses 15 – MIU 15 – Table 5-21: Cybernetic Replacement", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1432, + "rule_id": "pdf_skill_1029_initiate", + "title": "Initiate", + "content": "Common: A high quality, rugged\nreplacement that is functionally\nequivalent to the replaced body part.\nRespected,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Initiate", + "content": "Common: A high quality, rugged replacement that is functionally equivalent to the replaced body part. Respected,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1433, + "rule_id": "pdf_skill_1030_distinguished", + "title": "Distinguished", + "content": "Exceptional: An advanced system\nthat not only replaces the lost body\npart, but also possesses additional\nutility.\nFamed, Hero\nMaster-Crafted: The cybernetic has\nbeen crafted by master artisans. It is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Distinguished", + "content": "Exceptional: An advanced system that not only replaces the lost body part, but also possesses additional utility. Famed, Hero Master-Crafted: The cybernetic has been crafted by master artisans. It is", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1434, + "rule_id": "pdf_skill_1031_servitor_monotask_15_disting", + "title": "Servitor (Monotask) 15 Distinguished", + "content": "Servo-skull 15 Distinguished\nFor the profiles of the above Servitors, see page 376.\nPsykers in The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Servitor (Monotask)", + "content": "Servo-skull 15 Distinguished For the profiles of the above Servitors, see page 376. Psykers in The", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1435, + "rule_id": "pdf_skill_1032_psychic_powers", + "title": "Psychic Powers", + "content": "“As the chainsword rends flesh, so will you rend souls. As the boltgun\ntears bodies, so will you tear minds. The power of the Immaterium is\nyour weapon, and you will use it well.”\n–Cadras, Epistolary of the White Consuls Chapter", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Powers", + "content": "As the chainsword rends flesh, so will you rend souls. As the boltgun tears bodies, so will you tear minds. The power of the Immaterium is your weapon, and you will use it well. -Cadras, Epistolary of the White Consuls Chapter", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1436, + "rule_id": "pdf_skill_1033_imperium", + "title": "imPerium", + "content": "“Human minds are weak and feeble—is it any wonder then that the\nWarp confounds and corrupts them?”\n–Valash Hex, Arch Heretic of the Scarlet Intent\nThough psykers make up but the tiniest fraction of the\nImperium’s population, among an empire of a billion billion\nthey number in their millions. It falls to the various arms\nof the Administratum, the Inquisition, and the Ministorum\nto find these individuals and decide what use they will be\nto the Emperor of Mankind. For many psykers, this means\ndeath, and they will face either summary execution or a long\njourney aboard the Black Ships back to Terra where they\nwill experience the ‘honour’ of feeding the Golden Throne\nwith their souls. Some, however, exhibit enough strength and\ntalent to be spared this fate, and are sent to the Scholastica\nPsykana to be trained to serve either as Astropaths or as battle\npsykers in the armies of the Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperium", + "content": "Human minds are weak and feeble—is it any wonder then that the Warp confounds and corrupts them? Though psykers make up but the tiniest fraction of the Imperium’s population, among an empire of a billion billion they number in their millions. It falls to the various arms of the Administratum, the Inquisition, and the Ministorum to find these individuals and decide what use they will be to the Emperor of Mankind. For many psykers, this means death, and they will face either summary execution or a long journey aboard the Black Ships back to Terra where they will experience the ‘honour’ of feeding the Golden Throne with their souls. Some, however, exhibit enough strength and talent to be spared this fate, and are sent to the Scholastica Psykana to be trained to serve either as Astropaths or as battle psykers in the armies of the Emperor.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1437, + "rule_id": "pdf_skill_1034_scholastica_psykana", + "title": "schoLasTica Psykana", + "content": "Only psykers sanctioned by the Imperium and properly trained\nto use their abilities are allowed to serve the Emperor. Those\nwithout control or without the ability to learn control are\ndestroyed, as it is far too dangerous to allow them to live. The\ngreat training institution of the Scholastica Psykana shapes\nthe raw recruits into productive servants of the Emperor, and\ntames their gifts for the good of both themselves and those\naround them. Gathered from across the Imperium by the\nsinister Black Ships of the Inquisition, psykers are brought\ndaily to the Scholastica in their thousands. For many, the\ngreat doors of the Psykana are the last things they ever see,\nfor a large proportion are fated to die alone and in agony\nduring their trials, or are swiftly executed when their power\novercomes them. Those that survive, however, are sanctioned\nand given the chance to serve the Emperor with honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Scholastica Psykana", + "content": "Only psykers sanctioned by the Imperium and properly trained to use their abilities are allowed to serve the Emperor. Those without control or without the ability to learn control are destroyed, as it is far too dangerous to allow them to live. The great training institution of the Scholastica Psykana shapes the raw recruits into productive servants of the Emperor, and tames their gifts for the good of both themselves and those around them. Gathered from across the Imperium by the sinister Black Ships of the Inquisition, psykers are brought daily to the Scholastica in their thousands. For many, the great doors of the Psykana are the last things they ever see, for a large proportion are fated to die alone and in agony during their trials, or are swiftly executed when their power overcomes them. Those that survive, however, are sanctioned and given the chance to serve the Emperor with honour.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1438, + "rule_id": "pdf_skill_1035_sanctioned_psykers", + "title": "sancTioneD Psykers", + "content": "The Imperium uses psykers in a variety of ways and those\ntrained in the Scholastica Psykana will be farmed out to\nvarious Imperial agencies and institutions, which will use\nthem to maintain Humanity’s dominance over the stars. Some\npsykers are trained for war and seconded out to Imperial\nGuard regiments where their talents will be used to aid the\nEmperor’s armies and bring carnage and death to His foes.\nSuch a life is harsh, however, with most such psykers finding\nonly death in battle or from a Commissar’s bolt round, if they\ndo not succumb to madness first. A few, however, manage to\nsurvive, perhaps even rising to the rank of Primaris Psyker.\nThe Inquisition too takes its share of psykers from the\nScholastica Psykana. Often chosen personally for their gifts\nby individual Inquisitors, a sanctioned psyker will be plucked\nout of his life to do his new master’s bidding. Understandably\nthe skills of a psyker can be invaluable to an Inquisitor where\npeering into minds, uncovering ancient lore, and warding\nagainst daemonic power are all part of the job. In fact many\nInquisitors are themselves psykers, having developed talents\neither as part of their long training to wield the Rosette or\nfrom their exposure to the Warp and its forbidden knowledge.\nA psyker that serves the Inquisition can perhaps hope for\na chance to rise above his station. However, such a chance\ncomes at the cost of dealing with some of the worst horrors\nthe galaxy has to offer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sanctioned Psykers", + "content": "The Imperium uses psykers in a variety of ways and those trained in the Scholastica Psykana will be farmed out to various Imperial agencies and institutions, which will use them to maintain Humanity's dominance over the stars. Some psykers are trained for war and seconded out to Imperial Guard regiments where their talents will be used to aid the Emperor's armies and bring carnage and death to His foes. Such a life is harsh, however, with most such psykers finding only death in battle or from a Commissar's bolt round, if they do not succumb to madness first. A few, however, manage to survive, perhaps even rising to the rank of Primaris Psyker. The Inquisition too takes its share of psykers from the Scholastica Psykana. Often chosen personally for their gifts by individual Inquisitors, a sanctioned psyker will be plucked out of his life to do his new master's bidding. Understandably the skills of a psyker can be invaluable to an Inquisitor where peering into minds, uncovering ancient lore, and warding against daemonic power are all part of the job. In fact many Inquisitors are themselves psykers, having developed talents either as part of their long training to wield the Rosette or from their exposure to the Warp and its forbidden knowledge. A psyker that serves the Inquisition can perhaps hope for a chance to rise above his station. However, such a chance comes at the cost of dealing with some of the worst horrors the galaxy has to offer.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1439, + "rule_id": "pdf_skill_1036_astropaths", + "title": "asTroPaThs", + "content": "In addition to those sent to the Imperial Guard or the\nInquisition, many psykers eventually become Astropaths—\nliving links across the void who allow communication\nbetween ships and worlds across thousands of light years.\nOnly the strongest in the arts of telepathy can hope to become\nAstropaths, and even these are carefully chosen by the Coven\nMasters of the Adeptus Astra Telepathica for their skill and\ncontrol. They are then put through many further trials and\ntraining regimes that help them develop their command\nof their gifts beyond that of other psykers. Because of the\nrole they play in the continued existence of the Imperium,\nAstropaths are perhaps the most important of all Imperial\npsykers and worth more than any number of Imperial Guard\nmind-blades or Inquisitorial bloodhounds.\nPart of an Astropath’s initiation involves undergoing the\nritual of Soul Binding, a kind of spiritual gelding that binds\nthe psyker’s mind to the Emperor’s greatness and helps him\nto better ‘see’ the Astronomican (the great warp beacon that\nshines from Terra, guiding all ships through the Immaterium).\nIt does, however, come at a price: Soul Binding inevitably\nstrips the Astropath of his mortal senses rendering him", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Astropaths", + "content": "In addition to those sent to the Imperial Guard or the Inquisition, many psykers eventually become Astropaths—living links across the void who allow communication between ships and worlds across thousands of light years. Only the strongest in the arts of telepathy can hope to become Astropaths, and even these are carefully chosen by the Coven Masters of the Adeptus Astra Telepathica for their skill and control. They are then put through many further trials and training regimes that help them develop their command of their gifts beyond that of other psykers. Because of the role they play in the continued existence of the Imperium, Astropaths are perhaps the most important of all Imperial psykers and worth more than any number of Imperial Guard mind-blades or Inquisitorial bloodhounds. Part of an Astropath’s initiation involves undergoing the ritual of Soul Binding, a kind of spiritual gelding that binds the psyker’s mind to the Emperor’s greatness and helps him to better ‘see’ the Astronomican (the great warp beacon that shines from Terra, guiding all ships through the Immaterium). It does, however, come at a price: Soul Binding inevitably strips the Astropath of his mortal senses rendering him", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1440, + "rule_id": "pdf_skill_1037_sightless_though_not_unseeing", + "title": "sightless (though not unseeing) as his psychic senses are", + "content": "sharpened.\nDisciPLes of The Dark GoDs\nNot all human psykers serve the Emperor, and many manage\nto slip the grasp of the Administratum to become a blight\nupon the Imperium. These damned souls are known by the\nInquisition, and the righteous, as rogue psykers, unsanctioned\nby the Imperium and a danger to all who cross their path.\nSuch cursed individuals will often make pacts with dark gods,\nor foul alien lords to further their talents, driven onwards by\nan unquenchable thirst for power woven deep within their\nconnection to the Warp. Daemons are sometimes able to\nuse such individuals as gateways to the realm of reality, or\nas vessels into which they pour their dark power, inevitably\nleading to ruin, blood, and fire on a horrific scale. Fortunately\nfor the Imperium, the frailty of the human mind means that\nmost not trained by the Scholastica Psykana will succumb\nto their powers and die long before they master their gifts.\nThose that do not, however, are deadly foes indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sightless as his psychic senses are sharpened", + "content": "Disciples of The Dark Gods Not all human psykers serve the Emperor, and many manage to slip the grasp of the Administratum to become a blight upon the Imperium. These damned souls are known by the Inquisition, and the righteous, as rogue psykers, unsanctioned by the Imperium and a danger to all who cross their path. Such cursed individuals will often make pacts with dark gods, or foul alien lords to further their talents, driven onwards by an unquenchable thirst for power woven deep within their connection to the Warp. Daemons are sometimes able to use such individuals as gateways to the realm of reality, or as vessels into which they pour their dark power, inevitably leading to ruin, blood, and fire on a horrific scale. Fortunately for the Imperium, the frailty of the human mind means that most not trained by the Scholastica Psykana will succumb to their powers and die long before they master their gifts. Those that do not, however, are deadly foes indeed.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1441, + "rule_id": "pdf_skill_1038_xenos_psykers", + "title": "xenos Psykers", + "content": "Mankind is far from the only race that uses psykers and tries\nto harness the power of the Warp for its own ends. In fact,\namong the ancient races of the galaxy, man is often seen as a\nchild in such matters, struggling to understand a connection\nthat has existed long before his own existence. Of the races\na Librarian will face in his service to the Emperor, most will\nemploy psychic warriors to oppose him. Whether it is the\narcane and enigmatic powers of the Eldar Warlocks, the\ninstinctive and brutal abilities of a Tyranid Zoanthrope or\nthe insidious and cunning spells of a Chaos Sorcerer, all are\nextraordinarily dangerous foes. When combating such vile\nalien threats, the presence of a Librarian becomes invaluable,\nnot just for his ability to quell enemy psychic powers or cast\nback warp energies of his own, but for his deep understanding\nof the Warp and the ways of the alien mystics that use it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Xenos Psykers", + "content": "Mankind is far from the only race that uses psykers and tries to harness the power of the Warp for its own ends. In fact, among the ancient races of the galaxy, man is often seen as a child in such matters, struggling to understand a connection that has existed long before his own existence. Of the races a Librarian will face in his service to the Emperor, most will employ psychic warriors to oppose him. Whether it is the arcane and enigmatic powers of the Eldar Warlocks, the instinctive and brutal abilities of a Tyranid Zoanthrope or the insidious and cunning spells of a Chaos Sorcerer, all are extraordinarily dangerous foes. When combating such vile alien threats, the presence of a Librarian becomes invaluable, not just for his ability to quell enemy psychic powers or cast back warp energies of his own, but for his deep understanding of the Warp and the ways of the alien mystics that use it.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1442, + "rule_id": "pdf_skill_1039_librarians", + "title": "Librarians", + "content": "“We often say that the mind of man is his greatest weapon. Think\nhow much greater then the mind of a Space Marine must be?”\n–Attributed to Magnus the Red", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Librarians", + "content": "We often say that the mind of man is his greatest weapon. Think how much greater then the mind of a Space Marine must be? –Attributed to Magnus the Red", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1443, + "rule_id": "pdf_skill_1040_selection_and_training", + "title": "selection and training", + "content": "The selection and training of a Librarian is long and arduous,\ndoubly so as aspirants to the Librarium must simultaneously\ncomplete their induction into the ranks of the Chapter and the\nmelding of the Chapter’s gene-seed with their own DNA. Each\nChapter selects its candidates for the Librarium in a variety of ways,\ndepending on its methods of recruiting. The majority of Chapters\nensure that new recruits are screened by the Chapter’s Librarians\nfor signs of psychic potential, and those that show psychic abilities\nare chosen as candidates to join the Librarium. Other Chapters,\nhowever, actively recruit those with psychic talent and sometimes\neven draw them from the Scholastica Psykana, choosing those\nwith the most potential and then subjecting them to gene-seed\nimplantation and Adeptus Astartes training. Becoming a Librarian\nis perhaps the hardest path to tread within the Adeptus Astartes\nand requires absolute dedication from those that embark upon it.\nA Battle-Brother who desires to wear the mantle of the Librarian\nmust undergo numerous trials and tests, each designed to test his\nmental strength and dedication to the Chapter.\nHowever a Chapter selects and trains its Librarians, all\nAdeptus Astartes commanders constantly have their Apothecaries\ntest the purity of the Chapter’s gene-seed and the strength of\nthe gene-structure of all their Battle-Brothers. While a degree of\npsychic mutation is accepted, and even welcomed, anything that\nfalls outside the strict boundaries for Librarian aspirants is dealt\nwith harshly, lest it pollute the Chapter or bring the unwanted\nattention of the Inquisition. For this reason, many of those that\nexhibit signs of psychic power are killed and their gene-seed\nstored for later examination. This screening and record keeping is\noverseen by the Chapter’s Chief Librarian, and over time he will\namass a vast sum of data concerning the likelihood of mutation\nwithin the gene-seed, as well as data on each new Battle-Brother’s\npredisposition towards psychic mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Selection and Training", + "content": "The selection and training of a Librarian is long and arduous, doubly so as aspirants to the Librarium must simultaneously complete their induction into the ranks of the Chapter and the melding of the Chapter's gene-seed with their own DNA. Each Chapter selects its candidates for the Librarium in a variety of ways, depending on its methods of recruiting. The majority of Chapters ensure that new recruits are screened by the Chapter's Librarians for signs of psychic potential, and those that show psychic abilities are chosen as candidates to join the Librarium. Other Chapters, however, actively recruit those with psychic talent and sometimes even draw them from the Scholastica Psykana, choosing those with the most potential and then subjecting them to gene-seed implantation and Adeptus Astartes training. Becoming a Librarian is perhaps the hardest path to tread within the Adeptus Astartes and requires absolute dedication from those that embark upon it. A Battle-Brother who desires to wear the mantle of the Librarian must undergo numerous trials and tests, each designed to test his mental strength and dedication to the Chapter. However a Chapter selects and trains its Librarians, all Adeptus Astartes commanders constantly have their Apothecaries test the purity of the Chapter's gene-seed and the strength of the gene-structure of all their Battle-Brothers. While a degree of psychic mutation is accepted, and even welcomed, anything that falls outside the strict boundaries for Librarian aspirants is dealt with harshly, lest it pollute the Chapter or bring the unwanted attention of the Inquisition. For this reason, many of those that exhibit signs of psychic power are killed and their gene-seed stored for later examination. This screening and record keeping is overseen by the Chapter's Chief Librarian, and over time he will amass a vast sum of data concerning the likelihood of mutation within the gene-seed, as well as data on each new Battle-Brother's predisposition towards psychic mutation.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1444, + "rule_id": "pdf_skill_1041_role_within_the_chapter", + "title": "roLe wiThin The chaPTer", + "content": "Librarians are an essential part of a Space Marine Chapter, as\nboth its keepers of lore, and as its counsellors and diviners.\nSince the time of the Horus Heresy and the creation of the\nCodex Astartes, it has been the Librarians’ role within the\nChapter to keep its history and guide its leaders, compiling vast\namounts of information on the ways of the Adeptus Astartes\nand the nature of its foes. This information is then stored,\ncatalogued and researched by the Librarians to be called upon\nin times of need. The Chapter Master also turns to Librarians\nto divine the future, as all Librarians are trained in such arts\nand can read the Emperor’s Tarot. In fact the Librarians’ role\nas warrior mystics and sources of intelligence and divination\nis perhaps their most vital one. Equally as important is their\nability to communicate over vast distances (much in the same\nway as Astropaths), connecting the Chapter even if it is spread\nout over the breadth of a system or sector. In addition to these\nimportant tasks and abilities, Librarians are often called upon to\nserve the Chapter Master in battle, where their potent abilities\ncan devastate foes. While such a crude application of their gifts\nis not their primary function, or even considered their most\nvaluable contribution to the Chapter, their effectiveness as\npsychic warriors cannot be doubted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Role Within The Chapter", + "content": "Librarians are an essential part of a Space Marine Chapter, as both its keepers of lore, and as its counsellors and diviners. Since the time of the Horus Heresy and the creation of the Codex Astartes, it has been the Librarians' role within the Chapter to keep its history and guide its leaders, compiling vast amounts of information on the ways of the Adeptus Astartes and the nature of its foes. This information is then stored, catalogued and researched by the Librarians to be called upon in times of need. The Chapter Master also turns to Librarians to divine the future, as all Librarians are trained in such arts and can read the Emperor's Tarot. In fact the Librarians' role as warrior mystics and sources of intelligence and divination is perhaps their most vital one. Equally as important is their ability to communicate over vast distances (much in the same way as Astropaths), connecting the Chapter even if it is spread out over the breadth of a system or sector. In addition to these important tasks and abilities, Librarians are often called upon to serve the Chapter Master in battle, where their potent abilities can devastate foes. While such a crude application of their gifts is not their primary function, or even considered their most valuable contribution to the Chapter, their effectiveness as psychic warriors cannot be doubted.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1445, + "rule_id": "pdf_skill_1042_the_librarium", + "title": "The Librarium", + "content": "At the centre of a Chapter’s fortress monastery there\nusually resides a vast sealed chamber, filled from floor to\nceiling with books, scrolls, and data crystals known as the\nLibrarium. Overseen by the Chief Librarian and maintained\nby Lexicaniums and Codiciers (supported by a small army of\nservitors and scribes working ceaselessly), this is the repository\nof all the Chapter’s knowledge and history. Even within the\nChapter, few are given access to this chamber and fewer still\nhave the chance to study its texts. Even the most well-read\nImperial scholar or Administratum Adept can only guess at\nthe secrets and lore contained within one of the fabled Space\nMarine Librariums. This repository is a wealth of knowledge\nthat the Chapter Master guards well, knowing that in times\nof need he may have to call upon the counsel of his Librarians\nand the lore they possess to guide him in battle.\nIn the heart of the Librarium there is also a smaller\ninner chamber, carefully sealed and protected, known as\nthe Librarius. This is where the Chapter stores its artefacts,\ntrophies, and proscribed texts, many of which are taken from\nthe corpses of heretics and aliens—unfit or too dangerous for\nthe eyes of any but the Chief Librarian. It is often a point of\nfriction between the Ecclesiarchy and the Adeptus Astartes\nthat the Chapters possess such items or take them from their\nfoes in battle. Of course, not even the most reckless Imperial\nCardinal would dare consider confronting any Space Marine\nChapter about this matter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Librarium", + "content": "At the centre of a Chapter's fortress monastery there usually resides a vast sealed chamber, filled from floor to ceiling with books, scrolls, and data crystals known as the Librarium. Overseen by the Chief Librarian and maintained by Lexicaniums and Codiciers (supported by a small army of servitors and scribes working ceaselessly), this is the repository of all the Chapter's knowledge and history. Even within the Chapter, few are given access to this chamber and fewer still have the chance to study its texts. Even the most well-read Imperial scholar or Administratum Adept can only guess at the secrets and lore contained within one of the fabled Space Marine Librariums. This repository is a wealth of knowledge that the Chapter Master guards well, knowing that in times of need he may have to call upon the counsel of his Librarians and the lore they possess to guide him in battle. In the heart of the Librarium there is also a smaller inner chamber, carefully sealed and protected, known as the Librarius. This is where the Chapter stores its artefacts, trophies, and proscribed texts, many of which are taken from the corpses of heretics and aliens—unfit or too dangerous for the eyes of any but the Chief Librarian. It is often a point of friction between the Ecclesiarchy and the Adeptus Astartes that the Chapters possess such items or take them from their foes in battle. Of course, not even the most reckless Imperial Cardinal would dare consider confronting any Space Marine Chapter about this matter.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1446, + "rule_id": "pdf_skill_1043_librarian_ranks", + "title": "Librarian ranks", + "content": "Within the Chapter, all Librarians hold a rank based on their\nlevel of training and their standing among their peers. In part\nthese ranks indicate their principal role, be it on the battlefield\nor in the Librarium, but they are also used to establish a clear\nchain of command from the Chief Librarian down to the\nlowest Lexicanium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Librarian Ranks", + "content": "Within the Chapter, all Librarians hold a rank based on their level of training and their standing among their peers. In part these ranks indicate their principal role, be it on the battlefield or in the Librarium, but they are also used to establish a clear chain of command from the Chief Librarian down to the lowest Lexicanium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1447, + "rule_id": "pdf_skill_1044_lexicanium", + "title": "lexicanium", + "content": "This is the lowest rank among a Chapter’s Librarians, awarded\nto those who have passed their trials and are deemed fit to\nserve the Chief Librarian. Reporting to the Codiciers, it is the\nLexicaniums’ role to aid in the endless task of maintaining,\nstudying and cataloguing the vast amount of texts within\nthe Librarium. In time of conflict, however, Lexicaniums will\nleave the Librarium and take to the battlefield alongside their\nBattle-Brothers, using their powers to smite their foes. In time,\nand with training and study, a Lexicanium will eventually rise\nin rank and take a more active role within the Chapter as\na Codicier.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lexicanium", + "content": "This is the lowest rank among a Chapter's Librarians, awarded to those who have passed their trials and are deemed fit to serve the Chief Librarian. Reporting to the Codiciers, it is the Lexicaniums' role to aid in the endless task of maintaining, studying and cataloguing the vast amount of texts within the Librarium. In time of conflict, however, Lexicaniums will leave the Librarium and take to the battlefield alongside their Battle-Brothers, using their powers to smite their foes. In time, and with training and study, a Lexicanium will eventually rise in rank and take a more active role within the Chapter as a Codicier.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1448, + "rule_id": "pdf_skill_1045_codiciers", + "title": "codiciers", + "content": "Codiciers, like Lexicaniums, spend much of their time within\nthe Librarium. They are tasked with organising and overseeing\nthe efforts of the Lexicaniums, while reporting to the higher\nranking Librarians. By the time a Librarian reaches the rank\nof Codicier, his command of his powers is almost fully\nrealised and only the truly gifted will advance beyond this\npoint. However, a Codicier’s powers far outclass almost any\nother kind of psyker within the Imperium, and their psychic\nabilities are more than sufficient for the Chapter’s purposes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codiciers", + "content": "Codiciers, like Lexicaniums, spend much of their time within the Librarium. They are tasked with organising and overseeing the efforts of the Lexicaniums, while reporting to the higher ranking Librarians. By the time a Librarian reaches the rank of Codicier, his command of his powers is almost fully realised and only the truly gifted will advance beyond this point. However, a Codicier’s powers far outclass almost any other kind of psyker within the Imperium, and their psychic abilities are more than sufficient for the Chapter’s purposes.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1449, + "rule_id": "pdf_skill_1046_epistolaries", + "title": "epistolaries", + "content": "While most Librarians never rise above the rank of Codicier, a\nfew continue to develop their gifts and grow in strength until\nthey attain the rank of Epistolary. Epistolaries fulfil two main\nroles within the Chapter: firstly as potent battle psykers who\ncan combat the deadliest of foes, and secondly as psychic\ncommunications officers for their Chapter’s fleet. In this role\nthey form the basis of the Chapter’s strategic command and\ncontrol, directing fleets, coordinating mass planet-drops, and\nproviding vital intelligence during invasions and assaults.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Epistolaries", + "content": "While most Librarians never rise above the rank of Codicier, a few continue to develop their gifts and grow in strength until they attain the rank of Epistolary. Epistolaries fulfil two main roles within the Chapter: firstly as potent battle psykers who can combat the deadliest of foes, and secondly as psychic communications officers for their Chapter’s fleet. In this role they form the basis of the Chapter’s strategic command and control, directing fleets, coordinating mass planet-drops, and providing vital intelligence during invasions and assaults.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1450, + "rule_id": "pdf_skill_1047_the_chief_librarian", + "title": "the chief librarian", + "content": "Few if any within the Chapter will ever become Chief\nLibrarians. So rare are these psychic lords that many Chapters\nhave but one or only a handful of these mighty warriors.\nThe Chief Librarian is the Master of the Librarium and the\nkeeper of his Chapter’s lore, with encyclopaedic knowledge\nof his Chapter, its enemies, and the Imperium. The Chief\nLibrarian resides over the training and selection of all new\nLibrarians, as well as the cultivation of psykers within the\nChapter’s ranks. He is also the closest of the Chapter Master’s\nadvisors, providing him with wisdom and knowledge. His\nabilities to divine the future are vital to his lord’s decisions.\nChief Librarians very seldom take to the field of battle, as\ntheir abilities are far more valuable to the Chapter in other\nways. However, when they do take part in a battle, it is a\nglorious and terrifying sight to behold as, with the power\nof their mind, they level fortresses, reduce entire armies\nto rivers of molten flesh, and split the very sky with fire\nand lightning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Chief Librarian", + "content": "Few if any within the Chapter will ever become Chief Librarians. So rare are these psychic lords that many Chapters have but one or only a handful of these mighty warriors. The Chief Librarian is the Master of the Librarium and the keeper of his Chapter's lore, with encyclopaedic knowledge of his Chapter, its enemies, and the Imperium. The Chief Librarian resides over the training and selection of all new Librarians, as well as the cultivation of psykers within the Chapter's ranks. He is also the closest of the Chapter Master's advisors, providing him with wisdom and knowledge. His abilities to divine the future are vital to his lord's decisions. Chief Librarians very seldom take to the field of battle, as their abilities are far more valuable to the Chapter in other ways. However, when they do take part in a battle, it is a glorious and terrifying sight to behold as, with the power of their mind, they level fortresses, reduce entire armies to rivers of molten flesh, and split the very sky with fire and lightning.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1451, + "rule_id": "pdf_skill_1048_armour_and_markings", + "title": "armour anD markinGs", + "content": "Space Marine Librarians decorate their power armour with\ndistinctive markings that set them apart from their other\nBattle-Brothers and make them instantly recognisable .\nAs dictated by the Codex Astartes, a Librarian’s armour\nis painted blue (sometimes a deeper or lighter blue if he\nbelongs to a Chapter whose armour is already blue). He\nhas the markings of his Chapter emblazoned on his left\nshoulder pad, while on his right one he has the Horned\nSkull or Open Book of the Librarium - ancient and potent\nicons symbolising the power and knowledge that the\nLibrarian possesses. He will often wear a tabard or cloak\nof yellow bearing a black band, which is embellished\ndepending on his rank. A Lexicanium’s band is untouched,\nwhile a Codicier’s has spikes or lightning bolts added to\nit, and an Epistolary has both spikes or lightning bolts\nand the addition of a skull placed below the band. Chief\nLibrarians are a special case and often display symbols\nthat reflect their own personal powers or honours dictated\nby their service to the Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour and Markings", + "content": "Space Marine Librarians decorate their power armour with distinctive markings that set them apart from their other Battle-Brothers and make them instantly recognisable. As dictated by the Codex Astartes, a Librarian's armour is painted blue (sometimes a deeper or lighter blue if he belongs to a Chapter whose armour is already blue). He has the markings of his Chapter emblazoned on his left shoulder pad, while on his right one he has the Horned Skull or Open Book of the Librarium - ancient and potent icons symbolising the power and knowledge that the Librarian possesses. He will often wear a tabard or cloak of yellow bearing a black band, which is embellished depending on his rank. A Lexicanium's band is untouched, while a Codicier's has spikes or lightning bolts added to it, and an Epistolary has both spikes or lightning bolts and the addition of a skull placed below the band. Chief Librarians are a special case and often display symbols that reflect their own personal powers or honours dictated by their service to the Chapter.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1452, + "rule_id": "pdf_skill_1049_codex_librarians", + "title": "codex librarians", + "content": "Each Chapter selects its Librarians in its own way, either from\nseed worlds, as it does with the bulk of its Battle-Brother\ninitiates, or from the ranks of gifted psykers brought to the\nScholastica Psykana. Most Chapters train and test chosen\npsykers following the ancient ways laid out in the Codex\nAstartes. Librarians of the Ultramarines, Blood Angels, Dark\nAngels, and Storm Wardens are all trained in this way, and,\nwith few minor traditional variances, have been taught to live\nby the word of the Codex. There are, however, a few notable\nChapters that do not follow the Codex Astartes and its laws\nregarding the treatment and control of psykers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Librarians", + "content": "Each Chapter selects its Librarians in its own way, either from seed worlds, as it does with the bulk of its Battle-Brother initiates, or from the ranks of gifted psykers brought to the Scholastica Psykana. Most Chapters train and test chosen psykers following the ancient ways laid out in the Codex Astartes. Librarians of the Ultramarines, Blood Angels, Dark Angels, and Storm Wardens are all trained in this way, and, with few minor traditional variances, have been taught to live by the word of the Codex. There are, however, a few notable Chapters that do not follow the Codex Astartes and its laws regarding the treatment and control of psykers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1453, + "rule_id": "pdf_skill_1050_black_templars", + "title": "bLack TemPLars", + "content": "Deeply religious and reverent of the Emperor, the Black\nTemplars are zealots with a deep and abiding hatred of the\nwitch. Such is their disdain of those with psychic powers that\nthey count no Librarians among their number lest they foul the\nChapter’s pristine gene-seed. The tasks of the Librarian, such\nas record keeping and the study of lore, are divided among\nscholarly Battle-Brothers within the Black Templars. Often an\nindividual Space Marine or Chapter Master will be responsible\nfor maintaining a record of his own deeds—inscribing them on\nhis armour so that nobody may doubt his courage or lineage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Black Templars", + "content": "Deeply religious and reverent of the Emperor, the Black Templars are zealots with a deep and abiding hatred of the witch. Such is their disdain of those with psychic powers that they count no Librarians among their number lest they foul the Chapter's pristine gene-seed. The tasks of the Librarian, such as record keeping and the study of lore, are divided among scholarly Battle-Brothers within the Black Templars. Often an individual Space Marine or Chapter Master will be responsible for maintaining a record of his own deeds—inscribing them on his armour so that nobody may doubt his courage or lineage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1454, + "rule_id": "pdf_skill_1051_space_wolves", + "title": "sPace woLves", + "content": "There are few things that are ‘standard’ about the sons of\nLeman Russ, and so it is no surprise that they treat their psykers\ndifferently to the rest of the Adeptus Astartes. The Space\nWolves do not have Librarians or even a Librarium, scorning\nsuch dusty and lifeless collections of knowledge. Instead they\nadhere to the ancient Fenrisian traditions of their ancestors,\nand those with psychic gifts become Rune Priests—skalds and\nstorytellers who keep the Chapter’s practices and history alive\nthrough millennia-old oral tradition. While Rune Priests use\ntheir own powers and train in their own way, they function in\nmuch the same way as other Space Marine Librarians, tapping\ninto the Warp and drawing forth power to create effects and\nshape reality.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Wolves", + "content": "There are few things that are 'standard' about the sons of Leman Russ, and so it is no surprise that they treat their psykers differently to the rest of the Adeptus Astartes. The Space Wolves do not have Librarians or even a Librarium, scorning such dusty and lifeless collections of knowledge. Instead they adhere to the ancient Fenrisian traditions of their ancestors, and those with psychic gifts become Rune Priests—skalds and storytellers who keep the Chapter's practices and history alive through millennia-old oral tradition. While Rune Priests use their own powers and train in their own way, they function in much the same way as other Space Marine Librarians, tapping into the Warp and drawing forth power to create effects and shape reality.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1455, + "rule_id": "pdf_skill_1052_psychic_powers", + "title": "Psychic Powers", + "content": "in Deathwatch\nPsychic powers are the physical manifestation of a psyker’s\nabilities, and mark him as distinct from any other kind of\ncharacter. In Deathwatch, Psychic Powers are the purview\nof Librarian characters and unique to those members of the\nKill-team with psychic ability. However, during the course\nof their adventures, Battle-Brothers may encounter numerous\nfoes with Psychic Powers and abilities. In both cases, the GM\nand the players can use the rules presented here to represent\na psyker’s deadly effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Powers", + "content": "In Deathwatch Psychic powers are the physical manifestation of a psyker's abilities, and mark him as distinct from any other kind of character. In Deathwatch, Psychic Powers are the purview of Librarian characters and unique to those members of the Kill-team with psychic ability. However, during the course of their adventures, Battle-Brothers may encounter numerous foes with Psychic Powers and abilities. In both cases, the GM and the players can use the rules presented here to represent a psyker's deadly effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1456, + "rule_id": "pdf_skill_1053_psy_rating_pr_is_a_raw_measu", + "title": "Psy Rating (PR) is a raw measure of a psyker’s power and his", + "content": "ability to draw power from the Warp. The higher a psyker’s\nPR, the more powerful he will be. PR usually ranges between", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psy Rating", + "content": "Psy Rating (PR) is a raw measure of a psyker's power and his ability to draw power from the Warp. The higher a psyker's PR, the more powerful he will be. PR usually ranges between", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1457, + "rule_id": "pdf_skill_1054_1_a_fledgling_sanctioned_psyk", + "title": "1 (a fledgling Sanctioned Psyker) to 10 (an ancient Chief", + "content": "Librarian or fearsome Xenos Witch), though in some special\ncases it may go higher. PR is used to determine the strength\nof all Psychic Powers, such as their area of effect, range or\ndamage. To have any access to Psychic Powers, a character\nmust have a PR of at least 1.\nA Librarian starts with a Psy Rating of 3. Unlike other\ncharacteristics, however, Psy Rating is increased by spending\nExperience Points in a similar manner to gaining Talents. This\nrepresents the Librarian’s training and natural potential (see\nChapter II: Specialities).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "1 to 10 Psy Rating Range", + "content": "Librarian or fearsome Xenos Witch), though in some special cases it may go higher. PR is used to determine the strength of all Psychic Powers, such as their area of effect, range or damage. To have any access to Psychic Powers, a character must have a PR of at least 1. A Librarian starts with a Psy Rating of 3. Unlike other characteristics, however, Psy Rating is increased by spending Experience Points in a similar manner to gaining Talents. This represents the Librarian's training and natural potential (see Chapter II: Specialities).", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1458, + "rule_id": "pdf_skill_1055_and_speciality_ranks", + "title": "anD sPeciaLiTy ranks", + "content": "A Librarian’s title within his Chapter is usually not just\na measure of his raw psychic power. This is especially\ntrue for PC Librarians who have been chosen for\nthe Deathwatch because of their unique abilities and\npotential rather than their title. In game terms, this\nmeans that most player Librarians will be Lexicanums,\nregardless of their Speciality Rank or Psy Rating. The\nhigher ranks are reserved for those more closely tied\nto their Chapter’s command structure. At the GM’s\ndiscretion, however, PC Librarians may attain (or\ncome from) higher ranks, but with such powerful titles\nalways comes much greater responsibility...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AnD sPeciaLiTy ranks", + "content": "A Librarian's title within his Chapter is usually not just a measure of his raw psychic power. This is especially true for PC Librarians who have been chosen for the Deathwatch because of their unique abilities and potential rather than their title. In game terms, this means that most player Librarians will be Lexicanums, regardless of their Speciality Rank or Psy Rating. The higher ranks are reserved for those more closely tied to their Chapter's command structure. At the GM's discretion, however, PC Librarians may attain (or come from) higher ranks, but with such powerful titles always comes much greater responsibility...", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1459, + "rule_id": "pdf_skill_1056_using_psychic_powers", + "title": "usinG Psychic Powers", + "content": "When a psyker, such as a Librarian, wishes to use a psychic\nability he must first choose how much power he is pouring\ninto the ability. Then he must make a Focus Power Test (a\nWillpower Test modified by the level of power) to see if it\nmanifests. Finally, if the test is successful, the power will take\neffect. Depending on how much energy the psyker used,\nthere may also be unforeseen consequences. The step-by-step\nprocess for using a Psychic Power is described below.\n• Choose the Power Level (Fettered, Unfettered or\nPush): The power level at which the psyker uses his\npower (reflecting how deeply he is drawing from the\nWarp) influences the likelihood of the psyker successfully\nmanifesting the power, and also determines whether\nthere are any unwanted side effects such as Psychic\nPhenomena.\n• Make a Focus Power Test: This is a Willpower Test, the\ndifficulty of which depends on the power level chosen. In\nsome cases, the target may Oppose this test (see page 203\nfor Opposed Tests). Whether or not a Focus Power Test\nis an Opposed Test is noted in the power description.\n• Apply the Effects: Depending on the psyker’s final Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Psychic Powers", + "content": "When a psyker, such as a Librarian, wishes to use a psychic ability he must first choose how much power he is pouring into the ability. Then he must make a Focus Power Test (a Willpower Test modified by the level of power) to see if it manifests. Finally, if the test is successful, the power will take effect. Depending on how much energy the psyker used, there may also be unforeseen consequences. The step-by-step process for using a Psychic Power is described below. Choose the Power Level (Fettered, Unfettered or Push): The power level at which the psyker uses his power (reflecting how deeply he is drawing from the Warp) influences the likelihood of the psyker successfully manifesting the power, and also determines whether there are any unwanted side effects such as Psychic Phenomena. Make a Focus Power Test: This is a Willpower Test, the difficulty of which depends on the power level chosen. In some cases, the target may Oppose this test (see page 203 for Opposed Tests). Whether or not a Focus Power Test is an Opposed Test is noted in the power description. Apply the Effects: Depending on the psyker's final Psy", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1460, + "rule_id": "pdf_skill_1057_rating_as_determined_by_the_p", + "title": "Rating (as determined by the power level he has chosen),", + "content": "the power will have variable effects such as increased\nrange, area of effect or damage. Depending on the factors\ndescribed above, the power may also generate Psychic\nPhenomena or even Perils of the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rating", + "content": "the power will have variable effects such as increased range, area of effect or damage. Depending on the factors described above, the power may also generate Psychic Phenomena or even Perils of the Warp.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1461, + "rule_id": "pdf_skill_1058_power_level", + "title": "Power LeveL", + "content": "Whenever a psyker uses a power, he is drawing energy from\nthe Warp and channelling it into physical effects. However,\nopening such a conduit to the Warp is always dangerous, and\nthe psyker incurs a chance of causing disturbances in the Warp\nthat can have undesired side effects. In extreme cases, these\ndisturbances may even lead to the opening an uncontrolled\nrift between reality and warp space with potentially fatal\nconsequences. By minimising the amount of power he draws,\na psyker can reduce or eliminate the chance of side effects\nsuch as Psychic Phenomena or Perils of the Warp (see pages\n187-188). Equally, he can draw deeper from the well of the\nWarp to boost his powers beyond his normal capabilities.\nOf course, such power always comes with a greater risk of\nunleashing unintended effects or even summoning unwanted\nvisitors from the beyond.\nWhen a psyker uses a power, he has a choice of using it at\nthree different levels:\n• Fettered: The psyker holds back his full power and\ncarefully channels energy from the Warp, hopefully using\njust enough to manifest the psychic power but not enough\nto trigger unnatural or dangerous effects. When a psyker\nuses a power at the Fettered level, he must make a Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Level", + "content": "Whenever a psyker uses a power, he is drawing energy from the Warp and channelling it into physical effects. However, opening such a conduit to the Warp is always dangerous, and the psyker incurs a chance of causing disturbances in the Warp that can have undesired side effects. In extreme cases, these disturbances may even lead to the opening an uncontrolled rift between reality and warp space with potentially fatal consequences. By minimising the amount of power he draws, a psyker can reduce or eliminate the chance of side effects such as Psychic Phenomena or Perils of the Warp. Equally, he can draw deeper from the well of the Warp to boost his powers beyond his normal capabilities. Of course, such power always comes with a greater risk of unleashing unintended effects or even summoning unwanted visitors from the beyond. When a psyker uses a power, he has a choice of using it at three different levels: Fettered, Unfettered, Pushed.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1462, + "rule_id": "pdf_skill_1059_power_test_as_normal_see_belo", + "title": "Power Test as normal (see below) to manifest the power.", + "content": "However, regardless of the results of the roll, there is no\ndanger of triggering Psychic Phenomena. The limited\npower involved means that the psyker must halve his PR\n(rounding up) when determining the power’s final effects.\n• Unfettered: The psyker puts the full weight of his\nability into the power and embraces the raging powers of\nthe Warp. When a psyker uses a power at the Unfettered\nlevel, he uses his full PR when determining the power’s\nfinal effects, and he must also make a Focus Power Test\nto see if the power manifests. In addition, when making\nhis Focus Power Test, if he rolls a double (both the tens\ndice and the units dice come up with the same number),\nhe will suffer from an unexpected warp event and must\nroll on Table 6–1: Psychic Phenomena. Note that it\nis possible for the psyker to successfully pass his Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Test to Manifest Power", + "content": "However, regardless of the results of the roll, there is no danger of triggering Psychic Phenomena. The limited power involved means that the psyker must halve his PR (rounding up) when determining the power's final effects. Unfettered: The psyker puts the full weight of his ability into the power and embraces the raging powers of the Warp. When a psyker uses a power at the Unfettered level, he uses his full PR when determining the power's final effects, and he must also make a Focus Power Test to see if the power manifests. In addition, when making his Focus Power Test, if he rolls a double (both the tens dice and the units dice come up with the same number), he will suffer from an unexpected warp event and must roll on Table 6-1: Psychic Phenomena. Note that it is possible for the psyker to successfully pass his Focus", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1463, + "rule_id": "pdf_skill_1060_power_test_thus_activating_hi", + "title": "Power Test (thus activating his power) and still invoke", + "content": "Psychic Phenomena.\n• Push: The psyker draws deep from the well of the Warp\nand hurls power into his ability in an attempt to manifest\ntruly terrifying and wondrous effects. When using a power\nat the Push level, the psyker throws caution to the wind\nand may add +3 to his Psy Rating when determining the\npower’s final effects. He must make a Focus Power Test.\nHowever, regardless of this test’s result, the psyker will\nautomatically generate a disturbance in the Warp and\nmust roll on Table 6–1: Psychic Phenomena. Finally,\nPushing a power is taxing-if a psyker using this level of\npower rolls a double on the Focus Power Test, he suffers\na level of Fatigue from the effort.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Test and Invocation", + "content": "Psychic Phenomena. Push: The psyker draws deep from the well of the Warp and hurls power into his ability in an attempt to manifest truly terrifying and wondrous effects. When using a power at the Push level, the psyker throws caution to the wind and may add +3 to his Psy Rating when determining the power's final effects. He must make a Focus Power Test. However, regardless of this test's result, the psyker will automatically generate a disturbance in the Warp and must roll on Table 6-1: Psychic Phenomena. Finally, Pushing a power is taxing-if a psyker using this level of power rolls a double on the Focus Power Test, he suffers a level of Fatigue from the effort.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1464, + "rule_id": "pdf_skill_1061_example", + "title": "examPLe", + "content": "Brother-Librarian Varis is using his Smite power on a particularly\nunlucky Ork. Because he wishes to make sure that the foul creature is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother-Librarian Varis is using his Smite power on a particularly unlucky Ork. Because he wishes to make sure that the foul creature is", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1465, + "rule_id": "pdf_skill_1062_to_his_pr_of_4_he_makes_a_foc", + "title": "to his PR of 4. He makes a Focus Power Test (an Ordinary (+10)", + "content": "Willpower Test) to manifest the power, he works out the power’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to his PR of 4. He makes a Focus Power Test", + "content": "He makes a Focus Power Test (an Ordinary (+10) Willpower Test) to manifest the power, he works out the power's", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1466, + "rule_id": "pdf_skill_1063_effects_such_as_range_and_dam", + "title": "effects (such as range and damage) using his adjusted PR of 7.", + "content": "Because he is using the Push power level, he will also have to roll on\nTable 6–1: Psychic Phenomena to determine what manner\nof warp disturbances his brutal slaying of the Ork has conjured.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Effects (such as range and damage) using his adjusted PR of 7.", + "content": "Because he is using the Push power level, he will also have to roll on Table 6-1: Psychic Phenomena to determine what manner of warp disturbances his brutal slaying of the Ork has conjured.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1467, + "rule_id": "pdf_skill_1064_focus_power_test", + "title": "focus Power TesT", + "content": "A Focus Power test is a Willpower Test that determines\nwhether a functions successful. The amount of time it takes\nto make this test is determined by the power being used and\nmay be a Free Action, Half Action, Full Action or Reaction.\nIn most cases, passing a Focus Power Test simply means that\nthe power has manifested, while failing the test means that it\nhas not. However, degrees of success or failure may also play\na part depending on the type and nature of the power being\nused. Many powers also indicate an Opposed Willpower Test,\nespecially when used against an unwilling foe. In these cases,\nthe Opposed Test is also the Focus Power Test, and even\nif the psyker scores better than his opponent but does not\nroll under his Willpower, the power will still fail. You may\nadd a bonus to your Focus Power Test equal to 5 times the\nPsy Rating used for the power. A Focus Power roll of 91-00\nalways fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Focus Power Test", + "content": "A Focus Power test is a Willpower Test that determines whether a function is successful. The amount of time it takes to make this test is determined by the power being used and may be a Free Action, Half Action, Full Action or Reaction. In most cases, passing a Focus Power Test simply means that the power has manifested, while failing the test means that it has not. However, degrees of success or failure may also play a part depending on the type and nature of the power being used. Many powers also indicate an Opposed Willpower Test, especially when used against an unwilling foe. In these cases, the Opposed Test is also the Focus Power Test, and even if the psyker scores better than his opponent but does not roll under his Willpower, the power will still fail. You may add a bonus to your Focus Power Test equal to 5 times the Psy Rating used for the power. A Focus Power roll of 91-00 always fails.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1468, + "rule_id": "pdf_skill_1065_example", + "title": "examPLe", + "content": "Brother-Librarian Varis has turned his attention to the rest of the\nOrk’s warband and decides to rend the flesh from their bones and\nsend them screaming into the Warp by summoning up a Vortex of\nDoom. He chooses to use the power at the Unfettered level, and so\nuses his PR of 4 to determine its effects. Varis must then make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother-Librarian Varis has turned his attention to the rest of the Ork’s warband and decides to rend the flesh from their bones and send them screaming into the Warp by summoning up a Vortex of Doom. He chooses to use the power at the Unfettered level, and so uses his PR of 4 to determine its effects. Varis must then make a", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1469, + "rule_id": "pdf_skill_1066_sustaining_psychic_powers", + "title": "susTaininG Psychic Powers", + "content": "Some Psychic Powers can be sustained beyond a single round\nas noted in their description. A psyker may sustain such powers\nwithout the need to make further rolls. However, he must use\na Half Action each turn to maintain concentration. Should the\npsyker be unable to expend a Half Action, fall unconscious,\ndie or otherwise be unable to maintain the power, it will end.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sustaining Psychic Powers", + "content": "Some Psychic Powers can be sustained beyond a single round as noted in their description. A psyker may sustain such powers without the need to make further rolls. However, he must use a Half Action each turn to maintain concentration. Should the psyker be unable to expend a Half Action, fall unconscious, die or otherwise be unable to maintain the power, it will end.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1470, + "rule_id": "pdf_skill_1067_it_is_also_possible_but_taxin", + "title": "It is also possible (but taxing) for a psyker to sustain", + "content": "multiple powers at once. Such a feat still only requires the\npsyker to expend a Half Action each turn. However, each\nadditional power reduces each power’s PR and thus their\noverall effectiveness. Maintaining two powers at the same\ntime reduces the effective Psy Rating of both powers by 2.\nMaintaining three powers reduces the Psy Rating of all powers\nby 3, and so on. If the Psy Rating of a given power drops to 0,\nit is no longer maintainable and ends.\nIf a character suffers Psychic Phenomena while maintaining\nmultiple active powers, the additional energy he is channelling\nis likely to go out of control or otherwise worsen matters,\nadding +10 to the result rolled on Table 6–1: Psychic\nPhenomena for each power he has active.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sustaining Multiple Powers", + "content": "It is also possible for a psyker to sustain multiple powers at once. Such a feat still only requires the psyker to expend a Half Action each turn. However, each additional power reduces each power's PR and thus their overall effectiveness. Maintaining two powers at the same time reduces the effective Psy Rating of both powers by 2. Maintaining three powers reduces the Psy Rating of all powers by 3, and so on. If the Psy Rating of a given power drops to 0, it is no longer maintainable and ends. If a character suffers Psychic Phenomena while maintaining multiple active powers, the additional energy he is channelling is likely to go out of control or otherwise worsen matters, adding +10 to the result rolled on Table 6-1: Psychic Phenomena for each power he has active.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1471, + "rule_id": "pdf_skill_1068_cumulative_effects", + "title": "cumuLaTive effecTs", + "content": "Modifiers, characteristic bonuses, and other benefits generated\nby psychic powers do not stack—only the highest applies.\nranGe anD Line of siGhT\nUnless noted in its description, a Psychic Power that directly\ntargets an individual or thing requires a psyker to have line", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cumulative Effects", + "content": "Modifiers, characteristic bonuses, and other benefits generated by psychic powers do not stack—only the highest applies. Range and Line of Sight: Unless noted in its description, a Psychic Power that directly targets an individual or thing requires a psyker to have line", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1472, + "rule_id": "pdf_skill_1069_of_sight_towards_or_otherwise", + "title": "of sight towards (or otherwise be ‘aware’ of ) the target. The", + "content": "target must also be within the power’s stated range.\noPPoseD TesTs anD muLTiPLe TarGeTs\nWhen a Psychic Power is being used against multiple targets,\neach target may make an Opposed Test against the power’s\neffects. Roll once for the psyker. All those opposing him must\nindividually test against this single result. For simplicity’s\nsake, when there are large numbers of similar minor NPCs,\nit may be more convenient to roll once for all these NPCs to\nspeed things up.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Line of Sight and Range", + "content": "The psyker must have line of sight towards (or otherwise be 'aware' of) the target. The target must also be within the power's stated range. Opposed Tests and Multiple Targets: When a Psychic Power is being used against multiple targets, each target may make an Opposed Test against the power's effects. Roll once for the psyker. All those opposing him must individually test against this single result. For simplicity's sake, when there are large numbers of similar minor NPCs, it may be more convenient to roll once for all these NPCs to speed things up.", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1473, + "rule_id": "pdf_skill_1070_detecting_psychic_powers", + "title": "DeTecTinG Psychic Powers", + "content": "Psykers are attuned to the Warp, including the currents\nand eddies caused by other psykers dipping into the flow\nof the Immaterium. When psychic powers are in effect in a\npsyker’s presence, he can make a Psyniscience test in order\nto determine their source (see page 103 for details on the\nPsyniscience skill and its uses).\nPerils of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Detecting Psychic Powers", + "content": "Psykers are attuned to the Warp, including the currents and eddies caused by other psykers dipping into the flow of the Immaterium. When psychic powers are in effect in a psyker's presence, he can make a Psyniscience test in order to determine their source (see page 103 for details on the Psyniscience skill and its uses).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1474, + "rule_id": "pdf_skill_1071_and_psychic_powers", + "title": "anD Psychic Powers", + "content": "Creatures and Characters with Unnatural Willpower can\nmake for shockingly powerful psykers. Characters with\nUnnatural Willpower may add the multiplier to their\nPsy Rating and any successes on opposed tests as part", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Powers", + "content": "Creatures and Characters with Unnatural Willpower can make for shockingly powerful psykers. Characters with Unnatural Willpower may add the multiplier to their Psy Rating and any successes on opposed tests as part", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1475, + "rule_id": "pdf_skill_1072_01_03", + "title": "01-03", + "content": "Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that\ndoom is about to befall them.\n04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings.\n06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.\n09–11\nMind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the\nsurface of his mind in a wave of negative emotion.\n12–14\nHoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10\nmetres of the psyker.\n15–17\nAura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with\nPsyniscience can pinpoint the psyker as the cause.\n18–20 Memory Worm: All people within line of sight of the psyker forget something trivial.\n21–23 Spoilage: Food and drink go bad within 5d10 metres of the psyker.\n24–26\nHaunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering\nfires within 3d10 metres of him.\n27–29\nVeil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the\npsyker is plunged into immediate darkness.\n30–32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter.\n33–35\nBreath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or\nCharge actions.\n36–38\nDaemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1\nfor the rest of the Round. He also gains 1 Corruption Point.\n39–41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.\n42–44\nSpectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must\nmake an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.\n45–47\nBloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or\nstatues of people within this area, they appear to be crying blood.\n48–50\nThe Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dark Foreboding", + "content": "A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1476, + "rule_id": "pdf_skill_1073_psyker_must_make_a_routine_1", + "title": "psyker must make a Routine (+10) Agility Test or be knocked down.", + "content": "51–53\nPsy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and\nunprotected electrics to short out. The psyker is illuminated by eldritch light.\n54–56\nWarp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psy Discharge", + "content": "Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1477, + "rule_id": "pdf_skill_1074_for_a_few_brief_moments_every", + "title": "for a few brief moments. Everyone within this area must test against Fear (1).", + "content": "57–59\nFalling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres\ninto the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules\non Falling Damage).\n60–62\nBanshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal\ncreature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for\n1d10 rounds.\n63–65\nThe Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in\ndamage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).\n66–68\nShadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of\nthe psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Falling Upwards", + "content": "Everything within 2d10 metres of the psyker (including the psyker himself) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. See page 261 for rules on Falling Damage.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1478, + "rule_id": "pdf_skill_1075_must_make_a_difficult_10_wi", + "title": "must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points.", + "content": "69–71\nTech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within\n5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249).\nCharacters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.\n72–74\nWarp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the\nexception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tech Scorn", + "content": "The machine spirits reject the psyker's unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam. Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1479, + "rule_id": "pdf_skill_1076_unless_they_can_pass_a_difficu", + "title": "unless they can pass a Difficult (–10) Willpower Test.", + "content": "75+\nPerils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of\nthe Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perils of the Warp", + "content": "The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6-2: Perils of the Warp.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1480, + "rule_id": "pdf_skill_1077_01_05", + "title": "01-05", + "content": "The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He\nmust make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for\n1d5 rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "01-05", + "content": "The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining 1d5+1 Insanity Points and becoming Stunned for 1d5 rounds.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1481, + "rule_id": "pdf_skill_1078_06_09", + "title": "06-09", + "content": "Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warp Burn", + "content": "A violent burst of energy from the Warp smashes into the psyker's mind, sending him reeling. He suffers", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1482, + "rule_id": "pdf_skill_1079_1d5_wounds_not_reduced_by_arm", + "title": "1d5 Wounds (not reduced by armour or Toughness) and is Stunned for 1d5 Rounds.", + "content": "10–13\nPsychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within\n3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.\n14–18\nPsy-Blast: There is an explosion of power and the psyker is thrown 1d10 metres into the air, falling to the ground.\n(See page 261 for rules on Falling Damage).\n19–24\nSoul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for\n1 hour and gains 5 Corruption Points.\n25–30\nLocked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic\nstate. Each Round thereafter, he must spend a Full Action and make a Difficult (–10) Willpower Test. On a success,\nhis mind is freed and restored to his body.\n31–38\nChronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10\nRounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and 1d5 permanent Toughness\ndamage.\n39–46\nPsychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power\ntargets the psyker instead. If the power is beneficial, it instead deals 1d10+5 Energy Damage to the psyker and the\nbeneficial effect is cancelled. Armour is ignored by the damage unless it is warded.\n47–55\nWarp Whispers: The voices of Daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and\nshocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain 1d10\nCorruption Points.\n56–58\nVice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker\nand a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’\ncreature) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant.\nEach individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the\nswap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends\nimmediately. Both affected individuals gain 1d5 Insanity Points from the experience. If there are no beings within\nrange, the psyker must make a Willpower Test or become catatonic for 1d5 Rounds while his mind wanders the Warp.\nHe gains 2d10 Insanity Points from this journey.\n59–67\nRending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is\nrendered visible. All sentient creatures (including the psyker) within 1d100 metres of the psyker must test against Fear\n(3). This effect lasts for 1d5 rounds.\n68–72\nBlood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10\nmetres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength\nTest or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils\nof the Warp Test. The storm lasts for 1d5 Rounds\n73–78\nCataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10\nmetres of the psyker (including the psyker himself ) takes 1d10+5 Energy Damage. The psyker may use no further\npowers for 1d5 hours after this event.\n79–82\nA Hole in the World: A Vortex of Doom with a PR of 2d10 (see page 195) springs into existence within 1d10\nmetres of the psyker. It then begins to move randomly (roll 1d10 for the number of metres it moves and use the scatter\ndiagram on page 248 for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes.\n83–86\nLost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is\nimmediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The\npsyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while\npossessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed.\nHe may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker\nmust adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.\n87–90\nReality Quake: Reality buckles around the psyker, and an area within 3d10 metres of him is sundered. Solid objects\nalternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded objects\nand Untouchables suffer half the damage rolled.\n91–99\nSomething is Coming...: With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into\nexistence within 3d10 metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly\nsummoned it. Only its destruction or the death of the psyker will send it back to the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Concussion", + "content": "With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within 3d10 metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1483, + "rule_id": "pdf_skill_1080_00", + "title": "00", + "content": "Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never\nto be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince\nappears in the psyker’s place.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Destruction", + "content": "The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psyker’s place.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1484, + "rule_id": "pdf_skill_1081_psychic_powers", + "title": "Psychic Powers", + "content": "The power of a psyker is darkness, fire, and death, given life and\npurpose to rend souls and break minds.\n–First line of the Litany of Lies and Truths", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Powers", + "content": "The power of a psyker is darkness, fire, and death, given life and purpose to rend souls and break minds. –First line of the Litany of Lies and Truths", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1485, + "rule_id": "pdf_skill_1082_telepathy_discipline", + "title": "TeLePaThy DisciPLine", + "content": "Telepathy is the ability to communicate over long distances\ndirectly into the minds of others. It is a vital part of a\nLibrarian’s role within his Chapter as it allows him to\nmaintain lines of command and relay orders instantly across a\nbattle-zone. Telepathy also allows a psyker to read thoughts\nand intentions and steal secrets from the minds of others. At\nhigher levels this can lead to its use as a weapon, breaking a\nperson’s psyche or even changing the way he thinks entirely.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Telepathy Discipline", + "content": "Telepathy is the ability to communicate over long distances directly into the minds of others. It is a vital part of a Librarian’s role within his Chapter as it allows him to maintain lines of command and relay orders instantly across a battle-zone. Telepathy also allows a psyker to read thoughts and intentions and steal secrets from the minds of others. At higher levels this can lead to its use as a weapon, breaking a person’s psyche or even changing the way he thinks entirely.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1486, + "rule_id": "pdf_skill_1083_divination_discipline", + "title": "DivinaTion DisciPLine", + "content": "Many psykers are gifted with the ability to see into the future\nor divine the effects of actions before they are undertaken.\nLibrarians study the discipline of divination so that they\nmight better guide their Battle-Brothers in combat or to\nread and understand the Emperor’s Tarot, allowing them to\nfathom the meaning of sweeping events. Divination allows a\npsyker to discover hidden truths and grant his allies additional\nprotection by glimpsing into the near future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Divination Discipline", + "content": "Many psykers are gifted with the ability to see into the future or divine the effects of actions before they are undertaken. Librarians study the discipline of divination so that they might better guide their Battle-Brothers in combat or to read and understand the Emperor’s Tarot, allowing them to fathom the meaning of sweeping events. Divination allows a psyker to discover hidden truths and grant his allies additional protection by glimpsing into the near future.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1487, + "rule_id": "pdf_skill_1084_codex_discipline", + "title": "coDex DisciPLine", + "content": "Over the millennia the Adeptus Astartes Chapters have\ndeveloped and refined the role of the Librarian. Unimaginable\namounts of lore have been added to their Librariums, and\nextensive study has been made concerning the use of a\nLibrarian’s power. When a Librarian is first inducted into the\norder, these are the powers that he will learn. The Codex\nDiscipline is all about battle and smashing foes or protecting\nallies, and it counts among its teachings some of the most\npotent powers known to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Discipline", + "content": "Over the millennia the Adeptus Astartes Chapters have developed and refined the role of the Librarian. Unimaginable amounts of lore have been added to their Librariums, and extensive study has been made concerning the use of a Librarian’s power. When a Librarian is first inducted into the order, these are the powers that he will learn. The Codex Discipline is all about battle and smashing foes or protecting allies, and it counts among its teachings some of the most potent powers known to the Imperium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1488, + "rule_id": "pdf_skill_1085_chapter_disciplines", + "title": "chaPTer DisciPLines", + "content": "Just as the Adeptus Astartes have stored the teachings of\nLibrarians past, so too do many Chapters develop their own\nforms of psychic disciplines. Calling on their own style of\nwarfare and the inherent strengths of their gene-seed, they\nhave learnt to shape powerful and terrible effects for their\nLibrarians to wield. Chapter Disciplines are only available to\nLibrarians of the Chapter they represent, reflecting both their\nunique training and Primarch-given gifts of blood and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Disciplines", + "content": "Just as the Adeptus Astartes have stored the teachings of Librarians past, so too do many Chapters develop their own forms of psychic disciplines. Calling on their own style of warfare and the inherent strengths of their gene-seed, they have learnt to shape powerful and terrible effects for their Librarians to wield. Chapter Disciplines are only available to Librarians of the Chapter they represent, reflecting both their unique training and Primarch-given gifts of blood and spirit.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1489, + "rule_id": "pdf_skill_1086_gaining_psychic_powers", + "title": "GaininG Psychic Powers", + "content": "As a Librarian advances in Rank, he can spend Experience\nPoints to acquire Psychic Powers in the same manner as\nhe might acquire new Talents. The number of powers the\ncharacter may acquire at each Rank is detailed on the Librarian\nAdvancement Table in Chapter II: Specialities.\nA Librarian character may choose powers from the\nTelepathy, Divination, and Codex Disciplines, as well as from\nthe Chapter Discipline of his own Chapter without restriction,\nprovided he meets the power’s prerequisites.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Psychic Powers", + "content": "As a Librarian advances in Rank, he can spend Experience Points to acquire Psychic Powers in the same manner as he might acquire new Talents. The number of powers the character may acquire at each Rank is detailed on the Librarian Advancement Table in Chapter II: Specialities. A Librarian character may choose powers from the Telepathy, Divination, and Codex Disciplines, as well as from the Chapter Discipline of his own Chapter without restriction, provided he meets the power’s prerequisites.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1490, + "rule_id": "pdf_skill_1087_power_format", + "title": "Power formaT", + "content": "Each Psychic Power is presented using the following format:\nName: The power’s name.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Format", + "content": "Each Psychic Power is presented using the following format: Name: The power’s name.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1491, + "rule_id": "pdf_skill_1088_action_the_focus_power_action", + "title": "Action: The Focus Power Action (see page 239) required", + "content": "to active the power. This is usually a Free Action, Half Action,\nFull Action, Reaction or an Extended Action. In the case\nof Extended Actions, the number of Full Actions required\nto activate the power is indicated by a number in brackets\n(details on Extended Actions can be found on page 236).\nOpposed: This states whether or not the power’s Focus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: The Focus Power Action (see page 239) required", + "content": "to activate the power. This is usually a Free Action, Half Action, Full Action, Reaction or an Extended Action. In the case of Extended Actions, the number of Full Actions required to activate the power is indicated by a number in brackets (details on Extended Actions can be found on page 236). Opposed: This states whether or not the power’s Focus", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1492, + "rule_id": "pdf_skill_1089_power_test_see_page_185_is_o", + "title": "Power Test (see page 185) is Opposed by those targeted by", + "content": "its effects. Unless stated otherwise, such Opposed Tests are\nalways made using the target’s Willpower. Unless otherwise\nnoted, a target that wins an Opposed Test against the psyker\nis completely unaffected by the power.\nRange: The range at which the power can be used is\nusually expressed in metres or kilometres multiplied by the\nPR at which the power was used. If the range is a radius, this\nis always measured with the psyker at its centre. Radius is also\nconsidered a sphere around the psyker and so will extend up\nand down as well as out.\nSustained: This states whether or not the power can be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Power Test (see page 185) is Opposed by those targeted by", + "content": "its effects. Unless stated otherwise, such Opposed Tests are always made using the target’s Willpower. Unless otherwise noted, a target that wins an Opposed Test against the psyker is completely unaffected by the power. Range: The range at which the power can be used is usually expressed in metres or kilometres multiplied by the PR at which the power was used. If the range is a radius, this is always measured with the psyker at its centre. Radius is also considered a sphere around the psyker and so will extend up and down as well as out. Sustained: This states whether or not the power can be", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1493, + "rule_id": "pdf_skill_1090_sustained_see_page_186_powe", + "title": "sustained (see page 186). Powers that cannot be sustained will", + "content": "last only an instant, occurring during the psyker’s turn.\nDescription: This details the power’s game effects,\nincluding any variable effects that the psyker’s Psy Rating has\non the power’s final strength. Whenever a power’s description\nrefers to the Librarian or Psyker’s PR, it means the PR at\nwhich he manifests the power (including modifiers for\nFettered, Unfettered, and Push) and not his base PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sustained (see page 186). Powers that cannot be sustained will", + "content": "last only an instant, occurring during the psyker’s turn. Description: This details the power’s game effects, including any variable effects that the psyker’s Psy Rating has on the power’s final strength. Whenever a power’s description refers to the Librarian or Psyker’s PR, it means the PR at which he manifests the power (including modifiers for Fettered, Unfettered, and Push) and not his base PR.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1494, + "rule_id": "pdf_skill_1091_telepathy_powers", + "title": "telePathy Powers", + "content": "Telepathy powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–3: Telepathy Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Telepathy Powers", + "content": "Telepathy powers may be purchased with Experience Points, provided the Librarian meets the power’s Prerequisites and XP Cost as detailed on Table 6–3: Telepathy Powers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1495, + "rule_id": "pdf_skill_1092_action_full_see_below", + "title": "Action: Full (see below)", + "content": "Opposed: No\nRange: See Below\nSustained: No\nDescription: Librarians can use their gifts to send psychic\nmessages and communications across the vastness of the void in\nthe same manner as an Astropath. It is however a task which is\nundertaken sparingly, as like much of the rest of the Imperium’s\nforces Space Marines make extensive use of Astropaths,\nreserving their gifted Battle-Brothers for more vital tasks.\nAny Librarian can use Astrotelepathy, provided he has\nenough time and skill—sending a message across the stars\nthough is a far cry from communicating with someone on the\nsame world or even a vessel in orbit. To send a message the\nLibrarian must have at least one power from the Telepathy\nDiscipline. It requires one full round to activate for every 10\nwords or one image it contains and uses Willpower for its\nFocus Power Test. The range is based on the Librarian’s Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Full (see below)", + "content": "Opposed: No Range: See Below Sustained: No Description: Librarians can use their gifts to send psychic messages and communications across the vastness of the void in the same manner as an Astropath. It is however a task which is undertaken sparingly, as like much of the rest of the Imperium’s forces Space Marines make extensive use of Astropaths, reserving their gifted Battle-Brothers for more vital tasks. Any Librarian can use Astrotelepathy, provided he has enough time and skill—sending a message across the stars though is a far cry from communicating with someone on the same world or even a vessel in orbit. To send a message the Librarian must have at least one power from the Telepathy Discipline. It requires one full round to activate for every 10 words or one image it contains and uses Willpower for its Focus Power Test. The range is based on the Librarian’s Psy", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1496, + "rule_id": "pdf_skill_1093_rating_see_below", + "title": "Rating (see below).", + "content": "Typically only other Astropaths or Librarians will be able\nto receive the message and unless the Librarian has a specific\nrecipient in mind the GM may have a chance of it reaching\nthe wrong ears...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rating (see below).", + "content": "Typically only other Astropaths or Librarians will be able to receive the message and unless the Librarian has a specific recipient in mind the GM may have a chance of it reaching the wrong ears...", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1497, + "rule_id": "pdf_skill_1094_compel", + "title": "comPeL", + "content": "Action: Full\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: This power allows the psyker to force others\nto briefly act against their will. This power can affect a\nnumber of targets equal to the psyker’s PR. Those affected\nmust follow a simple command given by the psyker. Some\nexamples include “Flee”, “Fall”, “Attack your friend.” If the\ncommand is a potentially suicidal act, the target gets a +20\nto his Willpower Test. In all cases the command must be\nachievable in a single round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Compel", + "content": "Action: Full Opposed: Yes Range: 5 metres x PR Sustained: No Description: This power allows the psyker to force others to briefly act against their will. This power can affect a number of targets equal to the psyker’s PR. Those affected must follow a simple command given by the psyker. Some examples include “Flee”, “Fall”, “Attack your friend.” If the command is a potentially suicidal act, the target gets a +20 to his Willpower Test. In all cases the command must be achievable in a single round.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1498, + "rule_id": "pdf_skill_1095_dominate", + "title": "DominaTe", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: The psyker may take over the mind of another,\ncontrolling his victim with his will. This power only affects a\nsingle target and only if his total Wounds are less than 3 times\nthe psyker’s PR. An affected target is controlled by the psyker\nas if he was a puppet. For as long as the psyker maintains the\npower, he can divide his Actions between himself and the\ntarget. The dominated target uses its own Characteristics, but\nat –10 due to the crudity of the control. Any action deemed\nsuicidal allows the target an Opposed Willpower Test to try\nand break the hold.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dominate", + "content": "Action: Full Opposed: Yes Range: 10 metres x PR Sustained: Yes Description: The psyker may take over the mind of another, controlling his victim with his will. This power only affects a single target and only if his total Wounds are less than 3 times the psyker’s PR. An affected target is controlled by the psyker as if he was a puppet. For as long as the psyker maintains the power, he can divide his Actions between himself and the target. The dominated target uses its own Characteristics, but at –10 due to the crudity of the control. Any action deemed suicidal allows the target an Opposed Willpower Test to try and break the hold.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1499, + "rule_id": "pdf_skill_1096_inspire", + "title": "insPire", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The psyker can bolster his comrades by sending\nout waves of reassurance and calm. A number of targets equal\nto the psyker’s PR immediately overcome the effects of\nPinning and gain a +10 resistance against Fear. This effect\nlasts as long as the targets stay within range of the psyker, and\nthe psyker maintains the power.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inspire", + "content": "Action: Half Opposed: No Range: 5 metre radius x PR Sustained: Yes Description: The psyker can bolster his comrades by sending out waves of reassurance and calm. A number of targets equal to the psyker’s PR immediately overcome the effects of Pinning and gain a +10 resistance against Fear. This effect lasts as long as the targets stay within range of the psyker, and the psyker maintains the power.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1500, + "rule_id": "pdf_skill_1097_starting_psychic_powers", + "title": "sTarTinG Psychic Powers", + "content": "A Rank 1 Librarian begins play with any three Psychic\nPowers chosen from the following list:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Starting Psychic Powers", + "content": "A Rank 1 Librarian begins play with any three Psychic Powers chosen from the following list:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1501, + "rule_id": "pdf_skill_1098_iron_arm", + "title": "Iron Arm", + "content": "These powers are gained as part of character creation\nand do not the cost the Librarian any Experience Points\nto acquire.\nTable 6–3: Telepathy Powers\nPower XP Cost Prerequisites\nAstrotelepathy 500\nOne or more Telepathic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Arm", + "content": "These powers are gained as part of character creation and do not the cost the Librarian any Experience Points to acquire. Table 6–3: Telepathy Powers Power XP Cost Prerequisites Astrotelepathy 500 One or more Telepathic", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1502, + "rule_id": "pdf_skill_1099_powers", + "title": "powers", + "content": "Compel 1000 WP 40+\nDominate 1000 Compel, WP 50+\nInspire 500 —\nLong-range Telepathy 750 WP 40+\nMind Probe 750 Mind Scan\nMind Scan 500 Long-range Telepathy\nShort-range Telepathy 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psy Rating Result", + "content": "Psy Rating 1–3 The message can reach out to a recipient in the same system. Psy Rating 4–6 The message can reach out to a recipient in the same sub-sector. Psy Rating 7–9 The message can reach out to a recipient in the same sector. Psy Rating 10+ The message can reach out to a recipient in an adjacent sector.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1504, + "rule_id": "pdf_skill_1101_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: Yes\nRange: 1 metre x PR\nSustained: Yes\nDescription: This power allows the psyker to peel back the\nlayers of another’s mind to read the basic surface thoughts\nand beyond. This power works only against a single target,\nand if the psyker wants to perform the Probe without the\ntarget’s knowledge, then the psyker takes a –20 penalty to his\nFocus Power Test and cannot Push the power. The amount of\ninformation the psyker gains from the probe depends on his\nPR as detailed on Table 6–4: Mind Probe. The Librarian\nhas the option of using some of his Psy Rating to reduce the\nnumber of rounds required to use this power instead (trading\nspeed for force), to a minimum of 1 Round. For instance,\na Librarian with a Psy Rating of 8 could use 4 of his Psy\nRating to reduce the time required to a single Round, and\nhe would then gain information from Table 6–4 as if his Psy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended", + "content": "Opposed: Yes Range: 1 metre x PR Sustained: Yes Description: This power allows the psyker to peel back the layers of another's mind to read the basic surface thoughts and beyond. This power works only against a single target, and if the psyker wants to perform the Probe without the target's knowledge, then the psyker takes a -20 penalty to his Focus Power Test and cannot Push the power. The amount of information the psyker gains from the probe depends on his PR as detailed on Table 6-4: Mind Probe. The Librarian has the option of using some of his Psy Rating to reduce the number of rounds required to use this power instead (trading speed for force), to a minimum of 1 Round. For instance, a Librarian with a Psy Rating of 8 could use 4 of his Psy Rating to reduce the time required to a single Round, and he would then gain information from Table 6-4 as if his Psy", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1505, + "rule_id": "pdf_skill_1102_mind_scan", + "title": "minD scan", + "content": "Action: Half\nOpposed: No\nRange: 200 metres x PR\nSustained: No\nDescription: The psyker extends his mind to contact and\nidentify other sentient minds within range, even if they are out\nof sight, enabling him to garner impressions and information\nabout the consciousnesses. The level of information gathered\ndepends on PR as detailed on Table 6–5: Mind Scan.\nUntouchables and other psychically inert creatures are\ninvisible to Mind Scan. Individuals with psychic resistance\nor similar protections may also be hidden (the GM may make\nsecret Opposed Willpower tests against the psyker to see if\nthey remain hidden from him).\nshorT-ranGe TeLePaThy\nAction: Free\nOpposed: No\nRange: 50 metres x PR\nSustained: Yes\nDescription: The psyker can send his thoughts into the\nminds of those around him, touching a number of targets\nequal to his PR. The targets can be a select group, either\nindividuals the psyker can see or minds he is familiar with\nwithin the power’s range. Alternatively, the psyker can choose\nto make a generalised broadcast to every mind within range\nindiscriminately. An affected mind’s processes are still affected\nby the structure of language, and if telepathy is attempted\nwithout a shared language, the power suffers a –20 penalty.\nTargets who do not wish to be open to such a communication\ncan resist with an Opposed Willpower test. Sustaining this\npower is a Free Action.\nTable 6–4: Mind Probe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mind Scan", + "content": "Action: Half\nOpposed: No\nRange: 200 metres x PR\nSustained: No\nDescription: The psyker extends his mind to contact and identify other sentient minds within range, even if they are out of sight, enabling him to garner impressions and information about the consciousnesses. The level of information gathered depends on PR as detailed on Table 6-5: Mind Scan. Untouchables and other psychically inert creatures are invisible to Mind Scan. Individuals with psychic resistance or similar protections may also be hidden (the GM may make secret Opposed Willpower tests against the psyker to see if they remain hidden from him).", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1506, + "rule_id": "pdf_skill_1103_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker makes initial contact and learns basic\ninformation about the target such as his name, mood,\nInsanity level, and the state of his physical health.\n4–5\nAs above, plus the psyker can sense the thoughts\nuppermost in the target’s mind such as immediate\nfears/concerns, conscious lies, etc. The psyker also\nlearns the target’s Corruption Level.\n6–7\nAs all the above, plus the psyker can sort through the\ntarget’s memories over the last 12 hours. The psyker\ncan also glean less casual information that the subject\nhides, such as simple passwords or recent secret\nexperiences.\n8–9\nAs all the above, plus the psyker gains detailed\ninformation about people, places or objects that the\ntarget considers important, as well as how these all\nrelate to each other. The psyker learns about the\ntarget’s beliefs, motivations, and personal goals, as\nwell as any contacts or complicated hidden ciphers\nthe target might know about. The psyker also\nbecomes aware of the pivotal moments in the target’s\nlife.\n10+\nAs all the above, plus the psyker may plunder the\ntarget’s mind at will. Any information contained in\nthe target’s psyche is an open book for the psyker.\nThe psyker can also use this technique to break\ndown implanted memories or personalities within the\ntarget.\nTable 6–5: Mind Scan", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "The psyker makes initial contact and learns basic information about the target such as his name, mood, Insanity level, and the state of his physical health. As above, plus the psyker can sense the thoughts uppermost in the target’s mind such as immediate fears/concerns, conscious lies, etc. The psyker also learns the target’s Corruption Level. As all the above, plus the psyker can sort through the target’s memories over the last 12 hours. The psyker can also glean less casual information that the subject hides, such as simple passwords or recent secret experiences. As all the above, plus the psyker gains detailed information about people, places or objects that the target considers important, as well as how these all relate to each other. The psyker learns about the target’s beliefs, motivations, and personal goals, as well as any contacts or complicated hidden ciphers the target might know about. The psyker also becomes aware of the pivotal moments in the target’s life. As all the above, plus the psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an open book for the psyker. The psyker can also use this technique to break down implanted memories or personalities within the target.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1507, + "rule_id": "pdf_skill_1104_prresults", + "title": "PRResults", + "content": "1–2\nThe psyker gains a crude impression of the number\nof conscious minds within range of the power, and\ntheir general position in relation to him.\n3–4\nAs above, plus the psyker knows the number, general\nlocation, and relative ‘strength’ of conscious minds\nwithin range of the power, and can determine if these\nminds have any psychic ability.\n5–7\nAs all the above, plus the psyker may attempt to\ninitiate telepathic communication with any of the\nminds he has discerned.\n8+\nAs all the above, plus the psyker may attempt to\ncarry out a Mind Probe on one of the minds he has\ncontacted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "1-2 The psyker gains a crude impression of the number of conscious minds within range of the power, and their general position in relation to him. 3-4 As above, plus the psyker knows the number, general location, and relative 'strength' of conscious minds within range of the power, and can determine if these minds have any psychic ability. 5-7 As all the above, plus the psyker may attempt to initiate telepathic communication with any of the minds he has discerned. 8+ As all the above, plus the psyker may attempt to carry out a Mind Probe on one of the minds he has contacted.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1508, + "rule_id": "pdf_skill_1105_divination_powers", + "title": "divination Powers", + "content": "Divination powers may be purchased with Experience Points,\nprovided the Librarian meets the power’s Prerequisites and\nXP Cost as detailed on Table 6–6: Divination Powers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Divination Powers", + "content": "Divination powers may be purchased with Experience Points, provided the Librarian meets the power's Prerequisites and XP Cost as detailed on Table 6-6: Divination Powers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1509, + "rule_id": "pdf_skill_1106_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: By reading the Emperor’s Tarot for a specific\nindividual, the psyker can grant insight into what troubles lay\nahead. During the reading both the psyker and the subject must\nremain in contact and no other actions may be taken by either of\nthem. The psyker must then ask a specific question. It can be as\ndetailed as “What must my Battle-Brothers overcome if they are\nto enter the Patriarch’s lair?” or as broad as “What dangers face the\nChapter?” After that, the psyker reads the Emperor’s Tarot for the\nsubject as they both concentrate on the question asked. At the end\nof this time the psyker interprets the Tarot and garners the results\ndepending on his PR as detailed on Table 6–7: Augury.\nAs with all forms of divination, the GM may decide how\nmuch or how little information the psyker can garner. The\nWarp is a capricious thing and seldom gives straight answers,\noften wrapping truths in riddles and lies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended", + "content": "Opposed: No Range: Special Sustained: No Description: By reading the Emperor's Tarot for a specific individual, the psyker can grant insight into what troubles lay ahead. During the reading both the psyker and the subject must remain in contact and no other actions may be taken by either of them. The psyker must then ask a specific question. It can be as detailed as 'What must my Battle-Brothers overcome if they are to enter the Patriarch's lair?' or as broad as 'What dangers face the Chapter?' After that, the psyker reads the Emperor's Tarot for the subject as they both concentrate on the question asked. At the end of this time the psyker interprets the Tarot and garners the results depending on his PR as detailed on Table 6-7: Augury. As with all forms of divination, the GM may decide how much or how little information the psyker can garner. The Warp is a capricious thing and seldom gives straight answers, often wrapping truths in riddles and lies.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1510, + "rule_id": "pdf_skill_1107_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Special\nSustained: No\nDescription: The psyker can use this power to locate and\ntrack down a single object or person in his immediate vicinity.\nThe psyker can find anything, but there must be some degree\nof familiarity. Touching a lock and trying to find the key to\nthat lock is fine, but just thinking “I want a key” without a\ncorresponding lock won’t work. In the same vein, the psyker\nmust have seen the person he wants to find, or the subject’s\ntrue name. The psyker’s Focus Power Test is modified as\nfollows:\n• The psyker is intimately familiar with target (e.g., he\nknows the subject well, or has an item that has been\nwith the subject for a long time): +10\n• The psyker possesses a portion of the subject (e.g., a\nfragment from the item, a lock of hair from a person,\netc.): +5\n• The subject is surrounded by others of its kind (e.g., a\ncoin in a purse of coins, a person in a crowd, etc.): –10\n• The subject is within 50 metres x PR of the psyker: +5\n• The subject is over 2 km away from the psyker: –10\nIf the psyker successfully manifests the power, and the\nsubject is within a number of kilometres equal or less than\nthe psyker’s PR rating, he will get a rough idea of where the\nsubject is located, based on his PR as detailed on Table 6–8\nDivination.\nTable 6–6: Divination Powers\nPower XP Cost Prerequisites\nAugury 500 —\nDivination 750 WP 40+\nLifting the Veil 1000 Psychometry, WP 40+\nPossibility Shield 1000 WP 40+\nPsychometry 500 Augury\nReading 500 —\nTable 6–7: Augury", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended", + "content": "The psyker can use this power to locate and track down a single object or person in his immediate vicinity. The psyker can find anything, but there must be some degree of familiarity. The psyker must have seen the person he wants to find, or the subject’s true name. Various modifiers apply to the Focus Power Test based on familiarity and distance. If successful, the psyker gets a rough idea of the subject's location.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1511, + "rule_id": "pdf_skill_1108_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker determines the most dangerous\nopposition that the subject will face.\n4–6\nAs above, plus the psyker also determines other\nnegative forces that may be present. The psyker can\ndetermine as many forces as his PR.\n7–8\nAs all the above, plus the psyker determines the best\nadvantage or tool that the subject can use for the\nsituation.\n9+\nAs all the above, plus the psyker may offer a single\nsentence of advice to the subject concerning the\nclearest path to their answer.\nTable 6–8: Divination", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "The psyker determines the most dangerous opposition that the subject will face. As above, plus the psyker also determines other negative forces that may be present. The psyker can determine as many forces as his PR. As all the above, plus the psyker determines the best advantage or tool that the subject can use for the situation. As all the above, plus the psyker may offer a single sentence of advice to the subject concerning the clearest path to their answer.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1512, + "rule_id": "pdf_skill_1109_prresults", + "title": "PRResults", + "content": "1–3 The psyker knows the rough direction of the subject.\n4–6\nThe psyker knows the specific direction of the\nsubject, and roughly how far away it is.\n7+\nThe psyker knows the specific direction of the\nsubject, and exactly how far away it is.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "1-3 The psyker knows the rough direction of the subject. 4-6 The psyker knows the specific direction of the subject, and roughly how far away it is. 7+ The psyker knows the specific direction of the subject, and exactly how far away it is.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1513, + "rule_id": "pdf_skill_1110_npc_and_enemy_psykers", + "title": "nPc anD enemy Psykers", + "content": "The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably\nthose of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to\ncome into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic\nallies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that\nmost psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable\nenemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries\nfor more details) or the GM may adapt Space Marine Psychic Powers for enemy use.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NPC AND ENEMY PSYKERS", + "content": "The majority of the powers presented in this chapter are intended for use only by Space Marine Librarians, most notably those of the Chapter and Codex Disciplines. However, during their adventures the Battle-Brothers are almost certain to come into contact with enemy psykers such as foul Chaos Sorcerers or Xenos witches, and may even make use of psychic allies such as Imperial Primaris Psykers or Astropaths. In both cases the Telepathy and Divination Disciplines (powers that most psykers have access to) can be used as a basis for the powers of these characters. Particularly powerful or notable enemies may then have their own unique powers as part of their statistics (see Chapter XIV: Enemies and Adversaries for more details) or the GM may adapt Space Marine Psychic Powers for enemy use.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1514, + "rule_id": "pdf_skill_1111_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 10 metres radius x PR\nSustained: No\nDescription: Lifting the Veil is an extension of the art of\nPsychometry and allows the psyker to look beyond individual\npsychic traces and relive the past of a place or item. As with\nPsychometry, the psyker can gain rough impressions from an\nobject or a general area as long as it falls within the power’s\nradius. The level of information gained is dependent on the level\nof power used, as detailed on Table 6–9: Lifting the Veil.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended", + "content": "Opposed: No Range: 10 metres radius x PR Sustained: No Description: Lifting the Veil is an extension of the art of Psychometry and allows the psyker to look beyond individual psychic traces and relive the past of a place or item. As with Psychometry, the psyker can gain rough impressions from an object or a general area as long as it falls within the power's radius. The level of information gained is dependent on the level of power used, as detailed on Table 6-9: Lifting the Veil.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1515, + "rule_id": "pdf_skill_1112_possibility_shield", + "title": "PossibiLiTy shieLD", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: Using his understanding of future events and\nhis perception of the flow of time, the psyker surrounds\nhimself and nearby allies in a possibility shield. While this\npower is active, the psyker and a number of allies equal to\nhis PR within range of the psyker gain a +10 bonus to one\nroll each Round. In addition, due to his ability to see attacks\nbefore they are coming the psyker himself adds +5 x PR to\nall Dodge and Parry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Possibility Shield", + "content": "Action: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: Using his understanding of future events and his perception of the flow of time, the psyker surrounds himself and nearby allies in a possibility shield. While this power is active, the psyker and a number of allies equal to his PR within range of the psyker gain a +10 bonus to one roll each Round. In addition, due to his ability to see attacks before they are coming the psyker himself adds +5 x PR to all Dodge and Parry Tests.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1516, + "rule_id": "pdf_skill_1113_action_extended_10", + "title": "Action: Extended (10)", + "content": "Opposed: No\nRange: Touch\nSustained: No\nDescription: Learning to read the Emperor’s Tarot is in part\nthe act of learning to divine the Emperor’s word from psychic\nimpressions. Refining this skill allows the psyker to learn more\nabout others from the crude psychic traces they leave behind on\nobjects in the world around them. In this form, the psyker can\ngain rough impressions from a personal object such as an article\nof clothing or weapon. The level of information he gains depends\non his PR as detailed on Table 6–10: Psychometry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended (10)", + "content": "Opposed: No Range: Touch Sustained: No Description: Learning to read the Emperor's Tarot is in part the act of learning to divine the Emperor's word from psychic impressions. Refining this skill allows the psyker to learn more about others from the crude psychic traces they leave behind on objects in the world around them. In this form, the psyker can gain rough impressions from a personal object such as an article of clothing or weapon. The level of information he gains depends on his PR as detailed on Table 6-10: Psychometry.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1517, + "rule_id": "pdf_skill_1114_reading", + "title": "reaDinG", + "content": "Action: Full\nOpposed: No\nRange: 5 metres x PR\nSustained: Yes\nDescription: Diviners can read a person’s aura, the unconscious\nprojection of his being in to the Warp. This is a very pale shadow,\nunnoticed by most beings, but a diviner can study this aura to\nlearn about the person. When the psyker activates divination,\nhe can attempt to read the aura of any person he can see. The\nlevel of information he gains depends on the PR at which he\nmanifests the power as detailed on Table 6–11: Reading.\nA psyker can only maintain this power on one target. If he\nwishes to divine the well-being of a different person, he must\nactivate the power again.\nTable 6–9: Lifting the Veil", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Reading", + "content": "Action: Full\nOpposed: No\nRange: 5 metres x PR\nSustained: Yes\nDescription: Diviners can read a person's aura, the unconscious projection of his being into the Warp. This is a very pale shadow, unnoticed by most beings, but a diviner can study this aura to learn about the person. When the psyker activates divination, he can attempt to read the aura of any person he can see. The level of information he gains depends on the PR at which he manifests the power as detailed on Table 6-11: Reading. A psyker can only maintain this power on one target. If he wishes to divine the well-being of a different person, he must activate the power again.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1518, + "rule_id": "pdf_skill_1115_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker sees the general features\nof the people who experienced the emotion, and a\nrough impression of the events that transpired.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the events from the area that left the strongest\npsychic impressions.\n8–9\nAs all of the above, plus the psyker can identify all\nparticipants from that strongest event, including their\ncareers, ranks, and names.\n10+\nAs all of the above, plus the psyker determines other\nevents that may have occurred in the area, in order\nof the relative strength of their psychic impressions,\nand gets a clear image of each event.\nTable 6–10: Psychometry", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychometry Results", + "content": "The psyker detects the strongest emotion associated with the area or object. As above, plus the psyker sees the general features of the people who experienced the emotion, and a rough impression of the events that transpired. As all of the above, plus the psyker gets a clear image of the events from the area that left the strongest psychic impressions. As all of the above, plus the psyker can identify all participants from that strongest event, including their careers, ranks, and names. As all of the above, plus the psyker determines other events that may have occurred in the area, in order of the relative strength of their psychic impressions, and gets a clear image of each event.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1519, + "rule_id": "pdf_skill_1116_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker detects the strongest emotion associated\nith the area or object.\n4–5\nAs above, plus the psyker can discern the general\nfeatures of the person who experienced the emotion.\n6–7\nAs all of the above, plus the psyker gets a clear image\nof the person who experienced the emotion.\n8–9\nAs all of the above, plus the psyker can identify the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "The psyker detects the strongest emotion associated with the area or object. As above, plus the psyker can discern the general features of the person who experienced the emotion. As all of the above, plus the psyker gets a clear image of the person who experienced the emotion. As all of the above, plus the psyker can identify the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1520, + "rule_id": "pdf_skill_1117_person_s_occupation_e_g_care", + "title": "person’s occupation (e.g. Career and Rank).", + "content": "10+\nAs all of the above, plus the psyker can determine the\nperson’s name.\nTable 6–11: Reading", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "person's occupation (e.g. Career and Rank)", + "content": "As all of the above, plus the psyker can determine the person's name. Table 6-11: Reading", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1521, + "rule_id": "pdf_skill_1118_prresults", + "title": "PRResults", + "content": "1–3\nThe psyker gains superficial impressions about the\ntarget person. This includes the three strongest\nemotions that the subject is currently experiencing, his\nrace, whether or not he has any psychic powers, and\na rough idea of his state of mental and physical wellis an Untouchable.\n4–5\nAs above, plus the psyker gets a deeper insight into\nall of the target’s feelings, and gains +10 to all\nFellowship Tests he makes against the target while\nReading is active. The psyker also gets a better idea\nabout the target’s physical state, including his current\nWounds and Fatigue levels. Finally, if the target has\npsychic abilities, the psyker can sense his power and\nfind out his Psy Rating.\n6–7\nAs all of the above, plus the psyker determines how\nmany Insanity points the target has, as well as which\naddictions or madness he might be suffering from. If\nthe target has psychic abilities, the psyker determines", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRResults", + "content": "The psyker gains superficial impressions about the target person. This includes the three strongest emotions that the subject is currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and physical wellis an Untouchable. As above, plus the psyker gets a deeper insight into all of the target's feelings, and gains +10 to all Fellowship Tests he makes against the target while Reading is active. The psyker also gets a better idea about the target's physical state, including his current Wounds and Fatigue levels. Finally, if the target has psychic abilities, the psyker can sense his power and find out his Psy Rating. As all of the above, plus the psyker determines how many Insanity points the target has, as well as which addictions or madness he might be suffering from. If the target has psychic abilities, the psyker determines", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1522, + "rule_id": "pdf_skill_1119_which_discipline_s_he_possess", + "title": "which discipline(s) he possesses.", + "content": "8+\nAs all of the above, plus the psyker determines how\nmany Corruption points the target has. Also, the\npsyker can determine if the aura is genuine, or has\nbeen produced by some other means.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "which discipline(s) he possesses.", + "content": "As all of the above, plus the psyker determines how many Corruption points the target has. Also, the psyker can determine if the aura is genuine, or has been produced by some other means.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1523, + "rule_id": "pdf_skill_1120_avenger", + "title": "avenGer", + "content": "Action: Full\nOpposed: No\nRange: 30m\nSustained: No\nDescription: The Librarian summons up the ancestors of his\nChapter and shapes them into a flaming vengeful avatar of\ndeath. The construct then billows forward to incinerate those\nin its path. The Avenger power works exactly like a shot from", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Avenger", + "content": "Action: Full\nOpposed: No\nRange: 30m\nSustained: No\nDescription: The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1524, + "rule_id": "pdf_skill_1121_an_adeptus_astartes_heavy_flam", + "title": "an Adeptus Astartes heavy flamer (see page 145), with all the", + "content": "usual chance to hit and set targets on fire. However, due to the\nhorrific nature of the psychic flames, the Penetration of the\nattack is equal to 2 x PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "an Adeptus Astartes heavy flamer", + "content": "with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1525, + "rule_id": "pdf_skill_1122_force_dome", + "title": "force Dome", + "content": "Action: Full\nOpposed: No\nRange: 5m x PR radius\nSustained: Yes\nDescription: Summoning up a shimmering field of force, the\nLibrarian fashions a shell around himself and nearby allies.\nThe shell is a sphere extending up to the radius around, above,\nand below the Librarian and protecting him and any within\nit. The shell provides 2 AP x PR against all kinds of ranged\nattacks or hazardous environmental effects (this additional\nprotection stacks with any worn Armour), even trapping air\nand water within it. However, it does not stop melee attacks", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Force Dome", + "content": "Action: Full\nOpposed: No\nRange: 5m x PR radius\nSustained: Yes\nDescription: Summoning up a shimmering field of force, the Librarian fashions a shell around himself and nearby allies. The shell is a sphere extending up to the radius around, above, and below the Librarian and protecting him and any within it. The shell provides 2 AP x PR against all kinds of ranged attacks or hazardous environmental effects (this additional protection stacks with any worn Armour), even trapping air and water within it. However, it does not stop melee attacks", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1526, + "rule_id": "pdf_skill_1123_action_extended_3", + "title": "Action: Extended (3)", + "content": "Opposed: No\nRange: Self\nSustained: No\nDescription: Rending the veil between worlds, the Librarian\ncreates a rift through which he and his allies might pass. The\nLibrarian chooses an exit point for the rift at any point within\n10 kilometres x PR. The size of the rift depends on the power\nused to create it, and it will have a width and height of 2\nmetres x PR. The rift will remain open for 1 Round x PR or\nuntil the Librarian himself passes through it, at which time it\nwill instantly close. While it remains open, creatures may pass\nthrough the gate freely provided they can fit.\nThis power is incredibly taxing and requires at least 12\nhours recovery before it may be used again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended (3)", + "content": "Opposed: No Range: Self Sustained: No Description: Rending the veil between worlds, the Librarian creates a rift through which he and his allies might pass. The Librarian chooses an exit point for the rift at any point within 10 kilometres x PR. The size of the rift depends on the power used to create it, and it will have a width and height of 2 metres x PR. The rift will remain open for 1 Round x PR or until the Librarian himself passes through it, at which time it will instantly close. While it remains open, creatures may pass through the gate freely provided they can fit. This power is incredibly taxing and requires at least 12 hours recovery before it may be used again.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1527, + "rule_id": "pdf_skill_1124_iron_arm", + "title": "iron arm", + "content": "Action: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an\nimpenetrable field of energy with the power to ward off\npowerful melee attacks. While this power is in effect, the\nLibrarian gains one additional Reaction each round that may\nonly be used to parry, with a bonus on the Weapon Skill Test\nto parry equal to 3 x PR. Note that this power prevents the\nLibrarian from using his arm for any other purpose, such as\nwielding a weapon, climbing, and so on.\nTable 6–12: Codex Powers\nPower XP Cost Prerequisites\nAvenger 500 —\nForce Dome 1500 WP 40+\nThe Gate of Infinity 2000 Rank 5, WP 50+\nIron Arm 500 —\nMachine Curse 1000 WP 45+\nMight of the Ancients 1000 —\nSmite 500 —\nVeil of Time 1500 Rank 3, WP 40+\nVortex of Doom 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iron Arm", + "content": "Action: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sheathes his arm in an impenetrable field of energy with the power to ward off powerful melee attacks. While this power is in effect, the Librarian gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 x PR. Note that this power prevents the Librarian from using his arm for any other purpose, such as wielding a weapon, climbing, and so on.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1528, + "rule_id": "pdf_skill_1125_machine_curse", + "title": "machine curse", + "content": "Action: Full\nOpposed: No\nRange: 20m x PR\nSustained: No\nDescription: The Librarian calls down a terrible curse on\nnearby machines and vehicles. The Librarian can either target a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Machine Curse", + "content": "Action: Full\nOpposed: No\nRange: 20m x PR\nSustained: No\nDescription: The Librarian calls down a terrible curse on nearby machines and vehicles. The Librarian can either target a", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1529, + "rule_id": "pdf_skill_1126_of_mechanical_devices_such_as", + "title": "of mechanical devices (such as guns or servitors) equal to his PR.", + "content": "If a single vehicle is targeted then it may not move or fire any of\nits weapons for a number of Rounds equal to the Librarian’s PR as\nit shorts and sparks alarmingly. If a number of mechanical devices\nare chosen then they will be rendered useless for the following", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of mechanical devices equal to his PR", + "content": "If a single vehicle is targeted then it may not move or fire any of its weapons for a number of Rounds equal to the Librarian's PR as it shorts and sparks alarmingly. If a number of mechanical devices are chosen then they will be rendered useless for the following", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1530, + "rule_id": "pdf_skill_1127_round_guns_will_jam_see_page", + "title": "Round. Guns will jam (see page 249) and must be unjammed", + "content": "before they can be used. Warded vehicles and devices may be\nresistant or even immune to this power at the GM’s discretion.\nmiGhT of The ancienTs\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Tapping into the deadly powers of the Immaterium,\nthe Librarian infuses himself with psychic energy increasing his\npsychical prowess and strength of arms to exceptional levels.\nWhile this power is in effect, the Librarian’s melee attacks all have\ntheir Damage and Penetration increased by a number equal to\nhis PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Might of The Ancients", + "content": "Action: Half Opposed: No Range: Self Sustained: Yes Description: Tapping into the deadly powers of the Immaterium, the Librarian infuses himself with psychic energy increasing his psychical prowess and strength of arms to exceptional levels. While this power is in effect, the Librarian’s melee attacks all have their Damage and Penetration increased by a number equal to his PR.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1531, + "rule_id": "pdf_skill_1128_smite", + "title": "smiTe", + "content": "Action: Half\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: The Librarian conjurers up lethal bolts of\nlightning that leap from his hands to burn and blast his\nenemies into ash. Smite must be targeted at a single creature.\nHowever, it may effect others nearby depending on its power.\nThe Librarian does not need to make a BS test to hit the\ntarget. However, his Focus Power Test is modified as if he was\nmaking a ranged attack (using bonuses and penalties for range,\nlighting, enemy talents, etc.). Smite deals 1d10 Energy Damage\nx PR with a Penetration equal to his PR. Any creatures within\n1 metre x PR of the target will also be affected by Smite.\nveiL of Time\nAction: Half\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian attempts to predict the near\nfuture, seeing the flow of events and the actions of others.\nWhile this power is in effect, the Librarian benefits from this\nforeknowledge. . Each Round, the Librarian has a pool of rewhich he may only use for himself. Any re-rolls not used by\nthe beginning of the Librarian’s next turn are lost. Remember\nthat a re-roll may never itself be re-rolled.\nvorTex of Doom\nAction: Full\nOpposed: No\nRange: 10m x PR\nSustained: No\nDescription: With an utter disregard for reality, the Librarian\nopens up a flickering vortex in the fabric of space and time. The\nvortex is 2 metres in diameter and may be placed anywhere\nwithin range of the psyker. Once created, however, the Librarian\nhas no more control over it. Each Round after its creation the GM\nshould roll a dice for the vortex. On a 1–4 its diameter shrinks by\n1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0\nits diameter grows by 2 metres. If the vortex is ever reduced to 0\ndiameter then it vanishes. The GM then rolls a random direction\nfor the vortex to travel 2d10 metres (use the Scatter diagram from\npage 248). Anything that touches the vortex, either when created", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Smite", + "content": "Action: Half Opposed: No Range: 10m x PR Sustained: No Description: The Librarian conjures up lethal bolts of lightning that leap from his hands to burn and blast his enemies into ash. Smite must be targeted at a single creature. However, it may affect others nearby depending on its power. The Librarian does not need to make a BS test to hit the target. However, his Focus Power Test is modified as if he was making a ranged attack (using bonuses and penalties for range, lighting, enemy talents, etc.). Smite deals 1d10 Energy Damage x PR with a Penetration equal to his PR. Any creatures within 1 metre x PR of the target will also be affected by Smite.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1532, + "rule_id": "pdf_skill_1129_or_as_it_moves_must_make_a_ch", + "title": "or as it moves, must make a Challenging (+0) Agility Test or", + "content": "suffer 1d10 Energy damage x PR. Those killed by the vortex are\nsucked away into the Warp and lost forever.\nHaving an open rift to Warp is dangerous to the souls\nof anyone present. The first time any creature (including\nthe Librarian) comes within 10 metres of the vortex, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "or as it moves, must make a Challenging Agility Test", + "content": "suffer 1d10 Energy damage x PR. Those killed by the vortex are sucked away into the Warp and lost forever. Having an open rift to Warp is dangerous to the souls of anyone present. The first time any creature (including the Librarian) comes within 10 metres of the vortex, it", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1533, + "rule_id": "pdf_skill_1130_blood_boil", + "title": "bLooD boiL", + "content": "Action: Half\nOpposed: Yes\nRange: 10 metre x PR\nSustained: No\nDescription: With a blast of psychic power, the Librarian\nsuperheats the target’s blood, flash-boiling it and causing it\nto burst from their eyes, mouth, and ears. This power can\nonly be used against a single target. The target of a Blood\nBoil will suffer 1d10 Energy damage plus 2 extra points", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Boil", + "content": "Action: Half\nOpposed: Yes\nRange: 10 metres x PR\nSustained: No\nDescription: With a blast of psychic power, the Librarian superheats the target's blood, flash-boiling it and causing it to burst from their eyes, mouth, and ears. This power can only be used against a single target. The target of a Blood Boil will suffer 1d10 Energy damage plus 2 extra points", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1534, + "rule_id": "pdf_skill_1131_of_damage_x_pr_to_a_maximum_o", + "title": "of damage x PR (to a maximum of 1d10+20) which is not", + "content": "reduced by armour or Toughness. If the target is killed by this\nattack then he explodes in a crimson shower, spattering those\nnearby with scalding blood. All creatures within 5 metres of\nan exploding target take 2d10 Energy damage to their least\narmoured location.\nManifesting Blood Boil is taxing for a Librarian, and\ninflicts 1 level of fatigue upon him, whether or not the\ntarget resists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Manifesting Blood Boil", + "content": "Manifesting Blood Boil is taxing for a Librarian, and inflicts 1 level of fatigue upon him, whether or not the target resists.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1535, + "rule_id": "pdf_skill_1132_blood_lance", + "title": "bLooD Lance", + "content": "Action: Half\nOpposed: No\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian throws out his arm and hurls a\nblazing crimson lance that impales anything in its path. The\nBlood Lances traces a straight line from the Librarian out to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Lance", + "content": "Action: Half\nOpposed: No\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian throws out his arm and hurls a blazing crimson lance that impales anything in its path. The Blood Lances traces a straight line from the Librarian out to", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1536, + "rule_id": "pdf_skill_1133_the_extent_of_the_power_s_rang", + "title": "the extent of the power’s range. Any creature (friend or foe)", + "content": "that the lance passes through suffers 1d10 x PR Rending\ndamage that is not reduced by Toughness Bonus. Armour and\ncover protect as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the extent of the power's range", + "content": "Any creature (friend or foe) that the lance passes through suffers 1d10 x PR Rending damage that is not reduced by Toughness Bonus. Armour and cover protect as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1537, + "rule_id": "pdf_skill_1134_fear_the_darkness", + "title": "fear The Darkness", + "content": "Action: Half\nOpposed: Yes\nRange: 25 metres x PR\nSustained: Yes\nDescription: Casting a psychic shadow across the battlefield,\nthe Librarian fills his foes with intense dread and terror. This\npower affects a number of foes equal to the Librarian’s PR.\nThose affected by this power count all enemies as having the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear The Darkness", + "content": "Action: Half\nOpposed: Yes\nRange: 25 metres x PR\nSustained: Yes\nDescription: Casting a psychic shadow across the battlefield, the Librarian fills his foes with intense dread and terror. This power affects a number of foes equal to the Librarian's PR. Those affected by this power count all enemies as having the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1538, + "rule_id": "pdf_skill_1135_have_their_fear_level_increase", + "title": "have their Fear level increased by 1 (to a maximum of Fear 4)", + "content": "against those affected by this power. If this power is sustained,\ntargets may make a Willpower Test with a penalty of –5 x PR\nat the start of each of their turns to shake off the effects.\nmiGhT of heroes\nAction: Half\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Focusing his will, the Blood Angels Librarian\nenhances his strength and summons up a deep well of rage.\nWhile this power is in effect, the Blood Angels Librarian adds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "have their Fear level increased by 1 (to a maximum of Fear 4)", + "content": "against those affected by this power. If this power is sustained, targets may make a Willpower Test with a penalty of -5 x PR at the start of each of their turns to shake off the effects. Might of Heroes Action: Half Opposed: No Range: Self Sustained: Yes Description: Focusing his will, the Blood Angels Librarian enhances his strength and summons up a deep well of rage. While this power is in effect, the Blood Angels Librarian adds", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1539, + "rule_id": "pdf_skill_1136_shackle_soul", + "title": "shackLe souL", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Reaching into the soul of his foe, the Librarian\nbinds it in powerful bands of psychic energy. This power\naffects a single creature chosen by the Librarian. The Blood\nAngel may choose to prevent those affected by the power\nfrom doing one of the following things on its next turn:\nmoving, making a range attack, making a melee attack or\nusing a Psychic Power. If this power is sustained then the\nLibrarian must win an Opposed Willpower Test each turn to\naffect the target, though he may choose a different action to\nprohibit from Round to Round. If the target ever wins the\nOpposed Test then the power immediately ends.\nwinGs of sanGuinius\nAction: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian sprouts a pair of blood red wings\nof psychic energy from his back that can bear him aloft. While\nthis power is in effect, the Librarian gains the Flyer Trait (see\npage 132) with a Movement equal to his PR.\nTable 6–13: Blood Angels Powers\nPower XP Cost Prerequisites\nBlood Boil 1500 Rank 3, WP 40+\nBlood Lance 1000 —\nFear the Darkness 1000 WP 40+\nMight of Heroes 500 —\nShackle Soul 1000 WP 50+\nWings of Sanguinius 2000 Rank 5, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Shackle Soul", + "content": "Action: Full Opposed: Yes Range: 10 metres x PR Sustained: Yes Description: Reaching into the soul of his foe, the Librarian binds it in powerful bands of psychic energy. This power affects a single creature chosen by the Librarian. The Blood Angel may choose to prevent those affected by the power from doing one of the following things on its next turn: moving, making a range attack, making a melee attack or using a Psychic Power. If this power is sustained then the Librarian must win an Opposed Willpower Test each turn to affect the target, though he may choose a different action to prohibit from Round to Round. If the target ever wins the Opposed Test then the power immediately ends.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1540, + "rule_id": "pdf_skill_1137_force_barrier", + "title": "force barrier", + "content": "Action: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Wrapping himself in a blanket of power, the\nLibrarian creates a potent but static psychic shell over himself.\nWhile this power is in effect, and as long as the Librarian does\nnot move, he gains 3 AP x PR to all locations. In addition, if\nthis power is manifested with a PR of 5 or more, all ranged\nattacks count as having a Penetration of 0.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Force Barrier", + "content": "Action: Full\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Wrapping himself in a blanket of power, the Librarian creates a potent but static psychic shell over himself. While this power is in effect, and as long as the Librarian does not move, he gains 3 AP x PR to all locations. In addition, if this power is manifested with a PR of 5 or more, all ranged attacks count as having a Penetration of 0.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1541, + "rule_id": "pdf_skill_1138_hellfire", + "title": "heLLfire", + "content": "Action: Half\nOpposed: No\nRange: 50 metres x PR\nSustained: No\nDescription: The Librarian summons a torrent of psychic fire\nto burn and char his foes. He may pick a point within range\nand engulf it in a cloud of flame with a radius of 2 metres x\nPR. All those within the area will suffer 1d10 Energy damage\nx PR. In addition, all those within the area of effect must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hellfire", + "content": "Action: Half\nOpposed: No\nRange: 50 metres x PR\nSustained: No\nDescription: The Librarian summons a torrent of psychic fire to burn and char his foes. He may pick a point within range and engulf it in a cloud of flame with a radius of 2 metres x PR. All those within the area will suffer 1d10 Energy damage x PR. In addition, all those within the area of effect must", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1542, + "rule_id": "pdf_skill_1139_make_challenging_0_agility", + "title": "make Challenging (+0) Agility Tests or be set on fire (see", + "content": "page 260).\nmask of shaDows\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: Covering his thoughts in darkness, the\nLibrarian hides his mind from sight, confounding the efforts\nof enemy psykers or fearsome foes to psychically engage\nhim. While this power is in effect, the Librarian is immune\nto the effects of all Telepathy powers unless created by a\npsyker with a Willpower greater than his own. In addition,\nthe psyker suffers no ill effects to Cohesion or Willpower as\na result of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mask of Shadows", + "content": "Covering his thoughts in darkness, the Librarian hides his mind from sight, confounding the efforts of enemy psykers or fearsome foes to psychically engage him. While this power is in effect, the Librarian is immune to the effects of all Telepathy powers unless created by a psyker with a Willpower greater than his own. In addition, the psyker suffers no ill effects to Cohesion or Willpower as a result of Fear.", + "page": 260, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1543, + "rule_id": "pdf_skill_1140_mind_worm", + "title": "minD worm", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target’s mind, the\nLibrarian implants the seed of doubt and remorse, crippling\nthe creature with indecision and guilt. This powers works\nagainst a single target. Those affected by the power suffer\na –5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum\nof 05). If this power is sustained then the target may make a\nnew Opposed Willpower Test at the start of each of its turns\nto end the effects.\nThis power also confers a +30 bonus to the psyker’s\nInterrogation skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mind Worm", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: Yes\nDescription: Driving deep into the target's mind, the Librarian implants the seed of doubt and remorse, crippling the creature with indecision and guilt. This power works against a single target. Those affected by the power suffer a -5 x PR to WS, BS, S, Ag, Int, and Fel (all to a minimum of 05). If this power is sustained then the target may make a new Opposed Willpower Test at the start of each of its turns to end the effects. This power also confers a +30 bonus to the psyker's Interrogation skill.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1544, + "rule_id": "pdf_skill_1141_true_strike", + "title": "True sTrike", + "content": "Action: Half\nOpposed: No\nRange: Self\nSustained: No\nDescription: Deadly against those with the psychic gift, the\neffects of a True Strike can smash an enemy psyker’s mind\nto pieces. If the Librarian performs a melee attack against a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "True Strike", + "content": "Action: Half\nOpposed: No\nRange: Self\nSustained: No\nDescription: Deadly against those with the psychic gift, the effects of a True Strike can smash an enemy psyker’s mind to pieces. If the Librarian performs a melee attack against a", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1545, + "rule_id": "pdf_skill_1142_psyker_an_individual_psy_rati", + "title": "psyker (an individual Psy Rating of at least 1) within 1 Round", + "content": "x PR of activating the power, a successful attack will inflict an\nadditional 2 points of damage x PR which cannot be reduced\nby armour or Toughness. In addition, an individual suffering", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "psyker (an individual Psy Rating of at least 1) within 1 Round", + "content": "x PR of activating the power, a successful attack will inflict an additional 2 points of damage x PR which cannot be reduced by armour or Toughness. In addition, an individual suffering", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1546, + "rule_id": "pdf_skill_1143_damage_from_this_power_must_ma", + "title": "damage from this power must make a Hard (–20) Willpower", + "content": "Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without\na Psy Rating of at least 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "damage from this power must make a Hard (–20) Willpower", + "content": "Test or lose access to his Psychic Powers for 1 Round.\nThis power has no additional effects on individuals without a Psy Rating of at least 1.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1547, + "rule_id": "pdf_skill_1144_weaken_resolve", + "title": "weaken resoLve", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Dark Angels Librarian forces his way into\nthe minds of his foes, robbing them of their will to fight and\neroding whatever resistance they possess. This power can affect\na number of foes equal to the Librarian’s PR. Those affected\nhave their Willpower characteristic temporarily reduced by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weaken Resolve", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Dark Angels Librarian forces his way into the minds of his foes, robbing them of their will to fight and eroding whatever resistance they possess. This power can affect a number of foes equal to the Librarian’s PR. Those affected have their Willpower characteristic temporarily reduced by", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1548, + "rule_id": "pdf_skill_1145_5_x_pr_to_a_minimum_of_1_t", + "title": "–5 x PR (to a minimum of 1). This has corresponding effects", + "content": "on their Willpower Bonus. If this power is sustained, targets\nare allowed a new Opposed Willpower Test (using their\nreduced Willpower) to end its effects on them at the start of\neach of their turns.\nTable 6–14: Dark Angels Powers\nPower XP Cost Prerequisites\nForce Barrier 1500 WP 40+\nHellfire 1000 Rank 3, WP 40+\nMask of Shadows 1000 WP 50+\nMind Worm 1500 Rank 5, WP 50+\nTrue Strike 500 —\nWeaken Resolve 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "–5 x PR (to a minimum of 1). This has corresponding effects", + "content": "on their Willpower Bonus. If this power is sustained, targets are allowed a new Opposed Willpower Test (using their reduced Willpower) to end its effects on them at the start of each of their turns.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1549, + "rule_id": "pdf_skill_1146_living_lightning", + "title": "LivinG LiGhTninG", + "content": "Action: Full\nOpposed: No\nRange: 30 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest cries out to the sky and calls\nforth a dancing bolt of sentient electricity arcing down from the\nheavens. While this power is in effect, the Rune Priest can direct\nthe bolt of lightning against any target within range, changing\ntargets between turns regardless of how far apart they are. Those\nstruck by the lightning will suffer 1d10 x PR Energy damage\nwith the Shocking quality. If the target passes a Challenging", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Living Lightning", + "content": "Action: Full\nOpposed: No\nRange: 30 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest cries out to the sky and calls forth a dancing bolt of sentient electricity arcing down from the heavens. While this power is in effect, the Rune Priest can direct the bolt of lightning against any target within range, changing targets between turns regardless of how far apart they are. Those struck by the lightning will suffer 1d10 x PR Energy damage with the Shocking quality. If the target passes a Challenging", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1550, + "rule_id": "pdf_skill_1147_storm_caller", + "title": "sTorm caLLer", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest invokes the ancient rites of\nice and snow, calling up a blizzard of psychic energy around\nhimself and his allies. While this power is in effect, the Rune\nPriest and all allies within the power’s radius become shrouded\nin ethereal mist. All ranged attacks they make, or that are made\nagainst them, suffer a penalty of –5 x PR. Any ally who moves\noutside the range of the power immediately loses its effects.\nTemPesT’s wraTh\nAction: Full\nOpposed: No\nRange: 150 metre radius x PR\nSustained: Yes\nDescription: In a fearsome display of power, the Rune Priest\ncalls upon the spirits of wind, storm, and snow, tearing the\nair with gales and tempests. While this power is in effect, any\ncreature with the Hoverer or Flyer trait must pass a Strength\nTest at a penalty of –5 x PR to move through the air. Even\nthose that pass the test have their Movement reduced by half.\nFlying vehicles are also affected, and their pilots suffer a\npenalty of –5 x PR on all Skill tests they must make to operate\ntheir craft. Flying vehicles also have their speed reduced by\nhalf. Finally, ranged attacks inside, into or out of the radius\nof effect have their shots fouled by the winds. Thrown and\nPrimitive ranged weapons suffer a penalty of –5 x PR to hit,\nwhile all other ranged weapons suffer a penalty of –2 x PR to\nhit. This power may only be used on the surface of a planet\nwith atmosphere, and even then, the power only functions\nwhen outside of a building or other confined space.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Storm Caller", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Rune Priest invokes the ancient rites of ice and snow, calling up a blizzard of psychic energy around himself and his allies. While this power is in effect, the Rune Priest and all allies within the power’s radius become shrouded in ethereal mist. All ranged attacks they make, or that are made against them, suffer a penalty of –5 x PR. Any ally who moves outside the range of the power immediately loses its effects.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1551, + "rule_id": "pdf_skill_1148_thunderclap", + "title": "ThunDercLaP", + "content": "Action: Full\nOpposed: No\nRange: 10 metre radius x PR\nSustained: No\nDescription: With a word of power and a clap of his mighty\nhands, the Rune Priest creates a deafening crack of thunder\nthat rolls across the battlefield. All those within range of this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Thunderclap", + "content": "Action: Full\nOpposed: No\nRange: 10 metre radius x PR\nSustained: No\nDescription: With a word of power and a clap of his mighty hands, the Rune Priest creates a deafening crack of thunder that rolls across the battlefield. All those within range of this", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1552, + "rule_id": "pdf_skill_1149_power_friends_or_foes_though", + "title": "power (friends or foes, though not including the Rune Priest)", + "content": "suffer 1d5 x PR Impact damage. This damage is reduced by\nToughness as normal. However, only armour worn on the\nhead protects against it. In addition, anyone suffering damage\nfrom this attack must make a Toughness Test with a penalty\nof –5 x PR or be deafened for 1d10 rounds (see page 260\nfor the effects of being deafened). Finally, fragile objects such\nas mundane glass, crystal or fine ceramics within the power’s\nrange are shattered (though the GM has the final say on\nwhether an object is affected).\nTable 6–15: Space Wolves Powers\nPower XP Cost Prerequisites\nFury of the Wolf Spirits 2000 Rank 5, WP 40+\nLiving Lightning 1000 WP 40+\nStorm Caller 500 —\nTempest’s Wrath 1000 WP 50+\nThunderclap 500 —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "power (friends or foes, though not including the Rune Priest)", + "content": "suffer 1d5 x PR Impact damage. This damage is reduced by Toughness as normal. However, only armour worn on the head protects against it. In addition, anyone suffering damage from this attack must make a Toughness Test with a penalty of –5 x PR or be deafened for 1d10 rounds (see page 260 for the effects of being deafened). Finally, fragile objects such as mundane glass, crystal or fine ceramics within the power’s range are shattered (though the GM has the final say on whether an object is affected).", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1553, + "rule_id": "pdf_skill_1150_action_extended_2", + "title": "Action: Extended (2)", + "content": "Opposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: Plunging his will into the Immaterium, the\nLibrarian calls forth ancestral spirits to fight on his side, and\nsummons up a number of ancestral warriors equal to his PR\nto fight for him. These warriors use the Imperial Guardsman\nprofile on page 376 and are armed and armoured as detailed\nthere. They will not stray beyond the range of the power nor\ncan they be used for anything but combat. When they are\nkilled, both they and their gear will vanish into smoke.\ncrown of LiGhTninG\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian encases one of his foes in a\ncrackling cage of lightning, searing his flesh and contorting\nhis muscles. This power may only be used against a single\ntarget. The target suffers 1d10 Energy damage x PR counting", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Action: Extended (2)", + "content": "Opposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: Plunging his will into the Immaterium, the Librarian calls forth ancestral spirits to fight on his side, and summons up a number of ancestral warriors equal to his PR to fight for him. These warriors use the Imperial Guardsman profile on page 376 and are armed and armoured as detailed there. They will not stray beyond the range of the power nor can they be used for anything but combat. When they are killed, both they and their gear will vanish into smoke.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1554, + "rule_id": "pdf_skill_1151_as_having_the_shock_quality_s", + "title": "as having the Shock Quality (see page 144). If this power is", + "content": "sustained, the target suffers 2d10 Energy damage in each of\nthe Librarian’s turns.\nhammer of The emPeror", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Crown of Lightning", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian encases one of his foes in a crackling cage of lightning, searing his flesh and contorting his muscles. This power may only be used against a single target. The target suffers 1d10 Energy damage x PR counting", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1555, + "rule_id": "pdf_skill_1152_action_extended_5", + "title": "Action: Extended (5)", + "content": "Opposed: No\nRange: 1 kilometre x PR\nSustained: No\nDescription: With the power of an orbital barrage, the\nLibrarian calls down a mighty hammer of psychic energy\nwith the power to lay waste to entire towns. The Librarian\nchooses a point within range and calls down the Hammer.\nThe Hammer has a radius of 100 metres x PR. Anything\nwithin the area of effect is subjected to a moderate earthquake,\ninflicting 3d10 x PR damage on all structures, possibly causing\nthem to collapse. Creatures within the area must make a Hard\n(–20) Agility Test to remain standing. This power cannot\nbe used Fettered, and does not work indoors. This power is\nextraordinary taxing and inflicts 1d5 levels of Fatigue on the\nLibrarian. In addition, the Librarian may not attempt to use\nthe power again for at least 24 hours.\nAt the GM’s discretion, falling buildings and raining debris\nmay inflict 3d10 I damage on those in the area of effect who", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "as having the Shock Quality (see page 144). If this power is", + "content": "sustained, the target suffers 2d10 Energy damage in each of the Librarian’s turns.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1556, + "rule_id": "pdf_skill_1153_fail_a_challenging_0_agilit", + "title": "fail a Challenging (+0) Agility Test.", + "content": "mark of scorn\nAction: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian casts a curse upon one of his\nfoes, marking him for death at the hands of the righteous.\nThis power only works on a single target. The target becomes\nMarked, and all successful melee attacks against him will gain\na bonus to damage equal to the Librarian’s PR. In addition,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hammer of the Emperor", + "content": "Action: Extended (5)\nOpposed: No\nRange: 1 kilometre x PR\nSustained: No\nDescription: With the power of an orbital barrage, the Librarian calls down a mighty hammer of psychic energy with the power to lay waste to entire towns. The Librarian chooses a point within range and calls down the Hammer. The Hammer has a radius of 100 metres x PR. Anything within the area of effect is subjected to a moderate earthquake, inflicting 3d10 x PR damage on all structures, possibly causing them to collapse. Creatures within the area must make a Hard (–20) Agility Test to remain standing. This power cannot be used Fettered, and does not work indoors. This power is extraordinary taxing and inflicts 1d5 levels of Fatigue on the Librarian. In addition, the Librarian may not attempt to use the power again for at least 24 hours. At the GM’s discretion, falling buildings and raining debris may inflict 3d10 I damage on those in the area of effect who", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1557, + "rule_id": "pdf_skill_1154_any_instances_of_righteous_fur", + "title": "any instances of Righteous Fury (see page 245) from melee", + "content": "attacks against him automatically occur without the need to\npass a WS test.\nThunDer’s sheLL\nAction: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian covers himself in a fine reactive\npsychic shield that gets stronger the more force brought\nagainst it. While this power is in effect, all attacks against\nthe Librarian have their Penetration reduced by an amount", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fail a Challenging (+0) Agility Test.", + "content": "", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1558, + "rule_id": "pdf_skill_1155_equal_to_his_pr_to_a_minimum", + "title": "equal to his PR (to a minimum of 0). In addition, attacks that", + "content": "ignore armour completely have this special ability negated by\nthis power, instead inflicting normal damage against whatever\narmour the Librarian is wearing.\nTable 6–16: Storm Warden Powers\nPower XP Cost Prerequisites\nAncestors’ Rage 500 —\nCall to Arms 1500 WP 50+\nCrown of Lightning 1000 —\nHammer of the Emperor 2000 Rank 5, WP 60+\nMark of Scorn 500 —\nThunders Shell 1500 Rank 3, WP 40+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mark of Scorn", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: Yes\nDescription: The Librarian casts a curse upon one of his foes, marking him for death at the hands of the righteous. This power only works on a single target. The target becomes Marked, and all successful melee attacks against him will gain a bonus to damage equal to the Librarian’s PR. In addition,", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1559, + "rule_id": "pdf_skill_1156_inspiring_word", + "title": "insPirinG worD", + "content": "Action: Half\nOpposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: The Librarian calms the minds of nearby allies\nand completely dispels their fear and doubt. While this power\nis active, a number of allies equal to PR, and within range, are\nimmune to the effects of Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "any instances of Righteous Fury (see page 245) from melee", + "content": "attacks against him automatically occur without the need to pass a WS test.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1560, + "rule_id": "pdf_skill_1157_paragon", + "title": "ParaGon", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian lets his authority shine forth in\na blaze of psychic energy, filling nearby allies with strength\nand resolve to emulate his glory. While this power is in effect,\nthe Librarian can allow a number of allies equal to his PR\nwithin range of the power to use one of his characteristics.\nIn effect, those benefiting from this power count as having\na characteristic score equal to that of the Librarian, though\nif their own characteristic is higher they may choose to use\nthat instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Thunder’s Shell", + "content": "Action: Half or Reaction\nOpposed: No\nRange: Self\nSustained: Yes\nDescription: The Librarian covers himself in a fine reactive psychic shield that gets stronger the more force brought against it. While this power is in effect, all attacks against the Librarian have their Penetration reduced by an amount", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1561, + "rule_id": "pdf_skill_1158_war_cry", + "title": "war cry", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: With a terrifying cry, the Librarian demoralises\nand stuns nearby foes, forcing them to cower before his\nmight. This power can affect a number of foes equal to the\nLibrarian’s PR. Those affected cannot use Reactions from the\nend of the Librarian’s turn to the start of his next turn.\nworD of The emPeror\nAction: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian recites a sanctified prayer to the\nEmperor, speaking holy words that burn the minds of the\nunfaithful and cast out the spirits of the Warp. This power\ncan affect a number of targets equal to the Librarian’s PR.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "equal to his PR (to a minimum of 0). In addition, attacks that", + "content": "ignore armour completely have this special ability negated by this power, instead inflicting normal damage against whatever armour the Librarian is wearing.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1562, + "rule_id": "pdf_skill_1159_those_affected_will_become_stu", + "title": "Those affected will become Stunned (see page 261) for one", + "content": "Round. Targets with the Daemonic Trait are affected much\nmore seriously by this power and will suffer 1d10 Explosive\ndamage x PR and must make a Warp Instability Test. Finally,\ncreatures targeted by this power suffering from Possession", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inspiring Word", + "content": "Action: Half\nOpposed: No\nRange: 10 metre radius x PR\nSustained: Yes\nDescription: The Librarian calms the minds of nearby allies and completely dispels their fear and doubt. While this power is active, a number of allies equal to PR, and within range, are immune to the effects of Fear.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1563, + "rule_id": "pdf_skill_1160_see_page_134_may_immediately", + "title": "(see page 134) may immediately make a Challenging (+0)", + "content": "Willpower Test to break free.\nTable 6–17: Ultramarines Powers\nPower XP Cost Prerequisites\nFury of the Ancients 1000 WP 40+\nGlory of the Emperor 2000 Rank 5, WP 50+\nInspiring Word 1000 —\nParagon 500 —\nWar Cry 750 WP 40+\nWord of the Emperor 1500 Rank 3, WP 50+", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Paragon", + "content": "Action: Full\nOpposed: No\nRange: 5 metre radius x PR\nSustained: Yes\nDescription: The Librarian lets his authority shine forth in a blaze of psychic energy, filling nearby allies with strength and resolve to emulate his glory. While this power is in effect, the Librarian can allow a number of allies equal to his PR within range of the power to use one of his characteristics. In effect, those benefiting from this power count as having a characteristic score equal to that of the Librarian, though if their own characteristic is higher they may choose to use that instead.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": null, + "title": "War Cry", + "content": "Action: Half\nOpposed: Yes\nRange: 5 metres x PR\nSustained: No\nDescription: With a terrifying cry, the Librarian demoralises and stuns nearby foes, forcing them to cower before his might. This power can affect a number of foes equal to the Librarian’s PR. Those affected cannot use Reactions from the end of the Librarian’s turn to the start of his next turn.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": null, + "title": "Word of the Emperor", + "content": "Action: Full\nOpposed: Yes\nRange: 10 metres x PR\nSustained: No\nDescription: The Librarian recites a sanctified prayer to the Emperor, speaking holy words that burn the minds of the unfaithful and cast out the spirits of the Warp. This power can affect a number of targets equal to the Librarian’s PR.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": null, + "title": "Those affected will become Stunned (see page 261) for one", + "content": "Round. Targets with the Daemonic Trait are affected much more seriously by this power and will suffer 1d10 Explosive damage x PR and must make a Warp Instability Test. Finally, creatures targeted by this power suffering from Possession", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1564, + "rule_id": "pdf_skill_1161_game", + "title": "Game", + "content": "“A Space Marine is not born, but made by the good grace of the\nEmperor from flesh, blood, and a will to do the Master of\nMankind’s bidding.”\n–Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Game", + "content": "A Space Marine is not born, but made by the good grace of the Emperor from flesh, blood, and a will to do the Master of Mankind’s bidding. –Gyvan Hul, Seneschal of the Rogue Trader", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1565, + "rule_id": "pdf_skill_1162_the_core_mechanic", + "title": "The CoRe MeChaniC", + "content": "• Determine the Skill or Characteristic to test.\n• Add or subtract any relevant modifiers to the Skill or\nCharacteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Core Mechanic", + "content": "• Determine the Skill or Characteristic to test. • Add or subtract any relevant modifiers to the Skill or Characteristic.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1566, + "rule_id": "pdf_skill_1163_make_a_percentile_roll_1d10", + "title": "• Make a percentile roll (1d100).", + "content": "• If the percentile roll is less than or equal to the Skill or\nCharacteristic being tested, the test succeeds.\n• If the percentile roll is greater than the Skill or\nCharacteristic being tested, the test fails.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Make a percentile roll (1d100)", + "content": "• If the percentile roll is less than or equal to the Skill or Characteristic being tested, the test succeeds. • If the percentile roll is greater than the Skill or Characteristic being tested, the test fails.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1567, + "rule_id": "pdf_skill_1164_skill_tests", + "title": "Skill TeSTS", + "content": "The most common type of test a Battle-Brother performs\nduring the game is the Skill Test. Each Skill is governed by\na Characteristic. For example, the Dodge Skill is governed\nby the Agility Characteristic. To make a Skill Test, add any\nrelevant modifiers to the Skill’s governing Characteristic, then\nmake a percentage roll. If the result is equal to or less than\nthe modified Characteristic, the test succeeds. If the result is\ngreater than the modified Characteristic, the test fails.\nSuccess is more likely to occur in a Skill Test where the\ncharacter has Training in the Skill. A Battle-Brother can still\nattempt a Skill Test with an Untrained Basic Skill, but in such", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skill Tests", + "content": "The most common type of test a Battle-Brother performs during the game is the Skill Test. Each Skill is governed by a Characteristic. For example, the Dodge Skill is governed by the Agility Characteristic. To make a Skill Test, add any relevant modifiers to the Skill’s governing Characteristic, then make a percentage roll. If the result is equal to or less than the modified Characteristic, the test succeeds. If the result is greater than the modified Characteristic, the test fails. Success is more likely to occur in a Skill Test where the character has Training in the Skill. A Battle-Brother can still attempt a Skill Test with an Untrained Basic Skill, but in such cases, the governing Characteristic is halved (round down).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1568, + "rule_id": "pdf_skill_1165_cases_the_governing_character", + "title": "cases, the governing Characteristic is halved (round down).", + "content": "A character cannot attempt a Skill Test with an Untrained\nAdvanced Skill.\nMany Talents can improve a Battle-Brother’s chances of\nsuccess at a Skill Test, as can Skill Mastery.\nIt is important to note that, despite their names, both\nWeapons Skill and Ballistics Skill are Characteristics. See\nCharacteristic Tests on page 203.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cases", + "content": "A character cannot attempt a Skill Test with an Untrained Advanced Skill. Many Talents can improve a Battle-Brother’s chances of success at a Skill Test, as can Skill Mastery. It is important to note that, despite their names, both Weapons Skill and Ballistics Skill are Characteristics. See Characteristic Tests on page 203.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1569, + "rule_id": "pdf_skill_1166_example", + "title": "exaMple", + "content": "Brother Ulfric is chasing down an Eldar guardian before he can\nalert his nearby patrol. The slippery alien scrambles down an incline\nto escape the charging Space Marine. To climb down the cliff, the\nGM decides that Brother Ulfric must make a Climb test, which is a\nskill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have\ntraining in Climb. Since Climb is a Basic Skill, Ulfric can still make\nthe attempt at half his normal Strength, which is 20. Ulfric’s player\nmakes a percentile roll and gets a 29, which is higher than 20, so the\ntest fails and Ulfric falls instead.\nUndaunted by his fall and still in pursuit of the Eldar, Ulfric\nplunges after the xenos into a fast-flowing stream. This calls for Ulfric\nto make a Swim Test. Swim is a Basic Skill governed by Strength, and\nUlfric has Training in Swim, so he gets to use his full Strength score\nfor the test, which is 41. Ulfric’s player makes a percentile roll and\ngets a 33—a success! Ulfric manages to catch the alien and drown\nhim quietly in the river, maintaining his team’s secrecy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother Ulfric is chasing down an Eldar guardian before he can alert his nearby patrol. The slippery alien scrambles down an incline to escape the charging Space Marine. To climb down the cliff, the GM decides that Brother Ulfric must make a Climb test, which is a skill governed by Strength. Ulfric’ Strength is 41, but he doesn’t have training in Climb. Since Climb is a Basic Skill, Ulfric can still make the attempt at half his normal Strength, which is 20. Ulfric’s player makes a percentile roll and gets a 29, which is higher than 20, so the test fails and Ulfric falls instead. Undaunted by his fall and still in pursuit of the Eldar, Ulfric plunges after the xenos into a fast-flowing stream. This calls for Ulfric to make a Swim Test. Swim is a Basic Skill governed by Strength, and Ulfric has Training in Swim, so he gets to use his full Strength score for the test, which is 41. Ulfric’s player makes a percentile roll and gets a 33—a success! Ulfric manages to catch the alien and drown him quietly in the river, maintaining his team’s secrecy.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1570, + "rule_id": "pdf_skill_1167_characteristic_tests", + "title": "CharaCTeriSTiC TeSTS", + "content": "Sometimes a Battle-Brother wants to attempt something\nnot covered by a Skill. In such cases, a Characteristic Test\ncan be used instead of a Skill Test. The GM determines the\nmost appropriate Characteristic for the test, then the player\nmakes a percentage roll. If the roll is equal to or less than the\nCharacteristic, the test succeeds. If the roll is greater than the\nCharacteristic, the test fails.\ndegRees of suCCess and failuRe\nFor most tests, it is enough to know whether a character\nsucceeded or failed. Sometimes, however, it is useful to know\nhow well a character succeeded, or how badly he failed. This\nis particularly important with social skills, such as Charm and\nInquiry, as well as certain combat situations, such as firing a\ngun capable of a semi-automatic or fully automatic burst.\nMeasuring Degrees of Success and Failure in a Skill or\nCharacteristic Test is straightforward. After the percentage\nroll is made, compare the roll with the modified Characteristic\nscore. For each full 10 points by which the Characteristic was\nexceeded, one Degree of Success is achieved. Conversely, for\neach 10 full points by which the test failed, one Degree of\nFailure is gained.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic Tests", + "content": "Sometimes a Battle-Brother wants to attempt something not covered by a Skill. In such cases, a Characteristic Test can be used instead of a Skill Test. The GM determines the most appropriate Characteristic for the test, then the player makes a percentage roll. If the roll is equal to or less than the Characteristic, the test succeeds. If the roll is greater than the Characteristic, the test fails. Degrees of Success and Failure: For most tests, it is enough to know whether a character succeeded or failed. Sometimes, however, it is useful to know how well a character succeeded, or how badly he failed. This is particularly important with social skills, such as Charm and Inquiry, as well as certain combat situations, such as firing a gun capable of a semi-automatic or fully automatic burst. Measuring Degrees of Success and Failure in a Skill or Characteristic Test is straightforward. After the percentage roll is made, compare the roll with the modified Characteristic score. For each full 10 points by which the Characteristic was exceeded, one Degree of Success is achieved. Conversely, for each 10 full points by which the test failed, one Degree of Failure is gained.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1571, + "rule_id": "pdf_skill_1168_example", + "title": "exaMple", + "content": "Brother Ulfric is clearing a corridor in a space hulk with his Kill-team.\nSeeing shapes moving in the shadowy distance, he opens fire with his\nstorm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s\nplayer makes a roll against his character’s WS of 45, scoring a 23. This\nbeats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s\naccurate fire means the bulk of his rounds smash home into his foes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother Ulfric is clearing a corridor in a space hulk with his Kill-team. Seeing shapes moving in the shadowy distance, he opens fire with his storm bolter, spraying the dark with incandescing bolt rounds. Ulfric’s player makes a roll against his character’s WS of 45, scoring a 23. This beats his Characteristic by 22 indicating 2 Degrees of Success. Ulfric’s accurate fire means the bulk of his rounds smash home into his foes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1572, + "rule_id": "pdf_skill_1169_extended_tests", + "title": "exTended TesTs", + "content": "Some tasks are quite complicated and may take extra time to\nfinish. In these cases, the GM may decide that it takes more\nthan one successful Skill Test to complete the task. This is\nknown as an Extended Test. Generally, the Skill in question\ndescribes whether it requires an Extended Test, though the\nGM may adjust the time represented by each test depending\non what is in fact being attempted.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Extended Tests", + "content": "Some tasks are quite complicated and may take extra time to finish. In these cases, the GM may decide that it takes more than one successful Skill Test to complete the task. This is known as an Extended Test. Generally, the Skill in question describes whether it requires an Extended Test, though the GM may adjust the time represented by each test depending on what is in fact being attempted.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1573, + "rule_id": "pdf_skill_1170_opposed_tests", + "title": "opposed TesTs", + "content": "Sometimes a Battle-Brother needs to test himself against an\nopponent. This is known as an Opposed Test. For example, if a\ncharacter needed to hide from an enemy scout, he could test his\nConcealment Skill against the scout’s Awareness Skill.\nIn an Opposed Skill Test, both participants make tests\nnormally. Whoever succeeds at his test wins. If both participants\nsucceed, the one with the most Degrees of Success wins. If both\nDegrees of Success are the same, the highest Characteristic\nBonus wins. If the result is still a tie, the lowest dice roll wins.\nShould both parties fail, one of two things occurs. Either\nthere is a stalemate and nothing happens or both parties should\nre-roll until there is a clear winner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Opposed Tests", + "content": "Sometimes a Battle-Brother needs to test himself against an opponent. This is known as an Opposed Test. For example, if a character needed to hide from an enemy scout, he could test his Concealment Skill against the scout’s Awareness Skill. In an Opposed Skill Test, both participants make tests normally. Whoever succeeds at his test wins. If both participants succeed, the one with the most Degrees of Success wins. If both Degrees of Success are the same, the highest Characteristic Bonus wins. If the result is still a tie, the lowest dice roll wins. Should both parties fail, one of two things occurs. Either there is a stalemate and nothing happens or both parties should re-roll until there is a clear winner.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1574, + "rule_id": "pdf_skill_1171_example", + "title": "exaMple", + "content": "Ulfric is trying to force open a bunker door while a group of terrified\ntraitor guardsmen try to hold it closed. The GM decides this is an\nopposed Strength, and so Ulfric’s player rolls against his character’s\nStrength of 41, while the GM roll against the collective guardsmen\nStrength of 35. Ulfric’ player rolls a 31, passing his test, while the\nGM rolls a 30 for the guardsmen. As they both passed, the winner is\ndetermined by who passed by the most. This is Ulfric, passing by 10\ncompared to the guardsmen’s 5. Flinging the door open, Ulfric storms\ninto the bunker to deliver the Emperor’s justice to the traitors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Ulfric is trying to force open a bunker door while a group of terrified traitor guardsmen try to hold it closed. The GM decides this is an opposed Strength, and so Ulfric’s player rolls against his character’s Strength of 41, while the GM roll against the collective guardsmen Strength of 35. Ulfric’ player rolls a 31, passing his test, while the GM rolls a 30 for the guardsmen. As they both passed, the winner is determined by who passed by the most. This is Ulfric, passing by 10 compared to the guardsmen’s 5. Flinging the door open, Ulfric storms into the bunker to deliver the Emperor’s justice to the traitors.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1575, + "rule_id": "pdf_skill_1172_test_difficulty", + "title": "TesT diffiCulTy", + "content": "Not all tests are equal. Setting a melta bomb on a stationary\nbunker and placing the same bomb on a moving battle tank\nwhile under fire may both require Demolition Tests, but the\nlatter is clearly harder than the former. But how much harder\nis one from the other? This is where test difficulty and the roll\nof the GM both come into play.\nIn some cases, the difficulty of a test is pre-determined by\nthe rules; in other cases, the GM should decide the difficulty\nand consult Table 7–3: Test Difficulty, below, to determine\nthe appropriate modifier. The difficulty modifier is applied to\nthe governing Characteristic associated with the test.\nTable 7–1: Skill Tests\nType of Skill Effect on Skill Test", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Test Difficulty", + "content": "Not all tests are equal. Setting a melta bomb on a stationary bunker and placing the same bomb on a moving battle tank while under fire may both require Demolition Tests, but the latter is clearly harder than the former. But how much harder is one from the other? This is where test difficulty and the roll of the GM both come into play. In some cases, the difficulty of a test is pre-determined by the rules; in other cases, the GM should decide the difficulty and consult Table 7–3: Test Difficulty, below, to determine the appropriate modifier. The difficulty modifier is applied to the governing Characteristic associated with the test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1576, + "rule_id": "pdf_skill_1173_characteristic", + "title": "Characteristic", + "content": "Mastered Basic or Advanced\nSkill Test at full\nCharacteristic +10 or +20\nTable 7–2: Characteristics Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic", + "content": "Mastered Basic or Advanced Skill Test at full Characteristic +10 or +20", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1577, + "rule_id": "pdf_skill_1174_characteristic_example_tests", + "title": "Characteristic Example Tests", + "content": "Weapon Skill Make an attack with a melee weapon.\nBallistic Skill Make an attack with a ranged weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characteristic Example Tests", + "content": "Weapon Skill Make an attack with a melee weapon. Ballistic Skill Make an attack with a ranged weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1578, + "rule_id": "pdf_skill_1175_toughness", + "title": "Toughness", + "content": "Resist poison or disease, tolerate\ntemperature extremes, stave off hunger,\nresist mutation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Toughness", + "content": "Resist poison or disease, tolerate temperature extremes, stave off hunger, resist mutation.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1579, + "rule_id": "pdf_skill_1176_agility", + "title": "Agility", + "content": "Determine Initiative, maintain balance\non a narrow surface, navigate treacherous\nterrain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility", + "content": "Determine Initiative, maintain balance on a narrow surface, navigate treacherous terrain.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1580, + "rule_id": "pdf_skill_1177_intelligence", + "title": "Intelligence", + "content": "Recall an important detail, identify a\nfamiliar face, solve a puzzle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Intelligence", + "content": "Recall an important detail, identify a familiar face, solve a puzzle.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1581, + "rule_id": "pdf_skill_1178_perception", + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret\ndoor, gauge another person’s attitude.\nWillpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Perception", + "content": "Notice a hidden enemy, locate a secret door, gauge another person’s attitude. Willpower Resist a Psychic Power, torture, or Fear.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1582, + "rule_id": "pdf_skill_1179_example", + "title": "exaMple", + "content": "Codicier Raeigus is trying to decipher some ancient alien wards on\na tomb wall. Because of the nature of the wards and the age of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Codicier Raeigus is trying to decipher some ancient alien wards on a tomb wall. Because of the nature of the wards and the age of", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1583, + "rule_id": "pdf_skill_1180_forbidden_xenos_test_normal", + "title": "Forbidden (Xenos) Test. Normally Raeigus would make this", + "content": "test against his Intelligence of 47, however as this is a Hard test he\nsuffers a –20 penalty to his Characteristic for this test. Therefore to\npass the test he must roll 27 or less.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forbidden (Xenos) Test", + "content": "Normally Raeigus would make this test against his Intelligence of 47, however as this is a Hard test he suffers a –20 penalty to his Characteristic for this test. Therefore to pass the test he must roll 27 or less.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1584, + "rule_id": "pdf_skill_1181_assistance", + "title": "assistance", + "content": "In some situations, multiple characters working together have\na better chance of completing the task than if a character\nattempts it alone. With the GM’s permission, a character can\nassist another character who is performing a test. Only the\ncharacter who is actually performing the test rolls dice. Each\ncharacter assisting reduces the difficulty by one step (see\nTable 7–3). If the test succeeds, the character performing the\ntest gains an extra Degree of Success.\nLimits on Assistance\nCharacters can assist each other in most tasks, but there are\nlimits:\n• To give assistance on a Skill Test, a character must have\ntraining in the skill.\n• The assisting character must be adjacent to the character\nperforming the test.\n• Assistance cannot be given for Reactions or Free\nActions.\n• Assistance cannot be given on tests made to resist\ndisease, poison, Fear, or anything else the GM deems\ninappropriate.\n• No more than two characters may attempt to assist\nanother on a single test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assistance", + "content": "In some situations, multiple characters working together have a better chance of completing the task than if a character attempts it alone. With the GM's permission, a character can assist another character who is performing a test. Only the character who is actually performing the test rolls dice. Each character assisting reduces the difficulty by one step. If the test succeeds, the character performing the test gains an extra Degree of Success. Limits on Assistance: Characters can assist each other in most tasks, but there are limits: To give assistance on a Skill Test, a character must have training in the skill. The assisting character must be adjacent to the character performing the test. Assistance cannot be given for Reactions or Free Actions. Assistance cannot be given on tests made to resist disease, poison, Fear, or anything else the GM deems inappropriate. No more than two characters may attempt to assist another on a single test.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1585, + "rule_id": "pdf_skill_1182_example", + "title": "exaMple", + "content": "Ulfric is trying to get an ancient transponder to work so that his\nKill-team can call in support. This requires the Tech-use Skill,\nwhich Ulfric has trained in but is not well versed. Brother Tuteros,\na member of the Kill-team, is also on hand, however, and also has\nsome training in Tech-use, enabling him to help Ulfric and improve\ntheir chances of success. The GM declares the normal difficulty for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Ulfric is trying to get an ancient transponder to work so that his Kill-team can call in support. This requires the Tech-use Skill, which Ulfric has trained in but is not well versed. Brother Tuteros, a member of the Kill-team, is also on hand, however, and also has some training in Tech-use, enabling him to help Ulfric and improve their chances of success. The GM declares the normal difficulty for", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1586, + "rule_id": "pdf_skill_1183_becomes_ordinary_10_furthe", + "title": "becomes Ordinary (+10). Furthermore, if Ulfric succeeds at the test,", + "content": "he automatically gains an extra Degree of Success.\nThe Role of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "becomes Ordinary (+10)", + "content": "If Ulfric succeeds at the test, he automatically gains an extra Degree of Success. The Role of", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1587, + "rule_id": "pdf_skill_1184_using_fate_points", + "title": "USing FaTe PoinTS", + "content": "Fate Points allow a Battle-Brother to manipulate situations\nby mitigating bad results or turning a mishap into fortune.\nAmong other things, this allows players to take more risks,\nwhich makes the game faster and far more exciting. A BattlePoint is spent, that pool is reduced by one. Spent Fate Points\nare restored at the beginning of the next gaming session, or\npossibly under special circumstances in the middle of a game\nsession that the GM deems appropriate. A Fate Point can be\nused at any time, either on the character’s own Turn or in\nreaction to the action of another character. Spending a Fate\nPoint is a Free Action.\nSpending one Fate Point allows a Space Marine to do one\nof the following:\n• Re-roll a failed test once. The results of the re-roll are\nfinal.\n• Gain a +10 bonus to a test. This must be chosen before\ndice are rolled.\n• Add an extra Degree of Success to a test. This may be\nchosen after dice are rolled.\n• Count as having rolled a 10 for Initiative.\n• Instantly remove 1d10 Damage (this cannot affect\nCritical Damage).\n• Instantly recover from being Stunned.\n• Enter Squad Mode without a Cohesion Test.\n• Gain a +1 bonus to your Rank for the benefits of a Solo\nMode ability.\n• Remove one level of Fatigue.\nTable 7–3: Test Difficulty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Fate Points", + "content": "Fate Points allow a Battle-Brother to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate. A Fate Point can be used at any time, either on the character's own Turn or in reaction to the action of another character. Spending a Fate Point is a Free Action. Spending one Fate Point allows a Space Marine to do one of the following: Re-roll a failed test once. The results of the re-roll are final. Gain a +10 bonus to a test. This must be chosen before dice are rolled. Add an extra Degree of Success to a test. This may be chosen after dice are rolled. Count as having rolled a 10 for Initiative. Instantly remove 1d10 Damage (this cannot affect Critical Damage). Instantly recover from being Stunned. Enter Squad Mode without a Cohesion Test. Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability. Remove one level of Fatigue.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1588, + "rule_id": "pdf_skill_1185_difficulty_test_modifier", + "title": "Difficulty Test Modifier", + "content": "Trivial+60\nElementary+50\nSimple+40\nEasy+30\nRoutine+20\nOrdinary+10\nChallenging+0\nDifficult–10\nHard–20\nVery Hard–30\nArduous–40\nPunishing–50\nHellish–60", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Difficulty Test Modifier", + "content": "Trivial+60 Elementary+50 Simple+40 Easy+30 Routine+20 Ordinary+10 Challenging+0 Difficult–10 Hard–20 Very Hard–30 Arduous–40 Punishing–50 Hellish–60", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1589, + "rule_id": "pdf_skill_1186_burning_fate", + "title": "buRning faTe", + "content": "Sometimes a re-roll or an extra Degree of Success is not going\nto be enough to save a Battle-Brother’s life. In these instances,\nthe character may choose to burn a Fate Point and permanently\nreduce his Fate Points by one. The result is that the character\nsurvives whatever it was that would have killed him, but only\njust. For example, if the character was shot with a lascannon\nand suffered a Critical Hit that would have killed him, instead\nhe is only hideously burnt and rendered unconscious with\nzero Wounds. In more extreme circumstances, such as being\ntrapped on a spaceship during a warp drive implosion, it is\nup to the player and the GM to work out just how the Battleit has already been used for that gaming session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Burning Fate", + "content": "Sometimes a re-roll or an extra Degree of Success is not going to be enough to save a Battle-Brother’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce his Fate Points by one. The result is that the character survives whatever it was that would have killed him, but only just. For example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he is only hideously burnt and rendered unconscious with zero Wounds. In more extreme circumstances, such as being trapped on a spaceship during a warp drive implosion, it is up to the player and the GM to work out just how the Battleit has already been used for that gaming session.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1590, + "rule_id": "pdf_skill_1187_gaining_additional_fate_points", + "title": "gaining addiTional faTe poinTs", + "content": "Battle-Brothers are awarded additional Fate Points (or allowed\nto replenish those that have been burnt) at the GM’s discretion.\nSuch rewards can be given out as the main adventure reaches\ncertain milestones, or for particular acts of heroism, cunning,\nor good roleplaying.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Additional Fate Points", + "content": "Battle-Brothers are awarded additional Fate Points (or allowed to replenish those that have been burnt) at the GM's discretion. Such rewards can be given out as the main adventure reaches certain milestones, or for particular acts of heroism, cunning, or good roleplaying.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1591, + "rule_id": "pdf_skill_1188_movement", + "title": "Movement", + "content": "In many game situations, it is unnecessary to worry about\nhow fast a character can run or how long it takes him to\nwalk from the Emperor’s chapel to the proving ground. On\nthe other hand, there are also many situations that come up\nduring a game, such as a combat, where knowing how far\na character can move over a given period of time becomes\nvery important. During a combat Round, a character may\ntake a specific Action to move at one of four speeds: Half\nMove, Full Move, Charge, or Run. The number of metres a\ncharacter travels per Round at these various speeds determined\nby his Agility Bonus, see Table 7–4: Structured Time\nMovement below for details. Traits can modify some or all\nmovement speeds.\nIn some situations, it may be important to note how fast a\ncharacter can travel in Narrative Time.\nTable 7–5: Narrative Time Movement describes the\nstandard speeds a character can move at a leisurely pace under", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Movement", + "content": "In many game situations, it is unnecessary to worry about how fast a character can run or how long it takes him to walk from the Emperor's chapel to the proving ground. On the other hand, there are also many situations that come up during a game, such as a combat, where knowing how far a character can move over a given period of time becomes very important. During a combat Round, a character may take a specific Action to move at one of four speeds: Half Move, Full Move, Charge, or Run. The number of metres a character travels per Round at these various speeds determined by his Agility Bonus, see Table 7-4: Structured Time Movement below for details. Traits can modify some or all movement speeds. In some situations, it may be important to note how fast a character can travel in Narrative Time. Table 7-5: Narrative Time Movement describes the standard speeds a character can move at a leisurely pace under", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1592, + "rule_id": "pdf_skill_1189_narrative_movement_and_terrain", + "title": "naRRaTive MoveMenT and TeRRain", + "content": "Terrain conditions affect how fast a character can cover ground\nduring Narrative Time. Obviously, slogging through a waistthrough the steel corridors of an orbital space station. Halve\ndistances when moving through tightly packed foliage, dense\nurban areas, or similarly difficult terrain. The Game Master\ndetermines what, if any, modifiers apply to Narrative Time\ncaused by the environment.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Narrative Movement and Terrain", + "content": "Terrain conditions affect how fast a character can cover ground during Narrative Time. Obviously, slogging through a waist-deep swamp will slow a character down more than running through the steel corridors of an orbital space station. Halve distances when moving through tightly packed foliage, dense urban areas, or similarly difficult terrain. The Game Master determines what, if any, modifiers apply to Narrative Time caused by the environment.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1593, + "rule_id": "pdf_skill_1190_hurrying", + "title": "huRRying", + "content": "A character can pick up the pace, moving up to double his\nmovement in Narrative Time for a number of hours equal to\nhis Toughness Bonus. At the end of this time, he must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hurrying", + "content": "A character can pick up the pace, moving up to double his movement in Narrative Time for a number of hours equal to his Toughness Bonus. At the end of this time, he must make a", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1594, + "rule_id": "pdf_skill_1191_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test or take 1 level of Fatigue.", + "content": "In addition, a hurrying character is less likely to pay attention\nto his surroundings and thus suffers a –10 penalty to all\nPerception-based Tests.\nA character may push on, even with these penalties, but he\nmust continue to make progressively more difficult Toughness\nTests to avoid accumulating additional levels of Fatigue. He\nsuffers a –10 penalty to his Toughness Test after the second\ntime period, a –20 penalty after the third period, and so forth.\nTable 7–4: Structured Time Movement\n(Metres/Round)\nAB Half Move Full Move Charge Run\n01/2123", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Toughness Test", + "content": "In addition, a hurrying character is less likely to pay attention to his surroundings and thus suffers a -10 penalty to all Perception-based Tests. A character may push on, even with these penalties, but he must continue to make progressively more difficult Toughness Tests to avoid accumulating additional levels of Fatigue. He suffers a -10 penalty to his Toughness Test after the second time period, a -20 penalty after the third period, and so forth. Table 7-4: Structured Time Movement (Metres/Round) AB Half Move Full Move Charge Run 01/2123", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1595, + "rule_id": "pdf_skill_1192_1010203060", + "title": "1010203060", + "content": "Table 7–5: Narrative Time Movement\nAB Per Minute Per Hour Per Day†\n0 12m 0.75km 7km\n1 24m 1.5km 15km\n2 48m 3km 30km\n3 72m 4km 40km\n4 96m 6km 60km\n5 120m 7km 70km\n6 144m 9km 90km\n7 168m 10km 100km\n8 192m 12km 120km\n9 216m 13km 130km\n10 240m 14km 140km\n†Assumes 10 hours of walking.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Table 7-5: Narrative Time Movement", + "content": "AB Per Minute Per Hour Per Day Assumes 10 hours of walking. 0 12m 0.75km 7km 1 24m 1.5km 15km 2 48m 3km 30km 3 72m 4km 40km 4 96m 6km 60km 5 120m 7km 70km 6 144m 9km 90km 7 168m 10km 100km 8 192m 12km 120km 9 216m 13km 130km 10 240m 14km 140km", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1596, + "rule_id": "pdf_skill_1193_running_and_narrative_time", + "title": "Running and naRRaTive TiMe", + "content": "Characters can run during Narrative Time, but doing so is\ntiring. When running, a character triples his rate of movement,\nbut each hour of sustained running requires the character to\nmake a Toughness Test, with a cumulative –10 penalty per\nhour after the first, to sustain the pace. On a failed test, the\ncharacter takes 1 level of Fatigue. Characters moving at this\nbrisk pace are focused on running and watching their steps, so\nthey take a –20 penalty to all Perception-based Tests. As with\nhurrying, characters can continue running after a failed test, but\npenalties gained from multiple failed tests are cumulative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Running and Narrative Time", + "content": "Characters can run during Narrative Time, but doing so is tiring. When running, a character triples his rate of movement, but each hour of sustained running requires the character to make a Toughness Test, with a cumulative -10 penalty per hour after the first, to sustain the pace. On a failed test, the character takes 1 level of Fatigue. Characters moving at this brisk pace are focused on running and watching their steps, so they take a -20 penalty to all Perception-based Tests. As with hurrying, characters can continue running after a failed test, but penalties gained from multiple failed tests are cumulative.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1597, + "rule_id": "pdf_skill_1194_forced_marching", + "title": "foRCed MaRChing", + "content": "There’s nothing stopping characters from pushing themselves\nbeyond the standard 10 hours of marching. Characters may\nsafely push themselves for a number of extra hours equal to\ntheir Toughness Bonus. Beyond this, a character must make a\nToughness Test, with a cumulative –10 penalty per hour, for\neach hour he travels beyond his Toughness Bonus. A failed\ntest indicates that the character takes a level of Fatigue. It\nis possible to march oneself into unconsciousness. Fatigue\ntaken from forced marching is removed after the character\nhas rested for two hours for each hour he marched beyond\ntheir Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forced Marching", + "content": "There's nothing stopping characters from pushing themselves beyond the standard 10 hours of marching. Characters may safely push themselves for a number of extra hours equal to their Toughness Bonus. Beyond this, a character must make a Toughness Test, with a cumulative -10 penalty per hour, for each hour he travels beyond his Toughness Bonus. A failed test indicates that the character takes a level of Fatigue. It is possible to march oneself into unconsciousness. Fatigue taken from forced marching is removed after the character has rested for two hours for each hour he marched beyond their Toughness Bonus.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1598, + "rule_id": "pdf_skill_1195_movement_and_environment", + "title": "MoveMenT and enviRonMenT", + "content": "The movement rates for characters described on Table 7–4\nassume a relatively clear battlefield. There may be a few\nminor obstacles, but characters can still move at their standard\nrates. There are, however, some circumstances that reduce a\ncharacter’s speed. These can include rubble-strewn hallways,\ndeep snow, dense fog, thick underbrush, and a variety of\nother conditions that make it tough to navigate. In such\nenvironments, a character’s movement is halved. If a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Movement and Environment", + "content": "The movement rates for characters described on Table 7-4 assume a relatively clear battlefield. There may be a few minor obstacles, but characters can still move at their standard rates. There are, however, some circumstances that reduce a character's speed. These can include rubble-strewn hallways, deep snow, dense fog, thick underbrush, and a variety of other conditions that make it tough to navigate. In such environments, a character's movement is halved. If a character", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1599, + "rule_id": "pdf_skill_1196_charges_or_runs_he_must_succe", + "title": "charges or runs, he must succeed at Challenging (+0)", + "content": "Agility Test or fall prone. The difficulty of this test can be\nmodified based on the terrain. See Table 7–6: Treacherous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "charges or runs, he must succeed at Challenging Agility Test", + "content": "or fall prone. The difficulty of this test can be modified based on the terrain. See Table 7-6: Treacherous", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1600, + "rule_id": "pdf_skill_1197_climbing", + "title": "Climbing", + "content": "There may be times during a character’s explorations when\nhe wants to scramble over a low wall, descend into a crevasse,\nclimb to an ideal rooftop sniper position, or shinny up a tree\nto escape the claws of vicious xenos. Climbing is divided into\ntwo general categories: simple climbs and sheer surfaces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Climbing", + "content": "There may be times during a character's explorations when he wants to scramble over a low wall, descend into a crevasse, climb to an ideal rooftop sniper position, or shinny up a tree to escape the claws of vicious xenos. Climbing is divided into two general categories: simple climbs and sheer surfaces.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1601, + "rule_id": "pdf_skill_1198_simple_climbs", + "title": "siMple CliMbs", + "content": "Simple climbs can include fences, steep hills, boulders, trees,\nor anything else that requires effort and concentration, but\nno real skill to accomplish. Any character with both hands\nfree can automatically accomplish a simple climb, provided\nhe takes his time and is not being distracted (such as being\nshot at).\nIf a character is trying to climb quickly, is being attacked,\nor is otherwise distracted, he needs to make a Strength Test\nor Climb Test to perform a simple climb. On a success, the\ncharacter ascends or descends at a rate of one-half his Half", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Simple Climbs", + "content": "Simple climbs can include fences, steep hills, boulders, trees, or anything else that requires effort and concentration, but no real skill to accomplish. Any character with both hands free can automatically accomplish a simple climb, provided he takes his time and is not being distracted (such as being shot at). If a character is trying to climb quickly, is being attacked, or is otherwise distracted, he needs to make a Strength Test or Climb Test to perform a simple climb. On a success, the character ascends or descends at a rate of one-half his Half", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1602, + "rule_id": "pdf_skill_1199_move_speed_round_up_for_eac", + "title": "Move speed (round up). For each Degree of Success, the", + "content": "character climbs an extra metre. On a failed test, the character\nfalls from his starting climbing position. The GM can adjust\nthe difficulty of the test based on the nature of the climb\nand other conditions, but the default difficulty is Challenging\n(+0). Note that some acts of climbing, such as ascending a\nsturdy ladder, are so basic that no test should be necessary.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Move Speed", + "content": "For each Degree of Success, the character climbs an extra metre. On a failed test, the character falls from his starting climbing position. The GM can adjust the difficulty of the test based on the nature of the climb and other conditions, but the default difficulty is Challenging (+0). Note that some acts of climbing, such as ascending a sturdy ladder, are so basic that no test should be necessary.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1603, + "rule_id": "pdf_skill_1200_sheer_surfaces", + "title": "sheeR suRfaCes", + "content": "Many surfaces are beyond the means of ordinary characters to\nclimb. A sheer cliff with overhangs and no visible hand-holds,\nan icy crevasse, and the exterior walls of most buildings all\nrequire skill to climb successfully. Such efforts always require\na test. A character may attempt to climb a sheer surface by\nmaking a Climb Test. On a success, the character ascends or\ndescends at a rate of one-half his Half Move speed (round\nup). For each Degree of Success, the character climbs an\nextra metre. On a failed test, the character falls from his\nstarting climbing position. Climbing difficulty varies with the\nnature of the climbing surface, though most tests should be", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sheer Surfaces", + "content": "Many surfaces are beyond the means of ordinary characters to climb. A sheer cliff with overhangs and no visible hand-holds, an icy crevasse, and the exterior walls of most buildings all require skill to climb successfully. Such efforts always require a test. A character may attempt to climb a sheer surface by making a Climb Test. On a success, the character ascends or descends at a rate of one-half his Half Move speed (round up). For each Degree of Success, the character climbs an extra metre. On a failed test, the character falls from his starting climbing position. Climbing difficulty varies with the nature of the climbing surface, though most tests should be", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1604, + "rule_id": "pdf_skill_1201_abseiling", + "title": "abseiling", + "content": "A character can descend a sheer surface more quickly by\nabseiling. This requires some kind of climbing gear, such a\ndrop harness, or at the very least some long rope. An abseiling", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "abseiling", + "content": "A character can descend a sheer surface more quickly by abseiling. This requires some kind of climbing gear, such as a drop harness, or at the very least some long rope. An abseiling", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1605, + "rule_id": "pdf_skill_1202_character_makes_a_challenging", + "title": "character makes a Challenging (+0) Agility Test. On a", + "content": "success, he descends at a rate of 10 metres per Round. On a\nfailure, he descent rate is only five metres per Round. Failure\nby two or more degrees requires to the character to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "character makes a Challenging (+0) Agility Test. On a", + "content": "success, he descends at a rate of 10 metres per Round. On a failure, he descent rate is only five metres per Round. Failure by two or more degrees requires to the character to make a", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1606, + "rule_id": "pdf_skill_1203_challenging_0_strength_test", + "title": "Challenging (+0) Strength Test or lose his grip—if he is", + "content": "not wearing a drop harness, he falls.\nTable 7–6: Treacherous Environment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Strength Test or lose his grip—if he is", + "content": "not wearing a drop harness, he falls.", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1607, + "rule_id": "pdf_skill_1204_jumping_and_leaping", + "title": "JUmPing and leaPing", + "content": "A jump is a controlled vertical ascent or descent where a\ncharacter attempts to either jump as high as he can, or jump\ndown safely without suffering damage. If a character is pushed\nover an edge, or is otherwise not in control of a descent, he is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "JUmPing and leaPing", + "content": "A jump is a controlled vertical ascent or descent where a character attempts to either jump as high as he can, or jump down safely without suffering damage. If a character is pushed over an edge, or is otherwise not in control of a descent, he is", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1608, + "rule_id": "pdf_skill_1205_not_jumping_but_falling_see", + "title": "not jumping, but falling (see page 261). A leap is a horizontal", + "content": "jump where a character attempts to cover as much distance\nas possible. Both jumping and leaping can benefit from a\nrunning start. Performing any kind of jump or leap is treated\nas a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "not jumping, but falling (see page 261). A leap is a horizontal", + "content": "jump where a character attempts to cover as much distance as possible. Both jumping and leaping can benefit from a running start. Performing any kind of jump or leap is treated as a Full Action.", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1609, + "rule_id": "pdf_skill_1206_standing_vertical_jumps", + "title": "sTanding veRTiCal JuMps", + "content": "From a standing position, an average character can jump\nabout half a metre straight up (measured from the ground to\nthe bottom of his feet). Jumping distance depends as much on\na character’s body mass as it does his Strength and Agility, so\nthis distance tends to vary only slightly between characters. A\ncharacter can jump up to reach an overhead ledge, or similar\nobject, that is as high as his own height, plus about one\nmetre for average arm length, plus another half a metre for\nan average standing jump. Usually, no test is required to make\nsuch a jump, though pulling oneself up onto a grabbed ledge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sTanding veRTiCal JuMps", + "content": "From a standing position, an average character can jump about half a metre straight up (measured from the ground to the bottom of his feet). Jumping distance depends as much on a character’s body mass as it does his Strength and Agility, so this distance tends to vary only slightly between characters. A character can jump up to reach an overhead ledge, or similar object, that is as high as his own height, plus about one metre for average arm length, plus another half a metre for an average standing jump. Usually, no test is required to make such a jump, though pulling oneself up onto a grabbed ledge", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1610, + "rule_id": "pdf_skill_1207_agility_bonus_by_making_a_chal", + "title": "Agility Bonus by making a Challenging (+0) Agility Test.", + "content": "If he succeeds, he lands on his feet and takes no damage. If he\nsucceeds, but the jump is a greater distance than his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility Bonus by making a Challenging (+0) Agility Test.", + "content": "If he succeeds, he lands on his feet and takes no damage. If he succeeds, but the jump is a greater distance than his Agility", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1611, + "rule_id": "pdf_skill_1208_bonus_he_must_take_falling_da", + "title": "Bonus, he must take Falling Damage (see page 261) equal to", + "content": "the distance jumped in metres beyond his Agility Bonus and\nends his Turn prone. If he fails the Agility Test, he suffers\nFalling Damage for the entire distance of the jump and ends\nhis Turn prone.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bonus, he must take Falling Damage (see page 261) equal to", + "content": "the distance jumped in metres beyond his Agility Bonus and ends his Turn prone. If he fails the Agility Test, he suffers Falling Damage for the entire distance of the jump and ends his Turn prone.", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1612, + "rule_id": "pdf_skill_1209_running_vertical_jumps", + "title": "Running veRTiCal JuMps", + "content": "If a character gets a running start by moving at least four\nmetres in a straight line, he can jump higher. At the end of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Running veRTiCal JuMps", + "content": "If a character gets a running start by moving at least four metres in a straight line, he can jump higher. At the end of his", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1613, + "rule_id": "pdf_skill_1210_up_in_metres_to_his_normal_ve", + "title": "up) in metres to his normal vertical jump distance (see above),", + "content": "plus an additional half metre for each Degree of Success. If he\nfails the test, he stumbles, which ends his Turn. For every four\nadditional metres beyond the first four that a character runs\nbefore making a Jump, he receives a +10 bonus to his Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "up) in metres to his normal vertical jump distance (see above),", + "content": "plus an additional half metre for each Degree of Success. If he fails the test, he stumbles, which ends his Turn. For every four additional metres beyond the first four that a character runs before making a Jump, he receives a +10 bonus to his Agility", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1614, + "rule_id": "pdf_skill_1211_difficult_10_agility_test", + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre\nfor each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Difficult (–10) Agility Test. On a success, he Leaps number", + "content": "of metres equal to his Strength Bonus, plus another half metre for each Degree of Success. On a failure, he only Leaps a", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1615, + "rule_id": "pdf_skill_1212_number_of_metres_equal_to_half", + "title": "number of metres equal to half his Strength Bonus (round up),", + "content": "and each Degree of Failure further reduces this distance by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "number of metres equal to half his Strength Bonus (round up),", + "content": "and each Degree of Failure further reduces this distance by", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1616, + "rule_id": "pdf_skill_1213_another_half_metre_to_a_minim", + "title": "another half metre (to a minimum of one-half metre). Should", + "content": "it be important, the height attained while leaping is equal to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "another half metre (to a minimum of one-half metre). Should", + "content": "it be important, the height attained while leaping is equal to", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1617, + "rule_id": "pdf_skill_1214_running_horizontal_leaps", + "title": "Running hoRizonTal leaps", + "content": "When performing a Running Horizontal Leap, a character\nmust move at least four metres in a straight line before\nmaking the Leap. At the end of his movement, he makes a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Running hoRizonTal leaps", + "content": "When performing a Running Horizontal Leap, a character must move at least four metres in a straight line before making the Leap. At the end of his movement, he makes a", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1618, + "rule_id": "pdf_skill_1215_challenging_0_agility_test", + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another\nhalf metre for each Degree of Success. On a failure, he only\nLeaps a number of metres equal to half his Strength Bonus\n(round up), and each Degree of Failure further reduces this\ndistance by another half metre (to a minimum of one-half\nmetre). For every four additional metres beyond the first four\nthat a character runs before making a Leap, he receives a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Agility Test. On a success, he Leaps a", + "content": "number of metres equal to his Strength Bonus, plus another half metre for each Degree of Success. On a failure, he only Leaps a number of metres equal to half his Strength Bonus (round up), and each Degree of Failure further reduces this distance by another half metre (to a minimum of one-half metre). For every four additional metres beyond the first four that a character runs before making a Leap, he receives a", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1619, + "rule_id": "pdf_skill_1216_10_bonus_to_his_agility_test", + "title": "+10 bonus to his Agility Test (maximum +30). Should it be", + "content": "important, the height attained while leaping is equal to one", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "+10 bonus to his Agility Test (maximum +30). Should it be", + "content": "important, the height attained while leaping is equal to one", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1620, + "rule_id": "pdf_skill_1217_swimming", + "title": "Swimming", + "content": "A character doesn’t need to make a Swim Test under ideal\ncircumstances, but hazardous conditions such as rough waters,\nhands being tied, or swimming whilst fighting all require\nSwim Tests to move. To swim under hazardous conditions,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Swimming", + "content": "A character doesn’t need to make a Swim Test under ideal circumstances, but hazardous conditions such as rough waters, hands being tied, or swimming whilst fighting all require Swim Tests to move. To swim under hazardous conditions,", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1621, + "rule_id": "pdf_skill_1218_a_character_must_make_a_challe", + "title": "a character must make a Challenging (+0) Swim Test as a", + "content": "Full Action. A success indicates that the character moves in\nany direction up to a number of metres equal to one-half his\nStrength Bonus, or simply treads water at his option. A failed\nTest means that he makes no progress and cannot move. A\ncharacter can choose to swim underwater, but he must hold\nhis breath to do so. A character who is unable to swim for some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "a character must make a Challenging (+0) Swim Test as a", + "content": "Full Action. A success indicates that the character moves in any direction up to a number of metres equal to one-half his Strength Bonus, or simply treads water at his option. A failed Test means that he makes no progress and cannot move. A character can choose to swim underwater, but he must hold his breath to do so. A character who is unable to swim for some", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1622, + "rule_id": "pdf_skill_1219_reason_unconsciousness_paral", + "title": "reason (unconsciousness, paralysis, etc.) automatically goes", + "content": "underwater. While underwater, a character risks Suffocation", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "reason (unconsciousness, paralysis, etc.) automatically goes", + "content": "underwater. While underwater, a character risks Suffocation", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1623, + "rule_id": "pdf_skill_1220_due_to_drowning_see_page_261", + "title": "due to drowning (see page 261).", + "content": "Heavy equipment, especially armour, makes swimming\nextremely difficult. If a character is wearing armour or is\notherwise weighted down, all Swim Tests are Very Hard\n(–30) and a failed Swim Test automatically imposes one level\nof Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "due to drowning (see page 261).", + "content": "Heavy equipment, especially armour, makes swimming extremely difficult. If a character is wearing armour or is otherwise weighted down, all Swim Tests are Very Hard (–30) and a failed Swim Test automatically imposes one level of Fatigue.", + "page": 1, + "category": "skills/rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1624, + "rule_id": "pdf_skill_1221_swimming_and_narrative_time", + "title": "swiMMing and naRRaTive TiMe", + "content": "Prolonged swimming can be exhausting. A character may\nswim for a number of hours equal to his Toughness Bonus.\nAfter that point, he must make a Toughness Test each hour\nwith a cumulative –10 penalty per hour. On a failed test,\nhe takes one level of Fatigue. If a swimming character falls\nunconscious due to Fatigue, he goes underwater and begins to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "swimming and narrative time", + "content": "Prolonged swimming can be exhausting. A character may swim for a number of hours equal to his Toughness Bonus. After that point, he must make a Toughness Test each hour with a cumulative –10 penalty per hour. On a failed test, he takes one level of Fatigue. If a swimming character falls unconscious due to Fatigue, he goes underwater and begins to", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1625, + "rule_id": "pdf_skill_1222_suffocate_see_page_261_to_d", + "title": "Suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time\nMovement and swap the character’s Strength Bonus for his\nAgility Bonus.\nCarrying, liFTing, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "suffocate (see page 261). To determine the distance covered", + "content": "for each hour of Swimming, use Table 7–5: Narrative Time Movement and swap the character’s Strength Bonus for his Agility Bonus. Carrying, lifting, and", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1626, + "rule_id": "pdf_skill_1223_pushing_objects", + "title": "PUShing obJeCTS", + "content": "Under normal circumstances, characters in Deathwatch do\nnot need to precisely calculate how much they can carry.\nCommon sense can serve as a guide for most purposes. In\ngeneral, most characters can reasonably carry one main", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "pushing objects", + "content": "Under normal circumstances, characters in Deathwatch do not need to precisely calculate how much they can carry. Common sense can serve as a guide for most purposes. In general, most characters can reasonably carry one main", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1627, + "rule_id": "pdf_skill_1224_secondary_weapons_such_as_pis", + "title": "secondary weapons (such as pistols or melee weapons), plus a", + "content": "few clips of extra ammo and several pieces of miscellaneous\nequipment in a backpack, satchel, or similar container. On the\nother hand, it would not be at all reasonable for a character\n(even a very strong one) to be walking around with three\ndifferent heavy weapons and several thousand rounds of\nammo for each, or for a character to have a backpack with\none of everything from the equipment section in Chapter\nV: Armoury. However, there are likely to be instances when\nit is useful to know how much a character can lift or carry.\nThe amount of weight a character can move depends on the\nsum of his Strength Bonus and Toughness Bonus. Compare\nthe total to Table 7–7: Carrying, Lifting, and Pushing\nWeights to find out the limits of a character’s might. Note\nthat certain Traits may increase these values.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "secondary weapons (such as pistols or melee weapons), plus a", + "content": "few clips of extra ammo and several pieces of miscellaneous equipment in a backpack, satchel, or similar container. On the other hand, it would not be at all reasonable for a character (even a very strong one) to be walking around with three different heavy weapons and several thousand rounds of ammo for each, or for a character to have a backpack with one of everything from the equipment section in Chapter V: Armoury. However, there are likely to be instances when it is useful to know how much a character can lift or carry. The amount of weight a character can move depends on the sum of his Strength Bonus and Toughness Bonus. Compare the total to Table 7–7: Carrying, Lifting, and Pushing Weights to find out the limits of a character’s might. Note that certain Traits may increase these values.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1628, + "rule_id": "pdf_skill_1225_carrying_weight", + "title": "CaRRying weighT", + "content": "A character’s Carrying Weight is how much he can comfortably\ncarry without suffering and penalties to his movement. If a\ncharacter carries more that this weight, he is Encumbered (see\nTable 7–7).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "carrying weight", + "content": "A character’s Carrying Weight is how much he can comfortably carry without suffering and penalties to his movement. If a character carries more that this weight, he is Encumbered (see Table 7–7).", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1629, + "rule_id": "pdf_skill_1226_lifting_weight", + "title": "lifTing weighT", + "content": "A character’s Lifting Weight represents the maximum amount\nof weight he can pick up off the ground. A character can\nattempt to move whilst holding a heavy load, but if the load", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lifting weight", + "content": "A character’s Lifting Weight represents the maximum amount of weight he can pick up off the ground. A character can attempt to move whilst holding a heavy load, but if the load", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1630, + "rule_id": "pdf_skill_1227_exceeds_his_carrying_weight_h", + "title": "exceeds his Carrying Weight, he is Encumbered (see below).", + "content": "Lifting a heavy load is treated as a Full Round Action. A\ncharacter can attempt to lift more than his usual limit by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "exceeds his Carrying Weight, he is Encumbered (see below).", + "content": "Lifting a heavy load is treated as a Full Round Action. A character can attempt to lift more than his usual limit by", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1631, + "rule_id": "pdf_skill_1228_making_a_challenging_0_stre", + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s\nStrength Bonus and Toughness Bonus for the purpose of\ndetermining limits. If the test is failed by two degrees or\nmore, the character suffers one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "making a Challenging (+0) Strength Test. Each Degree", + "content": "of Success adds a +1 bonus to the sum of the character’s Strength Bonus and Toughness Bonus for the purpose of determining limits. If the test is failed by two degrees or more, the character suffers one level of Fatigue.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1632, + "rule_id": "pdf_skill_1229_pushing_weight", + "title": "pushing weighT", + "content": "A character’s Pushing Weight represents the maximum\namount of weight he can shove across a smooth surface, such\nas a metal floor. Difficult Terrain can make pushing objects\nmuch more difficult. Pushing a heavy object is treated as a\nFull Round Action. A character can attempt to push more", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "pushing weight", + "content": "A character’s Pushing Weight represents the maximum amount of weight he can shove across a smooth surface, such as a metal floor. Difficult Terrain can make pushing objects much more difficult. Pushing a heavy object is treated as a Full Round Action. A character can attempt to push more", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1633, + "rule_id": "pdf_skill_1230_than_his_usual_limit_by_making", + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum\nof the character’s Strength Bonus and Toughness Bonus for\nthe purpose of determining limits. If the test is failed by two\ndegrees or more, the character suffers one level of Fatigue.\nTable 7–7: Carrying, Lifting & Pushing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "than his usual limit by making a Challenging (+0) Strength", + "content": "Test. Each Degree of Success adds a +1 bonus to the sum of the character’s Strength Bonus and Toughness Bonus for the purpose of determining limits. If the test is failed by two degrees or more, the character suffers one level of Fatigue. Table 7–7: Carrying, Lifting & Pushing", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1634, + "rule_id": "pdf_skill_1231_weight", + "title": "Weight", + "content": "00.9kg2.25kg4.5kg\n12.25kg4.5kg9kg\n24.5kg9kg18kg\n39kg18kg36kg\n418kg36kg72kg\n527kg54kg108kg\n636kg72kg144kg\n745kg90kg180kg\n856kg112kg224kg\n967kg134kg268kg\n1078kg156kg312kg\n1190kg180kg360kg\n12112kg224kg448kg\n13225kg450kg900kg\n14337kg674kg1,348kg\n15450kg900kg1,800kg\n16675kg1,350kg2,700kg\n17900kg1,800kg3,600kg\n181,350kg2,700kg5,400kg\n191,800kg3,600kg7,200kg\n202,250kg4,500kg9,000kg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weight", + "content": "00.9kg2.25kg4.5kg 12.25kg4.5kg9kg 24.5kg9kg18kg 39kg18kg36kg 418kg36kg72kg 527kg54kg108kg 636kg72kg144kg 745kg90kg180kg 856kg112kg224kg 967kg134kg268kg 1078kg156kg312kg 1190kg180kg360kg 12112kg224kg448kg 13225kg450kg900kg 14337kg674kg1,348kg 15450kg900kg1,800kg 16675kg1,350kg2,700kg 17900kg1,800kg3,600kg 181,350kg2,700kg5,400kg 191,800kg3,600kg7,200kg 202,250kg4,500kg9,000kg", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1635, + "rule_id": "pdf_skill_1232_encumbered_characters", + "title": "enCuMbeRed ChaRaCTeRs", + "content": "If a character attempts to carry more than his normal carrying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "encumbered characters", + "content": "If a character attempts to carry more than his normal carrying", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1636, + "rule_id": "pdf_skill_1233_limits_but_less_than_his_lift", + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementpurposes of determining movement rates and Initiative. In\naddition, after a number of hours equal to his Toughness\nBonus have passed while carrying this weight, he must make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "limits (but less than his lifting limit), he is Encumbered. An", + "content": "Encumbered character takes a –10 penalty to all movementpurposes of determining movement rates and Initiative. In addition, after a number of hours equal to his Toughness Bonus have passed while carrying this weight, he must make", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1637, + "rule_id": "pdf_skill_1234_throwing_objects", + "title": "ThRowing obJeCTs", + "content": "Chapter V: Armoury describes several weapons designed to\nbe thrown at targets, but a character can attempt to throw just\nabout any object that weighs up to half the character’s normal\nLifting Weight (as indicated by Table 7–7: Carrying, Lifting,\nand Pushing Weights). To throw an object, a character makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "throwing objects", + "content": "Chapter V: Armoury describes several weapons designed to be thrown at targets, but a character can attempt to throw just about any object that weighs up to half the character’s normal Lifting Weight (as indicated by Table 7–7: Carrying, Lifting, and Pushing Weights). To throw an object, a character makes", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1638, + "rule_id": "pdf_skill_1235_a_challenging_0_strength_te", + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus.\nFor each Degree of Success, this distance increases by a factor of\none, so one degree means that the character throws the object a\nnumber of metres equal to twice his Strength Bonus, two degrees\nmeans that the object is thrown a number of metres equal to three\ntimes his Strength Bonus, and so forth. On a failed test, the object\nflies a number of metres equal to half his Strength Bonus (round\ndown; a result of 0 means it fell at his feet). If the object hits a\nhard surface such as a wall, it takes 1d10+SB Damage plus one\nfor every Degree of Success on the test. These rules do not apply\nto aerodynamic throwing weapons and grenades. Such weapons\nhave a range given on the weapons tables and have range brackets\nlike other weapons. If the object is being thrown at a specific\ntarget, it is treated as an improvised weapon and the throwing\ncharacter makes a Ballistic Skill Test instead of a Strength Test. A\ncharacter can attempt to throw an object that weighs more than", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "a Challenging (+0) Strength Test. A successful test means that", + "content": "the object flies a number of metres equal to his Strength Bonus. For each Degree of Success, this distance increases by a factor of one, so one degree means that the character throws the object a number of metres equal to twice his Strength Bonus, two degrees means that the object is thrown a number of metres equal to three times his Strength Bonus, and so forth. On a failed test, the object flies a number of metres equal to half his Strength Bonus (round down; a result of 0 means it fell at his feet). If the object hits a hard surface such as a wall, it takes 1d10+SB Damage plus one for every Degree of Success on the test. These rules do not apply to aerodynamic throwing weapons and grenades. Such weapons have a range given on the weapons tables and have range brackets like other weapons. If the object is being thrown at a specific target, it is treated as an improvised weapon and the throwing character makes a Ballistic Skill Test instead of a Strength Test. A character can attempt to throw an object that weighs more than", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1639, + "rule_id": "pdf_skill_1236_lighting", + "title": "lighTing", + "content": "Many adventures in Deathwatch take place under the cover of\nnight, in the shadowy depths of a space hulk, or in the dank and\nfetid underhive. As a result, the oppressive darkness becomes a\nconstant enemy, concealing countless terrors and monstrous threats\nin its depths. For these reasons, light sources are of paramount\nimportance when exploring the dark places of the Imperium. For\nsimplicity, Deathwatch uses three levels of light: Bright, Shadow\nand Darkness. Bright light is any light that allows normal vision,\nsuch as sunlight or being within the radius of a torch, gloand twilight hours on Earth-like planets, whenever a character\nor object is just beyond the range of a normal light source, or\nwhen that source is obscured by an effect such as fog. Darkness,\nnaturally enough, is the absence of light. Aside from the obvious\neffects of Darkness and Shadow, areas of Shadow and Darkness\ncan interfere with a character’s movement and combat capabilities.\nCharacters may move through areas of Shadow at no penalty, but\nmay move at only half speed or less through Darkness. Exceeding", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lighting", + "content": "Many adventures in Deathwatch take place under the cover of night, in the shadowy depths of a space hulk, or in the dank and fetid underhive. As a result, the oppressive darkness becomes a constant enemy, concealing countless terrors and monstrous threats in its depths. For these reasons, light sources are of paramount importance when exploring the dark places of the Imperium. For simplicity, Deathwatch uses three levels of light: Bright, Shadow and Darkness. Bright light is any light that allows normal vision, such as sunlight or being within the radius of a torch, gloand twilight hours on Earth-like planets, whenever a character or object is just beyond the range of a normal light source, or when that source is obscured by an effect such as fog. Darkness, naturally enough, is the absence of light. Aside from the obvious effects of Darkness and Shadow, areas of Shadow and Darkness can interfere with a character’s movement and combat capabilities. Characters may move through areas of Shadow at no penalty, but may move at only half speed or less through Darkness. Exceeding", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1640, + "rule_id": "pdf_skill_1237_flying", + "title": "Flying", + "content": "This section describes rules for flying creatures, or characters\nwith specific technology that grants flight capability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "flying", + "content": "This section describes rules for flying creatures, or characters with specific technology that grants flight capability.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1641, + "rule_id": "pdf_skill_1238_altitude", + "title": "alTiTude", + "content": "On a typical Earth-like planet, there are three broad altitude\nlevels: Hovering, Low Altitude, and High Altitude. A flying", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "altitude", + "content": "On a typical Earth-like planet, there are three broad altitude levels: Hovering, Low Altitude, and High Altitude. A flying", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1642, + "rule_id": "pdf_skill_1239_creature_can_change_altitude_b", + "title": "creature can change altitude by one level (up or down) during", + "content": "each Move Action taken. If a creature is using a Charge or\nRun Action, it can change altitudes by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "creature can change altitude by one level (up or down) during", + "content": "each Move Action taken. If a creature is using a Charge or Run Action, it can change altitudes by two levels.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1643, + "rule_id": "pdf_skill_1240_hovering_altitude", + "title": "hoveRing alTiTude", + "content": "Hovering means that a creature is skimming just above the\nground, no higher than two metres. It can move over low\nobstacles with ease. A hovering creature can both attack and\nbe attacked by other creatures and characters on the ground.\nSome creatures are capable of hovering, but incapable of\nflying at other altitudes. Such creatures have the Hoverer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hovering altitude", + "content": "Hovering means that a creature is skimming just above the ground, no higher than two metres. It can move over low obstacles with ease. A hovering creature can both attack and be attacked by other creatures and characters on the ground. Some creatures are capable of hovering, but incapable of flying at other altitudes. Such creatures have the Hoverer", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1644, + "rule_id": "pdf_skill_1241_trait_see_page_132_a_creatu", + "title": "Trait (see page 132). A creature with the Hoverer Trait always", + "content": "stays at the same height above ground (usually within two\nmetres) even if it descends into low terrain, such as a pit.\nSuch creatures will not willingly descend into an area they\ncannot get out of, no more so than any normal creature would\nwillingly jump into a hole in which it could not escape.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trait", + "content": "A creature with the Hoverer Trait always stays at the same height above ground (usually within two metres) even if it descends into low terrain, such as a pit. Such creatures will not willingly descend into an area they cannot get out of, no more so than any normal creature would willingly jump into a hole in which it could not escape.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1645, + "rule_id": "pdf_skill_1242_low_altitude", + "title": "low alTiTude", + "content": "This altitude indicates that a creature is flying at a height\nthat is beyond the melee attack range of other creatures or\ncharacters on the ground, but is still within the range of\nmost ranged attacks from such creatures or characters. A Low\nAltitude flier takes no penalties for shooting downwards, but\nthose firing up at it suffer a –10 penalty to their Ballistic Skill\nTests in addition to any normal penalties for range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Low Altitude", + "content": "This altitude indicates that a creature is flying at a height that is beyond the melee attack range of other creatures or characters on the ground, but is still within the range of most ranged attacks from such creatures or characters. A Low Altitude flier takes no penalties for shooting downwards, but those firing up at it suffer a –10 penalty to their Ballistic Skill Tests in addition to any normal penalties for range.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1646, + "rule_id": "pdf_skill_1243_high_altitude", + "title": "high alTiTude", + "content": "When a creature is flying at High Altitude, it is far above the\nground beyond the range of all attacks, even those coming\nfrom Low Altitude. A High Altitude flier can only attack or be\nattacked by other creatures flying at High Altitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "High Altitude", + "content": "When a creature is flying at High Altitude, it is far above the ground beyond the range of all attacks, even those coming from Low Altitude. A High Altitude flier can only attack or be attacked by other creatures flying at High Altitude.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1647, + "rule_id": "pdf_skill_1244_flying_movement", + "title": "flying MoveMenT", + "content": "Flying creatures and characters are broken up into two categories,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flying Movement", + "content": "Flying creatures and characters are broken up into two categories, each of which is a Trait (see Chapter IV: Talents & Traits). They are Hoverers and Flyers. Hoverers can move through the air, but are incapable of gaining more than two metres of altitude. A Flyer can ascend or descend to any altitude. Each Trait has an associated number in the creature’s description. This number describes the character or creature’s Flying Movement. This works just like regular movement, but applies only when the creature is flying. While flying or hovering, a creature must devote a Movement Action to maintaining its flight each Turn, or it falls. Half Move, Full Move, Charge, and Run are all valid Actions for maintaining flight. If the creature at Hovering Altitude suddenly stops flying (by not devoting a Move Action or being Stunned, for example), it simply lands on the ground unharmed. If it is instead at Low Altitude, it suffers Falling Damage as if it fell 15 metres. If it is instead at High Altitude, it suffers Falling Damage as if it fell 25 metres, or more at the GM’s discretion.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1648, + "rule_id": "pdf_skill_1245_each_of_which_is_a_trait_see", + "title": "each of which is a Trait (see Chapter IV: Talents & Traits).", + "content": "They are Hoverers and Flyers. Hoverers can move through\nthe air, but are incapable of gaining more than two metres of\naltitude. A Flyer can ascend or descend to any altitude. Each\nTrait has an associated number in the creature’s description.\nThis number describes the character or creature’s Flying\nMovement. This works just like regular movement, but applies\nonly when the creature is flying. While flying or hovering, a\ncreature must devote a Movement Action to maintaining its\nflight each Turn, or it falls. Half Move, Full Move, Charge, and\nRun are all valid Actions for maintaining flight. If the creature\nat Hovering Altitude suddenly stops flying (by not devoting a\nMove Action or being Stunned, for example), it simply lands\non the ground unharmed. If it is instead at Low Altitude, it", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Effects of Gravity", + "content": "Although the inhabited worlds of the Imperium may vary slightly in terms of gravity, the effects on game play are minimal. Only when characters explore High Gravity or Low Gravity worlds are movement, lifting and other factors affected.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1649, + "rule_id": "pdf_skill_1246_suffers_falling_damage_see_pa", + "title": "suffers Falling Damage (see page 261) as if it fell 15 metres. If", + "content": "it is instead at High Altitude, it suffers Falling Damage as if it\nfell 25 metres, or more at the GM’s discretion.\nThe eFFeCTS oF graviTy\nAlthough the inhabited worlds of the Imperium may vary\nslightly in terms of gravity, the effects on game play are minimal.\nOnly when characters explore High Gravity or Low Gravity\nworlds are movement, lifting and other factors affected.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Low Gravity Worlds", + "content": "On worlds of low gravity, all characters increase their Agility Bonus by two for the purposes of movement and determining Initiative. In addition, characters add four to the total of their Strength Bonus and Toughness Bonuses for the purpose of determining carrying, lifting, and pushing limits. Characters also add two to their Strength Bonus for determining how far they can throw objects. Low gravity doubles all jumping and Leaping distances.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1650, + "rule_id": "pdf_skill_1247_low_gravity_worlds", + "title": "low gRaviTy woRlds", + "content": "On worlds of low gravity, all characters increase their Agility\nBonus by two for the purposes of movement and determining\nInitiative. In addition, characters add four to the total of their\nStrength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso add two to their Strength Bonus for determining how far\nthey can throw objects. Low gravity doubles all jumping and\nLeaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "High Gravity Worlds", + "content": "On worlds of high gravity, all characters decrease their Agility Bonus by two (to a minimum of one) for the purposes of movement and determining Initiative. In addition, characters subtract four (to a minimum zero) from the total of their Strength Bonus and Toughness Bonuses for the purpose of determining carrying, lifting, and pushing limits. Characters also subtract two from their Strength Bonus (to a minimum of 0) for determining how far they can throw objects. Finally, halve all Jumping and Leaping distances.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1651, + "rule_id": "pdf_skill_1248_high_gravity_worlds", + "title": "high gRaviTy woRlds", + "content": "On worlds of high gravity, all characters decrease their Agility", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Gravity", + "content": "Battle-Brothers are most likely to encounter zero gravity conditions in outer space when there has been a serious technological failure. Zero gravity is considered Difficult Terrain, meaning that a character’s movement is halved while in it, and if he attempts a Charge or Run Action, he must succeed at a Hard (–20) Agility Test or drift out of control (treat as falling prone). Additionally, a character beginning a movement action in zero gravity must be adjacent to a floor, wall, ceiling, or other secure object, so he has something to push off from.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1652, + "rule_id": "pdf_skill_1249_bonus_by_two_to_a_minimum_of", + "title": "Bonus by two (to a minimum of one) for the purposes of", + "content": "movement and determining Initiative. In addition, characters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cohesion", + "content": "“Shoulder-plate to shoulder-plate the Adeptus Astartes stand as mankind’s wall against the dark.” –Arch-Scribe Urtos, Memorite of the Book of Days and manoeuvres known as Squad Mode abilities (see page 215). Cohesion and The squad leader Cohesion is generated at the start of each Mission depending on which player-character has taken on the role of the squad leader (see page 228 for details on Missions and selection of the squad leader). This reflects the leader’s command abilities and natural charisma, as well as his Battle-Brothers’ faith in him. To work out the size of the Kill-team’s pool of Cohesion points use the squad leader’s Fellowship Bonus as a base modified using Table 7–8: Cohesion Modifiers. His score can then be recorded by the squad leader on his", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1653, + "rule_id": "pdf_skill_1250_subtract_four_to_a_minimum_ze", + "title": "subtract four (to a minimum zero) from the total of their", + "content": "Strength Bonus and Toughness Bonuses for the purpose of\ndetermining carrying, lifting, and pushing limits. Characters\nalso subtract two from their Strength Bonus (to a minimum\nof 0) for determining how far they can throw objects. Finally,\nhalve all Jumping and Leaping distances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cohesion Damage", + "content": "In the same way that a Battle-Brother may suffer Damage to his physical capacities, he may also suffer Damage to his ability to connect to his squad and combat morale. This often comes in the form of some kind of weapon attack, though it can come from other sources such as Psychic Powers or unusual environments. This Damage temporarily reduces the Kill-team’s Cohesion in the same way that weapon Damage reduces Wounds. This reflects the fact that weight of enemy fire, the chaos of combat, and particularly devastating weapons can all place strain on the Kill-team and its ability to function as an organised battlefield unit.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1654, + "rule_id": "pdf_skill_1251_zero_gravity", + "title": "zeRo gRaviTy", + "content": "Battle-Brothers are most likely to encounter zero gravity\nconditions in outer space when there has been a serious\ntechnological failure. Zero gravity is considered Difficult\nTerrain, meaning that a character’s movement is halved while in\nit, and if he attempts a Charge or Run Action, he must succeed", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "When a Battle-Brother is in Squad Mode", + "content": "every time his character suffers 10 or more Damage from one of the following sources (before reduction from armour of Toughness) his Kill-team will lose a point of Cohesion: • A basic ranged weapon with the Accurate quality (such as a sniper rifle) • A weapon with the Blast quality • Any weapon with the Devastating quality This Cohesion damage can however be ignored if the squad leader can pass a Challenging (+0) Command or Fellowship Test, rallying his men under fire. This test is a Free Action and is taken as soon as the damage occurs. Since damage to Cohesion relies on shock and confusion, there are limits to the amount that a Kill-team can suffer in a single combat Round—additional explosions, storms of shells, and artillery have little additional effect. For this reason, a KillTurn, with any additional Cohesion damage being ignored.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1655, + "rule_id": "pdf_skill_1252_at_a_hard_20_agility_test_o", + "title": "at a Hard (–20) Agility Test or drift out of control (treat as", + "content": "falling prone). Additionally, a character beginning a movement\naction in zero gravity must be adjacent to a floor, wall, ceiling,\nor other secure object, so he has something to push off from.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Creatures with the Fear Trait", + "content": "can also cause Cohesion damage to the Kill-team, but this damage is negated if the Kill-team Leader succeeds at a Willpower Test (see page 277 in Chapter IX: The Game Master for full details on Fear and how it affects Cohesion).", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1664, + "rule_id": "pdf_skill_1261_recovering_lost_cohesion", + "title": "ReCoveRing losT Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Killonly have a handful points at their disposal. There is however\na few ways in which Cohesion can be recovered during play,\nrestoring the Kill-team’s pool, strengthening their bonds\nof brotherhood and allowing them further access to Squad\nMode abilities.\nOne point of Cohesion will be recovered by the Kill-team if:\n• The Kill-team completes one of their Mission Objectives\n(see page 230)\n• Any member of the Kill-team spends a Fate Point\n• The GM decides that the Battle-Brothers have completed\na particularly monumental task or roleplayed well the\nbonds of brotherhood within their Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Recovering Lost Cohesion", + "content": "Cohesion is a resource that must be used wisely by the Kill-team. There are a few ways in which Cohesion can be recovered during play, restoring the Kill-team’s pool, strengthening their bonds of brotherhood and allowing them further access to Squad Mode abilities. One point of Cohesion will be recovered by the Kill-team if: • The Kill-team completes one of their Mission Objectives (see page 230) • Any member of the Kill-team spends a Fate Point • The GM decides that the Battle-Brothers have completed a particularly monumental task or roleplayed well the bonds of brotherhood within their Kill-team.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1665, + "rule_id": "pdf_skill_1262_example", + "title": "exaMple", + "content": "Palarius and his Kill-team push back an Ork assault, completing\none of their Mission’s Secondary Objectives. By completing the\nObjective Palarius’ Kill-team recover a point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Palarius and his Kill-team push back an Ork assault, completing one of their Mission’s Secondary Objectives. By completing the Objective Palarius’ Kill-team recover a point of Cohesion.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1666, + "rule_id": "pdf_skill_1263_cohesion_challenges", + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but\ncan also be used to quickly enter Squad Mode or maintain\nit under certain stresses, or test the Kill-team’s trust in each\nother and faith in their leader’s abilities. In both cases this is\nknow as a Cohesion Challenge. To pass this test, a character\nmust roll equal or less to his Kill-team’s current Cohesion\non 1d10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cohesion Challenges", + "content": "Cohesion is not just used to activate Squad Mode abilities but can also be used to quickly enter Squad Mode or maintain it under certain stresses, or test the Kill-team’s trust in each other and faith in their leader’s abilities. In both cases this is known as a Cohesion Challenge. To pass this test, a character must roll equal or less to his Kill-team’s current Cohesion on 1d10.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1667, + "rule_id": "pdf_skill_1264_example", + "title": "exaMple", + "content": "A potent Psychic Power is assaulting Palarius and his brothers, filling\nthem with doubt and distrust. The GM decides that each BattleThe Kill-team’s current Cohesion is 6, so Palarius and his brothers\nmust roll 6 or less on 1d10 to pass the Cohesion Challenge.\nTable 7–8: Cohesion Modifiers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "A potent Psychic Power is assaulting Palarius and his brothers, filling them with doubt and distrust. The GM decides that each BattleThe Kill-team’s current Cohesion is 6, so Palarius and his brothers must roll 6 or less on 1d10 to pass the Cohesion Challenge. Table 7–8: Cohesion Modifiers", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1668, + "rule_id": "pdf_skill_1265_modifier_cohesion_bonus", + "title": "Modifier Cohesion Bonus", + "content": "Rank 4+ +1†\nRank 6+ +2†\nCommand Skill +1‡\nCommand Skill +10 +2‡\nCommand Skill +20 +3‡\n†Only the highest applies\n‡Only the highest applies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Modifier Cohesion Bonus", + "content": "Rank 4+ +1† Rank 6+ +2† Command Skill +1‡ Command Skill +10 +2‡ Command Skill +20 +3‡ †Only the highest applies ‡Only the highest applies", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1669, + "rule_id": "pdf_skill_1266_and_solo_mode", + "title": "and Solo Mode", + "content": "“Stand fast brothers! We are the Emperor’s Fist, closed and ready\nto strike!”\n–Brother-Captain Heledorn of the Imperial Fists at the\nBattle of Broken Scythes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Solo Mode", + "content": "“Stand fast brothers! We are the Emperor’s Fist, closed and ready to strike!” –Brother-Captain Heledorn of the Imperial Fists at the Battle of Broken Scythes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1670, + "rule_id": "pdf_skill_1267_their_squad_mates_the_group_o", + "title": "their squad mates (the group of characters) form stronger", + "content": "bonds, allowing them to unlock new abilities and upgrade\nexisting ones. Skillful use of both Solo Mode and Squad\nMode can make a significant difference on the battlefield and\nmay even mark the difference between victory or defeat.\nwhaT iS Solo mode?\nSolo Mode is the default mode of play for all characters.\nUnless otherwise indicated by the rules, a Battle-Brother is in\nthis mode. While in Solo Mode, a Space Marine is not linked\nto the rest of his squad in any special way and cannot benefit\nfrom Squad Mode actions or abilities used by his Battleabilities and may use these freely.\nwhaT iS SqUad mode?\nSquad Mode can only be entered deliberately by a character\nby using an action or passing a Cohesion Challenge (see page\n212). While in Squad Mode, a Space Marine is linked to any\nother members of his team that are also in Squad Mode and\nmay benefit fully from Squad Mode actions and abilities.\nA character in Squad Mode can also initiate Squad Mode\nactions and abilities for the benefit of other team members\nalso in this mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Their squad mates (the group of characters) form stronger", + "content": "bonds, allowing them to unlock new abilities and upgrade existing ones. Skillful use of both Solo Mode and Squad Mode can make a significant difference on the battlefield and may even mark the difference between victory or defeat. What is Solo mode? Solo Mode is the default mode of play for all characters. Unless otherwise indicated by the rules, a Battle-Brother is in this mode. While in Solo Mode, a Space Marine is not linked to the rest of his squad in any special way and cannot benefit from Squad Mode actions or abilities used by his Battleabilities and may use these freely. What is Squad mode? Squad Mode can only be entered deliberately by a character by using an action or passing a Cohesion Challenge (see page 212). While in Squad Mode, a Space Marine is linked to any other members of his team that are also in Squad Mode and may benefit fully from Squad Mode actions and abilities. A character in Squad Mode can also initiate Squad Mode actions and abilities for the benefit of other team members also in this mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1671, + "rule_id": "pdf_skill_1268_the_status_mode_sheet", + "title": "The sTaTus Mode sheeT", + "content": "To help keep track of which mode a Battle-Brother is in, as\nwell as which mode abilities he has access to, players should\nuse the Status Mode Sheet. This sheet is divided into two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Status Mode Sheet", + "content": "To help keep track of which mode a Battle-Brother is in, as well as which mode abilities he has access to, players should use the Status Mode Sheet. This sheet is divided into two halves (see page 399) with one half detailing Solo Mode abilities and the other half detailing Squad Mode abilities. To make things easier for both the GM and other players, the sheet can be placed on the table next to the owning player’s character sheet, positioned so that his current mode is on top. Then when the player changes the mode of his character, the sheet can be flipped. In this way, everyone at the table can instantly see which mode each character is in and each of the players can at a glance see the effects of their current mode as well as the mode actions and abilities they have access to. As an alternative, players can use other ways to denote the mode of their character (if for instance the game is not taking place around a table or table space is at a premium). These could include things such as placing a coin on their character sheets (each face denoting a different mode), putting scraps of coloured paper under their miniatures (if they are using gaming figures) or even rolling up their sleeves or putting their hats on backwards. The Status Mode Sheet can be found on page 399.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1672, + "rule_id": "pdf_skill_1269_halves_see_page_399_with_one", + "title": "halves (see page 399) with one half detailing Solo Mode", + "content": "abilities and the other half detailing Squad Mode abilities.\nTo make things easier for both the GM and other players, the\nsheet can be placed on the table next to the owning player’s\ncharacter sheet, positioned so that his current mode is on top.\nThen when the player changes the mode of his character, the\nsheet can be flipped. In this way, everyone at the table can\ninstantly see which mode each character is in and each of the\nplayers can at a glance see the effects of their current mode as\nwell as the mode actions and abilities they have access to.\nAs an alternative, players can use other ways to denote the\nmode of their character (if for instance the game is not taking\nplace around a table or table space is at a premium). These\ncould include things such as placing a coin on their character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Support Range", + "content": "Squad Mode abilities can only be used when the character has his fellow Battle-Brothers nearby to aid him. The distance at which a Battle-Brother can affect other members of his Kill-team is determined by a Battle-Brother’s Rank, as detailed on Table 7–9: Support Range, and should be recorded on his Status Mode sheet. Support Range is always measured from the Battle-Brother using the Squad Mode ability. Visual distance means that the Battle-Brothers must be able to see each other in order to be in Support Range. This visual Table 7–9: Support Range", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1673, + "rule_id": "pdf_skill_1270_sheets_each_face_denoting_a_d", + "title": "sheets (each face denoting a different mode), putting scraps", + "content": "of coloured paper under their miniatures (if they are using\ngaming figures) or even rolling up their sleeves or putting\ntheir hats on backwards.\nhe Status Mode Sheet can be found on page 399.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Andrew wishes his character to use a Squad Mode ability. His character is Rank 3, so he can only affect other members of his Kill-team if they are within 30 metres and visible to him. Checking the position of his Kill-team, there are two Battle-Brothers within 30 metres, one Battle-Brother within 30 metres but out of sight and one Battle-Brother more than 30 metres away. This means that when Andrew uses his Squad Mode ability, only two members of his squad will be able to benefit from it.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1674, + "rule_id": "pdf_skill_1271_support_range", + "title": "suppoRT Range", + "content": "Squad Mode abilities can only be used when the character has\nhis fellow Battle-Brothers nearby to aid him. The distance at\nwhich a Battle-Brother can affect other members of his Killand is determined by a Battle-Brother’s Rank, as detailed on\nTable 7–9: Support Range, and should be recorded on his\nStatus Mode sheet. Support Range is always measured from the\nBattle-Brother using the Squad Mode ability.\nVisual distance means that the Battle-Brothers must be able\nto see each other in order to be in Support Range. This visual\nTable 7–9: Support Range", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Changing Modes", + "content": "By default all characters start play in Solo Mode and need to actively enter Squad Mode by using an action or making a Cohesion Challenge. Entering Solo Mode is a Free Action that a Space Marine can take at any time during his turn. To enter Squad Mode, a Battle-Brother must adjust his tactics, note the positions of his Kill-team, and prepare for close unit actions—all of which requires an effort on the part of the Space Marine, one that comes easier with experience and the support of a loyal and trusted squad. Before a Battle-Brother can enter Squad Mode, however, he must meet the following requirements: • He must be in Support Range of at least one other member of his Kill-team. • His Kill-team must have at least 1 point of Cohesion.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1675, + "rule_id": "pdf_skill_1272_example", + "title": "exaMple", + "content": "Andrew wishes his character to use a Squad Mode ability. His\ncharacter is Rank 3, so he can only affect other members of his\nKill-team if they are within 30 metres and visible to him. Checking\nthe position of his Kill-team, there are two Battle-Brothers within\n30 metres, one Battle-Brother within 30 metres but out of sight and\none Battle-Brother more than 30 metres away. This means that when\nAndrew uses his Squad Mode ability, only two members of his squad\nwill be able to benefit from it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "He can then use a Full Action (effectively missing a Turn)", + "content": "and enter Squad Mode. No tests are required and the Battlenext Turn. Alternatively a Battle-Brother can try to enter Squad Mode as a Free Action or Reaction by passing a Cohesion Challenge (see page 212). If the Cohesion Challenge is failed, then the Battle-Brother loses his current Turn or his next Turn (if he tried to enter Squad Mode as a Reaction) and enters Squad Mode from the start of his following Turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1676, + "rule_id": "pdf_skill_1273_changing_modes", + "title": "Changing Modes", + "content": "By default all characters start play in Solo Mode and need\nto actively enter Squad Mode by using an action or making\na Cohesion Challenge. Entering Solo Mode is a Free Action\nthat a Space Marine can take at any time during his turn. To\nenter Squad Mode, a Battle-Brother must adjust his tactics,\nnote the positions of his Kill-team, and prepare for close unit\nactions—all of which requires an effort on the part of the\nSpace Marine, one that comes easier with experience and the\nsupport of a loyal and trusted squad. Before a Battle-Brother\ncan enter Squad Mode, however, he must meet the following\nrequirements:\n• He must be in Support Range of at least one other\nmember of his Kill-team.\n• His Kill-team must have at least 1 point of Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "One of Palarius’ squad members has activated a Squad Mode ability and he wishes to enter Squad Mode so as to benefit from it. As it is not his Turn, he must spend his Reaction and pass a Cohesion Challenge. Unfortunately for Palarius he fails the test. This means he does not benefit from the Squad Mode ability of his Battle-Brother and he loses his next Turn as he enters Squad Mode anyway. From the start of his following Turn, however, he is in Squad Mode and is able to make and benefit from Squad Mode actions as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1677, + "rule_id": "pdf_skill_1274_he_can_then_use_a_full_action", + "title": "He can then use a Full Action (effectively missing a Turn)", + "content": "and enter Squad Mode. No tests are required and the Battlenext Turn.\nAlternatively a Battle-Brother can try to enter Squad Mode\nas a Free Action or Reaction by passing a Cohesion Challenge\n(see page 212). If the Cohesion Challenge is failed, then the\nBattle-Brother loses his current Turn or his next Turn (if he\ntried to enter Squad Mode as a Reaction) and enters Squad\nMode from the start of his following Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Maintaining Squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s Kill-team has at least 1 point of Cohesion. Activating abilities reduces Cohesion, as do some kinds of damage (see Cohesion Damage on page 212). A Battle-Brother drops out of Squad Mode—and returns to Solo Mode—at the start of his Turn if: • He falls unconscious or dies. • His Kill-team’s Cohesion is reduced to 0. • He is no longer in Support Range of at least one other member of his Kill-team. • He chooses to return to Solo Mode. In certain circumstances he may also lose Squad Mode if", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1678, + "rule_id": "pdf_skill_1275_example", + "title": "exaMple", + "content": "One of Palarius’ squad members has activated a Squad Mode ability\nand he wishes to enter Squad Mode so as to benefit from it. As it is not\nhis Turn, he must spend his Reaction and pass a Cohesion Challenge.\nUnfortunately for Palarius he fails the test. This means he does not\nbenefit from the Squad Mode ability of his Battle-Brother and he\nloses his next Turn as he enters Squad Mode anyway. From the start\nof his following Turn, however, he is in Squad Mode and is able to\nmake and benefit from Squad Mode actions as normal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "While in Squad Mode, Palarius has advanced ahead of his Killchapel. Unexpectedly, he falls through a weakened part of the floor and into a deep cellar out of sight of his Battle-Brothers. As he is Rank 3, he must be in visual contact with his Kill-team to count as being in Support Range, so at the start of his next turn he reverts to Solo Mode, losing any benefits from currently active Squad Mode abilities.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1679, + "rule_id": "pdf_skill_1276_maintaining_squad_mode", + "title": "MainTaining squad Mode", + "content": "Squad Mode can be maintained as long as the Battle-Brother’s\nKill-team has at least 1 point of Cohesion. Activating abilities\nreduces Cohesion, as do some kinds of damage (see Cohesion\nDamage on page 212). A Battle-Brother drops out of Squad\nMode—and returns to Solo Mode—at the start of his Turn if:\n• He falls unconscious or dies.\n• His Kill-team’s Cohesion is reduced to 0.\n• He is no longer in Support Range of at least one other\nmember of his Kill-team.\n• He chooses to return to Solo Mode.\nIn certain circumstances he may also lose Squad Mode if", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abilities", + "content": "“Brothers, there are moments where only the fury of a true Son of Sanguinius will serve. This is such a moment.” –Brother Nocturne of the Blood Angels", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1680, + "rule_id": "pdf_skill_1277_example", + "title": "exaMple", + "content": "While in Squad Mode, Palarius has advanced ahead of his Killchapel. Unexpectedly, he falls through a weakened part of the floor\nand into a deep cellar out of sight of his Battle-Brothers. As he is\nRank 3, he must be in visual contact with his Kill-team to count as\nbeing in Support Range, so at the start of his next turn he reverts\nto Solo Mode, losing any benefits from currently active Squad\nMode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gaining Solo Mode Abilities", + "content": "A character begins play with access to his own Chapter’s Solo Mode abilities as well as any Codex abilities for which he meets the requirements. The requirements for Solo Mode abilities are based on Rank; the level of experience attained by the Battle-Brother (see Chapter II: Specialities for details on Ranks). This required Rank represents the minimum Rank needed to gain and use the ability. However, unlike other abilities such as Talents and Skills, a character does not need to spend Experience Points to gain a Solo Mode ability, and once he meets the Rank requirements he can use the ability.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1681, + "rule_id": "pdf_skill_1278_abilities", + "title": "Abilities", + "content": "“Brothers, there are moments where only the fury of a true Son of\nSanguinius will serve. This is such a moment.”\n–Brother Nocturne of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Solo Mode Abilities", + "content": "Solo Mode abilities function much like other special abilities such as Talents and Skills in that they either influence the actions of the Battle-Brother or give him new options in combat. Provided that the Battle-Brother is in Solo Mode, he can use his Solo Mode abilities freely. The exact game effects, as well as the actions required to activate them, can be found in the individual descriptions of each of the Solo Mode abilities.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1684, + "rule_id": "pdf_skill_1281_codex_abilities", + "title": "Codex abiliTieS", + "content": "These abilities are the result of hard training and the Emperorlearn them, but only the mightiest will ever master them.\nCodex abilities are also those most frequently used by the\nAdeptus Astartes, many reflecting their dire reputation in\ncombat as well as their natural affinity for war. As with all\nother aspects of a Battle-Brother, these abilities are tied to his\nRank and greatly increase in power as he gains experience.\nbuRsT of speed\nRequired Rank: 1\nEffects: A Battle-Brother can call on reserves of speed when\nneeded, crossing great distances to close with the foe. Once\nper game session, a Battle-Brother can perform a Burst of\nSpeed. This ability increases the character’s Agility Bonus by\n2 with all the usual associated benefits for a number of\nRounds equal to his Rank.\nImprovement: At Rank 3 and above Burst of Speed also\nadds a +10 to all Agility tests based on movement. At Rank\n5 the bonus to Agility Bonus increases to +4. At Rank 7 this\nability allows the Battle-Brother to ignore the need to make\nAgility Tests when running or charging in difficult terrain\n(see page 206).\neMpeRoR’s gRaCe\nRequired Rank: 7\nEffects: A Battle-Brother is touched by the divine will of the\nEmperor, a piece of the Master of Mankind passed down to\nhim through his Primarch and the teachings of his Chapter.\nOnce per game session, a Battle-Brother can call on the\nEmperor’s Grace to recover spent Fate Points. For a number\nof Rounds equal to his Rank, whenever the Battle-Brother\nspends a Fate Point, he should roll 1d10. If he scores equal or\nless than his Rank, the Fate Point is immediately recovered.\nThis ability cannot restore Fate Points that have been burnt\n(see page 205).\nImprovement: This ability does not improve with Rank.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Abilities", + "content": "These abilities are the result of hard training and the Emperorlearn them, but only the mightiest will ever master them. Codex abilities are also those most frequently used by the Adeptus Astartes, many reflecting their dire reputation in combat as well as their natural affinity for war. As with all other aspects of a Battle-Brother, these abilities are tied to his Rank and greatly increase in power as he gains experience.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1685, + "rule_id": "pdf_skill_1282_extreme_endurance", + "title": "exTReMe enduRanCe", + "content": "Required Rank: 5\nEffects: Battle-Brothers are born tough. Even before being\ngifted with their Chapter’s gene-seed, they are selected for their\nendurance and physical stamina, a trait that only strengthens over\ntime. Once per game session, a Battle-Brother may use his Extreme\nEndurance to fortify his constitution, granting him a re-roll on all\nToughness Tests for a number of hours equal to his Rank.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.\nfeaT of sTRengTh\nRequired Rank: 1\nEffects: Space Marines are genetically gifted with great strength\nfar exceeding. that or normal men. In times of need, a Battleimpressive feats. Once per day of game time, a Battle-Brother\nmay perform a Feat of Strength. This ability effectively increases", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Extreme Endurance", + "content": "Required Rank: 5 Effects: Battle-Brothers are born tough. Even before being gifted with their Chapter’s gene-seed, they are selected for their endurance and physical stamina, a trait that only strengthens over time. Once per game session, a Battle-Brother may use his Extreme Endurance to fortify his constitution, granting him a re-roll on all Toughness Tests for a number of hours equal to his Rank.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1686, + "rule_id": "pdf_skill_1283_his_unnatural_strength_trait", + "title": "his Unnatural Strength Trait (see page 136) by one level, so for", + "content": "instance Unnatural Strength x2 becomes Unnatural Strength\nx3. This effect lasts for a number of Rounds equal to his Rank.\nImprovement: At Rank 3 and above Feat of Strength also\nadds +10 to all Strength Tests and Strength-based Skill Tests\nfor its duration. At Rank 5 and above Feat of Strength last for\na number of Rounds equal to twice the character’s Rank. At\nRank 7 and above Feat of Strength increases the character’s\nUnnatural Strength Trait by two levels.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Feat of Strength", + "content": "Required Rank: 1 Effects: Space Marines are genetically gifted with great strength far exceeding. that or normal men. In times of need, a Battleimpressive feats. Once per day of game time, a Battle-Brother may perform a Feat of Strength. This ability effectively increases", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1687, + "rule_id": "pdf_skill_1284_mental_fortress", + "title": "MenTal foRTRess", + "content": "Required Rank: 5\nEffects: The Adeptus Astartes are as strong of mind as they\nare of body, their training and devotion to the Emperor\nhardening their wills against the perils of a deadly universe.\nOnce per game session, a Battle-Brother may use the Mental\nFortress ability to re-roll a failed Willpower Test to resist a\nPsychic Power or an attempt to subvert his will.\nImprovement: At Rank 7 the Battle-Brother may add +20\nto the result of the re-roll.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "His Unnatural Strength Trait (see page 136) by one level, so for instance Unnatural Strength x2 becomes Unnatural Strength x3. This effect lasts for a number of Rounds equal to his Rank.", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1688, + "rule_id": "pdf_skill_1285_renewed_vigour", + "title": "Renewed vigouR", + "content": "Required Rank: 3\nEffects: A Space Marine’s physiology and his training give him an\nincredible tolerance to pain, injury, and wounds. Once per game\nsession, a Battle-Brother may call upon his Renewed Vigour. This\nis a Free Action that can be done at the start of any of his Turns.\nFor a number of Rounds equal to his Rank, he can ignore the\neffects of a single critical hit, such as Stunning, levels of Fatigue,\nor unconsciousness. Note, however, this does not allow the use\nof limbs that have been completely blown off or critical hits that\nresult in death. Also, any new critical hit effects suffered during\nthe Renewed Vigour affect the Battle-Brother as normal.\nImprovement: At Rank 5 the Renewed Vigour also restores a\nnumber of Wounds to the Battle-Brother equal to his Rank. At\nRank 7 the Battle-Brother can ignore all of the critical hit effects\nhe is currently suffering from for the duration of the ability.\nTable 7–10: Codex Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mental Fortress", + "content": "Required Rank: 5 Effects: The Adeptus Astartes are as strong of mind as they are of body, their training and devotion to the Emperor hardening their wills against the perils of a deadly universe. Once per game session, a Battle-Brother may use the Mental Fortress ability to re-roll a failed Willpower Test to resist a Psychic Power or an attempt to subvert his will.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1689, + "rule_id": "pdf_skill_1286_rank_effects", + "title": "Rank Effects", + "content": "Burst of Speed 1 Increases Movement\nEmperor’s Grace 7\nRoll to recover spent", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Renewed Vigour", + "content": "Required Rank: 3 Effects: A Space Marine’s physiology and his training give him an incredible tolerance to pain, injury, and wounds. Once per game session, a Battle-Brother may call upon his Renewed Vigour. This is a Free Action that can be done at the start of any of his Turns. For a number of Rounds equal to his Rank, he can ignore the effects of a single critical hit, such as Stunning, levels of Fatigue, or unconsciousness. Note, however, this does not allow the use of limbs that have been completely blown off or critical hits that result in death. Also, any new critical hit effects suffered during the Renewed Vigour affect the Battle-Brother as normal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1690, + "rule_id": "pdf_skill_1287_fate", + "title": "Fate", + "content": "Extreme Endurance 5 Re-roll Toughness Tests\nFeat of Strength 1 Increase Strength Bonus\nMental Fortress 5\nRe-roll failed Willpower", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rank Effects", + "content": "Burst of Speed 1 Increases Movement Emperor’s Grace 7 Roll to recover spent", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1691, + "rule_id": "pdf_skill_1288_chapter_abilities", + "title": "ChaPTer abiliTieS", + "content": "Every Chapter is unique, with its own set of genetic gifts and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chapter Abilities", + "content": "Every Chapter is unique, with its own set of genetic gifts and", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1692, + "rule_id": "pdf_skill_1289_subtle_or_sometime_not_so_sub", + "title": "subtle (or sometime not so subtle) variances to the Codex", + "content": "Astartes. These are the combat doctrines that often shape a\nBattle-Brother’s fighting style, his weapons of choice, and his\nactions on the field of battle. When a Battle-Brother joins the\nDeathwatch, he also brings these favoured skills with him,\ninfluencing his way of waging war. Remember that only a\nBattle-Brother of the appropriate Chapter can gain access\nto—or benefit from—Chapter Solo Mode abilities.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Subtle (or sometime not so subtle) variances to the Codex Astartes. These are the combat doctrines that often shape a Battle-Brother’s fighting style, his weapons of choice, and his actions on the field of battle. When a Battle-Brother joins the Deathwatch, he also brings these favoured skills with him, influencing his way of waging war. Remember that only a Battle-Brother of the appropriate Chapter can gain access to—or benefit from—Chapter Solo Mode abilities.", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1693, + "rule_id": "pdf_skill_1290_righteous_zeal_black_templars", + "title": "RighTeous zeal (blaCk TeMplaRs)", + "content": "Required Rank: 1\nEffects: The Black Templars are well known for their fanatical\ndevotion to the Emperor and their burning hatred for psykers,\nwitches, and warp spawn. Once per combat, a Battle-Brother of\nthe Black Templars Chapter may call upon Righteous Zeal as a\nFree Action at the start of his Turn. While under the effects of the\nRighteous Zeal, Damage inflicted by the Battle-Brother’s melee\nattacks against creatures with the Daemonic Trait is not reduced\nby Toughness Bonus. In addition, the Battle Brother’s own\nToughness Bonus is increased by +4 when reducing Damage\nfrom attacks by creatures with the Daemonic Trait or Damage\nfrom Psychic Powers and weapons. Righteous Zeal lasts for a\nnumber of Rounds equal to the Battle-Brother’s Rank.\nImprovement: At Rank 3 and above the Battle-Brother\ngains an additional +10 to hit and +2 to Damage rolls\nwhen making melee attacks against any creature with psychic\nabilities. At Rank 5 and above, the increase to Toughness\nBonus rises to +8. At Rank 7 and above the Warp Weapons\nTrait no longer has any effect on the Battle-Brother. All of\nthese improvements only apply during Righteous Zeal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Righteous Zeal (Black Templars)", + "content": "Required Rank: 1 Effects: The Black Templars are well known for their fanatical devotion to the Emperor and their burning hatred for psykers, witches, and warp spawn. Once per combat, a Battle-Brother of the Black Templars Chapter may call upon Righteous Zeal as a Free Action at the start of his Turn. While under the effects of the Righteous Zeal, Damage inflicted by the Battle-Brother’s melee attacks against creatures with the Daemonic Trait is not reduced by Toughness Bonus. In addition, the Battle Brother’s own Toughness Bonus is increased by +4 when reducing Damage from attacks by creatures with the Daemonic Trait or Damage from Psychic Powers and weapons. Righteous Zeal lasts for a number of Rounds equal to the Battle-Brother’s Rank.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1694, + "rule_id": "pdf_skill_1291_blood_frenzy_blood_angels", + "title": "blood fRenzy (blood angels)", + "content": "Required Rank: 1\nEffects: Blood Angels possess a savagery in combat that has\nits roots deep in the history of their Chapter. It is, however,\na trait that can serve them well in close quarters combat\nwhere strength and speed are vital. Once per combat, a\nBattle-Brother of the Blood Angels Chapter may summon up\na Blood Frenzy. While under the effects of this ability, the\nBattle-Brother may re-roll Damage dice with melee weapons.\nIn the case of melee weapons that inflict multiple dice of\nDamage, all dice or none must be re-rolled. In addition, such\nis the brutality of his attacks that he scores Righteous Fury\n(see page 245) on a dice result of 9 or 10 rather than just\n10. This ability lasts a number of rounds equal to the BattleImprovement: At Rank 3 and above the Penetration of any\nmelee weapon attacks by the Battle-Brother are increased\nby +2. At Rank 5 and above this additional melee weapon\nPenetration rises to +4. At Rank 7 and above the chance\nof scoring Righteous Fury increases to a dice result of 8, 9,\nor 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Frenzy (Blood Angels)", + "content": "Required Rank: 1 Effects: Blood Angels possess a savagery in combat that has its roots deep in the history of their Chapter. It is, however, a trait that can serve them well in close quarters combat where strength and speed are vital. Once per combat, a Battle-Brother of the Blood Angels Chapter may summon up a Blood Frenzy. While under the effects of this ability, the Battle-Brother may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury (see page 245) on a dice result of 9 or 10 rather than just 10. This ability lasts a number of rounds equal to the Battle", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1695, + "rule_id": "pdf_skill_1292_stoic_defence_dark_angels", + "title": "sToiC defenCe (daRk angels)", + "content": "Required Rank: 1\nEffects: Dark Angels are stubborn in attack and intractable in\ndefence, holding their ground against even the most furious\nof assaults. Once per combat a Battle-Brother of the Dark\nAngels Chapter may enact a Stoic Defence. The Space Marine\ngains 6 Temporary Wounds and his maximum Movement\nRate is reduced to 1/2 his Agility Bonus, rounding up (most\nSpace Marines with this ability hold their chosen position\nand do not advance or retreat!). Unlike normal Wounds, these\nbonus Wounds are removed when affected by the Damage\nof any successful attack, and are always removed first before\napplying Damage to the Battle-Brother’s normal Wounds.\nThese bonus Wounds will also be lost if the Battle-Brother\nleaves his chosen location either by his own choice or\ninvoluntarily.\nImprovement: At Rank 3 and above the temporary Wounds\nincrease to 12. At Rank 5 and above the Battle-Brother may\nmove a number of metres equal to his Agility Bonus each\nround without losing the effects of the ability. At Rank 7 and\nabove the temporary Wounds increase to 18.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stoic Defence (Dark Angels)", + "content": "Required Rank: 1 Effects: Dark Angels are stubborn in attack and intractable in defence, holding their ground against even the most furious of assaults. Once per combat a Battle-Brother of the Dark Angels Chapter may enact a Stoic Defence. The Space Marine gains 6 Temporary Wounds and his maximum Movement Rate is reduced to 1/2 his Agility Bonus, rounding up (most Space Marines with this ability hold their chosen position and do not advance or retreat!). Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Battle-Brother’s normal Wounds. These bonus Wounds will also be lost if the Battle-Brother leaves his chosen location either by his own choice or involuntarily.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1696, + "rule_id": "pdf_skill_1293_wolf_senses_space_wolves", + "title": "wolf senses (spaCe wolves)", + "content": "Required Rank: 1\nEffects: As part of the genetic gifts of their Primarch Leman\nRuss, the Space Wolves have almost preternatural senses\nthat exceed even those of other Space Marines. Whenever a\nBattle-Brother of the Space Wolves Chapter is in Solo Mode\nhe may re-roll any failed Perception-based Tests and counts\nas possessing the Dark Sight Trait. However, it is important\nto note that none of these bonuses apply if the Space Wolf\nis wearing a helmet for a sealed set of armour (e.g., Power\nArmour, Artificer Armour, or Terminator Armour).\nTable 7–11: Chapter Solo Mode Abilities", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wolf Senses (Space Wolves)", + "content": "Required Rank: 1 Effects: As part of the genetic gifts of their Primarch Leman Russ, the Space Wolves have almost preternatural senses that exceed even those of other Space Marines. Whenever a Battle-Brother of the Space Wolves Chapter is in Solo Mode he may re-roll any failed Perception-based Tests and counts as possessing the Dark Sight Trait. However, it is important to note that none of these bonuses apply if the Space Wolf is wearing a helmet for a sealed set of armour (e.g., Power Armour, Artificer Armour, or Terminator Armour).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1697, + "rule_id": "pdf_skill_1294_gains_the_unnatural_perception", + "title": "gains the Unnatural Perception (x2) Trait while using this", + "content": "ability. At Rank 7 and above the Battle-Brother’s senses are\nsuch that once per game session he can automatically pass any\ntest based on Perception (for purposes of Opposed Tests the\nBattle-Brother is considered to have rolled a 01).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gains the Unnatural Perception (x2) Trait while using this ability. At Rank 7 and above the Battle-Brother’s senses are such that once per game session he can automatically pass any test based on Perception (for purposes of Opposed Tests the Battle-Brother is considered to have rolled a 01).", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1698, + "rule_id": "pdf_skill_1295_thunder_s_call_storm_wardens", + "title": "ThundeR’s Call (sToRM waRdens)", + "content": "Required Rank: 1\nEffects: Storm Wardens often choose to prove their honour\nand bravery by facing foes in single combat and duelling to\nthe death. Once per combat as a Free Action, a Battle-Brother\nof the Storm Wardens Chapter may issue a Thunder’s Call\nagainst any single enemy which can both see and hear him\n(though it need not be able to understand his language). As\nlong as the Battle-Brother takes no Actions other than melee\nattacks against the target or moving him into melee with the\ntarget, and none of his allies attack the target, he gains +10\nto Weapon Skill Tests against it. In addition, as long as the\nBattle-Brother is engaged in melee combat with the target,\nit suffers –10 to make attacks against anyone but the Storm", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Thunder’s Call (Storm Wardens)", + "content": "Required Rank: 1 Effects: Storm Wardens often choose to prove their honour and bravery by facing foes in single combat and duelling to the death. Once per combat as a Free Action, a Battle-Brother of the Storm Wardens Chapter may issue a Thunder’s Call against any single enemy which can both see and hear him (though it need not be able to understand his language). As long as the Battle-Brother takes no Actions other than melee attacks against the target or moving him into melee with the target, and none of his allies attack the target, he gains +10 to Weapon Skill Tests against it. In addition, as long as the Battle-Brother is engaged in melee combat with the target, it suffers –10 to make attacks against anyone but the Storm", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1699, + "rule_id": "pdf_skill_1296_warden_and_must_pass_a_challen", + "title": "Warden and must pass a Challenging (+0) Agility Test to", + "content": "move away.\nhis ability lasts until either the target is dead or withdraws", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warden and must pass a Challenging (+0) Agility Test to move away. His ability lasts until either the target is dead or withdraws", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1700, + "rule_id": "pdf_skill_1297_from_combat_i_e_it_retreats", + "title": "from combat (i.e. it retreats and combat ends) or the Battle-", + "content": "Improvement: At Rank 3 and above the Battle-Brother’s\nduelling skills mean that he may re-roll both Parry and\nDodge Tests against attacks from the target of his Thunder’s\nCall. At Rank 5 and above the target’s penalties to attack\nanyone other than the Storm Warden increase to –20 and the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "From combat (i.e. it retreats and combat ends) or the Battle- Improvement: At Rank 3 and above the Battle-Brother’s duelling skills mean that he may re-roll both Parry and Dodge Tests against attacks from the target of his Thunder’s Call. At Rank 5 and above the target’s penalties to attack anyone other than the Storm Warden increase to –20 and the", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1701, + "rule_id": "pdf_skill_1298_agility_test_to_move_away_beco", + "title": "Agility Test to move away becomes Hard (–20). At Rank 7", + "content": "and above he may issue the Thunder’s Call to a group of foes\nup to his Rank in number.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agility Test to move away becomes Hard (–20). At Rank 7 and above he may issue the Thunder’s Call to a group of foes up to his Rank in number.", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1702, + "rule_id": "pdf_skill_1299_favoured_son_ultramarines", + "title": "favouRed son (ulTRaMaRines)", + "content": "Required Rank: 1\nEffects: The Ultramarines consider themselves a pure\nexpression of the Codex Astartes and among the truest of\nthe Emperors sons. This pride and unshakable personal belief\noften manifests itself in their leadership abilities and the\nexample they set to other members of the Adeptus Astartes.\nWhile in Solo Mode, a Battle-Brother of the Ultramarines\nChapter may re-roll any Fellowship Tests when dealing with\neither Space Marines or members of the Imperial armed forces\n(i.e. Imperial Guard, Imperial Navy, etc.).\nIn addition, their strength of leadership means that the\nBattle-Brother adds +1 to the Kill-team’s Cohesion if he is\nthe squad leader. This bonus to Cohesion remains active even\nwhen the Battle-Brother is not in Solo Mode.\nImprovement: At Rank 3 and above once per combat the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Favoured Son (Ultramarines)", + "content": "Required Rank: 1 Effects: The Ultramarines consider themselves a pure expression of the Codex Astartes and among the truest of the Emperors sons. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the Adeptus Astartes. While in Solo Mode, a Battle-Brother of the Ultramarines Chapter may re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces (i.e. Imperial Guard, Imperial Navy, etc.). In addition, their strength of leadership means that the Battle-Brother adds +1 to the Kill-team’s Cohesion if he is the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1704, + "rule_id": "pdf_skill_1301_abilities", + "title": "Abilities", + "content": "“With me, Brothers! Let us show them the wrath of the Angels of Death!”\n–Captain Aphael of the Blood Angels", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abilities", + "content": "“With me, Brothers! Let us show them the wrath of the Angels of Death!” –Captain Aphael of the Blood Angels", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1705, + "rule_id": "pdf_skill_1302_sustained_see_page_220", + "title": "sustained (see page 220)", + "content": "Effects: A detailed description of how the ability works in\ngame, including how the Battle-Brother and his Kill-team can\nactivate and benefit from it.\nImprovement: Most abilities improve as the Battle-Brother’s\nRank increases. This section describes how increases in Rank\nenhance the ability and boost its effects. Rank is based on the\nBattle-Brother which uses the Squad Mode action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sustained", + "content": "Effects: A detailed description of how the ability works in game, including how the Battle-Brother and his Kill-team can activate and benefit from it. Improvement: Most abilities improve as the Battle-Brother’s Rank increases. This section describes how increases in Rank enhance the ability and boost its effects. Rank is based on the Battle-Brother which uses the Squad Mode action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1706, + "rule_id": "pdf_skill_1303_abilities", + "title": "abiliTieS", + "content": "Squad Mode abilities are gained as a result of the Kill-team’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abilities", + "content": "Squad Mode abilities are gained as a result of the Kill-team’s", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1707, + "rule_id": "pdf_skill_1304_choice_of_squad_leader_see_pa", + "title": "choice of squad leader (see page 228). Depending on the", + "content": "squad leader’s Speciality and Chapter, he will have access to\na different selection of abilities which his Kill-team may then\nuse during the course of the Mission. Part of preparing for a\nMission is choosing a leader that will provide the most useful\nset of abilities for the Kill-team and their current objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Choice of Squad Leader", + "content": "Depending on the squad leader’s Speciality and Chapter, he will have access to a different selection of abilities which his Kill-team may then use during the course of the Mission. Part of preparing for a Mission is choosing a leader that will provide the most useful set of abilities for the Kill-team and their current objectives.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1708, + "rule_id": "pdf_skill_1305_using_squad_mode_abilities", + "title": "using squad Mode abiliTies", + "content": "Squad Mode abilities function just like other Actions and can\nbe activated by a Battle-Brother in his Turn. There is no test\nto active these abilities; however the Battle-Brother must spend", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Squad Mode Abilities", + "content": "Squad Mode abilities function just like other Actions and can be activated by a Battle-Brother in his Turn. There is no test to active these abilities; however the Battle-Brother must spend the required amount of Cohesion (as indicated by the ability) and he must be in Squad Mode. He only needs spend this cost once, however, and once an ability has been activated, it remains so for the remainder of the Mission (if the ability is Sustained) or for the duration of a single combat (if the ability is not Sustained) and may be used by either him or any other members of his Kill-team in Squad Mode. Both the Battle-Brother using the action and any other members of his Kill-team within his Support Range may then benefit from the effects of the Squad Mode ability. Full details on the effects of each Squad Mode ability can be found in the individual ability descriptions below.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1709, + "rule_id": "pdf_skill_1306_the_required_amount_of_cohesio", + "title": "the required amount of Cohesion (as indicated by the ability)", + "content": "and he must be in Squad Mode. He only needs spend this\ncost once, however, and once an ability has been activated, it\nremains so for the remainder of the Mission (if the ability is\nSustained) or for the duration of a single combat (if the ability\nis not Sustained) and may be used by either him or any other\nmembers of his Kill-team in Squad Mode.\nBoth the Battle-Brother using the action and any other\nmembers of his Kill-team within his Support Range may then\nbenefit from the effects of the Squad Mode ability. Full details\non the effects of each Squad Mode ability can be found in the\nindividual ability descriptions below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "In his Turn, Andrew’s character Palarius uses the Squad Advance Squad Mode Action. Squad Advance costs 1 point of Cohesion to activate, which Palarius spends from his Kill-team’s Cohesion pool. Both Jim and Damien’s characters are also in Squad Mode and in his Support Range. Jim decides that he wants his character to join the Squad Advance and so is affected by the ability. Damien however is happy where his character is and decides not to use its effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1710, + "rule_id": "pdf_skill_1307_example", + "title": "exaMple", + "content": "In his Turn, Andrew’s character Palarius uses the Squad Advance\nSquad Mode Action. Squad Advance costs 1 point of Cohesion to\nactivate, which Palarius spends from his Kill-team’s Cohesion pool.\nBoth Jim and Damien’s characters are also in Squad Mode and in\nhis Support Range. Jim decides that he wants his character to join the\nSquad Advance and so is affected by the ability. Damien however is\nhappy where his character is and decides not to use its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Chapter Specific Abilities", + "content": "Some Squad Mode abilities are Chapter specific, available only to Battle-Brothers of the indicated Chapter and only useable by them. In addition, such is the nature of these abilities that when they are used only Battle-Brothers of the same Chapter as the Chapter ability may benefit from their effects, while all other members of the Kill-team will be unaffected regardless of their Mode or if they are in Support Range.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1711, + "rule_id": "pdf_skill_1308_using_chapter_specific_abiliti", + "title": "using ChapTeR speCifiC abiliTies", + "content": "Some Squad Mode abilities are Chapter specific, available only\nto Battle-Brothers of the indicated Chapter and only useable\nby them. In addition, such is the nature of these abilities that\nwhen they are used only Battle-Brothers of the same Chapter\nas the Chapter ability may benefit from their effects, while all\nother members of the Kill-team will be unaffected regardless\nof their Mode or if they are in Support Range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Squad Actions", + "content": "Many Squad Mode abilities allow Battle-Brothers to take Actions outside of their normal Turn, such as moving, shooting, or making close combat attacks. In all these cases, if a Battle-Brother takes a Squad Mode Action or benefits from one taken by another member of his Kill-team, he cannot benefit or take another Squad Mode Action until at least the start of his next Turn. Unless otherwise stated, all benefits of Squad Mode Abilities are Squad Actions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1712, + "rule_id": "pdf_skill_1309_squad_actions", + "title": "squad aCTions", + "content": "Many Squad Mode abilities allow Battle-Brothers to take\nActions outside of their normal Turn, such as moving,\nshooting, or making close combat attacks. In all these cases, if\na Battle-Brother takes a Squad Mode Action or benefits from\none taken by another member of his Kill-team, he cannot\nbenefit or take another Squad Mode Action until at least the\nstart of his next Turn. Unless otherwise stated, all benefits of\nSquad Mode Abilities are Squad Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode ability to rush the enemy. Palarius and two of his Kill-team members break cover and charge at the enemy. Later in the Round, the other member of the Kill-team, still in cover, uses the Fire Support Squad Mode ability to give Palarius and his Battle-Brothers cover. Even though they are still in Support Range, neither Palarius nor the Battle-Brothers who joined him in his Bolter Assault can benefit from this ability.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1713, + "rule_id": "pdf_skill_1310_example", + "title": "exaMple", + "content": "Andrew’s character Palarius uses the Bolter Assault Squad Mode\nability to rush the enemy. Palarius and two of his Kill-team members\nbreak cover and charge at the enemy. Later in the Round, the other\nmember of the Kill-team, still in cover, uses the Fire Support Squad\nMode ability to give Palarius and his Battle-Brothers cover. Even\nthough they are still in Support Range, neither Palarius nor the\nBattle-Brothers who joined him in his Bolter Assault can benefit\nfrom this ability.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sustaining Squad Mode Abilities", + "content": "Many Squad Mode abilities can be maintained indefinably provided that the Battle-Brother remains in Squad Mode. This is indicated in each ability’s description under the Sustained heading. To sustain an ability the Battle-Brother simply declares he is sustaining the ability and then may keep it active from Round to Round provided he is in Squad Mode and does not active any new Squad Mode abilities. The Battle-Brother may choose to stop sustaining an ability (possibly to active a new Squad Mode ability) as a Free Action at the start of any of his Turns. A Battle-Brother benefiting from an ability sustained by another Battle-Brother loses its effects should he move out of Support Range or leave Squad Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1714, + "rule_id": "pdf_skill_1311_sustaining_squad_mode_abilitie", + "title": "susTaining squad Mode abiliTies", + "content": "Many Squad Mode abilities can be maintained indefinably\nprovided that the Battle-Brother remains in Squad Mode. This\nis indicated in each ability’s description under the Sustained\nheading. To sustain an ability the Battle-Brother simply declares\nhe is sustaining the ability and then may keep it active from Round\nto Round provided he is in Squad Mode and does not active any\nnew Squad Mode abilities. The Battle-Brother may choose to stop", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Andrew, Jim, and Damien’s characters are all benefiting from the Squad Advance Squad Mode ability which is being sustained by Andrew’s character. At the start of his character’s Turn, Damien decides to have his character return to Solo Mode, losing the benefits of the Squad Advance for himself. Both Andrew and Jim, however, continue to benefit from the Squad Advance, as Andrew is sustaining it and they are still within Support Range. In Andrew’s turn however he chooses to end the ability. This means that both his character and Jim’s character both immediately lose its benefits.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1715, + "rule_id": "pdf_skill_1312_sustaining_an_ability_possibl", + "title": "sustaining an ability (possibly to active a new Squad Mode ability)", + "content": "as a Free Action at the start of any of his Turns.\nA Battle-Brother benefiting from an ability sustained by\nanother Battle-Brother loses its effects should he move out of\nSupport Range or leave Squad Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abilities", + "content": "It is also possible for a Battle-Brother to join in on a Squad Mode ability that is already being sustained. As long as he is in Squad Mode, not using or benefiting from another Squad Mode ability, and within Support Range of the Battle-Brother sustaining the ability, he can join as a Free Action at the start of any of his Turns, immediately gaining the ability’s benefits.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1716, + "rule_id": "pdf_skill_1313_example", + "title": "exaMple", + "content": "Andrew, Jim, and Damien’s characters are all benefiting from the\nSquad Advance Squad Mode ability which is being sustained by\nAndrew’s character. At the start of his character’s Turn, Damien\ndecides to have his character return to Solo Mode, losing the benefits\nof the Squad Advance for himself. Both Andrew and Jim, however,\ncontinue to benefit from the Squad Advance, as Andrew is sustaining\nit and they are still within Support Range. In Andrew’s turn however\nhe chooses to end the ability. This means that both his character and\nJim’s character both immediately lose its benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Jim is sustaining the Fire for Effect ability with Andrew’s character also gaining the benefit. Having switched back into Squad Mode, Damien’s character wishes to join in the effects. Since he is neither benefiting from another Squad Mode ability nor outside of Support Range, he simply uses a Free Action at the start of his Turn and gains its effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1717, + "rule_id": "pdf_skill_1314_abilities", + "title": "abiliTies", + "content": "It is also possible for a Battle-Brother to join in on a Squad\nMode ability that is already being sustained. As long as he is\nin Squad Mode, not using or benefiting from another Squad\nMode ability, and within Support Range of the Battle-Brother\nsustaining the ability, he can join as a Free Action at the start of\nany of his Turns, immediately gaining the ability’s benefits.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Keeping Track of Squad Mode", + "content": "As may be apparent, it is possible for a Battle-Brother to use numerous Squad Mode abilities during a single combat. Within a single Kill-team there might also be several Squad Mode abilities being sustained at any one time, and players may wish to jump from one to the next as the tactical situation dictates. This is where the Status Mode sheet can be used to keep track of a Battle-Brother’s current Squad Mode ability and its effects. Players should either make a mark, or place a marker (such as a dice or coin) on their Status Mode sheet next to the Squad Mode ability they are using or benefiting from. This mark can then be moved as their ability changes or removed completely if the sheet is ‘flipped’ and they return to Solo Mode.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1718, + "rule_id": "pdf_skill_1315_example", + "title": "exaMple", + "content": "Jim is sustaining the Fire for Effect ability with Andrew’s character\nalso gaining the benefit. Having switched back into Squad Mode,\nDamien’s character wishes to join in the effects. Since he is neither\nbenefiting from another Squad Mode ability nor outside of Support\nRange, he simply uses a Free Action at the start of his Turn and\ngains its effects.\nkeeping TRaCk of squad Mode", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Attack Patterns", + "content": "All squads train in ways of working together to bring down their targets, be it cracking an enemy strongpoint, crossing open ground under fire, or bringing down enemy armour. Attack Patterns are Squad Mode abilities that cover these methods of attack and are most suited to aggressive tactics and assaults.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1719, + "rule_id": "pdf_skill_1316_abilities", + "title": "abiliTies", + "content": "As may be apparent, it is possible for a Battle-Brother\nto use numerous Squad Mode abilities during a single\ncombat. Within a single Kill-team there might also be\nseveral Squad Mode abilities being sustained at any\none time, and players may wish to jump from one to\nthe next as the tactical situation dictates. This is where\nthe Status Mode sheet can be used to keep track of\na Battle-Brother’s current Squad Mode ability and its\neffects. Players should either make a mark, or place a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Attack Patterns", + "content": "The following attack patterns are suitable for Space Marines from any Chapter:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1720, + "rule_id": "pdf_skill_1317_marker_such_as_a_dice_or_coin", + "title": "marker (such as a dice or coin) on their Status Mode", + "content": "sheet next to the Squad Mode ability they are using or\nbenefiting from. This mark can then be moved as their\nability changes or removed completely if the sheet is\n‘flipped’ and they return to Solo Mode.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bolter Assault", + "content": "Action: Free Action Cost: 3 Sustained: No Effects: Space Marines are shock troops and excel at closing rapidly with the enemy, annihilating them in a storm of bolter fire. When the Battle-Brother calls a Bolter Assault, both he and those in Support Range may make an immediate Charge Move and a Standard Attack with a bolter, bolt pistol, or storm", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1724, + "rule_id": "pdf_skill_1321_bolter_including_variants_of", + "title": "bolter (including variants of these weapons). Alternatively,", + "content": "they may use their Standard Attack to throw a grenade.\nImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and the Kill-team can make Semi Auto Bursts and Full Auto\nBursts instead of a Standard Attack with their bolt weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "bolter (including variants of these weapons). Alternatively,", + "content": "they may use their Standard Attack to throw a grenade. Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their bolt weapons.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1725, + "rule_id": "pdf_skill_1322_fire_for_effect", + "title": "fiRe foR effeCT", + "content": "Action: Half Action\nCost: 2\nSustained: Yes\nEffects: Working as a single well-oiled machine, the Killpower is in effect, the Kill-team may use their Reactions to\nmake a Standard Attack with a ranged weapon.\nImprovement: If the Battle-Brother is Rank 4 or more,\nboth he and the Kill-team can make Semi Auto Bursts and\nFull Auto Bursts instead of a Standard Attack with their\nranged weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fiRe foR effeCT", + "content": "Action: Half Action Cost: 2 Sustained: Yes Effects: Working as a single well-oiled machine, the Killpower is in effect, the Kill-team may use their Reactions to make a Standard Attack with a ranged weapon. Improvement: If the Battle-Brother is Rank 4 or more, both he and the Kill-team can make Semi Auto Bursts and Full Auto Bursts instead of a Standard Attack with their ranged weapons.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1726, + "rule_id": "pdf_skill_1323_fire_support", + "title": "fiRe suppoRT", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: All combat squads train in concentrating their fire\nand working as a team to achieve fire superiority over their\nfoes. While this ability is in effect, the Kill-team does not\nsuffer the normal –20 to hit when using the Suppressing Fire", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fiRe suppoRT", + "content": "Action: Half Action Cost: 1 Sustained: Yes Effects: All combat squads train in concentrating their fire and working as a team to achieve fire superiority over their foes. While this ability is in effect, the Kill-team does not suffer the normal –20 to hit when using the Suppressing Fire and Overwatch actions (see page 241). Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1727, + "rule_id": "pdf_skill_1324_and_overwatch_actions_see_pag", + "title": "and Overwatch actions (see page 241).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for Fire Support becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Overwatch actions (see page 241).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more, calling for Fire Support becomes a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1728, + "rule_id": "pdf_skill_1325_furious_charge", + "title": "fuRious ChaRge", + "content": "Action: Free Action\nCost: 3\nSustained: No\nEffects: Often the only way to break a foe is to charge into\ntheir midst and hack them down. Using this ability, the Battleimmediate Charge Move and a Standard Attack with a melee\nweapon. In addition, such is the fury of such an attack that all\nBattle-Brothers involved may re-roll Damage for their attacks.\nImprovement: If the Battle-Brother is Rank 5 or more then\nboth he and the Kill-team can make Multiple Attacks instead\nof a Standard Attack with their melee weapons.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fuRious ChaRge", + "content": "Action: Free Action Cost: 3 Sustained: No Effects: Often the only way to break a foe is to charge into their midst and hack them down. Using this ability, the Battleimmediate Charge Move and a Standard Attack with a melee weapon. In addition, such is the fury of such an attack that all Battle-Brothers involved may re-roll Damage for their attacks. Improvement: If the Battle-Brother is Rank 5 or more then both he and the Kill-team can make Multiple Attacks instead of a Standard Attack with their melee weapons.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1729, + "rule_id": "pdf_skill_1326_squad_advance", + "title": "squad advanCe", + "content": "Action: Half Action\nCost: 1\nSustained: Yes\nEffects: Kill-teams move with a deadly precision across the\nbattlefield, covering each other as they advance and crossing\nground swiftly from cover to cover. While this ability is\nin effect, the Kill-team may use their Reactions to make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "squad advanCe", + "content": "Action: Half Action Cost: 1 Sustained: Yes Effects: Kill-teams move with a deadly precision across the battlefield, covering each other as they advance and crossing ground swiftly from cover to cover. While this ability is in effect, the Kill-team may use their Reactions to make a", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1730, + "rule_id": "pdf_skill_1327_tactical_advance_see_page_243", + "title": "Tactical Advance (see page 243).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more,\ncalling for a Squad Advance becomes a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactical Advance (see page 243).", + "content": "Improvement: If the Battle-Brother is Rank 3 or more, calling for a Squad Advance becomes a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1731, + "rule_id": "pdf_skill_1328_tank_buster", + "title": "Tank busTeR", + "content": "Action: Free Action\nCost: 1\nSustained: No\nEffects: As small elite infantry squads, Kill-teams are well versed\nin the methods of dealing with large, hardened threats like\narmour and bunkers. When attacking such enemies, the squad\nwill typically use some members to draw fire while the others\ndispatch it with heavy weapons or demo-packs. The Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tank busTeR", + "content": "Action: Free Action Cost: 1 Sustained: No Effects: As small elite infantry squads, Kill-teams are well versed in the methods of dealing with large, hardened threats like armour and bunkers. When attacking such enemies, the squad will typically use some members to draw fire while the others dispatch it with heavy weapons or demo-packs. The Battle-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1732, + "rule_id": "pdf_skill_1329_either_a_heavy_weapon_or_an_ex", + "title": "either a heavy weapon or an explosive (this could be himself )", + "content": "to initiate a Tank Buster manoeuvre as part of an Attack Action\nagainst an armoured vehicle or fortification. For every member of\nthe Kill-team in Support Range, the nominated Battle-Brother\nmay add either +5 to his Ballistic Skill to attack or move 2 metres", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "either a heavy weapon or an explosive (this could be himself )", + "content": "to initiate a Tank Buster manoeuvre as part of an Attack Action against an armoured vehicle or fortification. For every member of the Kill-team in Support Range, the nominated Battle-Brother may add either +5 to his Ballistic Skill to attack or move 2 metres", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1733, + "rule_id": "pdf_skill_1330_closer_to_his_target_if_he_is", + "title": "closer to his target (if he is trying to plant a charge or grenade).", + "content": "Improvement: If the Battle-Brother is Rank 4 or more, the\nnominated Battle-Brother may add +10 to his Ballistic Skill\nor move 5 metres closer to his target for every member of the\nKill-team in Support Range.\nTable 7–12: Codex Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "closer to his target (if he is trying to plant a charge or grenade).", + "content": "Improvement: If the Battle-Brother is Rank 4 or more, the nominated Battle-Brother may add +10 to his Ballistic Skill or move 5 metres closer to his target for every member of the Kill-team in Support Range. Table 7–12: Codex Attack Patterns", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1734, + "rule_id": "pdf_skill_1331_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No\nFire for Effect Half 2 Yes\nFire Support Half 1 Yes\nFurious Charge Free 3 No\nSquad Advance Half 1 Yes\nTank Buster Free 1 No", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NameActionCostSustained", + "content": "Bolter Assault Free 3 No Fire for Effect Half 2 Yes Fire Support Half 1 Yes Furious Charge Free 3 No Squad Advance Half 1 Yes Tank Buster Free 1 No", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1735, + "rule_id": "pdf_skill_1332_chapter_attack_patterns", + "title": "ChaPTer aTTaCk PaTTernS", + "content": "The following attack patterns are limited to Space Marines of\na particular Chapter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ChaPTer aTTaCk PaTTernS", + "content": "The following attack patterns are limited to Space Marines of a particular Chapter.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1736, + "rule_id": "pdf_skill_1333_holy_vengeance", + "title": "holy vengeanCe", + "content": "Chapter: Black Templars\nAction: Half Action\nCost: 2\nSustained: No\nEffects: The holy fury of the Emperor lives in the hearts of all\nBlack Templars, awaiting the time when it will be unleashed\nupon his foes. Until the start of his next Turn, whenever the\nBattle-Brother and those in Support Range of him make a\nsuccessful Standard Attack with a melee weapon (whether\nor not Damage is inflicted) they may immediately make an\nadditional Standard Attack with that same weapon, against\nthe same foe, as a Free Action. If this blow also hits, then they\nmay make an additional Standard Attack and so on, up to a\ntotal number of extra attacks equal to their Agility Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more,\nsummoning the Holy Vengeance is a Free Action.\nfuRy of sanguinius\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: The Blood Angels possess a fury on the battlefield\nthat can turn them into wild beasts intent only on rending\ntheir foes limb from limb. A Battle-Brother of the Blood\nAngels Chapter may call out to his Primarch Sanguinius to\nstrengthen his arm and fill him with rage against his foes.\nUntil the start of his next Turn, the Battle-Brother and those\nin Support Range of him add +10 to their Weapon Skill,\nStrength, and Toughness, including any corresponding\nincreases in Strength Bonus and Toughness Bonus.\nImprovement: If the Battle-Brother is Rank 4 or more\nthe bonuses to Weapon Skill, Strength, and Toughness are\nincreased to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "holy vengeanCe", + "content": "Chapter: Black Templars Action: Half Action Cost: 2 Sustained: No Effects: The holy fury of the Emperor lives in the hearts of all Black Templars, awaiting the time when it will be unleashed upon his foes. Until the start of his next Turn, whenever the Battle-Brother and those in Support Range of him make a successful Standard Attack with a melee weapon (whether or not Damage is inflicted) they may immediately make an additional Standard Attack with that same weapon, against the same foe, as a Free Action. If this blow also hits, then they may make an additional Standard Attack and so on, up to a total number of extra attacks equal to their Agility Bonus. Improvement: If the Battle-Brother is Rank 4 or more, summoning the Holy Vengeance is a Free Action.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1737, + "rule_id": "pdf_skill_1334_sustained_suppression", + "title": "susTained suppRession", + "content": "Chapter: Dark Angels\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Dark Angels are masters of holding their ground and\nhave a keen understanding of the tactics of overlapping fields\nof fire and kill zones. While this ability is in effect, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fuRy of sanguinius", + "content": "Chapter: Blood Angels Action: Free Action Cost: 3 Sustained: No Effects: The Blood Angels possess a fury on the battlefield that can turn them into wild beasts intent only on rending their foes limb from limb. A Battle-Brother of the Blood Angels Chapter may call out to his Primarch Sanguinius to strengthen his arm and fill him with rage against his foes. Until the start of his next Turn, the Battle-Brother and those in Support Range of him add +10 to their Weapon Skill, Strength, and Toughness, including any corresponding increases in Strength Bonus and Toughness Bonus. Improvement: If the Battle-Brother is Rank 4 or more the bonuses to Weapon Skill, Strength, and Toughness are increased to +20.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1738, + "rule_id": "pdf_skill_1335_normally_while_maintaining_ove", + "title": "normally while maintaining Overwatch (see page 241), such", + "content": "as moving and making attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\ntest to avoid Pinning when caught in a kill zone created by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "susTained suppRession", + "content": "Chapter: Dark Angels Action: Free Action Cost: 2 Sustained: Yes Effects: Dark Angels are masters of holding their ground and have a keen understanding of the tactics of overlapping fields of fire and kill zones. While this ability is in effect, the Battle-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1739, + "rule_id": "pdf_skill_1336_tooth_and_nail", + "title": "TooTh and nail", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: The animalistic nature and fighting style of the Space\nWolves often gives them an edge in close combat where they may\nunleash their inner beast against their enemies. While this ability\nis in effect, the Battle-Brother and those in Support Range of\nhim may re-roll all Opposed Tests in grapples, add an additional\n+10 to any bonuses for outnumbering foes in hand-to-hand,\nand add +10 to Dodge and Parry rolls against melee attacks.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to outnumbering and to Dodge rolls increases to +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "normally while maintaining Overwatch (see page 241), such", + "content": "as moving and making attacks. Improvement: If the Battle-Brother is Rank 4 or more, the test to avoid Pinning when caught in a kill zone created by", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1740, + "rule_id": "pdf_skill_1337_lighting_strike", + "title": "lighTing sTRike", + "content": "Chapter: Storm Wardens\nAction: Reaction\nCost: 2\nSustained: No\nEffects: The Storm Wardens know well the doctrine of strike\nfirst, strike fast and practise this both in personal duels and\ntheir squad tactics. A Battle-Brother of the Storm Wardens\nChapter may order a Lightning Strike at the start of any combat", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TooTh and nail", + "content": "Chapter: Space Wolves Action: Free Action Cost: 2 Sustained: Yes Effects: The animalistic nature and fighting style of the Space Wolves often gives them an edge in close combat where they may unleash their inner beast against their enemies. While this ability is in effect, the Battle-Brother and those in Support Range of him may re-roll all Opposed Tests in grapples, add an additional +10 to any bonuses for outnumbering foes in hand-to-hand, and add +10 to Dodge and Parry rolls against melee attacks. Improvement: If the Battle-Brother is Rank 4 or more, the bonus to outnumbering and to Dodge rolls increases to +20.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1741, + "rule_id": "pdf_skill_1338_where_neither_side_is_surprise", + "title": "where neither side is Surprised (see page 235). The Battle-", + "content": "a Surprise Round just as if they had Surprised their foes.\nImprovement: If the Battle-Brother is Rank 3 or more, in\naddition to gaining a Surprise Round, both he and those\nsupporting him may roll two dice and choose the highest\nwhen determining their Initiative for the following combat.\nlead by exaMple\nChapter: Ultramarines\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Of all the Chapters, the Ultramarines pride themselves\nas among the most loyal and bravest of all the Emperor’s\nchosen, a fact that they like to impress upon their fellow BattleTable 7–13: Chapter Attack Patterns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lighTing sTRike", + "content": "Chapter: Storm Wardens Action: Reaction Cost: 2 Sustained: No Effects: The Storm Wardens know well the doctrine of strike first, strike fast and practise this both in personal duels and their squad tactics. A Battle-Brother of the Storm Wardens Chapter may order a Lightning Strike at the start of any combat", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1742, + "rule_id": "pdf_skill_1339_defensive_stances", + "title": "deFenSive STanCeS", + "content": "Just as important as aggressive tactics are defensive unit actions\nto limit exposure to enemy fire, lay down withering suppressing\nfire, and fall back in an orderly fashion to regroup and counterthese methods of defence and can be used to safeguard the\nwell-being and integrity of the player’s Kill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "where neither side is Surprised (see page 235). The Battle-", + "content": "a Surprise Round just as if they had Surprised their foes. Improvement: If the Battle-Brother is Rank 3 or more, in addition to gaining a Surprise Round, both he and those supporting him may roll two dice and choose the highest when determining their Initiative for the following combat.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1743, + "rule_id": "pdf_skill_1340_stances", + "title": "STanCeS", + "content": "The following defensive stances are suitable for Space Marines\nfrom any Chapter.\ndig in\nAction: Full Action\nCost: 3\nSustained: Yes\nEffects: Against fearsome weapons like plasma cannons\nand meltaguns, even Space Marines will use cover to their\nadvantage. A Battle-Brother may order his squad to Dig In,\nseeking out the most defensible firing positions. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can double the Armour Points provided by any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lead by exaMple", + "content": "Chapter: Ultramarines Action: Free Action Cost: 2 Sustained: Yes Effects: Of all the Chapters, the Ultramarines pride themselves as among the most loyal and bravest of all the Emperor’s chosen, a fact that they like to impress upon their fellow BattleTable 7–13: Chapter Attack Patterns", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "deFenSive STanCeS", + "content": "Just as important as aggressive tactics are defensive unit actions to limit exposure to enemy fire, lay down withering suppressing fire, and fall back in an orderly fashion to regroup and counterthese methods of defence and can be used to safeguard the well-being and integrity of the player’s Kill-team.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "STanCeS", + "content": "The following defensive stances are suitable for Space Marines from any Chapter. dig in Action: Full Action Cost: 3 Sustained: Yes Effects: Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1744, + "rule_id": "pdf_skill_1341_cover_see_page_246_they_are", + "title": "cover (see page 246) they are currently using. This bonus to", + "content": "cover only applies to each individual Battle-Brother so long\nas they remain stationary.\nImprovement: If the Battle-Brother is Rank 5 or more, both\nhe and those supporting him may move freely. The benefits\nof doubled Armour Points applying to all cover they use for\nthe duration of the ability.\ngo To gRound\nAction: Reaction\nCost: 1\nSustained: No\nEffects: When subjected to heavy, accurate, and effective fire,\na well-trained squad knows to take cover. As a Reaction, the\nBattle-Brother may issue a Go to Ground order when he or\nanother member of his Kill-team within his Support Range has\nbeen hit by a ranged attack. Both the Battle-Brother and those\nin Support Range of him may immediately make a free move\nup to their Agility Bonus in metres to find cover. Note that the\neffects of the hit are worked out before any Battle-Brothers\nmay move. In the case of hits from semi or full auto weapons,\nonly the first hit is worked out before the Battle-Brothers move\nand the remaining hits after they have gone to ground.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nfree move to cover may be up to twice the Battle-Brother’s\nAbility Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cover", + "content": "cover only applies to each individual Battle-Brother so long as they remain stationary. If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1745, + "rule_id": "pdf_skill_1342_regroup", + "title": "RegRoup", + "content": "Action: Full Action\nCost: 2\nSustained: No\nEffects: A Kill-team stands united and is always stronger\nsupporting each other against their foes. As a Full Action,\nthe Battle-Brother may order a Regroup to allow himself and\nthose in Support Range of him to move up to twice their\nAgility Bonus in any direction, just as if they had made a Full\nMove Action. In addition, Regroup move does not trigger\nenemy Overwatch or Suppression Fire.\nImprovement: If the Battle-Brother is Rank 4 or more, in\naddition to this free movement, Battle-Brothers may reload\nany weapons they are currently carrying, provided doing so\nwould only be a Half Action or a Free Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Regroup", + "content": "Action: Full Action\nCost: 2\nSustained: No\nEffects: A Kill-team stands united and is always stronger supporting each other against their foes. As a Full Action, the Battle-Brother may order a Regroup to allow himself and those in Support Range of him to move up to twice their Agility Bonus in any direction, just as if they had made a Full Move Action. In addition, Regroup move does not trigger enemy Overwatch or Suppression Fire. Improvement: If the Battle-Brother is Rank 4 or more, in addition to this free movement, Battle-Brothers may reload any weapons they are currently carrying, provided doing so would only be a Half Action or a Free Action.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1746, + "rule_id": "pdf_skill_1343_soak_fire", + "title": "soak fiRe", + "content": "Action: Reaction\nCost: 2\nSustained: No\nEffects: While a good formation covers all angles of attack,\nit also shields the squad from directed fire. This is especially\ntrue of Space Marines, who use their bulk and armour to shrug\noff hails of bullets, bolts, and beams. A Battle-Brother may use\nthe Soak Fire ability whenever another member of his squad\ncurrently within his Support Range is hit by a Semi or Full\nAuto fire attack and would be eligible to make a Dodge Test to\navoid the attack. These hits are then divided evenly between the\noriginal target, the Battle-Brother, and those supporting him,\nprovided they would normally be eligible targets for the attack.\nRegardless of the number of Battle-Brothers soaking fire, the\noriginal target always takes at least one hit. Note that BattleImprovement: If the Battle-Brother is Rank 4 or more, both\nhe and those supporting him may soak single-attack ranged\nweapons, such as a blast from a lascannon or a sniper’s bullet,\ndividing the Damage evenly between those involved.\nTable 7–14: Codex Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Soak Fire", + "content": "Action: Reaction Cost: 2 Sustained: No Effects: While a good formation covers all angles of attack, it also shields the squad from directed fire. This is especially true of Space Marines, who use their bulk and armour to shrug off hails of bullets, bolts, and beams. A Battle-Brother may use the Soak Fire ability whenever another member of his squad currently within his Support Range is hit by a Semi or Full Auto fire attack and would be eligible to make a Dodge Test to avoid the attack. These hits are then divided evenly between the original target, the Battle-Brother, and those supporting him, provided they would normally be eligible targets for the attack. Regardless of the number of Battle-Brothers soaking fire, the original target always takes at least one hit. Note that Battle-Improvement: If the Battle-Brother is Rank 4 or more, both he and those supporting him may soak single-attack ranged weapons, such as a blast from a lascannon or a sniper's bullet, dividing the Damage evenly between those involved. Table 7-14: Codex Defensive Stances", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1747, + "rule_id": "pdf_skill_1344_nameactioncostsustained", + "title": "NameActionCostSustained", + "content": "Dig In Full 3 Yes\nGo to Ground Reaction 1 No\nRegroup Full 2 No\nSoak Fire Reaction 2 No\nStrongpoint Full 3 Yes\nTactical Spacing Full 1 Yes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NameActionCostSustained", + "content": "Dig In Full 3 Yes\nGo to Ground Reaction 1 No\nRegroup Full 2 No\nSoak Fire Reaction 2 No\nStrongpoint Full 3 Yes\nTactical Spacing Full 1 Yes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1748, + "rule_id": "pdf_skill_1345_strongpoint", + "title": "sTRongpoinT", + "content": "Action: Full Action\nCost: 3\nSustained: Yes\nEffects: Sometimes a Space Marine squad needs to hold\na position at all costs, setting up fields of overlapping fire\nand holding the enemy back with a hail of bolt shells. A\nBattle-Brother can establish a Strongpoint, nominating either\nhimself or a member of his Kill-team within Support Range\nas the Centre of the Strongpoint. The Centre must remain\nstationary for the ability to remain in effect. The Centre may\nthen Call Targets either as a Free Action in his turn or as\na Reaction. Battle-Brothers in Support Range of the Centre\n(including the Centre himself ) then gain a +20 to Ballistic\nSkill and Weapon Skill Tests against a Called Target, may reStandard Attacks against it. A target remains marked in this", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strongpoint", + "content": "Action: Full Action Cost: 3 Sustained: Yes Effects: Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may reStandard Attacks against it. A target remains marked in this", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1749, + "rule_id": "pdf_skill_1346_way_until_either_the_centre_mo", + "title": "way until either the Centre moves (ending the Strongpoint)", + "content": "or the Centre marks a new target.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Way Until Either the Centre Moves", + "content": "or the Centre marks a new target. Improvement: This ability cannot be improved.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1750, + "rule_id": "pdf_skill_1347_tactical_spacing", + "title": "TaCTiCal spaCing", + "content": "Action: Full Action\nCost: 1\nSustained: Yes\nEffects: Formation and spacing are an important part of a\nsquad’s function on the battlefield and influence their ability\nto warn each other of danger and defend themselves against\nattack. While this ability is in effect, the Battle-Brother and\nthose in Support Range of him can share their Reactions. For\nexample, one member of the Kill-team could give his Reaction\n(losing it for himself for the turn) to another member of the\nKill-team to use. If the Space Marine has extra reactions (such\nas the bonus reactions granted from the Step Aside Talent),\nthese may also be shared.\nImprovement: If the Battle-Brother is Rank 5 or more, in\naddition to being able to share Reactions within the group,\nall members gain an additional Reaction while this ability is\nin effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tactical Spacing", + "content": "Action: Full Action Cost: 1 Sustained: Yes Effects: Formation and spacing are an important part of a squad's function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared. Improvement: If the Battle-Brother is Rank 5 or more, in addition to being able to share Reactions within the group, all members gain an additional Reaction while this ability is in effect.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1751, + "rule_id": "pdf_skill_1348_stances", + "title": "STanCeS", + "content": "The following defensive stances are limited to Space Marines\nof a particular Chapter.\naRMouR of faiTh\nChapter: Black Templars\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Black Templars are among the most zealous and devoted\nof the Emperor’s chosen, turning aside even the powers of the\nwarp with their faith. A Battle-Brother of the Black Templars\nChapter may cloak himself and those around him in an Armour\nof Faith, usually by chanting prayers to the Emperor or singing\nbattle hymns. While this power is in effect, the Battle-Brother\nand those in Support Range of him add +10 to all tests made\nto resist Psychic Powers and add +4 to their Toughness Bonus\nwhen reducing Damage from physical attacks from creatures\nwith the Daemonic Trait and from Psychic Powers.\nImprovement: If the Battle-Brother is Rank 5 or more, the\nbonus to resistance tests increases to +20 and the bonus to\nToughness Bonus increases to +8.\nfeel no pain\nChapter: Blood Angels\nAction: Free Action\nCost: 3\nSustained: No\nEffects: Blood Angels often fight on regardless of the damage\ndealt to them. Until the start of his next Turn, the Battleand the fiery will of the Blood Angel to ignore their wounds", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stances", + "content": "The following defensive stances are limited to Space Marines of a particular Chapter. Armour of Faith: Chapter: Black Templars Action: Free Action Cost: 2 Sustained: Yes Effects: Black Templars are among the most zealous and devoted of the Emperor's chosen, turning aside even the powers of the warp with their faith. A Battle-Brother of the Black Templars Chapter may cloak himself and those around him in an Armour of Faith, usually by chanting prayers to the Emperor or singing battle hymns. While this power is in effect, the Battle-Brother and those in Support Range of him add +10 to all tests made to resist Psychic Powers and add +4 to their Toughness Bonus when reducing Damage from physical attacks from creatures with the Daemonic Trait and from Psychic Powers. Improvement: If the Battle-Brother is Rank 5 or more, the bonus to resistance tests increases to +20 and the bonus to Toughness Bonus increases to +8. Feel No Pain: Chapter: Blood Angels Action: Free Action Cost: 3 Sustained: No Effects: Blood Angels often fight on regardless of the damage dealt to them. Until the start of his next Turn, the Battle-and the fiery will of the Blood Angel to ignore their wounds", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1752, + "rule_id": "pdf_skill_1349_and_focus_on_the_attack_halvi", + "title": "and focus on the attack, halving all Damage (round up) after", + "content": "reduction for Armour Points and Toughness Bonus. While\nusing this ability, however, such is the Battle-Brothers’ rage\nthat they may not use their Reactions to Parry or Dodge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and focus on the attack, halving all Damage after", + "content": "reduction for Armour Points and Toughness Bonus. While using this ability, however, such is the Battle-Brothers' rage that they may not use their Reactions to Parry or Dodge", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1753, + "rule_id": "pdf_skill_1350_must_use_an_action_with_the_at", + "title": "must use an Action with the Attack subtype (see page 236).", + "content": "Improvement: If the Battle-Brother is Rank 5 or more,\nthe restrictions on using Reactions to Parry or Dodge can\nbe ignored.\nTable 7–15: Chapter Defensive Stances", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Improvement: Reactions to Parry or Dodge", + "content": "If the Battle-Brother is Rank 5 or more, the restrictions on using Reactions to Parry or Dodge can be ignored. Table 7-15: Chapter Defensive Stances", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1754, + "rule_id": "pdf_skill_1351_immovable_defence", + "title": "iMMovable defenCe", + "content": "Chapter: Dark Angels\nAction: Full Action\nCost: 2\nSustained: Yes\nEffects: Stubbornness is a valued trait among the Dark\nAngels, especially in battle where they seldom give ground to\ntheir foes even in the face of overwhelming odds. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him gain a +10 to all Ballistic Skill Tests, a +10 to\nall Dodge Tests, and an additional +4 Armour Points to all\nlocations as long as they remain stationary.\nImprovement: If the Battle-Brother is Rank 4 or more, the\nbonus to Ballistic Skill Tests and Dodge Tests is increased\nto +20.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Immovable Defence", + "content": "Chapter: Dark Angels Action: Full Action Cost: 2 Sustained: Yes Effects: Stubbornness is a valued trait among the Dark Angels, especially in battle where they seldom give ground to their foes even in the face of overwhelming odds. While this ability is in effect, the Battle-Brother and those in Support Range of him gain a +10 to all Ballistic Skill Tests, a +10 to all Dodge Tests, and an additional +4 Armour Points to all locations as long as they remain stationary. Improvement: If the Battle-Brother is Rank 4 or more, the bonus to Ballistic Skill Tests and Dodge Tests is increased to +20.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1755, + "rule_id": "pdf_skill_1352_pack_tactics", + "title": "paCk TaCTiCs", + "content": "Chapter: Space Wolves\nAction: Free Action\nCost: 2\nSustained: No\nEffects: Space Wolves are skilled at baiting an opponent or\ndistracting an enemy at a critical time so that another Space\nWolf can attack unhindered. When a Space Marine attacks a\nsingle target, another Space Marine within support range may\nvoluntarily give up an unused reaction to distract the target.\nIf he does so, the first Space Marine’s melee or ranged attacks\nagainst that target may not be parried or dodged this turn.\nImprovement: If the Battle-Brother is Rank 3 or more,\nMelee attack rolls against the target affected by this ability\ngain a +10 bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pack Tactics", + "content": "Space Wolves are skilled at baiting an opponent or distracting an enemy at a critical time so that another Space Wolf can attack unhindered. When a Space Marine attacks a single target, another Space Marine within support range may voluntarily give up an unused reaction to distract the target. If he does so, the first Space Marine’s melee or ranged attacks against that target may not be parried or dodged this turn. If the Battle-Brother is Rank 3 or more, Melee attack rolls against the target affected by this ability gain a +10 bonus.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1756, + "rule_id": "pdf_skill_1353_shield_and_sword", + "title": "shield and swoRd", + "content": "Chapter: Storm Wardens\nAction: Free Action\nCost: 2\nSustained: Yes\nEffects: Many Battle-Brothers of the Storm Wardens Chapter\nfavour storm shields and power swords and train to fight side\nby side with these heavy weapons. The Storm Wardens have\nadapted this tactic to other forms of melee combat. While this\nability is in effect, the Battle-Brother and those in Support\nRange of him can Parry attacks directed against those by their", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Shield and Sword", + "content": "Many Battle-Brothers of the Storm Wardens Chapter favour storm shields and power swords and train to fight side by side with these heavy weapons. The Storm Wardens have adapted this tactic to other forms of melee combat. While this ability is in effect, the Battle-Brother and those in Support Range of him can Parry attacks directed against those by their", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1757, + "rule_id": "pdf_skill_1354_side_allies_within_2_metres", + "title": "side (allies within 2 metres). In addition, any time a Battle-", + "content": "use his Reaction to make a Standard Attack with a melee\nweapon back at the creature that attacked him.\nImprovement: If the Battle-Brother is Rank 5 or more,\nall those affected by this ability gain a +20 bonus to\nParry Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "side", + "content": "Allies within 2 metres. In addition, any time a Battle-Brother is attacked in melee, he can use his Reaction to make a Standard Attack with a melee weapon back at the creature that attacked him. Improvement: If the Battle-Brother is Rank 5 or more, all those affected by this ability gain a +20 bonus to Parry Tests.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1758, + "rule_id": "pdf_skill_1355_rally_cry", + "title": "Rally CRy", + "content": "Chapter: Ultramarines\nAction: Free Action\nCost: 0\nSustained: No\nEffects: Ultramarines are natural leaders and the embodiment\nof the Codex Astartes. In battle their purity and natural\nauthority is a power force, able to rally their fellow BattleBrother uses this ability, it instantly restores a number of\nCohesion equal to his Fellowship Bonus. The reverence the\nUltramarines hold for their Primarch and the strength of will\nrequired to make a Rally Cry is such that a Battle-Brother\nmay only use this ability once per game session.\nImprovement: This ability cannot be improved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rally Cry", + "content": "Chapter: Ultramarines Action: Free Action Cost: 0 Sustained: No Effects: Ultramarines are natural leaders and the embodiment of the Codex Astartes. In battle their purity and natural authority is a power force, able to rally their fellow Battle-Brothers. When a Battle-Brother uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Ultramarines hold for their Primarch and the strength of will required to make a Rally Cry is such that a Battle-Brother may only use this ability once per game session. Improvement: This ability cannot be improved.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1759, + "rule_id": "pdf_skill_1356_missions", + "title": "Missions", + "content": "“The forward Tau command centre is too heavily shielded for an\norbital strike, and too far behind the front lines for a push by the\nStygian 5th Armoured Division. However, intelligence suggests\nthat there is at least one of these so-called Ethereals coordinating\noperations from the base, making it a vital target. It is my\nrecommendation that we deploy the Deathwatch Kill-team available\nto us and consider the matter closed...”\n–High Tactician Favius at the Battle of Blood Moon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Missions", + "content": "The forward Tau command centre is too heavily shielded for an orbital strike, and too far behind the front lines for a push by the Stygian 5th Armoured Division. However, intelligence suggests that there is at least one of these so-called Ethereals coordinating operations from the base, making it a vital target. It is my recommendation that we deploy the Deathwatch Kill-team available to us and consider the matter closed... -High Tactician Favius at the Battle of Blood Moon", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1760, + "rule_id": "pdf_skill_1357_overview", + "title": "overview", + "content": "Missions are broken down into the following three broad steps:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Overview", + "content": "Missions are broken down into the following three broad steps:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1761, + "rule_id": "pdf_skill_1358_preparation", + "title": "pRepaRaTion", + "content": "This initial step occurs often in downtime before actual play\nbegins and represents the players preparing their characters\nfor the trials ahead. It covers the actions undertaken by the\nKill-team and Battle-Brothers which include such things\nas taking oaths, selecting their weapons and armour, and\nchoosing a mission leader from among their Kill-team.\nBriefing: The first part of a Mission is the briefing in\nwhich the GM gives the players an overview of their Mission,\nits objectives, and any other information they are likely to\nhave access to. The briefing allows the players to get an idea\nof the kind of things they will be facing and the kind of tasks\nthey will be required to complete. With this information, they\ncan prepare themselves accordingly by choosing appropriate\nweaponry and armour or undertaking additional training.\nSelecting a Leader: At the start of every Mission, the\nplayers must select a Battle-Brother to lead their squad and act\nas its commander for the duration of their combat assignment.\nThere are a number of ways this leader can be chosen, but\nultimately the choice rests with the players. It is the leader’s job\nto make command decisions during the Mission and break the\ndeadlock should the Kill-team become divided in its choice of\nhow best to proceed. The choice of leader will also determine\nwhich oaths the Kill-team may take.\nOath-taking: Before every battle Space Marines take\noaths to their Chapter, their Primarch, the Deathwatch, and\nthe Emperor. This part of preparation covers the specific oath\nthe Kill-team takes before their Mission, and can include such\nthings as reaffirming their bonds of loyalty to their Battlethe Codex Astartes. Oaths grant both a bonus for the coming\nMission as well as access to Squad Mode abilities.\nArming: Once the players have been briefed, have chosen\na squad leader, and have taken their oaths, the final step is\nto select their weapons. Because a Space Marine’s equipment\nis provided by his Chapter, he has access to a great range of\nsome of the most destructive and potent weaponry known\nto the Imperium. Choosing the right weapons for a given\ntask, however, is a vital part of the Mission and can make the\ndifference between success and failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Preparation", + "content": "This initial step occurs often in downtime before actual play begins and represents the players preparing their characters for the trials ahead. It covers the actions undertaken by the Kill-team and Battle-Brothers which include such things as taking oaths, selecting their weapons and armour, and choosing a mission leader from among their Kill-team. Briefing: The first part of a Mission is the briefing in which the GM gives the players an overview of their Mission, its objectives, and any other information they are likely to have access to. The briefing allows the players to get an idea of the kind of things they will be facing and the kind of tasks they will be required to complete. With this information, they can prepare themselves accordingly by choosing appropriate weaponry and armour or undertaking additional training. Selecting a Leader: At the start of every Mission, the players must select a Battle-Brother to lead their squad and act as its commander for the duration of their combat assignment. There are a number of ways this leader can be chosen, but ultimately the choice rests with the players. It is the leader's job to make command decisions during the Mission and break the deadlock should the Kill-team become divided in its choice of how best to proceed. The choice of leader will also determine which oaths the Kill-team may take. Oath-taking: Before every battle Space Marines take oaths to their Chapter, their Primarch, the Deathwatch, and the Emperor. This part of preparation covers the specific oath the Kill-team takes before their Mission, and can include such things as reaffirming their bonds of loyalty to their Battlethe Codex Astartes. Oaths grant both a bonus for the coming Mission as well as access to Squad Mode abilities. Arming: Once the players have been briefed, have chosen a squad leader, and have taken their oaths, the final step is to select their weapons. Because a Space Marine's equipment is provided by his Chapter, he has access to a great range of some of the most destructive and potent weaponry known to the Imperium. Choosing the right weapons for a given task, however, is a vital part of the Mission and can make the difference between success and failure.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1762, + "rule_id": "pdf_skill_1359_execution", + "title": "exeCuTion", + "content": "This section covers the Mission proper and the bulk of\nactual play. Once all the preparation has been completed, the\nBattle-Brothers are thrown into the cauldron of battle and\nmust complete their objectives to successfully execute their\nMission orders. In addition to objectives, Missions also often\ninclude complications which can change the field of battle in\nunexpected ways.\nPrimary Objectives: These are the key tasks that must be\nperformed by the Kill-team to complete its Mission. Only when\nall Primary Objectives have been fulfilled can their Mission\nbe considered a success. As a result, Primary Objectives are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Execution", + "content": "This section covers the Mission proper and the bulk of actual play. Once all the preparation has been completed, the Battle-Brothers are thrown into the cauldron of battle and must complete their objectives to successfully execute their Mission orders. In addition to objectives, Missions also often include complications which can change the field of battle in unexpected ways. Primary Objectives: These are the key tasks that must be performed by the Kill-team to complete its Mission. Only when all Primary Objectives have been fulfilled can their Mission be considered a success. As a result, Primary Objectives are", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1763, + "rule_id": "pdf_skill_1360_tertiary_objectives_targets_o", + "title": "Tertiary Objectives (Targets of Opportunity): As well", + "content": "as both Primary and Secondary Objectives, many Missions\nalso include Tertiary Objectives, commonly known as Targets\nof Opportunity. These are objectives not vital to the success or\nfailure of the Mission but which are still considered important\nto the Imperium. These can include such things as killing\nofficers, destroying communications equipment, or capturing\nenemy intelligence.\nComplications: No Mission ever turns out exactly as the\nplayers expect. Complications are present in all Missions, and\nthe GM can use them to alter the field of battle and force\nthe players to think on their feet. Typical Complications can\nbe things such as bad intelligence, misdrops, or equipment\nmalfunctions. Complications add an element of the unknown\nto a Mission and help to create the fog of war into which the\nplayers are being dropped.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tertiary Objectives", + "content": "As well as both Primary and Secondary Objectives, many Missions also include Tertiary Objectives, commonly known as Targets of Opportunity. These are objectives not vital to the success or failure of the Mission but which are still considered important to the Imperium. These can include such things as killing officers, destroying communications equipment, or capturing enemy intelligence. Complications: No Mission ever turns out exactly as the players expect. Complications are present in all Missions, and the GM can use them to alter the field of battle and force the players to think on their feet. Typical Complications can be things such as bad intelligence, misdrops, or equipment malfunctions. Complications add an element of the unknown to a Mission and help to create the fog of war into which the players are being dropped.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1764, + "rule_id": "pdf_skill_1361_rewards", + "title": "RewaRds", + "content": "Finally, when a Mission has been completed, the KillExperience and Renown. Rewards are almost always directly\ntied to the Kill-team’s performance on the battlefield, the\nnumber of objectives they managed to complete, and any\nother outstanding efforts made by either the squad as a whole\nor individual Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rewards", + "content": "Finally, when a Mission has been completed, the Kill-team receives Experience and Renown. Rewards are tied to the Kill-team’s performance, objectives completed, and outstanding efforts.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1765, + "rule_id": "pdf_skill_1362_briefing", + "title": "brieFing", + "content": "The first step before embarking on a Mission is the Mission\nBriefing. This is an overview of the Mission, outlining its\nobjectives and any other relevant data that would be available\nto the Battle-Brothers. This is important as it signals to the\nplayers that they are about to embark on a new Mission and\njust what is expected of them. When formulating a Mission\nBriefing, the GM should be careful only to give the players\ninformation that they would be likely to have, which could be\ncomplete and comprehensive or vague and sketchy depending\non the kind of Mission they are undertaking. In either case,\na Mission Briefing does not need to be exhaustive and can\nbe as simple as “go here, kill this.” The important part of this\nstep is that it lets the players know that orders have come\ndown directing them to do the work of the Emperor and\nthe Chapter.\nAlternatively if the players are working on their own\nrecognisance and setting their own mission objectives (as\ncan happen in the field), the briefing might be a request\nfor intelligence on their targets. The GM can then proceed\nmuch in the same way as if these were direct orders from the\nKill-team’s commander—be it the Chapter Master, an Ordo\nInquisitor, or other ranking member of the Imperium—and\nlay out an overview of the Mission and define any or all current\nobjectives. Players should remember that their commander’s\nknowledge may be limited or he may simply not pass on\ncertain information depending on his own motive or style of\ncommand. However a briefing occurs, the GM should make\nsure it includes the two key elements mentioned here:\n• What is the nature/foe/location of the Mission?\n• What are its known primary/secondary/tertiary\nobjectives?", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Briefing", + "content": "The first step before embarking on a Mission is the Mission Briefing. This is an overview of the Mission, outlining its objectives and any other relevant data that would be available to the Battle-Brothers. This is important as it signals to the players that they are about to embark on a new Mission and just what is expected of them. When formulating a Mission Briefing, the GM should be careful only to give the players information that they would be likely to have, which could be complete and comprehensive or vague and sketchy depending on the kind of Mission they are undertaking. In either case, a Mission Briefing does not need to be exhaustive and can be as simple as “go here, kill this.” The important part of this step is that it lets the players know that orders have come down directing them to do the work of the Emperor and the Chapter. Alternatively if the players are working on their own recognisance and setting their own mission objectives (as can happen in the field), the briefing might be a request for intelligence on their targets. The GM can then proceed much in the same way as if these were direct orders from the Kill-team’s commander—be it the Chapter Master, an Ordo Inquisitor, or other ranking member of the Imperium—and lay out an overview of the Mission and define any or all current objectives. Players should remember that their commander’s knowledge may be limited or he may simply not pass on certain information depending on his own motive or style of command. However a briefing occurs, the GM should make sure it includes the two key elements mentioned here: • What is the nature/foe/location of the Mission? • What are its known primary/secondary/tertiary objectives?", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1766, + "rule_id": "pdf_skill_1363_open_adventures", + "title": "open advenTuRes", + "content": "While Missions provide solid guidelines for creating\nadventures based on military actions and Deathwatch\nassignments, some GMs may find them too restrictive for\nthe kind of campaign he wishes to run. For this reason,\nthe Mission framework has been left purposefully flexible\nand open so that it can be altered to suit the needs of the\nGM’s group. While being a member of the Deathwatch\ndoes mean a life dedicated to service of the Emperor\nand glory on the field of battle, there is also great\nscope within this for different kinds of adventures and\nfreedom for the players from the rigid military structure\nof the Deathwatch. For more information on alternate\nDeathwatch adventures and even alternate kinds of\ncampaigns see Chapter X: The Game Master.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Open Adventures", + "content": "While Missions provide solid guidelines for creating adventures based on military actions and Deathwatch assignments, some GMs may find them too restrictive for the kind of campaign he wishes to run. For this reason, the Mission framework has been left purposefully flexible and open so that it can be altered to suit the needs of the GM's group. While being a member of the Deathwatch does mean a life dedicated to service of the Emperor and glory on the field of battle, there is also great scope within this for different kinds of adventures and freedom for the players from the rigid military structure of the Deathwatch. For more information on alternate Deathwatch adventures and even alternate kinds of campaigns see Chapter X: The Game Master.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1767, + "rule_id": "pdf_skill_1364_then_each_player_should_roll_1", + "title": "then each player should roll 1d10 (rerolling ties) with the", + "content": "highest scoring player taking on the role for the duration of\nthe Mission.\nAlternately the GM may nominate the leader (but only if\nthe players cannot choose their own). This may be especially\nappropriate if the nature of Mission is connected to one of the\nplayer-character’s specialities (see Chapter II: Specialities for\ndetails on these roles); it makes sense for a Mission involving\na piece of ancient technology to be led by a Techmarine.\nThe important thing to remember—and a point that the GM\nshould clearly spell out to the players—is that the leader does\nnot tell the other players what to do or order them around,\nbut rather helps to move the game forward when the squad\nneeds to make a unanimous decision.\nduTies of The leadeR\nThe mantle of squad leader is one that the players should not\ntake lightly. In the eyes of the Deathwatch, it is the squad\nleader who is responsible for the success or failure of the Killthe player chosen to be the leader for a particular Mission has\ntwo key responsibilities for that Mission:\n• If at any point the Kill-team needs to make a decision\non how to proceed with their Mission and they cannot\nreach an accord, then it falls to the squad leader to make\nthe choice. He should listen to the other players and\nmake a decision based on the majority. It is important\nto remember that making these calls does not mean that\nthe leader is allowed to boss the other players around.\nRather, he is there to guide the actions of the group.\n• The responsibility for the Mission and contact with the\nDeathwatch or the Kill-team’s commanders falls to the\nleader. He becomes the link in the chain of command\nthat ties the squad into the greater Imperial efforts in\ntheir theatre of operations, receiving orders and sending\nvox messages to appraise the higher-ups as to the\nsquad’s progress.\nbenefiTs of being The leadeR\nIn addition to the responsibilities of command, the squad leader\nis also useful in that he can use his position to improve the KillThis has the following game effects:\n• The leader can use his Fellowship or the Command skill to\nrally his squad and repair Cohesion Damage (see page 96\nfor details on the Command skill and its uses).\n• Once during the Mission, the leader and any Battleautomatically enter Squad Mode without the need to make\na test. This can be either at the start of the leader’s turn as a\nFree Action, or at any point by the leader as a Reaction.\nIn addition to these advantages the GM can also designate\nthe leader to carry any special mission-specific equipment or\nintelligence. So for instance, if the Mission required special pass\ncodes, or an experimental auspex scanner, the leader is typically\nentrusted with such items.\noaTh-Taking\nThe Adeptus Astartes hold their oaths to their Primarch, the\nEmperor, and their brothers above all other things in the\ngalaxy. Such pledges of valour given to their Primarch, BattleBrother’s existence and often take place before embarking\non a Mission. Oaths can come in many forms, and different\nBattle-Brothers may make different oaths before a battle\ndepending on their focus for that Mission.\nBefore embarking on a Mission, the players may choose\none oath for their Kill-team which will last for the duration\nof the Mission. All oaths have a prerequisite Career Path and\nmay only be chosen by the Kill-team if their current leader\nmeets this requirement. An oath will then provide the KillMode abilities, any or all of which may be activated during\nthe course of the mission. In addition to the listed Codex\nSquad Mode abilities the Kill-team will also have access to\ntheir leader’s Chapter Squad Mode abilities.\noaTh of The asTaRTes\nA Battle-Brother’s loyalty to his Chapter and Primarch is\nsecond only to his loyalty to the Emperor. Those who serve in\nthe Deathwatch are no different. These Space Marines learn\nto share this loyalty with their newfound brothers in arms.\nTaking the Oath of the Astartes means studying the Codex\nAstartes and drilling with squad tactics until the BattlePrerequisite: Tactical Marine, Assault Marine or Devastator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Duties of The Leader", + "content": "The mantle of squad leader is one that the players should not take lightly. In the eyes of the Deathwatch, it is the squad leader who is responsible for the success or failure of the Kill-team. The player chosen to be the leader for a particular Mission has two key responsibilities for that Mission: If at any point the Kill-team needs to make a decision on how to proceed with their Mission and they cannot reach an accord, then it falls to the squad leader to make the choice. He should listen to the other players and make a decision based on the majority. It is important to remember that making these calls does not mean that the leader is allowed to boss the other players around. Rather, he is there to guide the actions of the group. The responsibility for the Mission and contact with the Deathwatch or the Kill-team’s commanders falls to the leader. He becomes the link in the chain of command that ties the squad into the greater Imperial efforts in their theatre of operations, receiving orders and sending vox messages to appraise the higher-ups as to the squad’s progress.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1768, + "rule_id": "pdf_skill_1365_marine", + "title": "Marine", + "content": "Effect: Those who take this oath have added faith in their\nBattle-Brothers and a keener understanding of the strength\nof their squad. A Kill-team which takes this oath before a\nMission may add +2 to their Cohesion for the duration of\nthat Mission.\nSquad Mode Abilities: Squad Advance, Bolter Assault and\nTactical Spacing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marine", + "content": "Effect: Those who take this oath have added faith in their Battle-Brothers and a keener understanding of the strength of their squad. A Kill-team which takes this oath before a Mission may add +2 to their Cohesion for the duration of that Mission. Squad Mode Abilities: Squad Advance, Bolter Assault and Tactical Spacing.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1769, + "rule_id": "pdf_skill_1366_oath_may_choose_a_single_kind", + "title": "oath may choose a single kind of foe (i.e. Ork, Tau, Tyranid),", + "content": "and for the duration of the Mission all members of the team\nwill gain a +10 to Weapon Skill and Ballistic Skill Tests\nagainst this chosen enemy with ranged or melee weapons.\nAlternatively a Librarian who takes the Oath of Knowledge\n(or is part of a Kill-team which selects it) may instead choose\nto study their powers more exhaustively and steel himself\nagainst the perils of the warp. This grants the Librarian\nthe ability to re-roll the results of any rolls on Table 6–1:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Oath of Knowledge", + "content": "A Librarian who takes the Oath of Knowledge gains the ability to re-roll the results of any rolls on Table 6-1.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1770, + "rule_id": "pdf_skill_1367_psychic_phenomena_see_page_18", + "title": "Psychic Phenomena (see page 187) for the duration of the", + "content": "Mission.\nSquad Mode Abilities: Go to Ground, Dig In and\nStrongpoint.\noaTh of loyalTy\nAs important as loyalty to the Chapter is loyalty to one’s\ncomrades. Knowing they can be relied upon in combat to\nwatch a Battle-Brother’s back and support his attacks is key to\nthe squad’s strength and effectiveness. An Oath of Loyalty is a\nway of strengthening that faith within the squad and boosting\na Battle-Brother’s own connection with his Kill-team.\nPrerequisite: Tactical Marine or Apothecary\nEffect: Those who take the Oath of Loyalty spend time with\ntheir Battle-Brothers to strengthen their camaraderie. A KillChallenge rolls and their leader may add +10 to all tests to\nresist Cohesion damage.\nSquad Mode Abilities: Tactical Spacing, Regroup and\nSoak Fire.\nTable 7–16: Oaths\nOath Prerequisite Benefit Squad Mode Abilities\nOath of the Astartes\nTactical Marine, Assault Marine,\nor Devastator Marine\n+2 Cohesion\nTactical Advance, Bolter\nAssault, Tactical Spacing\nOath to the Emperor\nTactical Marine, Librarian, or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Oath of Loyalty", + "content": "As important as loyalty to the Chapter is loyalty to one's comrades. Knowing they can be relied upon in combat to watch a Battle-Brother's back and support his attacks is key to the squad's strength and effectiveness. An Oath of Loyalty is a way of strengthening that faith within the squad and boosting a Battle-Brother's own connection with his Kill-team. Prerequisite: Tactical Marine or Apothecary Effect: Those who take the Oath of Loyalty spend time with their Battle-Brothers to strengthen their camaraderie. A Kill-team may add +10 to all tests to resist Cohesion damage.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1771, + "rule_id": "pdf_skill_1368_marine", + "title": "Marine", + "content": "+1 Renown per objective\nTactical Advance, Bolter\nAssault, Furious Charge\nOath of Knowledge Librarian or Apothecary\n+10 to WS and BS vs. a\nchosen enemy or re-roll Psychic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marine", + "content": "+1 Renown per objective Tactical Advance, Bolter Assault, Furious Charge Oath of Knowledge Librarian or Apothecary +10 to WS and BS vs. a chosen enemy or re-roll Psychic", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1772, + "rule_id": "pdf_skill_1369_strongpoint", + "title": "Strongpoint", + "content": "Oath of Loyalty Tactical Marine or Apothecary\n+10 to all Tests to resist\nCohesion Damage, +1 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strongpoint", + "content": "Oath of Loyalty Tactical Marine or Apothecary +10 to all Tests to resist Cohesion Damage, +1 to", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1773, + "rule_id": "pdf_skill_1370_confirm_righteous_fury_see_pa", + "title": "confirm Righteous Fury (see page 245) with melee weapons", + "content": "for the duration of the Mission.\nSquad Mode Abilities: Fire Support, Fire for Effect and\nTank Buster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "confirm Righteous Fury with melee weapons", + "content": "for the duration of the Mission. Squad Mode Abilities: Fire Support, Fire for Effect and Tank Buster.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1774, + "rule_id": "pdf_skill_1371_arming", + "title": "arming", + "content": "This is the final stage of preparation before the Mission begins\nand involves each Battle-Brother choosing his weapons for battle\nfrom the Deathwatch armoury. Which weapons and armour\nare available to a Battle-Brother depends on his Renown and\nstanding within the Deathwatch, while the amount of weapons\nand armour that can be chosen for the whole Kill-team is based\non its set Requisition. Full details on setting Requisition can\nbe found in Chapter IX: The Game Master, while for more\ninformation on Renown and its effects on a Battle-Brother’s\naccess to weapons and armour see Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Arming", + "content": "This is the final stage of preparation before the Mission begins and involves each Battle-Brother choosing his weapons for battle from the Deathwatch armoury. Which weapons and armour are available to a Battle-Brother depends on his Renown and standing within the Deathwatch, while the amount of weapons and armour that can be chosen for the whole Kill-team is based on its set Requisition. Full details on setting Requisition can be found in Chapter IX: The Game Master, while for more information on Renown and its effects on a Battle-Brother’s access to weapons and armour see Chapter V: Armoury.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1775, + "rule_id": "pdf_skill_1372_execution", + "title": "Execution", + "content": "“They dropped from the sky like angels of death destroying all in\ntheir path and bringing the Emperor’s justice to that wicked world.”\n–From the Remembrances of the Grand Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Execution", + "content": "They dropped from the sky like angels of death destroying all in their path and bringing the Emperor's justice to that wicked world. -From the Remembrances of the Grand Crusade", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1776, + "rule_id": "pdf_skill_1373_mission_objectives", + "title": "miSSion obJeCTiveS", + "content": "All missions have one or more objectives that the players\nmust achieve in order for the Mission to be completed. An\nobjective is a way of quantifying the success of a Mission and\ngiving the players a set of clear goals for their characters to\nachieve. In keeping with the military nature of Deathwatch,\nobjectives are typically set by the GM when the Mission is\ncreated and passed on to the characters during the Mission\nbriefing. However, such is the fickle nature of war that\nobjectives can often change during the course of a Mission,\nand the players can even come up with their own objectives.\nThere are three kinds of objectives, some or all of which may\nbe present in a Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mission Objectives", + "content": "All missions have one or more objectives that the players must achieve in order for the Mission to be completed. An objective is a way of quantifying the success of a Mission and giving the players a set of clear goals for their characters to achieve. In keeping with the military nature of Deathwatch, objectives are typically set by the GM when the Mission is created and passed on to the characters during the Mission briefing. However, such is the fickle nature of war that objectives can often change during the course of a Mission, and the players can even come up with their own objectives. There are three kinds of objectives, some or all of which may be present in a Mission.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1777, + "rule_id": "pdf_skill_1374_primary", + "title": "pRiMaRy", + "content": "These are the key objectives to the Mission that are vital for\nits completion. If the players do not complete their primary\nobjectives, then the Mission is considered a failure. For this\nreason, when the GM sets the Mission’s primary objectives,\nhe should keep them as simple and as broad as possible. For\ninstance, a primary objective could be to destroy an enemy\nbase, leaving the method of its destruction up to the players.\nThe players should be aware, however, that to complete their\nMission, and reap any rewards as a result, they must complete\ntheir primary objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Primary Objectives", + "content": "These are the key objectives to the Mission that are vital for its completion. If the players do not complete their primary objectives, then the Mission is considered a failure. For this reason, when the GM sets the Mission's primary objectives, he should keep them as simple and as broad as possible. For instance, a primary objective could be to destroy an enemy base, leaving the method of its destruction up to the players. The players should be aware, however, that to complete their Mission, and reap any rewards as a result, they must complete their primary objectives.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1778, + "rule_id": "pdf_skill_1375_secondary", + "title": "seCondaRy", + "content": "Most Missions have additional objectives attached to the\nprimary objective that reinforce the Mission’s success. For\ninstance, if the primary objective is to destroy an enemy base,\nit might also come with a secondary objective to destroy\nthe nearby enemy landing platform. Typically, secondary\nobjectives are smaller and easier to complete than primary\nobjectives, though they nonetheless require a degree of daring\nand effort on the part of the Kill-team. While completing\nsecondary objectives does not govern the success or failure of\nthe Mission in the same way as primary objectives do, their\ncompletion reinforces the Mission’s success and increases the\nplayers’ rewards.\nTeRTiaRy—TaRgeTs of oppoRTuniTy\nAfter primary and secondary objectives come tertiary\nobjectives, also known as targets of opportunity. These are not\nobjectives in the strictest sense and do not directly influence\nthe completion of the core Mission. They do, however,\npresent the Kill-team with a chance to earn more glory for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Secondary", + "content": "Most Missions have additional objectives attached to the primary objective that reinforce the Mission’s success. For instance, if the primary objective is to destroy an enemy base, it might also come with a secondary objective to destroy the nearby enemy landing platform. Typically, secondary objectives are smaller and easier to complete than primary objectives, though they nonetheless require a degree of daring and effort on the part of the Kill-team. While completing secondary objectives does not govern the success or failure of the Mission in the same way as primary objectives do, their completion reinforces the Mission’s success and increases the players’ rewards.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1779, + "rule_id": "pdf_skill_1376_player_created_objectives", + "title": "playeR CReaTed obJeCTives", + "content": "Neither the GM nor the players should feel that Mission\nobjectives are set in stone and prohibit the characters from\nthe freedom to change or alter the Mission in some way. To\nthis end, the GM can allow the players to come up with their\nown primary, secondary, or tertiary objectives during play if\ntheir planning and reasoning is good. For instance, if when\nsent to destroy an enemy spaceport the players decide that it\nwould be viable to plant an explosive on a cargo lighter, thus\ndelivering the bomb up into orbit, the GM can then create a\nnew objective to accommodate it. The GM should be careful\nto make sure that all player created objectives remain within\nthe general nature of their mission (such as attacking the\nenemy, securing a beachhead, or relieving a friendly force).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Player Created Objectives", + "content": "Neither the GM nor the players should feel that Mission objectives are set in stone and prohibit the characters from the freedom to change or alter the Mission in some way. To this end, the GM can allow the players to come up with their own primary, secondary, or tertiary objectives during play if their planning and reasoning is good. For instance, if when sent to destroy an enemy spaceport the players decide that it would be viable to plant an explosive on a cargo lighter, thus delivering the bomb up into orbit, the GM can then create a new objective to accommodate it. The GM should be careful to make sure that all player created objectives remain within the general nature of their mission (such as attacking the enemy, securing a beachhead, or relieving a friendly force).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1780, + "rule_id": "pdf_skill_1377_mission_complications", + "title": "miSSion ComPliCaTionS", + "content": "No Mission goes according to plan, even for the elite warriors\nof a Deathwatch Kill-team. Drop zones can be missed,\nintelligence can prove false, and support troops can fail to\narrive. These Mission complications are ways in which the\nGM can keep the players off balance and make the mission\nmore interesting by adding the fog of war. In addition to\nforcing the players to adapt to difficult situations and think\non their feet, complications also increase the difficulty of a\nmission and as a result the rewards the players gain from it.\nHere are 10 typical complications that the GM can use to\nalter the nature of his missions, though he should feel free\nto come up with more of his own. If a degree of randomness\nis required, the GM can roll a die on Table 7–17: Mission\nComplications to see what has gone wrong for the players.\na bad beginning\nSome missions almost end before they begin, with misfortune\nstriking right from the start. This complication indicates that\none of the Kill-team has been wounded during deployment,\neither as a result of a bad drop pod landing or perhaps hitting\na mine when leaving their Rhino. The GM should have all the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mission Complications", + "content": "No mission goes according to plan, even for the elite warriors of a Deathwatch Kill-team. Drop zones can be missed, intelligence can prove false, and support troops can fail to arrive. These mission complications are ways in which the GM can keep the players off balance and make the mission more interesting by adding the fog of war. In addition to forcing the players to adapt to difficult situations and think on their feet, complications also increase the difficulty of a mission and as a result the rewards the players gain from it. Here are 10 typical complications that the GM can use to alter the nature of his missions, though he should feel free to come up with more of his own. If a degree of randomness is required, the GM can roll a die on Table 7-17: Mission Complications to see what has gone wrong for the players. A bad beginning. Some missions almost end before they begin, with misfortune striking right from the start. This complication indicates that one of the Kill-team has been wounded during deployment, either as a result of a bad drop pod landing or perhaps hitting a mine when leaving their Rhino. The GM should have all the", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1781, + "rule_id": "pdf_skill_1378_players_roll_a_dice_the_playe", + "title": "players roll a dice. The player (or players in the case of ties)", + "content": "with the lowest roll suffers 1d5 points of Critical Damage\n(not reduced for armour or Toughness Bonus) to a random\nbody location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Players Roll a Dice", + "content": "The player (or players in the case of ties) with the lowest roll suffers 1d5 points of Critical Damage (not reduced for armour or Toughness Bonus) to a random body location.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1782, + "rule_id": "pdf_skill_1379_bad_intelligence", + "title": "bad inTelligenCe", + "content": "Frequently the Imperium’s intelligence about its foes is just\nplain wrong. Commanders base decisions on unfounded\ninformation and send soldiers to pay for their ignorance.\nWhile the Deathwatch is more careful than most of the\nEmperor’s forces, they too can suffer from this fate. The GM\nshould change one of the Mission’s primary or secondary\nobjectives without the knowledge of the players. This change\nshould, however, become quickly apparent, such as arriving\nto destroy a bridge to discover it does not exist. It is then\nup to the players to discover the new objective and try to\ncomplete it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bad Intelligence", + "content": "Frequently the Imperium's intelligence about its foes is just plain wrong. Commanders base decisions on unfounded information and send soldiers to pay for their ignorance. While the Deathwatch is more careful than most of the Emperor's forces, they too can suffer from this fate. The GM should change one of the Mission's primary or secondary objectives without the knowledge of the players. This change should, however, become quickly apparent, such as arriving to destroy a bridge to discover it does not exist. It is then up to the players to discover the new objective and try to complete it.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1783, + "rule_id": "pdf_skill_1380_cut_off", + "title": "CuT off", + "content": "As can often happen in the chaos of war, a forward unit can\ndiscover its supply lines cut off as the frontlines shift suddenly.\nWith this complication, any reserves or outside support for\nthe Kill-team is unavailable. This could mean vox channels\nhave been jammed or a supporting orbital defence platform\nhas come under attack and cannot assist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cut off", + "content": "As can often happen in the chaos of war, a forward unit can discover its supply lines cut off as the frontlines shift suddenly. With this complication, any reserves or outside support for the Kill-team is unavailable. This could mean vox channels have been jammed or a supporting orbital defence platform has come under attack and cannot assist.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 1784, + "rule_id": "pdf_skill_1381_friendly_fire", + "title": "fRiendly fiRe", + "content": "During the Mission, the Kill-team is either mistaken for an\nenemy unit or finds itself in an area coming under Imperial\nsaturation bombing. This attack can occur at any time during\nthe Mission, usually from an unseen Imperial artillery unit in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fRiendly fiRe", + "content": "During the Mission, the Kill-team is either mistaken for an enemy unit or finds itself in an area coming under Imperial saturation bombing. This attack can occur at any time during the Mission, usually from an unseen Imperial artillery unit.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1785, + "rule_id": "pdf_skill_1382_insertion_and_extraction", + "title": "inseRTion and exTRaCTion", + "content": "How the Kill-team reach the battlefield and how they\nleave it depends on the nature of the Mission. This could\ninclude such things as deployment by drop pod from\nlow orbit, direct assault via Thunderhawk gunships,\nor even land-based assaults in Rhinos or Land Raiders\nfrom a forward base. Ultimately it falls to the GM, in\nthe role of the characters’ commanders, to decide how\nthey should be deployed. In certain circumstances, the\nplayers may be able to choose for themselves depending\non the level of freedom their Mission allows. In either\ncase, the strengths and weaknesses of each method can\nhave a big effect on the Mission. For instance, arrival by\ndrop pod can place a Kill-team deep behind enemy lines\nwith limited chance of extraction, while arriving as part\nof a massive assault (possibly involving other arms of\nthe Imperial war machine) means negotiating the chaos\nand havoc of battle to complete their objectives.\nTable 7–17: Mission Complications", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "inseRTion and exTRaCTion", + "content": "How the Kill-team reach the battlefield and how they leave it depends on the nature of the Mission. This could include such things as deployment by drop pod from low orbit, direct assault via Thunderhawk gunships, or even land-based assaults in Rhinos or Land Raiders from a forward base. Ultimately it falls to the GM, in the role of the characters’ commanders, to decide how they should be deployed. In certain circumstances, the players may be able to choose for themselves depending on the level of freedom their Mission allows. In either case, the strengths and weaknesses of each method can have a big effect on the Mission. For instance, arrival by drop pod can place a Kill-team deep behind enemy lines with limited chance of extraction, while arriving as part of a massive assault (possibly involving other arms of the Imperial war machine) means negotiating the chaos and havoc of battle to complete their objectives.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1786, + "rule_id": "pdf_skill_1383_dice_roll_complication", + "title": "Dice Roll Complication", + "content": "1 A Bad Beginning\n2 Bad Intelligence\n3 Cut Off\n4 Friendly Fire\n5 Logistical Failure\n6 Misdrop\n7 Race Against Time\n8 Rivalry\n9 They Knew We Were Coming...\n10 Unexpected Enemies", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dice Roll Complication", + "content": "1 A Bad Beginning\n2 Bad Intelligence\n3 Cut Off\n4 Friendly Fire\n5 Logistical Failure\n6 Misdrop\n7 Race Against Time\n8 Rivalry\n9 They Knew We Were Coming...\n10 Unexpected Enemies", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1787, + "rule_id": "pdf_skill_1384_logistical_failure", + "title": "logisTiCal failuRe", + "content": "A Space Marine can usually rely on his weapons and armour\nin battle, but sometimes the demands of battlefield logistics\nmean that supplies can be scarce. For this Mission, the Killwill just have to make every shot count and complete their\nobjectives regardless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "logisTiCal failuRe", + "content": "A Space Marine can usually rely on his weapons and armour in battle, but sometimes the demands of battlefield logistics mean that supplies can be scarce. For this Mission, the Kill-team will just have to make every shot count and complete their objectives regardless.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1788, + "rule_id": "pdf_skill_1385_misdrop", + "title": "MisdRop", + "content": "The Kill-team is delivered to the wrong coordinates either\nas a result of heavy near-orbit ground fire or a tactical error.\nPossibly kilometres from their intended drop zone, the\nKill-team must find a way of crossing the distance quickly\nor alternatively try to hit a closer target. The GM should", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "MisdRop", + "content": "The Kill-team is delivered to the wrong coordinates either as a result of heavy near-orbit ground fire or a tactical error. Possibly kilometres from their intended drop zone, the Kill-team must find a way of crossing the distance quickly or alternatively try to hit a closer target. The GM should", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1789, + "rule_id": "pdf_skill_1386_roll_2d10_or_5d10_if_the_play", + "title": "roll 2d10 (or 5d10 if the players arrived by drop pod) to", + "content": "determine how many kilometres the Kill-team is from its\nprimary objective.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "roll 2d10 (or 5d10 if the players arrived by drop pod) to", + "content": "determine how many kilometres the Kill-team is from its primary objective.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1790, + "rule_id": "pdf_skill_1387_race_against_time", + "title": "RaCe againsT TiMe", + "content": "All Missions typically have some kind of timeframe in which\nthey must be completed. For a few, this can be very tight\nindeed. For some reason, this Mission must be completed\nin a very tight timeframe. Perhaps a vessel is moving into\norbital strike distance, ready to wipe out the forward Imperial\nbase, or perhaps the enemy is retreating, taking vital supplies\nwith them. The GM should roll 2d10 and multiply it by 10.\nThis is the number of minutes the Kill-team has to complete\nthe Mission. As this is game time, the GM should be a bit\nflexible by allowing the players time to plan and prepare\nduring play.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RaCe againsT TiMe", + "content": "All Missions typically have some kind of timeframe in which they must be completed. For a few, this can be very tight indeed. For some reason, this Mission must be completed in a very tight timeframe. Perhaps a vessel is moving into orbital strike distance, ready to wipe out the forward Imperial base, or perhaps the enemy is retreating, taking vital supplies with them. The GM should roll 2d10 and multiply it by 10. This is the number of minutes the Kill-team has to complete the Mission. As this is game time, the GM should be a bit flexible by allowing the players time to plan and prepare during play.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1791, + "rule_id": "pdf_skill_1388_rivalry", + "title": "RivalRy", + "content": "Even within the ranks of the Deathwatch, the old rivalries\nof Chapter and Primarch sometimes arise. This can lead to\ncompetition between Kill-teams and even between Battlewithin the players’ Kill-team or with another. The characters\nare encouraged to roleplay such rivalries. For its duration, the\nKill-team has their Cohesion reduced by 2.\nThey knew we weRe CoMing...\nSometimes the enemy’s intelligence is better than the Killcomplication means that any chance of complete surprise (if it\nexists) is lost and attempts at stealth (using the Concealment\nor Silent Move Skills) suffer an addition –20 penalty due to\nthe vigilance of the enemy. Finally, the added readiness of the\nenemy means they can add +2 to all their initiative rolls for\nthis Mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RivalRy", + "content": "Even within the ranks of the Deathwatch, the old rivalries of Chapter and Primarch sometimes arise. This can lead to competition between Kill-teams and even between Battlewithin the players’ Kill-team or with another. The characters are encouraged to roleplay such rivalries. For its duration, the Kill-team has their Cohesion reduced by 2.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1792, + "rule_id": "pdf_skill_1389_unexpected_enemies", + "title": "unexpeCTed eneMies", + "content": "Powerful foes can often lurk unseen and undetected within the\nranks of their lesser brethren and escape the notice of Imperium\nintelligence. The GM should add an additional powerful foe\nto the enemies’ ranks for this Mission, hidden somewhere\nclose to the Mission’s primary objective. Adversaries who are\nnaturally hard to detect, such as Daemonhosts or Tyranid\nLictors are good choices for this foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unexpeCTed eneMies", + "content": "Powerful foes can often lurk unseen and undetected within the ranks of their lesser brethren and escape the notice of Imperium intelligence. The GM should add an additional powerful foe to the enemies’ ranks for this Mission, hidden somewhere close to the Mission’s primary objective. Adversaries who are naturally hard to detect, such as Daemonhosts or Tyranid Lictors are good choices for this foe.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1793, + "rule_id": "pdf_skill_1390_rewards", + "title": "Rewards", + "content": "“To die in battle and be remembered in glory is the greatest gift the\nEmperor ever gave.”\n–Inscription on the Tomb of Thorns", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rewards", + "content": "“To die in battle and be remembered in glory is the greatest gift the Emperor ever gave.” -Inscription on the Tomb of Thorns", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1794, + "rule_id": "pdf_skill_1391_experience", + "title": "exPerienCe", + "content": "The primary reward for completing a Mission is Experience.\nExperience allows a Battle-Brother to advance in Rank and\nbecome more powerful, learning new Skills and Talents and\nunlocking new abilities. The amount of Experience that a Killthey were able to complete, as well as any outstanding feats\nof arms or bravery.\nDetails on awarding Experience, and how it relates to\nobjectives, can be found on page 269.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "exPerienCe", + "content": "The primary reward for completing a Mission is Experience. Experience allows a Battle-Brother to advance in Rank and become more powerful, learning new Skills and Talents and unlocking new abilities. The amount of Experience that a Kill-team receives is based on the difficulty of the Mission, how well they were able to complete it, as well as any outstanding feats of arms or bravery. Details on awarding Experience, and how it relates to objectives, can be found on page 269.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1795, + "rule_id": "pdf_skill_1392_renown", + "title": "renown", + "content": "In addition to Experience, Battle-Brothers can also earn\nRenown when undertaking Missions. Renown is a measure of\nthe Space Marine’s standing within the Deathwatch and his\nregard by his peers. It is important for the gaining of certain\nhonours and Deathwatch-specific abilities, as well as being\nused to determine what kinds of weapons and armour are\navailable to them from the Deathwatch armoury.\nDetails on awarding Renown can be found on page 270.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "renown", + "content": "In addition to Experience, Battle-Brothers can also earn Renown when undertaking Missions. Renown is a measure of the Space Marine’s standing within the Deathwatch and his regard by his peers. It is important for the gaining of certain honours and Deathwatch-specific abilities, as well as being used to determine what kinds of weapons and armour are available to them from the Deathwatch armoury. Details on awarding Renown can be found on page 270.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1796, + "rule_id": "pdf_skill_1393_lost_leadership", + "title": "losT leadeRship", + "content": "If a Kill-team’s Leader is slain or otherwise removed\nfrom the game (such as being taken prisoner or knocked\nunconscious), the group must then choose a new Leader.\nHowever, in this circumstance, no new Oath is taken,\nand the group is still bound by the initial Oath. At the\nGM’s discretion, circumstances may allow for the group\nto select a new Oath during the mission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "losT leadeRship", + "content": "If a Kill-team’s Leader is slain or otherwise removed from the game (such as being taken prisoner or knocked unconscious), the group must then choose a new Leader. However, in this circumstance, no new Oath is taken, and the group is still bound by the initial Oath. At the GM’s discretion, circumstances may allow for the group to select a new Oath during the mission.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1797, + "rule_id": "pdf_skill_1394_combat", + "title": "Combat", + "content": "“There is nothing in the galaxy like the sound of a boltgun.”\n–Vex Hargoth, Master of Arms", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat", + "content": "“There is nothing in the galaxy like the sound of a boltgun.” -Vex Hargoth, Master of Arms", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1798, + "rule_id": "pdf_skill_1395_structured_time", + "title": "structured time", + "content": "The passage of time is flexible in a game of Deathwatch and\nsubject to the GM’s discretion based on the needs of the story\nand the choices the players make. Sometimes the GM only\nneeds to convey a very loose sense of time, which is known\nas narrative time. In other situations, especially combats, more\nprecise time keeping is necessary, and the GM should adopt\nwhat is known as structured time.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "structured time", + "content": "The passage of time is flexible in a game of Deathwatch and subject to the GM’s discretion based on the needs of the story and the choices the players make. Sometimes the GM only needs to convey a very loose sense of time, which is known as narrative time. In other situations, especially combats, more precise time keeping is necessary, and the GM should adopt what is known as structured time.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1799, + "rule_id": "pdf_skill_1396_narrative_time", + "title": "narratIve tIme", + "content": "Many situations in a game of Deathwatch do not require\nprecise time keeping. It is usually enough to know if a certain\naction takes a few minutes, or about an hour, or several weeks,\nor anything in between. Narrative time is most often used\noutside of combat and other situations where the precise\norder of actions is unimportant.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "narratIve tIme", + "content": "Many situations in a game of Deathwatch do not require precise time keeping. It is usually enough to know if a certain action takes a few minutes, or about an hour, or several weeks, or anything in between. Narrative time is most often used outside of combat and other situations where the precise order of actions is unimportant.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1800, + "rule_id": "pdf_skill_1397_structured_time", + "title": "structureD tIme", + "content": "In contrast to the abstract approach of narrative time,\nstructured time is important for resolving complex encounters,\nsuch as combats, when every second counts and the order in\nwhich things happen is crucial. Structured time is divided\ninto Rounds, Turns, and Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "structureD tIme", + "content": "In contrast to the abstract approach of narrative time, structured time is important for resolving complex encounters, such as combats, when every second counts and the order in which things happen is crucial. Structured time is divided into Rounds, Turns, and Actions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1801, + "rule_id": "pdf_skill_1398_rounds", + "title": "rounDs", + "content": "A Round consists of every character participating in the\nencounter taking one Turn each. It assumed that characters\nact more or less simultaneously in an encounter, so a Round\nis approximately five seconds long, regardless of how many\ncharacters are involved.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "rounDs", + "content": "A Round consists of every character participating in the encounter taking one Turn each. It is assumed that characters act more or less simultaneously in an encounter, so a Round is approximately five seconds long, regardless of how many characters are involved.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1802, + "rule_id": "pdf_skill_1399_turns", + "title": "turns", + "content": "Each character in an encounter gets one Turn each Round. During\na character’s Turn, he can perform one or more Actions. While\ncharacters’ Turns overlap each other slightly, Turns are resolved in\na specific order known as Initiative Order, see page 235.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "turns", + "content": "Each character in an encounter gets one Turn each Round. During a character’s Turn, he can perform one or more Actions. While characters’ Turns overlap each other slightly, Turns are resolved in a specific order known as Initiative Order, see page 235.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1803, + "rule_id": "pdf_skill_1400_actions", + "title": "actIons", + "content": "A character can perform one or more Actions on his Turn. If a\ncharacter is performing multiple Actions during his Turn, the\norder in which they are resolved may or may not matter. For\nexample, a character could draw his pistol and then move a\nfew metres, or he could move first and then draw his pistol,\nand either way the end result is the same. But, if the same\ncharacter wants to shoot his pistol, he obviously needs to\ndraw it first. Actions are described in detail on page 236.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "actIons", + "content": "A character can perform one or more Actions on his Turn. If a character is performing multiple Actions during his Turn, the order in which they are resolved may or may not matter. For example, a character could draw his pistol and then move a few metres, or he could move first and then draw his pistol, and either way the end result is the same. But, if the same character wants to shoot his pistol, he obviously needs to draw it first. Actions are described in detail on page 236.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1804, + "rule_id": "pdf_skill_1401_combat_overview", + "title": "combat overview", + "content": "Combat is usually resolved using structured time divided into\nRounds, Turns, and Actions. Each character, including NPCs,\ntakes one Turn each Round. The order in which Turns are\nresolved depends on Initiative Order. When a new combat\nbegins, follow these steps to determine what happens.\nstep one: surprIse\nAt the beginning of a combat, the GM determines if any characters\nare Surprised. This can only happen once at the beginning of\na combat, and there will be many combats where nobody is\nSurprised. A Surprised character loses his Turn on the first Round\nof combat because he has been caught unawares by his enemies.\nIf no one is Surprised, move immediately to Step Two.\nstep two: roll InItIatIve\nAt the start of the first Round, each character rolls for Initiative.\nEach character rolls 1d10 and adds his Agility Bonus (the\ntens digit of his Agility Characteristic). The result of the roll\napplies for all successive Rounds in the combat.\nstep three: DetermIne InItIatIve", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat overview", + "content": "Combat is usually resolved using structured time divided into Rounds, Turns, and Actions. Each character, including NPCs, takes one Turn each Round. The order in which Turns are resolved depends on Initiative Order. When a new combat begins, follow these steps to determine what happens. step one: surprise At the beginning of a combat, the GM determines if any characters are Surprised. This can only happen once at the beginning of a combat, and there will be many combats where nobody is Surprised. A Surprised character loses his Turn on the first Round of combat because he has been caught unawares by his enemies. If no one is Surprised, move immediately to Step Two. step two: roll Initiative At the start of the first Round, each character rolls for Initiative. Each character rolls 1d10 and adds his Agility Bonus (the tens digit of his Agility Characteristic). The result of the roll applies for all successive Rounds in the combat. step three: Determine Initiative", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1805, + "rule_id": "pdf_skill_1402_order", + "title": "orDer", + "content": "The GM ranks all the Initiative rolls, including those of the\nNPCs, from highest to lowest. This is the order in which the\ncharacters their Turns during each Round of combat.\nstep Four: combatants take turns\nStarting with the character at the top of the Initiative Order,\neach character takes a Turn. The character currently taking\nhis Turn is known as the active character. During his Turn,\nthe active character can perform one or more Actions. Once\nhis Actions have been resolved, the next character in the\nInitiative Order becomes the active character and takes his\nTurn, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "order", + "content": "The GM ranks all the Initiative rolls, including those of the NPCs, from highest to lowest. This is the order in which the characters their Turns during each Round of combat. step Four: combatants take turns Starting with the character at the top of the Initiative Order, each character takes a Turn. The character currently taking his Turn is known as the active character. During his Turn, the active character can perform one or more Actions. Once his Actions have been resolved, the next character in the Initiative Order becomes the active character and takes his Turn, and so forth.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1806, + "rule_id": "pdf_skill_1403_surprise", + "title": "surprise", + "content": "Surprise only affects the beginning of a new combat. It is up to the\nGM to decide if any of the combatants are Surprised. Ultimately,\nthis comes down to a judgement call on the GM’s part, based\non the circumstances and the Actions of the various combatants\nleading up to the encounter. The GM should take the following\ninto account when determining Surprise:\n• Is anyone hiding? Successful use of the Concealment Skill\nbefore the combat may mean that some combatants are\nhidden. Extremely wary characters may oppose this with an\nAwareness Test.\n• Is anyone sneaky? Successful use of the Silent Move Skill\nmay have positioned some characters for an ambush. Again,\nwary opponents may oppose this with an Awareness Test.\n• Are there any unusual circumstances that would mask the\napproach of attackers? This can cover nearly anything, from\npouring rain to whining engines to nearby explosions.\n• Are there any distractions? It’s possible that something quite\ndistracting is going on. A cultist’s attention may be so fixated\non the sermon of his confessor that he doesn’t notice his\nattackers approaching.\nBearing all of this in mind, the GM must decide which\ncombatants are Surprised. Whilst it’s often the case that one\nentire side or the other is Surprised, there can be individual\nexceptions. For example, mutants may easily Surprise a unit of\ngreen Guardsmen, but not their keen-eyed commissar. If no one is\nSurprised, proceed with the combat as normal.\nA Surprised character loses his Turn in the first Round. He\ncan do nothing except stand dumbfounded. Furthermore, a\nnon-Surprised attacker receives a +30 bonus to Weapon Skill\nand Ballistic Skill Tests made to attack a Surprised target. After\nthe Surprise Round completely resolves, all Surprised characters\nrecover their wits and can act normally. All combatants then roll\nfor Initiative and the combat proceeds normally.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "surprise", + "content": "Surprise only affects the beginning of a new combat. It is up to the GM to decide if any of the combatants are Surprised. Ultimately, this comes down to a judgement call on the GM’s part, based on the circumstances and the Actions of the various combatants leading up to the encounter. The GM should take the following into account when determining Surprise: • Is anyone hiding? Successful use of the Concealment Skill before the combat may mean that some combatants are hidden. Extremely wary characters may oppose this with an Awareness Test. • Is anyone sneaky? Successful use of the Silent Move Skill may have positioned some characters for an ambush. Again, wary opponents may oppose this with an Awareness Test. • Are there any unusual circumstances that would mask the approach of attackers? This can cover nearly anything, from pouring rain to whining engines to nearby explosions. • Are there any distractions? It’s possible that something quite distracting is going on. A cultist’s attention may be so fixated on the sermon of his confessor that he doesn’t notice his attackers approaching. Bearing all of this in mind, the GM must decide which combatants are Surprised. Whilst it’s often the case that one entire side or the other is Surprised, there can be individual exceptions. For example, mutants may easily Surprise a unit of green Guardsmen, but not their keen-eyed commissar. If no one is Surprised, proceed with the combat as normal. A Surprised character loses his Turn in the first Round. He can do nothing except stand dumbfounded. Furthermore, a non-Surprised attacker receives a +30 bonus to Weapon Skill and Ballistic Skill Tests made to attack a Surprised target. After the Surprise Round completely resolves, all Surprised characters recover their wits and can act normally. All combatants then roll for Initiative and the combat proceeds normally.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1807, + "rule_id": "pdf_skill_1404_example", + "title": "example", + "content": "While returning to his Kill-team, Helgath spots a sizable group\nof termagants scouring the area for biomatter. Rather than waiting\nfor the creatures to spot him, he decides to quickly plan an ambush.\nFinding a low rise in the termagants’ path, Helgath hides using his\nConcealment Skill. The GM then makes an Awareness Test for\nthe termagants, which is opposed by Helgath’s Concealment Test,\nwhich Helgath wins. The GM rules that the termagants are all\nSurprised, allowing Helgath to take any Combat Actions he wishes\nfor one Round. Additionally, any Weapon Skill and Ballistic Skill\nTests he makes to attack the termagants receive a +30 bonus. After\nthe Surprise Round is resolved, everyone involved in the combat,\nincluding Helgath, rolls for Initiative.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "While returning to his Kill-team, Helgath spots a sizable group of termagants scouring the area for biomatter. Rather than waiting for the creatures to spot him, he decides to quickly plan an ambush. Finding a low rise in the termagants’ path, Helgath hides using his Concealment Skill. The GM then makes an Awareness Test for the termagants, which is opposed by Helgath’s Concealment Test, which Helgath wins. The GM rules that the termagants are all Surprised, allowing Helgath to take any Combat Actions he wishes for one Round. Additionally, any Weapon Skill and Ballistic Skill Tests he makes to attack the termagants receive a +30 bonus. After the Surprise Round is resolved, everyone involved in the combat, including Helgath, rolls for Initiative.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1808, + "rule_id": "pdf_skill_1405_initiative", + "title": "iNitiative", + "content": "Initiative determines the order in which participants act\nduring each Round. To determine Initiative, roll 1d10 and\nadd the result to the character or NPC’s Agility Bonus. The\nGM rolls the Initiative for any NPCs and creatures present.\nTo keep things simpler, it is recommended that the GM make\none Initiative roll for an entire group of similar enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "initiative", + "content": "Initiative determines the order in which participants act during each Round. To determine Initiative, roll 1d10 and add the result to the character or NPC’s Agility Bonus. The GM rolls the Initiative for any NPCs and creatures present. To keep things simpler, it is recommended that the GM make one Initiative roll for an entire group of similar enemies.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1809, + "rule_id": "pdf_skill_1406_example", + "title": "example", + "content": "Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team\nwhich has just been attacked by a group of four Tyranid warriors. The\nthree players controlling the Battle-Brothers each determine their own\nInitiatives by rolling 1d10 and adding their Space Marine’s Agility\nBonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8,\nand Kalad gets 11. Since the four Tyranid warriors all have similar\nCharacteristics, the GM makes one Initiative roll for all of them and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath, Myrdor, and Kalad are part of a Deathwatch Kill-team which has just been attacked by a group of four Tyranid warriors. The three players controlling the Battle-Brothers each determine their own Initiatives by rolling 1d10 and adding their Space Marine’s Agility Bonus. Helgath ends up with an Initiative of 8, Myrdor also gets 8, and Kalad gets 11. Since the four Tyranid warriors all have similar Characteristics, the GM makes one Initiative roll for all of them and", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1810, + "rule_id": "pdf_skill_1407_gets_9_after_each_combatant", + "title": "gets 9. After each combatant (or group of combatants) has determined", + "content": "his Initiative, the GM makes a list and places them in order, from\nhighest to lowest. This is known as the Initiative Order, which is the\norder the combatants act in each Round, until the combat is over.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "gets 9. After each combatant (or group of combatants) has determined", + "content": "his Initiative, the GM makes a list and places them in order, from highest to lowest. This is known as the Initiative Order, which is the order the combatants act in each Round, until the combat is over.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1811, + "rule_id": "pdf_skill_1408_example", + "title": "example", + "content": "Using the Initiative rolls in the above example, the GM ranks them in\norder from highest to lowest. Kalad acts first with his Initiative of 11,\nfollowed by all of the Tyranid warriors with their Initiative of 9. Helgath\nand Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is\nhigher, so he acts third, followed by Myrdor who acts last.\nMost combats last for multiple Rounds, but each combatant’s\nInitiative is only determined once at the start of the combat.\nOnce the Initiative Order has been established, it usually\nremains the same from Round to Round. If new combatants\njoin in the middle of the fight, simply determine their Initiatives\nnormally and insert them into the Initiative Order.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Using the Initiative rolls in the above example, the GM ranks them in order from highest to lowest. Kalad acts first with his Initiative of 11, followed by all of the Tyranid warriors with their Initiative of 9. Helgath and Myrdor both ended up with 8 for Initiative, but Helgath’s Agility is higher, so he acts third, followed by Myrdor who acts last. Most combats last for multiple Rounds, but each combatant’s Initiative is only determined once at the start of the combat. Once the Initiative Order has been established, it usually remains the same from Round to Round. If new combatants join in the middle of the fight, simply determine their Initiatives normally and insert them into the Initiative Order.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1812, + "rule_id": "pdf_skill_1409_actions", + "title": "actioNs", + "content": "During each normal Round, every character gets a Turn to\nact. On his Turn, a character can take one or more Actions.\nThere are five types of Actions in Deathwatch, and every\nAction also has one or more subtypes.\ntypes oF actIons\nEvery Action is categorised into one of the following types.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "actions", + "content": "During each normal Round, every character gets a Turn to act. On his Turn, a character can take one or more Actions. There are five types of Actions in Deathwatch, and every Action also has one or more subtypes. types of actions Every Action is categorised into one of the following types.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1813, + "rule_id": "pdf_skill_1410_full_actions", + "title": "Full actions", + "content": "A Full Action requires a character’s complete attention to\naccomplish. A character can take one Full Action on his Turn\nand cannot take any Half Actions. Grappling an opponent is\nan example of a Full Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Full actions", + "content": "A Full Action requires a character’s complete attention to accomplish. A character can take one Full Action on his Turn and cannot take any Half Actions. Grappling an opponent is an example of a Full Action.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1814, + "rule_id": "pdf_skill_1411_half_actions", + "title": "Half actions", + "content": "A Half Action is fairly simple; it requires some effort or\nconcentration, but not so much that it consumes a character’s\nentire Turn. A character can take two different Half Actions on his\nTurn instead of taking one Full Action. A character cannot take\nthe same Half Action twice in the same Turn. Readying a weapon\nor making a Standard Attack are both examples of Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Half actions", + "content": "A Half Action is fairly simple; it requires some effort or concentration, but not so much that it consumes a character’s entire Turn. A character can take two different Half Actions on his Turn instead of taking one Full Action. A character cannot take the same Half Action twice in the same Turn. Readying a weapon or making a Standard Attack are both examples of Half Actions.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1815, + "rule_id": "pdf_skill_1412_reactions", + "title": "reactions", + "content": "A Reaction is a special Action made in response to some event,\nsuch as an attack. A character receives one Reaction each Round,\nwhich may only be used when it is not his Turn. Examples\ninclude making a Dodge Test or Parrying an attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "reactions", + "content": "A Reaction is a special Action made in response to some event, such as an attack. A character receives one Reaction each Round, which may only be used when it is not his Turn. Examples include making a Dodge Test or Parrying an attack.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1816, + "rule_id": "pdf_skill_1413_free_actions", + "title": "Free actions", + "content": "A Free Action takes only a moment and requires no real effort\nby the character. Free Actions may be performed in addition to\nany other Actions on a character’s Turn, and there is no formal\nlimit to the number of Free Actions one character can take.\nThe GM should use common sense to set reasonable limits on\nwhat can be done in a few seconds. Examples of Free Actions\ninclude dropping an item or speaking a few words.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Free actions", + "content": "A Free Action takes only a moment and requires no real effort by the character. Free Actions may be performed in addition to any other Actions on a character’s Turn, and there is no formal limit to the number of Free Actions one character can take. The GM should use common sense to set reasonable limits on what can be done in a few seconds. Examples of Free Actions include dropping an item or speaking a few words.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1817, + "rule_id": "pdf_skill_1414_extended_actions", + "title": "extended actions", + "content": "Some Actions take more time than a single Round to complete.\nOnce a character commits to an Extended Action, he is considered\nto be working towards completing it for as long as necessary. If\nthe character abandons the Extended Action, or is interrupted,\nall progress towards completing the Extended Action is lost.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "extended actions", + "content": "Some Actions take more time than a single Round to complete. Once a character commits to an Extended Action, he is considered to be working towards completing it for as long as necessary. If the character abandons the Extended Action, or is interrupted, all progress towards completing the Extended Action is lost.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1818, + "rule_id": "pdf_skill_1415_example", + "title": "example", + "content": "Athas, a Devastator, needs to reload his meltagun in the middle of a\ncombat. A meltagun’s reload time is two Full Actions. On his Turn,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Athas, a Devastator, needs to reload his meltagun in the middle of a combat. A meltagun’s reload time is two Full Actions. On his Turn,", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1819, + "rule_id": "pdf_skill_1416_athas_shouts_for_his_companion", + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he\nfinishes the reloading by spending another Full Action. If he had\nchosen to abandon his reloading efforts after the first Round, the\nExtended Action would have been aborted and he would need to\nstart the whole process over again, if he still wanted to reload.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Athas shouts for his companions to cover him (a Free Action) and", + "content": "then declares Reload as his Full Action. On his following Turn, he finishes the reloading by spending another Full Action. If he had chosen to abandon his reloading efforts after the first Round, the Extended Action would have been aborted and he would need to start the whole process over again, if he still wanted to reload.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1820, + "rule_id": "pdf_skill_1417_action_subtypes", + "title": "actIon subtypes", + "content": "In addition to its type, every Action is also categorised into\none or more subtypes. Action subtypes don’t do anything in\nof themselves, but they are used to clarify what a character is\nand is not allowed to do in a variety of special circumstances.\nFor example, a character who is immobilised cannot perform\nany Actions with the Movement subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "action subtypes", + "content": "In addition to its type, every Action is also categorised into one or more subtypes. Action subtypes don’t do anything in of themselves, but they are used to clarify what a character is and is not allowed to do in a variety of special circumstances. For example, a character who is immobilised cannot perform any Actions with the Movement subtype.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1821, + "rule_id": "pdf_skill_1418_using_actions", + "title": "usiNg actioNs", + "content": "During his Turn, a character may perform one Full Action or\ntwo different Half Actions. A character could, for example,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "using actions", + "content": "During his Turn, a character may perform one Full Action or two different Half Actions. A character could, for example,", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1822, + "rule_id": "pdf_skill_1419_make_a_charge_attack_full_act", + "title": "make a charge attack (Full Action) or aim and shoot (two Half", + "content": "Actions). It’s important to remember that a Round is only a\nfew seconds long, so the character’s Turn within that Round is\nbut a few moments. Any Action can be combined with talking,\nbanter, battle cries, and other short verbal expressions—these\nare considered Free Actions. It is left to the GM to decide\nwhat a player might be able to say in that amount of time.\nA wry aside to a companion or a terse insult to an enemy\nare always reasonable, but recounting the intimate details of\none’s seven duels-to-the-death between swings of a power\nsword should probably count as something more than just a\nFree Action.\nMost Actions are started and completed within the active\ncharacter’s same Turn. For example, a character does not\nbegin a Charge on one Turn and finish it on a later Turn\nor a later Round; he performs the entire Charge (which is a\nFull Action) at once on his Turn. But, there are two broad\nexceptions. Reactions are always performed when it is not the\nreacting character’s Turn, and Extended Actions always take\nmore than one Round to complete.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "make a charge attack (Full Action) or aim and shoot (two Half", + "content": "Actions). It’s important to remember that a Round is only a few seconds long, so the character’s Turn within that Round is but a few moments. Any Action can be combined with talking, banter, battle cries, and other short verbal expressions—these are considered Free Actions. It is left to the GM to decide what a player might be able to say in that amount of time. A wry aside to a companion or a terse insult to an enemy are always reasonable, but recounting the intimate details of one’s seven duels-to-the-death between swings of a power sword should probably count as something more than just a Free Action. Most Actions are started and completed within the active character’s same Turn. For example, a character does not begin a Charge on one Turn and finish it on a later Turn or a later Round; he performs the entire Charge (which is a Full Action) at once on his Turn. But, there are two broad exceptions. Reactions are always performed when it is not the reacting character’s Turn, and Extended Actions always take more than one Round to complete.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1823, + "rule_id": "pdf_skill_1420_action_descriptions", + "title": "actioN descriptioNs", + "content": "These Actions provide players with a variety of options\nin combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "action descriptions", + "content": "These Actions provide players with a variety of options in combat.", + "category": "rules", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1824, + "rule_id": "pdf_skill_1421_aim", + "title": "aIm", + "content": "Type: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more\nprecise attack. Aiming as a Half Action grants a +10 bonus\nto the character’s next attack, while aiming as a Full Action\ngrants a +20 bonus to the character’s next attack. The next\nAction the Aiming character performs must be an attack or\nthe benefits of Aiming are lost. Aiming benefits are also lost\nif the character performs a Reaction before making his attack.\nAiming can be used with both melee and ranged attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Aim", + "content": "Type: Half Action or Full Action\nSubtype: Concentration\nThe active character patiently takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack. Aiming can be used with both melee and ranged attacks.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1825, + "rule_id": "pdf_skill_1422_all_out_attack", + "title": "all out attack", + "content": "Type: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of\npersonal safety. He gains a +20 bonus to his next Weapon\nSkill Test, but he cannot Dodge or Parry until the start of his\nnext Turn.\nTable 8–1: Combat Actions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "All Out Attack", + "content": "Type: Full Action\nSubtypes: Attack, Melee\nThe character makes a furious melee attack at the expense of personal safety. He gains a +20 bonus to his next Weapon Skill Test, but he cannot Dodge or Parry until the start of his next Turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1826, + "rule_id": "pdf_skill_1423_actiontypesubtype_s_descriptio", + "title": "ActionTypeSubtype(s)Description", + "content": "Aim Half/Full Concentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on\nthe character’s next attack, or target a specific body location.\nAll Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half Miscellaneous Prepare to fire a heavy weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ActionTypeSubtype(s)Description", + "content": "Aim Half/Full Concentration\n+10 bonus to hit as a Half Action or +20 to hit as a Full Action on the character’s next attack, or target a specific body location.\nAll Out Attack Full Attack, Melee +20 to WS, cannot Dodge or Parry.\nBrace Heavy Weapon Half Miscellaneous Prepare to fire a heavy weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1827, + "rule_id": "pdf_skill_1424_called_shot_full", + "title": "Called Shot Full", + "content": "Attack, Concentration,\nMelee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.\nCharge Full Attack, Melee, Movement Must move 4 metres, +10 to WS.\nDefensive Stance Full Concentration, Melee\nGain an additional Reaction, opponents suffer –20 to\nWS.\nDelay Half Miscellaneous Before character’s next Turn, he may take any Half Action.\nDisengage Full Movement Break off from melee and move.\nDodge Reaction Miscellaneous Test Dodge to negate a hit.\nFeint Half Attack, Melee\nOpposed WS Test, if character wins, his next attack cannot be\nDodged or Parried.\nFocus Power Varies Concentration Use a psychic power.\nFull Auto Burst Full Attack, Ranged +20 to BS, additional hit for every Degree of Success.\nGrapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Called Shot", + "content": "Type: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nAttack a specific location on the target with a –20 to WS or BS.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1828, + "rule_id": "pdf_skill_1425_melee", + "title": "Melee", + "content": "–10 WS, +10 to Parry and Dodge.\nJump or Leap Full Movement Jump vertically or leap horizontally.\nKnock-Down Half Attack, Melee Try to knock an opponent to the ground.\nManoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.\nMove Half/Full Movement\nMove up to movement as a Half Action or twice movement as a Full\nAction.\nMultiple Attacks Full Attack, Melee or Ranged\nUse Swift Attack or Lightning Attack Talents to make\nmultiple attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Charge", + "content": "Type: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1829, + "rule_id": "pdf_skill_1426_ranged", + "title": "Ranged", + "content": "Shoot targets coming into a set kill zone, –20 to BS.\nParry Reaction Melee Test Weapon Skill to negate a hit.\nReady Half Miscellaneous Ready a weapon or item.\nReload Varies Miscellaneous Reload a ranged weapon.\nRun Full Movement Move triple, enemies get –20 BS and +20 WS.\nSemi-Auto Burst Full Attack, Ranged +10 to BS, additional hit for every two Degrees of Success.\nStand/Mount Half Movement Stand up or mount a riding beast or vehicle.\nStandard Attack Half Attack, Melee or Ranged Make one melee or ranged attack.\nStun Full Attack, Melee Try to Stun an opponent.\nSuppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS.\nTactical Advance Full Concentration, Movement Move from cover to cover.\nUse A Skill Varies Miscellaneous Character may use a Skill.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Defensive Stance", + "content": "Type: Full Action\nSubtype: Concentration, Melee\nThe character makes no attacks and instead concentrates entirely on self-defence. Until the start of his next Turn, the character can make one additional Reaction, and all opponents suffer a –20 penalty to Weapon Skill Tests made to attack him.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1830, + "rule_id": "pdf_skill_1427_brace_heavy_weapon", + "title": "brace heavy weapon", + "content": "Type: Half Action\nSubtype: Miscellaneous\nHeavy weapons must be braced before they can be fired\naccurately. Bracing a Heavy weapon can involve using a\nbipod or tripod, propping the weapon up on a windowsill\nor sandbags, or simply assuming a wide stance or kneeling.\nWhen a Heavy weapon is fired without being braced, the\nattacker suffers a –30 to his Ballistic Skill Test. Once a Heavy\nweapon has been braced, the firer cannot move without losing\nthe benefits of bracing. However, the firer can still traverse\nhis weapon 45 degrees or more depending on the type of\nbracing. Melee, Thrown, Pistol, and Basic weapons gain no\nspecial benefit from bracing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Delay", + "content": "Type: Half Action\nSubtype: Miscellaneous\nInstead of acting immediately, the character waits for an opportunity. When a character chooses Delay, his Turn ends, but he reserves a delayed Half Action for later use. Any time before the start of his next Turn, the character can perform a delayed Half Action of his choice. If the delayed Half Action is not used before the start of the character’s next turn, it is lost. If two or more characters both attempt to perform delayed Half Actions at the same time, they must make an Opposed Agility Test to see who acts first.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1831, + "rule_id": "pdf_skill_1428_called_shot", + "title": "calleD shot", + "content": "Type: Full Action\nSubtypes: Attack, Concentration, Melee or Ranged\nThe active character attempts to attack a specific or vulnerable\narea on his target. The attacker declares a location on his\ntarget (Head, Body, Left Arm, Right Arm, Left Leg, or Right", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dodge", + "content": "Type: Reaction\nSubtype: Movement\nDodge is a Reaction that a character can perform when it is not his Turn. After a character is hit, but before Damage is rolled, the character can attempt to avoid the attack by making a Dodge Test. A character must be aware of the attack in order to make the test. If the test succeeds, the character gets out of the way at the last moment and the attack is considered to have missed (and thus no Damage is rolled). Dodge can be used to avoid both melee and ranged attacks.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1832, + "rule_id": "pdf_skill_1429_hard_20_ballistic_skill_tes", + "title": "Hard (–20) Ballistic Skill Test. If he succeeds, he skips the", + "content": "Determine Hit Location step of the attack and instead hits the\ndeclared location.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Disengage", + "content": "Type: Full Action\nSubtype: Movement\nThe character breaks off from melee combat and may take a Half Move. Opponents that were engaged with the character do not gain any free attacks. See the Fleeing sidebar for more details.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1833, + "rule_id": "pdf_skill_1430_charge", + "title": "charge", + "content": "Type: Full Action\nSubtypes: Attack, Melee, Movement\nThe character rushes at his target and delivers a single\nmelee attack. The target must be at least four metres away,\nbut still within the attacker’s Charge Move. See Table 7–4:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Feint", + "content": "Type: Half Action\nSubtype: Attack, Melee\nThe character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Weapon Skill Test. If the active character wins, his next melee attack against that same target cannot be Dodged or Parried. If the active character’s next Action is anything other than a Standard Attack, the advantage of Feinting is lost.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1844, + "rule_id": "pdf_skill_1441_focus_power", + "title": "Focus power", + "content": "Type: Half, Full, Free, or Extended Action (Varies by\nPower)\nSubtype: Varies by Power\nThis Action is used to manifest Psychic Powers in combat.\nEvery Psychic Power specifies an Action type and one or more\nsubtypes. For more information, see Chapter VI: Psychic\nPowers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Focus Power", + "content": "Type: Half, Full, Free, or Extended Action (Varies by Power) Subtype: Varies by Power This Action is used to manifest Psychic Powers in combat. Every Psychic Power specifies an Action type and one or more subtypes. For more information, see Chapter VI: Psychic Powers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1845, + "rule_id": "pdf_skill_1442_full_auto_burst", + "title": "Full auto burst", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe character hurls a roaring burst of fully automatic gunfire\nat his enemies. The attacker must be wielding a ranged\nweapon capable of fully automatic fire to take this Action.\nIf the character has a pistol in each hand, both capable of\nfully automatic fire, he may fire both with this Action (see\nTwo-Weapon Fighting, page 246). The attacker makes a\nBallistic Skill Test with a +20 bonus. A dice result of 94 to\n00 indicates the weapon has Jammed. If successful, the attack\nscores a hit normally. Furthermore, each Degree of Success\nscores an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s fully automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits to determine the extra Hit Locations.\nRemember, the first hit is always determined by reversing\nthe numbers of the dice result made to perform the test (see\nThe Attack, page 244). A character using this Action with a\nPistol- or Basic-class weapon may also move up to his Agility\nBonus in metres. However, if he does so, he gains no bonus to\nhis Ballistic Skill Test and instead suffers a –10% penalty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Full auto burst", + "content": "Type: Full Action Subtype: Attack, Ranged The character hurls a roaring burst of fully automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this Action. If the character has a pistol in each hand, both capable of fully automatic fire, he may fire both with this Action (see Two-Weapon Fighting, page 246). The attacker makes a Ballistic Skill Test with a +20 bonus. A dice result of 94 to 00 indicates the weapon has Jammed. If successful, the attack scores a hit normally. Furthermore, each Degree of Success scores an extra hit. The number of extra hits scored in this manner cannot exceed the weapon's fully automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8-2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). A character using this Action with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test and instead suffers a -10% penalty.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1846, + "rule_id": "pdf_skill_1443_example", + "title": "example", + "content": "Brother Tehoc fires a Full-Auto Burst with his storm bolter at a\ncharging Chaos Space Marine. The storm bolter has a full-auto\nRate of Fire of 4, so regardless of what else happens, Tehoc expends\n4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a\nFull-Auto Burst, for a modified total of 65. He rolls a 32 on his\nBallistic Skill Test and succeeds with three Degrees of Success (65,\n55, 45, 35). Tehoc scores one hit because he succeeded and three\nextra hits because of his three Degrees of Success. The first hit strikes\nthe Chaos Space Marine’s left arm, which is determined by reversing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Brother Tehoc fires a Full-Auto Burst with his storm bolter at a charging Chaos Space Marine. The storm bolter has a full-auto Rate of Fire of 4, so regardless of what else happens, Tehoc expends 4 rounds of ammo. Tehoc’s Ballistic Skill is 45, +20 for firing a Full-Auto Burst, for a modified total of 65. He rolls a 32 on his Ballistic Skill Test and succeeds with three Degrees of Success (65, 55, 45, 35). Tehoc scores one hit because he succeeded and three extra hits because of his three Degrees of Success. The first hit strikes the Chaos Space Marine’s left arm, which is determined by reversing", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1847, + "rule_id": "pdf_skill_1444_his_ballistic_skill_test_roll", + "title": "his Ballistic Skill Test roll (32 becomes 23). Table 8–2: Multiple", + "content": "Hits is then consulted which indicates that the second hit also strikes\nthe Traitor Marine’s arm, the third hit strikes his body, and the\nfourth strikes his head. Tehoc would then make four Damage rolls,\none for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Full-Auto Burst at Point Blank Range, any extra hits\nfrom Scatter and Full-Auto Burst are calculated separately and\nboth applied.\nTable 8–2: Multiple Hits\nFirst Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "his Ballistic Skill Test roll", + "content": "Hits is then consulted which indicates that the second hit also strikes the Traitor Marine's arm, the third hit strikes his body, and the fourth strikes his head. Tehoc would then make four Damage rolls, one for each hit. If the weapon has the Scatter special quality and is fired with a Full-Auto Burst at Point Blank Range, any extra hits from Scatter and Full-Auto Burst are calculated separately and both applied. Table 8-2: Multiple Hits First Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1848, + "rule_id": "pdf_skill_1445_example", + "title": "example", + "content": "Helgath fires a Full-Auto Burst with a modified Astartes combat\nshotgun at a genestealer who is at Point Blank Range. The combat\nshotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is\n38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank\nRange, and –20 because he does not have training with the weapon,\nfor a modified total of 68. Helgath rolls a 37 on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Helgath fires a Full-Auto Burst with a modified Astartes combat shotgun at a genestealer who is at Point Blank Range. The combat shotgun has a full-auto Rate of Fire of 4. Helgath’s Ballistic Skill is 38, +20 for firing a Full-Auto Burst, +30 for being at Point Blank Range, and –20 because he does not have training with the weapon, for a modified total of 68. Helgath rolls a 37 on his Ballistic Skill", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1849, + "rule_id": "pdf_skill_1446_test_and_succeeds_with_three_d", + "title": "Test and succeeds with three Degrees of Success (68, 58, 48, 38).", + "content": "He scores one hit on the genestealer because he succeeded, and three\nextra hits thanks to his three Degrees of Success. Furthermore, the\nScatter special quality grants an extra hit for every two Degrees of\nSuccess when the weapon is fired at Point Blank Range, which means\nHelgath scores another extra hit for a grand total of five hits. If\nHelgath is lucky, it will be enough to put the beast down...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Test and succeeds with three Degrees of Success", + "content": "He scores one hit on the genestealer because he succeeded, and three extra hits thanks to his three Degrees of Success. Furthermore, the Scatter special quality grants an extra hit for every two Degrees of Success when the weapon is fired at Point Blank Range, which means Helgath scores another extra hit for a grand total of five hits. If Helgath is lucky, it will be enough to put the beast down...", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1850, + "rule_id": "pdf_skill_1447_grapple", + "title": "grapple", + "content": "Type: Half or Full Action\nSubtype: Attack, Melee\nThis action is only used when a character is already engaged in a\nGrapple. See Grappling, page 246, for rules on starting a Grapple.\nIf the active character is controlling the Grapple, the first thing\nhe must do on his Turn is declare Grapple as a Full Action in\norder to maintain the Grapple; if he does not declare Grapple as\na Full Action, the Grapple immediately ends. After that, he can\nchoose one of the following Controller Grapple Options:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Grapple", + "content": "Type: Half or Full Action Subtype: Attack, Melee This action is only used when a character is already engaged in a Grapple. See Grappling, page 246, for rules on starting a Grapple. If the active character is controlling the Grapple, the first thing he must do on his Turn is declare Grapple as a Full Action in order to maintain the Grapple; if he does not declare Grapple as a Full Action, the Grapple immediately ends. After that, he can choose one of the following Controller Grapple Options:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1851, + "rule_id": "pdf_skill_1448_controller_grapple_options", + "title": "controller grapple options", + "content": "• Damage Opponent: The controller of the Grapple can\nattempt to damage his opponent with brute force by making\nan Opposed Strength Test with the Grappled opponent.\nIf the active character wins, he inflicts unarmed Damage\n(1d5–3+SB with Armour Points counting double) to his\nopponent’s body location and one level of Fatigue. If the\nGrappled opponent wins the Opposed Strength Test, no\nDamage is dealt, but he is still Grappled. This action can\nbenefit from Assistance.\n• Throw Down Opponent: The controller of the Grapple\ncan attempt to wrestle his Grappled opponent to the\nground by making an Opposed Strength Test. This test\ncan benefit from Assistance. If the active character wins,\nthe Grappled opponent becomes prone.\n• Push Opponent: The controller of the Grapple can attempt\nto force his Grappled opponent to move. This is resolved\nwith an Opposed Strength Test, which can benefit from\nAssistance. If the active character succeeds, he pushes his\nopponent one meter in a direction of his choice, plus one\nadditional metre for each Degree of Success. This pushed\ndistance cannot exceed the active character’s Half Move\ndistance. The active character must move with his Grappled\nopponent in order to maintain the Grapple, or he can\nchoose to let go of his opponent, which ends the Grapple,\nbut allows the active character to keep his ground.\n• Ready: The controller of the Grapple can ready one\nof his own items. Or if the GM allows, he can use the\nReady Action to grab an item belonging to his Grappled\nopponent.\n• Stand: If both Grappling participants are on the ground,\nthe controller of the Grapple can regain his feet with this\naction. He can also attempt to drag his Grappled opponent\nup with him by making an Opposed Strength Test. This\ntest can benefit from Assistance. If the controller of the\nGrapple wins, both participants stand.\n• Use Item: The controller of the Grapple can use a\nreadied item.\nIf the active character is the target of the Grapple, the first\nthing he must do on his Turn is declare Grapple as a Half\nAction—this is part of the penalty for being Grappled. After\nthat, he can choose one of the following Grappled Target\nOptions:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Controller Grapple Options", + "content": "Damage Opponent: The controller of the Grapple can attempt to damage his opponent with brute force by making an Opposed Strength Test with the Grappled opponent. If the active character wins, he inflicts unarmed Damage (1d5-3+SB with Armour Points counting double) to his opponent's body location and one level of Fatigue. If the Grappled opponent wins the Opposed Strength Test, no Damage is dealt, but he is still Grappled. This action can benefit from Assistance. Throw Down Opponent: The controller of the Grapple can attempt to wrestle his Grappled opponent to the ground by making an Opposed Strength Test. This test can benefit from Assistance. If the active character wins, the Grappled opponent becomes prone. Push Opponent: The controller of the Grapple can attempt to force his Grappled opponent to move. This is resolved with an Opposed Strength Test, which can benefit from Assistance. If the active character succeeds, he pushes his opponent one meter in a direction of his choice, plus one additional metre for each Degree of Success. This pushed distance cannot exceed the active character's Half Move distance. The active character must move with his Grappled opponent in order to maintain the Grapple, or he can choose to let go of his opponent, which ends the Grapple, but allows the active character to keep his ground. Ready: The controller of the Grapple can ready one of his own items. Or if the GM allows, he can use the Ready Action to grab an item belonging to his Grappled opponent. Stand: If both Grappling participants are on the ground, the controller of the Grapple can regain his feet with this action. He can also attempt to drag his Grappled opponent up with him by making an Opposed Strength Test. This test can benefit from Assistance. If the controller of the Grapple wins, both participants stand. Use Item: The controller of the Grapple can use a readied item. If the active character is the target of the Grapple, the first thing he must do on his Turn is declare Grapple as a Half Action—this is part of the penalty for being Grappled. After that, he can choose one of the following Grappled Target Options:", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1852, + "rule_id": "pdf_skill_1449_grappled_target_options", + "title": "grappled target options", + "content": "• Break Free: The Grappled target can attempt to break\nfree of the Grapple by making an Opposed Strength Test\nwith the controller of the Grapple. This test can benefit\nfrom Assistance. If the active character wins, he breaks\nfree and may perform any Half Action.\n• Slip Free: The Grappled target can attempt to wriggle", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Grappled Target Options", + "content": "Break Free: The Grappled target can attempt to break free of the Grapple by making an Opposed Strength Test with the controller of the Grapple. This test can benefit from Assistance. If the active character wins, he breaks free and may perform any Half Action. Slip Free: The Grappled target can attempt to wriggle", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1853, + "rule_id": "pdf_skill_1450_out_of_the_grapple_by_making_a", + "title": "out of the Grapple by making a Challenging (+0)", + "content": "Contortionist Skill Test. If he succeeds, he slips free and\nmay perform any Half Action.\n• Take Control: The Grappled target can attempt to take\ncontrol of the Grapple by making an Opposed Strength\nTest with his Grappling opponent. This test can benefit\nfrom Assistance. If the active character wins, he becomes\nthe controller of the Grapple and his opponent becomes\nthe Grappled target. The active character may then\nimmediately perform one of the Controller Grapple\nOptions, but he cannot take any other Half Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Out of the Grapple by Making a Challenging Contortionist Skill Test", + "content": "If he succeeds, he slips free and may perform any Half Action. Take Control: The Grappled target can attempt to take control of the Grapple by making an Opposed Strength Test with his Grappling opponent. This test can benefit from Assistance. If the active character wins, he becomes the controller of the Grapple and his opponent becomes the Grappled target. The active character may then immediately perform one of the Controller Grapple Options, but he cannot take any other Half Actions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1854, + "rule_id": "pdf_skill_1451_example", + "title": "example", + "content": "Brother Tehoc is Grappling an ork atop an elevated platform. It is\nTehoc’s Turn in the Initiative Order, and since he is in control of the\nGrapple, he decides to attempt to push the ork toward the edge of the\nplatform. The GM calls for an Opposed Strength Test. Tehoc has a\nStrength of 45 and rolls a 44—a success. The Ork has a Strength of\n41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes\nthe Ork one meter toward the edge of the platform. Tehoc also moves\nwith the Ork because he wants to maintain control of the Grapple. On\nthe Ork’s Turn, it decides to attempt to take control of the Grapple\nby making an Opposed Strength Test with Tehoc. The Ork rolls a 29\nand gets one Degree of Success, and Tehoc rolls a 39 and gets a success.\nThe Ork wins the Opposed Test because he counted more Degrees of\nSuccess than Tehoc. The Ork is now in control of the Grapple and\nwill have more options available to it on his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother Tehoc is Grappling an Ork atop an elevated platform. It is Tehoc's Turn in the Initiative Order, and since he is in control of the Grapple, he decides to attempt to push the Ork toward the edge of the platform. The GM calls for an Opposed Strength Test. Tehoc has a Strength of 45 and rolls a 44—a success. The Ork has a Strength of 41 and rolls a 68—a failure. Tehoc wins the Opposed Test and pushes the Ork one meter toward the edge of the platform. Tehoc also moves with the Ork because he wants to maintain control of the Grapple. On the Ork's Turn, it decides to attempt to take control of the Grapple by making an Opposed Strength Test with Tehoc. The Ork rolls a 29 and gets one Degree of Success, and Tehoc rolls a 39 and gets a success. The Ork wins the Opposed Test because he counted more Degrees of Success than Tehoc. The Ork is now in control of the Grapple and will have more options available to it on his next Turn.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1855, + "rule_id": "pdf_skill_1452_size_differences", + "title": "size differences", + "content": "If one participating Grappler is larger than the other (see page\n249), the larger Grappler counts an extra Degree of Success\nper size category difference on all successful Opposed Tests\nperformed within the Grapple.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Size Differences", + "content": "If one participating Grappler is larger than the other, the larger Grappler counts an extra Degree of Success per size category difference on all successful Opposed Tests performed within the Grapple.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1856, + "rule_id": "pdf_skill_1453_example", + "title": "example", + "content": "Tehoc is being Grappled in the jaws of a Tau Krootox. Both\ncombatants have Strengths of 45, but the Krootox’s size is Enormous,\nwhich is one size category larger than Tehoc’s Hulking size in his\narmour. On his Turn, Tehoc attempts to break free of the Grapple\nby making an Opposed Strength Test. Tehoc rolls a 26 and gets one\nDegree of Success. The Krootox rolls a 29 and also gets one Degree\nof Success, plus another for his size difference, for a total of two\nDegrees of Success, which is enough to win the Opposed Test. Tehoc\nremains held fast by the Krootox.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Tehoc is being Grappled in the jaws of a Tau Krootox. Both combatants have Strengths of 45, but the Krootox's size is Enormous, which is one size category larger than Tehoc's Hulking size in his armour. On his Turn, Tehoc attempts to break free of the Grapple by making an Opposed Strength Test. Tehoc rolls a 26 and gets one Degree of Success. The Krootox rolls a 29 and also gets one Degree of Success, plus another for his size difference, for a total of two Degrees of Success, which is enough to win the Opposed Test. Tehoc remains held fast by the Krootox.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1857, + "rule_id": "pdf_skill_1454_guarded_attack", + "title": "guarDeD attack", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Melee\nThe character performs a careful attack, making sure he\nremains well poised to defend himself. The character suffers\na –10 penalty to his Weapon Skill Test, but he gains a +10\nbonus to all Dodge and Parry Tests until the start of his\nnext Turn.\njump or leap\nType: Full Action\nSubtype: Movement\nThe character can Jump vertically or Leap horizontally. If the\ncharacter is engaged in melee, each opponent he is engaged\nwith can make a free Standard Attack against the character. See\nMovement, page 205, for details on Jumping and Leaping.\nknock-Down\nType: Half Action\nSubtype: Attack\nThe attacker smashes his opponent in the hopes of knocking\nhim off his feet. Make an Opposed Strength Test. If the\nattacker wins, the target is knocked prone and must use a\nStand Action on his Turn to regain his feet. If the attacker\nsucceeds by two or more Degrees of Success, the target also\nsuffers 1d5–3+SB damage, with Armour Points counting\nas double, and one level of Fatigue. If the target wins the\nOpposed Strength Test, he keeps his footing. If the target\nwins by two or more Degrees of Success, the attacker is\nknocked prone instead. If the attacker spent a Half Action to\nmove before performing the Knock-Down attack, he gains a\n+10 bonus to the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Guarded Attack", + "content": "Type: Full Action Subtype: Attack, Concentration, Melee The character performs a careful attack, making sure he remains well poised to defend himself. The character suffers a -10 penalty to his Weapon Skill Test, but he gains a +10 bonus to all Dodge and Parry Tests until the start of his next Turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1858, + "rule_id": "pdf_skill_1455_manoeuvre", + "title": "manoeuvre", + "content": "Type: Half Action\nSubtype: Attack, Melee, Movement\nBy using superior footwork and aggression, the attacker can\nforce his opponent to move one meter in any direction by\nsucceeding at an Opposed Weapon Skill Test. If desired, the\nattacker can advance one meter as well. The opponent cannot\nbe forced into another character or some other obstacle (such\nas wall).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "manoeuvre", + "content": "Type: Half Action Subtype: Attack, Melee, Movement By using superior footwork and aggression, the attacker can force his opponent to move one meter in any direction by succeeding at an Opposed Weapon Skill Test. If desired, the attacker can advance one meter as well. The opponent cannot be forced into another character or some other obstacle (such as wall).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1859, + "rule_id": "pdf_skill_1456_move", + "title": "move", + "content": "Type: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a\nnumber of metres equal to his Agility Bonus. As a Full Action,\nhe may move twice that distance. If the Active character ends\nhis movement adjacent to an opponent, he may engage that\nopponent in melee. If the active character moves away from\nan opponent with whom he is engaged, that opponent may\nmake a free Standard Attack against the active character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Move", + "content": "Type: Half or Full Action\nSubtype: Movement\nThe active character can spend a Half Action to move a number of metres equal to his Agility Bonus. As a Full Action, he may move twice that distance. If the Active character ends his movement adjacent to an opponent, he may engage that opponent in melee. If the active character moves away from an opponent with whom he is engaged, that opponent may make a free Standard Attack against the active character.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1860, + "rule_id": "pdf_skill_1457_multiple_attacks", + "title": "multIple attacks", + "content": "Type: Full Action\nSubtype: Attack, Melee or Ranged\nThis action allows the active character to make more than\none attack on his Turn, provided he has the Swift Attack\nor Lightning Attack talent, or is wielding a weapon in his\nsecondary hand. See Two-Weapon Fighting, page 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Multiple Attacks", + "content": "Type: Full Action Subtype: Attack, Melee or Ranged This action allows the active character to make more than one attack on his Turn, provided he has the Swift Attack or Lightning Attack talent, or is wielding a weapon in his secondary hand. See Two-Weapon Fighting, page 246.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1861, + "rule_id": "pdf_skill_1458_overwatch", + "title": "overwatch", + "content": "Type: Full Action\nSubtype: Attack, Concentration, Ranged\nThe active character guards a specific area or target, poised to\nshoot at an opportune moment. When Overwatch is declared,\nthe active character establishes a kill zone, which is any\ngeneral area, such as a corridor or treeline, that encompasses a\n45 degree arc in the direction that active character is facing.\nThe active character then specifies either Full Auto\nBurst, Semi-Auto Burst, or Suppressing Fire, along with the\nconditions under which he will perform the chosen attack.\nAt any time the specified conditions are met before the start\nof the character’s next Turn, he can perform that attack. If\nthis attack occurs at the same time as another character’s\nAction, the character with the higher Agility Bonus acts first.\nIf both characters have the same Agility Bonus, they make an\nOpposed Agility Test to see who acts first.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Overwatch", + "content": "Type: Full Action Subtype: Attack, Concentration, Ranged The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction that active character is facing. The active character then specifies either Full Auto Burst, Semi-Auto Burst, or Suppressing Fire, along with the conditions under which he will perform the chosen attack. At any time the specified conditions are met before the start of the character’s next Turn, he can perform that attack. If this attack occurs at the same time as another character’s Action, the character with the higher Agility Bonus acts first. If both characters have the same Agility Bonus, they make an Opposed Agility Test to see who acts first.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1862, + "rule_id": "pdf_skill_1459_fleeing", + "title": "FleeIng", + "content": "Sometimes the best course of action in combat is to get\naway from danger by any means necessary. A character\ncan voluntarily flee from an opponent or be forced to flee\nbecause of Fear, a Psychic Power, or some other effect.\nWhen a character flees under his own control, he may\ntake any of the following Actions: Disengage, Move, or\nRun. When a character flees against his will, he must\nperform the Run Action. If a character is engaged in\nmelee with one or more opponents and he flees without\nusing the Disengage Action, each of his opponents gets\na free Standard Attack against the fleeing character. Such\na free attack is made in addition to any other attacks the\ncombatant receives during his Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fleeing", + "content": "Sometimes the best course of action in combat is to get away from danger by any means necessary. A character can voluntarily flee from an opponent or be forced to flee because of Fear, a Psychic Power, or some other effect. When a character flees under his own control, he may take any of the following Actions: Disengage, Move, or Run. When a character flees against his will, he must perform the Run Action. If a character is engaged in melee with one or more opponents and he flees without using the Disengage Action, each of his opponents gets a free Standard Attack against the fleeing character. Such a free attack is made in addition to any other attacks the combatant receives during his Turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1863, + "rule_id": "pdf_skill_1460_hard_20_pinning_test_or_bec", + "title": "Hard (–20) Pinning Test or become Pinned (see Pinning on", + "content": "page 248). If a character on Overwatch performs any Actions\nor Reaction, such as Dodge, his Overwatch immediately ends.\nNote this does not include Free Actions, such as speech.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hard Pinning Test or become Pinned", + "content": "If a character on Overwatch performs any Actions or Reaction, such as Dodge, his Overwatch immediately ends. Note this does not include Free Actions, such as speech.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1864, + "rule_id": "pdf_skill_1461_parry", + "title": "parry", + "content": "Type: Reaction\nSubtype: Defence, Melee\nf the active character is wielding a melee weapon capable\nof Parrying, he can attempt to thwart an incoming melee", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "parry", + "content": "Type: Reaction\nSubtype: Defence, Melee\nIf the active character is wielding a melee weapon capable of Parrying, he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test. If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1865, + "rule_id": "pdf_skill_1462_attack_by_making_a_challenging", + "title": "attack by making a Challenging (+0) Weapon Skill Test.", + "content": "If the test succeeds, the incoming attack is considered to have\nmissed. If the test fails, the attack connects and Damage is\nrolled normally. Parrying requires no special Skill or Talent,\nbut Parry can only be used to negate a melee attack.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "attack by making a Challenging (+0) Weapon Skill Test.", + "content": "If the test succeeds, the incoming attack is considered to have missed. If the test fails, the attack connects and Damage is rolled normally. Parrying requires no special Skill or Talent, but Parry can only be used to negate a melee attack.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1866, + "rule_id": "pdf_skill_1463_ready", + "title": "reaDy", + "content": "Type: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object\nstowed in a pouch or pocket. A weapon or item can also be\nproperly stowed away with this action (but note that simply\ndropping an item is considered a Free Action). This Action\ncan also be used to do things such as apply a medi-patch,\ninject stimm or some other kind of drug, coat a blade with\npoison, and so forth. Ready can be declared twice in the same\nTurn if it is used on two different weapons or items.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ready", + "content": "Type: Half Action\nSubtype: Miscellaneous\nThe active character draws a weapon or retrieves an object stowed in a pouch or pocket. A weapon or item can also be properly stowed away with this action (but note that simply dropping an item is considered a Free Action). This Action can also be used to do things such as apply a medi-patch, inject stimm or some other kind of drug, coat a blade with poison, and so forth. Ready can be declared twice in the same Turn if it is used on two different weapons or items.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1867, + "rule_id": "pdf_skill_1464_type_half_full_or_extended", + "title": "Type: Half, Full, or Extended Action (Varies by Weapon)", + "content": "Subtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount\nof time the Reload Action takes depends on the weapon. See\nChapter V: Armoury for details. Note that any Reload\nAction that is spread across more than one Round is an\nExtended Action.\nsemI-auto burst\nType: Full Action\nSubtype: Attack, Ranged\nWith cold precision, the active character shoots a burst of\nsemi-automatic gunfire at his enemies. The attacker must\nbe wielding a ranged weapon capable of semi-automatic\nfire to take this action. If the character has a pistol in each\nhand, both capable of semi-automatic fire, he may fire both", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Type: Half, Full, or Extended Action (Varies by Weapon)", + "content": "Subtype: Miscellaneous\nThe active character can reload a ranged weapon. The amount of time the Reload Action takes depends on the weapon. See Chapter V: Armoury for details. Note that any Reload Action that is spread across more than one Round is an Extended Action.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1868, + "rule_id": "pdf_skill_1465_with_this_action_see_two_weap", + "title": "with this action (see Two-Weapon Fighting, page 246). The", + "content": "attacker makes a Ballistic Skill Test with a +10 bonus. A dice\nresult of 94 to 00 indicates the weapon has Jammed (see\nWeapon Jams, page 249). If he succeeds, the attack scores\na hit normally. Furthermore, every two Degrees of Success\nscore an extra hit. The number of extra hits scored in this\nmanner cannot exceed the weapon’s semi-automatic Rate of\nFire. Extra hits can either be allocated to the original target\nor any other targets within two metres, provided none of the\nnew targets would have been harder to hit than the original\ntarget. If extra hits are allocated to the same target, use Table\n8–2: Multiple Hits on page 239 to determine the extra Hit\nLocations. Remember, the first hit is always determined by\nreversing the numbers of the dice result made to perform the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "with this action (see Two-Weapon Fighting, page 246). The", + "content": "attacker makes a Ballistic Skill Test with a +10 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 249). If he succeeds, the attack scores a hit normally. Furthermore, every two Degrees of Success score an extra hit. The number of extra hits scored in this manner cannot exceed the weapon’s semi-automatic Rate of Fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 8–2: Multiple Hits on page 239 to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1869, + "rule_id": "pdf_skill_1466_test_see_the_attack_page_244", + "title": "test (see The Attack, page 244). A character using this Action", + "content": "with a Pistol- or Basic-class weapon may also move up to his\nAgility Bonus in metres. However, if he does so, he gains no\nbonus to his Ballistic Skill Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "test (see The Attack, page 244). A character using this Action", + "content": "with a Pistol- or Basic-class weapon may also move up to his Agility Bonus in metres. However, if he does so, he gains no bonus to his Ballistic Skill Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1870, + "rule_id": "pdf_skill_1467_example", + "title": "example", + "content": "Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The\nboltgun has a semi-auto Rate of Fire of 2, so regardless of what\nelse happens, Helgath expends two bolt rounds from his magazine.\nHelgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for\na modified total of 52. He rolls a 23 on his Ballistic Skill Test and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath fires a Semi-Auto Burst with his boltgun at a mutant. The boltgun has a semi-auto Rate of Fire of 2, so regardless of what else happens, Helgath expends two bolt rounds from his magazine. Helgath’s Ballistic Skill is 42 +10 for firing a Semi-Auto Burst for a modified total of 52. He rolls a 23 on his Ballistic Skill Test and", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1871, + "rule_id": "pdf_skill_1468_succeeds_with_two_degrees_of_s", + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two\nDegrees of Success. The first hit strikes the mutant’s left arm, which\nis determined by reversing his Ballistic Skill Test roll (52 becomes\n25). Table 8–2: Multiple Hits is then consulted which indicates\nthat the second hit also strikes the mutant’s arm. Helgath would then\nmake two Damage rolls, one for each hit.\nIf the weapon has the Scatter special quality and is fired\nwith a Semi-Auto Bust at Point Blank Range, any extra hits\nfrom Scatter and Semi-Auto Burst are calculated separately\nand both are applied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "succeeds with two Degrees of Success (52, 42, 32). Helgath scores", + "content": "one hit because he succeeded and one extra hit because of his two Degrees of Success. The first hit strikes the mutant’s left arm, which is determined by reversing his Ballistic Skill Test roll (52 becomes 25). Table 8–2: Multiple Hits is then consulted which indicates that the second hit also strikes the mutant’s arm. Helgath would then make two Damage rolls, one for each hit. If the weapon has the Scatter special quality and is fired with a Semi-Auto Bust at Point Blank Range, any extra hits from Scatter and Semi-Auto Burst are calculated separately and both are applied.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1872, + "rule_id": "pdf_skill_1469_example", + "title": "example", + "content": "Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at\nan Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic\nSkill 46 +10 for firing a Semi-Auto Burst, and +30 for being at\nPoint Blank Range, result in a modified total of 86. Freyan rolls\na 22 on his Ballistic Skill Test and succeeds with an amazing six", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Scout Freyan fires a Semi-Auto Burst with his Astartes shotgun at an Eldar Guardian who is at Point Blank Range. Freyan’s Ballistic Skill 46 +10 for firing a Semi-Auto Burst, and +30 for being at Point Blank Range, result in a modified total of 86. Freyan rolls a 22 on his Ballistic Skill Test and succeeds with an amazing six", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1873, + "rule_id": "pdf_skill_1470_degrees_of_success_86_76_66", + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of\nhis extra Degrees of Success. Even though he rolled enough extra\nDegrees of Success for another hit, Freyan’s combat shotgun has a\nsemi-automatic Rate of Fire of two, so he cannot score more than two\nhits with a Semi-Auto Burst no matter how well he shoots. However,\nthe combat shotgun also has the Scatter special quality, which grants\nan extra hit for every two Degrees of Success when fired at Point\nBlank Range. Freyan therefore scores three more extra hits for a total\nof five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Degrees of Success (86, 76, 66, 56, 46, 36, 26). He scores one", + "content": "hit because he succeeded and two additional hits thanks to four of his extra Degrees of Success. Even though he rolled enough extra Degrees of Success for another hit, Freyan’s combat shotgun has a semi-automatic Rate of Fire of two, so he cannot score more than two hits with a Semi-Auto Burst no matter how well he shoots. However, the combat shotgun also has the Scatter special quality, which grants an extra hit for every two Degrees of Success when fired at Point Blank Range. Freyan therefore scores three more extra hits for a total of five hits on the Eldar, reducing it to a bloody mist.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1874, + "rule_id": "pdf_skill_1471_standard_attack", + "title": "stanDarD attack", + "content": "Type: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing\nWeapon Skill, or one ranged attack by testing Ballistic Skill. If\nthe attacking character is unarmed, he can attempt to Grapple\nhis opponent instead of inflicting damage. See Grappling,\npage 246.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "standard attack", + "content": "Type: Half Action\nSubtype: Attack, Melee or Ranged\nThe active character makes either one melee attack by testing Weapon Skill, or one ranged attack by testing Ballistic Skill. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting damage. See Grappling, page 246.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1875, + "rule_id": "pdf_skill_1472_stun", + "title": "stun", + "content": "Type: Full Action\nSubtype: Attack, Melee\nf the active character is unarmed or armed with a melee weapon,\nhe can strike to Stun instead of attempting to land a killing blow.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "stun", + "content": "Type: Full Action\nSubtype: Attack, Melee\nIf the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a killing blow.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1876, + "rule_id": "pdf_skill_1473_the_attacker_makes_a_hard_20", + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus.\nThe target then rolls 1d10 and adds his Toughness Bonus +1 per\nArmour Point protecting his head (if the attack is unarmed, or if\nthe attacking weapon is Primitive, the Armour Points are doubled).\nIf the attacker’s roll is equal or higher, the target is Stunned for a\nnumber of Rounds equal to the difference between the rolls, and\nhe gains one level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The attacker makes a Hard (–20) Weapon Skill Test. If the", + "content": "attack succeeds, roll 1d10 and add the attacker’s Strength Bonus. The target then rolls 1d10 and adds his Toughness Bonus +1 per Armour Point protecting his head (if the attack is unarmed, or if the attacking weapon is Primitive, the Armour Points are doubled). If the attacker’s roll is equal or higher, the target is Stunned for a number of Rounds equal to the difference between the rolls, and he gains one level of Fatigue.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1877, + "rule_id": "pdf_skill_1474_suppressing_fire", + "title": "suppressIng FIre", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to\nforce his opponents to take cover. This action requires a weapon", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "suppressing fire", + "content": "Type: Full Action\nSubtype: Attack, Ranged\nThe active character unleashes a devastating hail of firepower to force his opponents to take cover. This action requires a weapon capable of fully automatic fire (see Rate of Fire, page 141). When Suppressing Fire is declared, the active character establishes a kill zone (or uses one previously established, see Overwatch, page 241), which is any general area, such as a corridor or treeline, that encompasses a 45 degree arc in the direction the active character is facing. Then, the active character fires a fully automatic burst and expends the appropriate ammo. All targets must make a Hard (–20) Ballistic Skill Test to determine if his wild spray of gunfire hits anyone, friend or foe, within the kill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1878, + "rule_id": "pdf_skill_1475_capable_of_fully_automatic_fir", + "title": "capable of fully automatic fire (see Rate of Fire, page 141). When", + "content": "Suppressing Fire is declared, the active character establishes\na kill zone (or uses one previously established, see Overwatch,\npage 241), which is any general area, such as a corridor or\ntreeline, that encompasses a 45 degree arc in the direction the\nactive character is facing. Then, the active character fires a fully\nautomatic burst and expends the appropriate ammo. All targets", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test", + "content": "succeeds, the GM assigns the hit to a random target within the kill zone. Furthermore, every two Degrees of Success score an extra hit against another random victim. Use of the Suppressive Fire action does not affect the defensive benefits of armour or cover. The number of hits scored may not exceed the weapon’s fully automatic Rate of Fire. Use Table 8–2: Multiple Hits to determine Hit Locations for multiple hits against the same target. The active character cannot choose to fail this Ballistic Skill Test. Note that Suppressing Fire is a separate Full Action from Full Auto Burst and therefore does not benefit from the+20 attack bonus Full Auto Burst provides.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1879, + "rule_id": "pdf_skill_1476_must_make_a_hard_20_ballist", + "title": "must make a Hard (–20) Ballistic Skill Test to determine if", + "content": "his wild spray of gunfire hits anyone, friend or foe, within the\nkill zone. A roll of 94–100 on the test indicates the weapon has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "stand/mount", + "content": "Type: Half Action\nSubtype: Movement\nIf the active character is on the ground, he can stand. If he is already standing, he can mount a riding beast or a vehicle.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1880, + "rule_id": "pdf_skill_1477_jammed_see_weapon_jams_page", + "title": "Jammed (see Weapon Jams, page 249). If the Ballistic Skill Test", + "content": "succeeds, the GM assigns the hit to a random target within the\nkill zone. Furthermore, every two Degrees of Success score an\nextra hit against another random victim. Use of the Suppressive\nFire action does not affect the defensive benefits of armour or\ncover. The number of hits scored may not exceed the weapon’s\nfully automatic Rate of Fire. Use Table 8–2: Multiple Hits to\ndetermine Hit Locations for multiple hits against the same target.\nThe active character cannot choose to fail this Ballistic Skill Test.\nNote that Suppressing Fire is a separate Full Action from Full\nAuto Burst and therefore does not benefit from the+20 attack\nbonus Full Auto Burst provides.\nstanD/mount\nType: Half Action\nSubtype: Movement\nf the active character is on the ground, he can stand. If he is\nalready standing, he can mount a riding beast or a vehicle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "run", + "content": "Type: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run Movement (see Table 7–4: Movement in Metres/Round on page 205). This makes the character harder to hit with ranged weapons, but easier prey for melee attacks. Until the beginning of the character’s next turn, ranged attacks made against him suffer a –20 penalty to Ballistic Skill Tests, but melee attacks gain a +20 bonus to Weapon Skill Tests.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1881, + "rule_id": "pdf_skill_1478_run", + "title": "run", + "content": "Type: Full Action\nSubtype: Movement\nThe active character runs, covering a distance equal to his Run\nMovement (see Table 7–4: Movement in Metres/Round on\npage 205). This makes the character harder to hit with ranged\nweapons, but easier prey for melee attacks. Until the beginning of\nthe character’s next turn, ranged attacks made against him suffer a\n–20 penalty to Ballistic Skill Tests, but melee attacks gain a +20\nbonus to Weapon Skill Tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "tactical advance", + "content": "Type: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover to another position of cover. In so doing, he may cover a distance up to his Full Move. For the duration of the move, he is considered to benefit from the cover he left, even though he is moving in the open for a brief time.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1882, + "rule_id": "pdf_skill_1479_tactical_advance", + "title": "tactIcal aDvance", + "content": "Type: Full Action\nSubtype: Concentration, Movement\nThe active character moves from one position of cover\nto another position of cover. In so doing, he may cover a\ndistance up to his Full Move. For the duration of the move, he\nis considered to benefit from the cover he left, even though he\nis moving in the open for a brief time.\nuse a skIll\nType: Half, Full, or Extended Action (Varies by\ncircumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves\nmaking a Skill Test. This can be an Extended Action,\ndepending on the Skill and the circumstances.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "use a skill", + "content": "Type: Half, Full, or Extended Action (Varies by circumstance)\nSubtype: Concentration, Miscellaneous\nThe active character may use a Skill. This usually involves making a Skill Test. This can be an Extended Action, depending on the Skill and the circumstances.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1883, + "rule_id": "pdf_skill_1480_other_actions", + "title": "other actIons", + "content": "If a player wants to do something not covered by the Actions\ndescribed here, the GM should make a judgement about how\nlong something might take and what type of Action it would\nbe. Generally, most Actions should be resolved with some\nsort of test: Characteristic Test, Skill Test, or Opposed Test.\nKeep in mind that a Round is only a few seconds long, which\nis a very limited amount of time to accomplish a task.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "other actions", + "content": "If a player wants to do something not covered by the Actions described here, the GM should make a judgement about how long something might take and what type of Action it would be. Generally, most Actions should be resolved with some sort of test: Characteristic Test, Skill Test, or Opposed Test. Keep in mind that a Round is only a few seconds long, which is a very limited amount of time to accomplish a task.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1884, + "rule_id": "pdf_skill_1481_status_conditions", + "title": "status conDItIons", + "content": "During combat, a character in Deathwatch can often end\nup in various states, usually not to his benefit! A brief\noverview of some common conditions includes:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "status conditions", + "content": "During combat, a character in Deathwatch can often end up in various states, usually not to his benefit! A brief overview of some common conditions includes:", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1885, + "rule_id": "pdf_skill_1482_helpless_see_page_248_helpl", + "title": "Helpless (See page 248): Helpless characters can", + "content": "take no Actions. A Helpless character is no longer Helpless\nat the GM’s discretion (when a sleeping character wakes\nup, when a trapped character breaks free, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Helpless", + "content": "Helpless characters can take no Actions. A Helpless character is no longer Helpless at the GM’s discretion (when a sleeping character wakes up, when a trapped character breaks free, etc.).", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1886, + "rule_id": "pdf_skill_1483_after_a_set_duration_usually", + "title": "after a set duration (usually one or two Rounds). Also, a", + "content": "Stunned Character can spend a Fate Point to no longer be\nStunned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "after a set duration (usually one or two Rounds). Also, a", + "content": "Stunned Character can spend a Fate Point to no longer be Stunned.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1887, + "rule_id": "pdf_skill_1484_unaware_see_page_249_unawar", + "title": "Unaware (See page 249): Unaware characters can", + "content": "take no Actions. An Unaware Character is no longer\nUnaware after he has been attacked (successfully or\notherwise!).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unaware", + "content": "Unaware characters can take no Actions. An Unaware Character is no longer Unaware after he has been attacked (successfully or otherwise!).", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1888, + "rule_id": "pdf_skill_1485_example", + "title": "example", + "content": "Helgath wants to use a Standard Attack action to shoot his bolt pistol at\na giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic\nSkill is 45 and he is at Short Range, which grants him a +10 bonus.\nHelgath spends a Half Action to Aim, granting him another +10\nbonus. However, there is a lot of heavy mist in the area so Helgath\nwill suffer a –20 penalty for that, and his target, the squig, is engaged\nin melee with Myrdor, so Helgath will also suffer –20 penalty for\nshooting into melee combat. After all bonuses and penalties have been\ncombined, Helgath will need to roll 25 or less on his Ballistic Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath wants to use a Standard Attack action to shoot his bolt pistol at a giant squig that is trying to eat his friend Myrdor. Helgath’s Ballistic Skill is 45 and he is at Short Range, which grants him a +10 bonus. Helgath spends a Half Action to Aim, granting him another +10 bonus. However, there is a lot of heavy mist in the area so Helgath will suffer a –20 penalty for that, and his target, the squig, is engaged in melee with Myrdor, so Helgath will also suffer –20 penalty for shooting into melee combat. After all bonuses and penalties have been combined, Helgath will need to roll 25 or less on his Ballistic Skill", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1889, + "rule_id": "pdf_skill_1486_test_to_hit_the_squig_45_10", + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test\nAfter the modified Characteristic has been determined, the\nattacker makes a Weapon Skill Test if he is performing a melee\nattack or a Ballistic Skill Test if performing a ranged attack.\nBoth of these are resolved like any other test. If the roll is\nequal or less than the modified Characteristic, the attack hits\n(but see Dodge and Parry Reactions, below).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Test to hit the squig (45 + 10 + 10 - 20 - 20 = 25).", + "content": "step two: attacker makes a test After the modified Characteristic has been determined, the attacker makes a Weapon Skill Test if he is performing a melee attack or a Ballistic Skill Test if performing a ranged attack. Both of these are resolved like any other test. If the roll is equal or less than the modified Characteristic, the attack hits (but see Dodge and Parry Reactions, below).", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1890, + "rule_id": "pdf_skill_1487_example", + "title": "example", + "content": "Helgath makes a Ballistic Skill Test by rolling percentile dice and\ngets 14, which is less than his modified Ballistic Skill of 25. His\nattack hits the giant squig.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath makes a Ballistic Skill Test by rolling percentile dice and gets 14, which is less than his modified Ballistic Skill of 25. His attack hits the giant squig.", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1891, + "rule_id": "pdf_skill_1488_dodge_and_parry_reactions", + "title": "DoDge anD parry reactIons", + "content": "When a target is hit by an attack, it may have a chance to\nnegate the hit with a Dodge or Parry Reaction. See Combat\nActions, page 236 for details on resolving each of these\nReactions. If the Dodge or Parry attempt is successful, the\nattack is negated and no Damage is dealt.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dodge and parry reactions", + "content": "When a target is hit by an attack, it may have a chance to negate the hit with a Dodge or Parry Reaction. See Combat Actions, page 236 for details on resolving each of these Reactions. If the Dodge or Parry attempt is successful, the attack is negated and no Damage is dealt.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1892, + "rule_id": "pdf_skill_1489_example", + "title": "example", + "content": "After Helgath’s bolt pistol shot hits the giant squig, the GM rules\nthat the creature will attempt to Dodge the attack. The creature’s\nAgility is 30, but it does not have the Dodge Skill trained, so it can\nonly use half its Agility score of 15 for the Dodge Test. The GM\nrolls for the creature and gets a 56. The squig fails to dodge the\nattack.\nstep three: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "After Helgath’s bolt pistol shot hits the giant squig, the GM rules that the creature will attempt to Dodge the attack. The creature’s Agility is 30, but it does not have the Dodge Skill trained, so it can only use half its Agility score of 15 for the Dodge Test. The GM rolls for the creature and gets a 56. The squig fails to dodge the attack. step three: attacker determines", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1893, + "rule_id": "pdf_skill_1490_hit_location", + "title": "hIt locatIon", + "content": "On a successful hit, the attacker needs to determine where the\nhit landed. Using the percentile dice result from the attacker’s\nWeapon Skill or Ballistic Skill Test, reverse the order of the\ndigits (e.g. a roll of 32 becomes 23, a roll of 20 becomes\n02, and so on) and compare this number to Table 8–2: Hit\nLocations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hit location", + "content": "On a successful hit, the attacker needs to determine where the hit landed. Using the percentile dice result from the attacker’s Weapon Skill or Ballistic Skill Test, reverse the order of the digits (e.g. a roll of 32 becomes 23, a roll of 20 becomes 02, and so on) and compare this number to Table 8–2: Hit Locations.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1894, + "rule_id": "pdf_skill_1491_example", + "title": "example", + "content": "Helgath’s Ballistic Skill Test to hit the giant squig resulted in\na percentile dice roll of 14. He reverses these digits and gets 41.\nConsulting Table 8–2: Hit Locations, he sees he has hit the giant\nsquig’s body.\nstep Four: attacker DetermInes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath’s Ballistic Skill Test to hit the giant squig resulted in a percentile dice roll of 14. He reverses these digits and gets 41. Consulting Table 8–2: Hit Locations, he sees he has hit the giant squig’s body. step Four: attacker determines", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1895, + "rule_id": "pdf_skill_1492_damage", + "title": "Damage", + "content": "After the hit location has been determined, the attacker\ndetermines the Damage dealt by his attack. Each weapon has\na Damage listing, which is usually a die roll, plus or minus\nTable 8–3: Hit Locations", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage", + "content": "After the hit location has been determined, the attacker determines the Damage dealt by his attack. Each weapon has a Damage listing, which is usually a die roll, plus or minus Table 8–3: Hit Locations", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1896, + "rule_id": "pdf_skill_1493_rolllocation", + "title": "RollLocation", + "content": "01–10 Head\n11–20 Right Arm\n21–30 Left Arm\n31–70 Body\n71–85 Right Leg\n86-00 Left Leg", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RollLocation", + "content": "01–10 Head 11–20 Right Arm 21–30 Left Arm 31–70 Body 71–85 Right Leg 86-00 Left Leg", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1897, + "rule_id": "pdf_skill_1494_righteous_fury", + "title": "rIghteous Fury", + "content": "When rolling Damage after a successful attack, if any die\nrolled results in a natural 10, there is a chance the Emperor’s\nfavour is with the attacker (This also includes a result of 10\nwhen rolling 1d5 for Damage.) This calls for a second attack\nroll that is identical, all modifiers included, to the original\nattack. If that second attack hits, the attacker may make an\nadditional Damage roll and add it to the Damage total. If\nthe additional Damage roll also results in a natural 10, the\nEmperor has indeed smiled upon the attacker and he may\nmake yet another Damage roll and add it to the Damage total.\nThis process continues as long at least one Damage die results\nin a natural 10.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "righteous fury", + "content": "When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor’s favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that is identical, all modifiers included, to the original attack. If that second attack hits, the attacker may make an additional Damage roll and add it to the Damage total. If the additional Damage roll also results in a natural 10, the Emperor has indeed smiled upon the attacker and he may make yet another Damage roll and add it to the Damage total. This process continues as long at least one Damage die results in a natural 10.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1898, + "rule_id": "pdf_skill_1495_example", + "title": "example", + "content": "Helgath has hit the giant squig with his bolt pistol and proceeds\nto make his Damage roll. A bolt pistol deals 2d10+5 points of\nDamage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds\n5 for a total of 23. In addition, as one of the dice results was a 10,\nhis attack is also a possible Righteous Fury! Helgath then makes a\nsecond attack roll identical to his first, which is a Ballistic Skill Test\nusing his modified Ballistic Skill of 25. Helgath makes a percentile\nroll and gets 22, which is a hit! He now makes a second Damage\nroll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath has hit the giant squig with his bolt pistol and proceeds to make his Damage roll. A bolt pistol deals 2d10+5 points of Damage. Helgath rolls 2d10 and gets a 7 and a 10 and then adds 5 for a total of 23. In addition, as one of the dice results was a 10, his attack is also a possible Righteous Fury! Helgath then makes a second attack roll identical to his first, which is a Ballistic Skill Test using his modified Ballistic Skill of 25. Helgath makes a percentile roll and gets 22, which is a hit! He now makes a second Damage roll of 2d10+5 and gets 6 and a 4 and adds 5 for a total of 15.", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1899, + "rule_id": "pdf_skill_1496_helgath_s_damage_total_for_thi", + "title": "Helgath’s Damage total for this attack is 38 (23+15=38). The", + "content": "Emperor has truly smiled upon Helgath this day.\nstep FIve: target applIes Damage\nFrom the Damage total, the target subtracts his Toughness Bonus\nand any Armour Points that protect the location hit by the attack.\nIf this reduces the Damage to zero or less, the target shrugs off\nthe attack. Any remaining Damage is recorded by the target as\nDamage. If the target’s Damage equals or exceeds his Wounds,\nhe notes any excess Damage as Critical Damage, and the GM\nconsults the appropriate table based on the type of Damage, the\nlocation hit, and the amount of Critical Damage accumulated. See\nCritical Damage on page 250 for more information.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Helgath’s Damage total for this attack is 38 (23+15=38). The", + "content": "Emperor has truly smiled upon Helgath this day. step FIve: target applies Damage From the Damage total, the target subtracts his Toughness Bonus and any Armour Points that protect the location hit by the attack. If this reduces the Damage to zero or less, the target shrugs off the attack. Any remaining Damage is recorded by the target as Damage. If the target’s Damage equals or exceeds his Wounds, he notes any excess Damage as Critical Damage, and the GM consults the appropriate table based on the type of Damage, the location hit, and the amount of Critical Damage accumulated. See Critical Damage on page 250 for more information.", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1900, + "rule_id": "pdf_skill_1497_example", + "title": "example", + "content": "Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total\nDamage. The GM notes the creature’s Toughness Bonus is 8 and it\ndoes not have any Armour Points protecting its body. He subtracts\neight points from the total Damage, leaving 30. The creature has\nonly 25 Wounds, so it thuds to the ground dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Helgath’s bolt pistol shot has struck the giant squig’s body for 38 total Damage. The GM notes the creature’s Toughness Bonus is 8 and it does not have any Armour Points protecting its body. He subtracts eight points from the total Damage, leaving 30. The creature has only 25 Wounds, so it thuds to the ground dead.", + "page": 1, + "category": "example", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1901, + "rule_id": "pdf_skill_1498_unarmed_combat", + "title": "unarmeD combat", + "content": "Not every fight in Deathwatch requires bolters and power\nswords. Some conflicts can be settled the old-fashioned way\nwith fists (not to mention feet and, if the character is a dirty\nscummer, teeth). To make an unarmed attack, the attacker must\nbe engaged in melee with his opponent. The attacker then makes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unarmed combat", + "content": "Not every fight in Deathwatch requires bolters and power swords. Some conflicts can be settled the old-fashioned way with fists (not to mention feet and, if the character is a dirty scummer, teeth). To make an unarmed attack, the attacker must be engaged in melee with his opponent. The attacker then makes", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1902, + "rule_id": "pdf_skill_1499_is_armed_with_a_weapon_a_hard", + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus\nthe character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "is armed with a weapon, a Hard (–20) Weapon Skill Test. If", + "content": "the unarmed attack hits, it deals 1d5–3 Impact Damage, plus the character’s Strength Bonus. Normal unarmed attacks are", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1903, + "rule_id": "pdf_skill_1500_primitive_see_page_143_in_a", + "title": "Primitive (see page 143). In addition, a successful hit that inflicts", + "content": "Damage equal to or greater than the target’s Toughness Bonus\nalso inflicts one level of Fatigue. During unarmed combat, if a 10\nis rolled on a die for Damage, the rules for Righteous Fury apply\nwith 10s counting as 5s in terms of damage caused. As with most\nmelee attacks, an Unarmed attack can be Parried.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Primitive", + "content": "see page 143). In addition, a successful hit that inflicts Damage equal to or greater than the target’s Toughness Bonus also inflicts one level of Fatigue. During unarmed combat, if a 10 is rolled on a die for Damage, the rules for Righteous Fury apply with 10s counting as 5s in terms of damage caused. As with most melee attacks, an Unarmed attack can be Parried.", + "page": 1, + "category": "rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1904, + "rule_id": "pdf_skill_1501_tactical_combat_maps", + "title": "tactIcal combat maps", + "content": "(optIonal)\nDuring large combats, some players may want visual\nreferences to help keep track of enemy positions, as well as\ntheir own. The GM can accomplish this by sketching out\nsimple overhead maps on paper. Many game stores also\nsell large game mats that you can draw on with wet-erase\nmarkers. These mats are usually pre-printed with squares\ngrids or hex patterns to make measuring distances quick\nand easy. Tactical combat maps can be drawn to any scale,\nand some roleplayers like to combine large-scale maps with\nminiatures where a one inch square represents one square\nmeter. While tactical combat maps can be very useful, they\nare not necessary to play Deathwatch. Many roleplayers\nprefer to use rich narrative descriptions to allow fellow\nplayers to simply imagine all the action. This requires\nplayers to keep a snapshot of the relative positions of all\ncombatants in their heads, but it also allows for greater\nfreedom in detailing the events of a combat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "tactical combat maps", + "content": "During large combats, some players may want visual references to help keep track of enemy positions, as well as their own. The GM can accomplish this by sketching out simple overhead maps on paper. Many game stores also sell large game mats that you can draw on with wet-erase markers. These mats are usually pre-printed with squares grids or hex patterns to make measuring distances quick and easy. Tactical combat maps can be drawn to any scale, and some roleplayers like to combine large-scale maps with miniatures where a one inch square represents one square meter. While tactical combat maps can be very useful, they are not necessary to play Deathwatch. Many roleplayers prefer to use rich narrative descriptions to allow fellow players to simply imagine all the action. This requires players to keep a snapshot of the relative positions of all combatants in their heads, but it also allows for greater freedom in detailing the events of a combat.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1905, + "rule_id": "pdf_skill_1502_spray_and_pray", + "title": "spray anD pray", + "content": "One of the basic requirements for making an attack is\nthat the attacker needs to be aware of his target. But why\ncan’t someone just blast away into the darkness in the\nhopes of hitting something that might be hiding there?\nThis is possible of course, but it shouldn’t be treated as a\nnormal attack. Instead, the GM should simply decide the\nlikely outcome of such an action, taking all appropriate\nfactors into consideration. For example, if the GM\nknows there is a hulking xenos monstrosity lurking in\nthe darkness, it makes sense that it would be hit by a\nrandom volley of gunfire shot in its general direction.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "spray and pray", + "content": "One of the basic requirements for making an attack is that the attacker needs to be aware of his target. But why can’t someone just blast away into the darkness in the hopes of hitting something that might be hiding there? This is possible of course, but it shouldn’t be treated as a normal attack. Instead, the GM should simply decide the likely outcome of such an action, taking all appropriate factors into consideration. For example, if the GM knows there is a hulking xenos monstrosity lurking in the darkness, it makes sense that it would be hit by a random volley of gunfire shot in its general direction.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1906, + "rule_id": "pdf_skill_1503_grappling", + "title": "grapplIng", + "content": "Instead of inflicting Damage with an unarmed attack, a\ncharacter can attempt to Grapple his opponent. Attempting\na Grapple is a melee attack that uses either a Charge Action\nor a Standard Attack Action. The attacker makes a Weapon\nSkill Test as normal. The target of the Grapple may use a\nReaction, if able, to avoid the attack. If the attack is successful,\nthe attacker and the target are Grappling, with the attacker\ncontrolling the Grapple. The controller of the Grapple can\nend it any time as a Free Action.\nIn a Grapple, all of the following apply:\n• Participants in a Grapple cannot use Reactions.\n• Participants in a Grapple are considered to be engaged\nin melee combat.\n• Participants in a Grapple can only use the Grapple Action\n(see page 240).\n• As a Free Action, the controller of the Grapple can\nvoluntarily end the Grapple on his Turn.\n• Other attackers gain a +20 bonus to Weapon Skill Tests\nto hit any target engaged in a Grapple.\nOnly two characters can be engaged in the same Grapple,\nbut up to two other characters can lend Assistance to each\nGrappler in certain situations. See the Grapple Action on page\n240 for details.\ntwo-weapon FIghtIng\nMany warriors fight with a weapon in either hand. There are\nadvantages and disadvantages to this style of fighting. While it\noffers some improved opportunities to make attacks, it reduces\nthe chances of successfully striking a target. Unless a two-weapon\nfighter has the Ambidextrous Talent, it is important to consider\nwhich hand is his primary hand and which is his secondary hand;\nplayers should have these details noted on their Battle-Brothers’\ncharacter sheets. The following apply when a character is fighting\nwith two weapons:\n• The character may use any melee weapons or ranged weapons\nthat can be reasonably used in one hand.\n• The character may use either hand to make an attack. Attacks\nmade using the character’s secondary hand suffer a –20\npenalty to Weapon Skill or Ballistic Skill Tests.\n• If the character has the Two-Weapon Wielder talent, he may\nuse the Multiple Attacks combat Action to attack with both\nweapons, but each suffers a –20 penalty to the Weapon Skill\nor Ballistic Skill Test. If the character has the Ambidextrous\nTalent, these penalties drop to –10.\n• If the character is wielding at least one melee weapon, he\nmay perform a Parry Reaction once each Round as normal\nwith this weapon, though he still may not Parry more than\nonce in a Round. This Weapon Skill Test is not an attack, and\ntherefore it does suffer the standard penalty for attacks made\nusing a secondary hand.\n• If a character with the Two-Weapon Wielder Talent is armed\nwith a melee weapon in one hand and a pistol in the other,\nhe may attack with both whilst engaged in melee combat\nusing the Multiple Attacks combat action. Resolve each\nattack separately by testing Weapon Skill for the melee\nweapon and Ballistic Skill for the pistol.\n• When firing a ranged weapon with each hand, the character\nmay fire each weapon on a different mode, for example, one\non full automatic and one on semi-automatic. When firing a\nfull automatic weapon in each hand, the character may only\nlay down one area of Suppressive Fire.\n• The character may fire two weapons at different targets,\nthough the targets must be within 10 metres of each other.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "grappling", + "content": "Instead of inflicting Damage with an unarmed attack, a character can attempt to Grapple his opponent. Attempting a Grapple is a melee attack that uses either a Charge Action or a Standard Attack Action. The attacker makes a Weapon Skill Test as normal. The target of the Grapple may use a Reaction, if able, to avoid the attack. If the attack is successful, the attacker and the target are Grappling, with the attacker controlling the Grapple. The controller of the Grapple can end it any time as a Free Action. In a Grapple, all of the following apply: Participants in a Grapple cannot use Reactions. Participants in a Grapple are considered to be engaged in melee combat. Participants in a Grapple can only use the Grapple Action (see page 240). As a Free Action, the controller of the Grapple can voluntarily end the Grapple on his Turn. Other attackers gain a +20 bonus to Weapon Skill Tests to hit any target engaged in a Grapple. Only two characters can be engaged in the same Grapple, but up to two other characters can lend Assistance to each Grappler in certain situations. See the Grapple Action on page 240 for details. two-weapon Fighting Many warriors fight with a weapon in either hand. There are advantages and disadvantages to this style of fighting. While it offers some improved opportunities to make attacks, it reduces the chances of successfully striking a target. Unless a two-weapon fighter has the Ambidextrous Talent, it is important to consider which hand is his primary hand and which is his secondary hand; players should have these details noted on their Battle-Brothers’ character sheets. The following apply when a character is fighting with two weapons: The character may use any melee weapons or ranged weapons that can be reasonably used in one hand. The character may use either hand to make an attack. Attacks made using the character’s secondary hand suffer a –20 penalty to Weapon Skill or Ballistic Skill Tests. If the character has the Two-Weapon Wielder talent, he may use the Multiple Attacks combat Action to attack with both weapons, but each suffers a –20 penalty to the Weapon Skill or Ballistic Skill Test. If the character has the Ambidextrous Talent, these penalties drop to –10. If the character is wielding at least one melee weapon, he may perform a Parry Reaction once each Round as normal with this weapon, though he still may not Parry more than once in a Round. This Weapon Skill Test is not an attack, and therefore it does not suffer the standard penalty for attacks made using a secondary hand. If a character with the Two-Weapon Wielder Talent is armed with a melee weapon in one hand and a pistol in the other, he may attack with both whilst engaged in melee combat using the Multiple Attacks combat action. Resolve each attack separately by testing Weapon Skill for the melee weapon and Ballistic Skill for the pistol. When firing a ranged weapon with each hand, the character may fire each weapon on a different mode, for example, one on full automatic and one on semi-automatic. When firing a full automatic weapon in each hand, the character may only lay down one area of Suppressive Fire. The character may fire two weapons at different targets, though the targets must be within 10 metres of each other.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1907, + "rule_id": "pdf_skill_1504_combat_circumstances", + "title": "combat circumstaNces", + "content": "Deathwatch offers endless potential for gripping, dramatic,\nwhite-knuckle action. Combat is an essential element for\nsuch action, and each combat, from simple corridor shootunique experiences. The combat circumstances described\nin this section offer many ways to help make every combat\nexciting, varied, and dangerous. Combat circumstances can\nbe used to reflect the effects of terrain, the weather, tactical\nsituations, and a variety of other factors. Many circumstances\nalter the difficulty of tasks by providing bonuses or penalties\nto tests, while others provide opportunities for characters to\nleverage good fortune, or exploit misfortunes that befall their\nenemies.\nBattle-Brothers should make as much use of beneficial\ncircumstances as possible. A good plan, suitable equipment, or\nskillful use of tactics can often make the difference between\nlife and death for a character. The following circumstances are\nsome of the most common ones encountered in combat. For\nsituations not covered here, use these as a guide. Remember,\nthe GM has the final say about the difficulty of any particular\ntest or the outcome of any unusual situation.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat circumstances", + "content": "Deathwatch offers endless potential for gripping, dramatic, white-knuckle action. Combat is an essential element for such action, and each combat, from simple corridor shootunique experiences. The combat circumstances described in this section offer many ways to help make every combat exciting, varied, and dangerous. Combat circumstances can be used to reflect the effects of terrain, the weather, tactical situations, and a variety of other factors. Many circumstances alter the difficulty of tasks by providing bonuses or penalties to tests, while others provide opportunities for characters to leverage good fortune, or exploit misfortunes that befall their enemies. Battle-Brothers should make as much use of beneficial circumstances as possible. A good plan, suitable equipment, or skillful use of tactics can often make the difference between life and death for a character. The following circumstances are some of the most common ones encountered in combat. For situations not covered here, use these as a guide. Remember, the GM has the final say about the difficulty of any particular test or the outcome of any unusual situation.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1908, + "rule_id": "pdf_skill_1505_cover", + "title": "cover", + "content": "Cover is a vital part of surviving a firefight, and a good\nsoldier knows that you go for your cover first and then draw\nyour gun. There are no penalties to Ballistic Skill Tests made\nto attack targets standing partly behind cover. However, there\nis a chance that the shot may hit the cover rather than the\ntarget. It is up to the character to decide which parts of his\nbody he is exposing when behind cover, but as a general rule,\na character firing around or over cover will have his body\nand legs concealed. If the shot would hit a body location\nthat is concealed behind cover, work out the Damage against\nthe Armour Points of the cover instead, with any excess\nbeing applied to the target as normal (see Table 8–5: Cover\nExamples for a guide to the Armour Points of different kinds\nof cover).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "cover", + "content": "Cover is a vital part of surviving a firefight, and a good soldier knows that you go for your cover first and then draw your gun. There are no penalties to Ballistic Skill Tests made to attack targets standing partly behind cover. However, there is a chance that the shot may hit the cover rather than the target. It is up to the character to decide which parts of his body he is exposing when behind cover, but as a general rule, a character firing around or over cover will have his body and legs concealed. If the shot would hit a body location that is concealed behind cover, work out the Damage against the Armour Points of the cover instead, with any excess being applied to the target as normal (see Table 8–5: Cover Examples for a guide to the Armour Points of different kinds of cover).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1909, + "rule_id": "pdf_skill_1506_damaging_cover", + "title": "DamagIng cover", + "content": "Cover is not invulnerable. Attacks can damage or destroy the\nprotection afforded by cover. Each successful hit against cover\nthat deals any amount of Damage in excess of the Armour\nPoints it provides reduces the cover’s Armour Points by 1.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damaging cover", + "content": "Cover is not invulnerable. Attacks can damage or destroy the protection afforded by cover. Each successful hit against cover that deals any amount of Damage in excess of the Armour Points it provides reduces the cover’s Armour Points by 1.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1910, + "rule_id": "pdf_skill_1507_example", + "title": "example", + "content": "Myrdor has taken cover behind a small pile of sandbags while a gun\nservitor blasts at him with its twin autoguns. The gun servitor fires a\nFull Auto Burst and hits Myrdor three times for 8, 11, and 8 points\nof Damage. Fortunately for Myrdor, all of the hits would have\nstruck either his legs or body, so they are absorbed by the sandbags\ninstead. The first hit is fully absorbed by the sandbags to no effect\nbecause they provide 8 Armour Points of protection. The second hit’s\nDamage is reduced by 8, leaving 3 points of excess Damage, which\nreduces the sandbags Armour Points to 7. The third hit’s Damage\nis reduced by 7, leaving 1 point of excess Damage, which further\nreduces the sandbags Armour Points to 6.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Myrdor has taken cover behind a small pile of sandbags while a gun servitor blasts at him with its twin autoguns. The gun servitor fires a Full Auto Burst and hits Myrdor three times for 8, 11, and 8 points of Damage. Fortunately for Myrdor, all of the hits would have struck either his legs or body, so they are absorbed by the sandbags instead. The first hit is fully absorbed by the sandbags to no effect because they provide 8 Armour Points of protection. The second hit’s Damage is reduced by 8, leaving 3 points of excess Damage, which reduces the sandbags Armour Points to 7. The third hit’s Damage is reduced by 7, leaving 1 point of excess Damage, which further reduces the sandbags Armour Points to 6.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1911, + "rule_id": "pdf_skill_1508_difficult_terrain_such_as_mud", + "title": "difficult terrain, such as mud, are Difficult (–10). Tests made", + "content": "whilst standing in arduous terrain, such as deep snow or slick", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "difficult terrain, such as mud, are Difficult (–10). Tests made", + "content": "whilst standing in arduous terrain, such as deep snow or slick", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1912, + "rule_id": "pdf_skill_1509_ice_are_very_hard_30", + "title": "ice, are Very Hard (–30).", + "content": "engageD In melee\nIf an attacking character is adjacent to his target, both the\ncharacter and his target are considered to be engaged in\nmelee. Characters that are engaged in melee can only make\nattack actions with the melee subtype.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ice, are Very Hard (–30).", + "content": "engageD In melee If an attacking character is adjacent to his target, both the character and his target are considered to be engaged in melee. Characters that are engaged in melee can only make attack actions with the melee subtype.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1913, + "rule_id": "pdf_skill_1510_combat_are_hard_20_if_one", + "title": "combat are Hard (–20). If one or more characters engaged", + "content": "in the melee are Stunned, Helpless, or Unaware, this penalty\nis ignored.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "combat are Hard (–20). If one or more characters engaged", + "content": "in the melee are Stunned, Helpless, or Unaware, this penalty is ignored.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1914, + "rule_id": "pdf_skill_1511_extreme_range", + "title": "extreme range", + "content": "Targets that are at a distance of more than three times the\nrange of a character’s weapon are at Extreme Range. Ballistic\nSkill Tests made to hit targets at Extreme Range are Very", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "extreme range", + "content": "Targets that are at a distance of more than three times the range of a character’s weapon are at Extreme Range. Ballistic Skill Tests made to hit targets at Extreme Range are Very", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1915, + "rule_id": "pdf_skill_1512_difficulty_skill_modifier_exam", + "title": "Difficulty Skill Modifier Example", + "content": "Easy +30\nAttacking a Surprised or\nUnaware target.\nShooting a Massive target.\nShooting a target at Point\nBlank Range.\nRoutine +20\nMelee attacks against a foe\nwho is outnumbered three to\none or more.\nAttacking a Stunned\nopponent.\nShooting an Enormous\ntarget.\nOrdinary +10\nMelee attacks against a foe\nwho is outnumbered two\nto one.\nAttacking a Prone opponent\nwith a melee weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Difficulty Skill Modifier Example", + "content": "Easy +30 Attacking a Surprised or Unaware target. Shooting a Massive target. Shooting a target at Point Blank Range. Routine +20 Melee attacks against a foe who is outnumbered three to one or more. Attacking a Stunned opponent. Shooting an Enormous target. Ordinary +10 Melee attacks against a foe who is outnumbered two to one. Attacking a Prone opponent with a melee weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1916, + "rule_id": "pdf_skill_1513_attacking_from_higher", + "title": "Attacking from higher", + "content": "ground.\nShooting a Hulking target.\nShooting a target at Short\nRange.\nChallenging +0 A Standard Attack.\nDifficult –10 Any test whilst Fatigued.\nAttacking or Dodging whilst\nin the mud or heavy rain.\nShooting a target at Long\nRange.\nShooting a Prone target.\nShooting a Scrawny target.\nHard –20 Shooting into melee combat.\nDodging whilst Prone.\nMaking an unarmed attack\nagainst an armed opponent.\nMelee attacks in darkness.\nShooting at a target in fog,\nmist or shadow.\nShooting a Puny target.\nUsing a weapon without the\ncorrect Talent.\nVery Hard –30\nAttacking or Dodging in\ndeep snow.\nFiring a heavy weapon that\nhas not been Braced.\nShooting a Minuscule target.\nShooting a target at Extreme\nrange.\nShooting at a completely\nconcealed target.\nShooting at a target in\ndarkness.\nTable 8–5: Cover Examples", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Attacking from higher", + "content": "ground. Shooting a Hulking target. Shooting a target at Short Range. Challenging +0 A Standard Attack. Difficult –10 Any test whilst Fatigued. Attacking or Dodging whilst in the mud or heavy rain. Shooting a target at Long Range. Shooting a Prone target. Shooting a Scrawny target. Hard –20 Shooting into melee combat. Dodging whilst Prone. Making an unarmed attack against an armed opponent. Melee attacks in darkness. Shooting at a target in fog, mist or shadow. Shooting a Puny target. Using a weapon without the correct Talent. Very Hard –30 Attacking or Dodging in deep snow. Firing a heavy weapon that has not been Braced. Shooting a Minuscule target. Shooting a target at Extreme range. Shooting at a completely concealed target. Shooting at a target in darkness.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1917, + "rule_id": "pdf_skill_1514_fatigued", + "title": "FatIgueD", + "content": "When a character is Fatigued, all his tests, including any\nWeapon Skill and Ballistic Skill Tests, suffer a –10 penalty.\nFog, mIst or shaDow\nBallistic Skill Tests made to attack targets concealed by", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fatigued", + "content": "When a character is Fatigued, all his tests, including any Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1918, + "rule_id": "pdf_skill_1515_fog_mist_or_shadow_are_hard", + "title": "fog, mist, or shadow are Hard (–20). While a character is", + "content": "concealed by fog, mist, or shadow, Concealment Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fog, mist, or shadow", + "content": "Ballistic Skill Tests made to attack targets concealed by", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1919, + "rule_id": "pdf_skill_1516_are_ordinary_10", + "title": "are Ordinary (+10).", + "content": "gangIng up\nA character has an advantage when he and his allies engage\nthe same foe in melee combat. If a group of characters\noutnumber their opponent two to one, their Weapon Skill", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "are Ordinary (+10).", + "content": "ganging up A character has an advantage when he and his allies engage the same foe in melee combat. If a group of characters outnumber their opponent two to one, their Weapon Skill", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1920, + "rule_id": "pdf_skill_1517_helpless_targets", + "title": "helpless targets", + "content": "Weapon Skill Tests made to hit a sleeping, unconscious, or\notherwise helpless target automatically succeed. When rolling\nDamage against such a target, roll twice and add the results.\nIf one die rolled results in 10, there is a chance of Righteous\nFury as normal, but if two dice come up as 10, a Righteous", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "helpless targets", + "content": "Weapon Skill Tests made to hit a sleeping, unconscious, or otherwise helpless target automatically succeed. When rolling Damage against such a target, roll twice and add the results. If one die rolled results in 10, there is a chance of Righteous Fury as normal, but if two dice come up as 10, a Righteous", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1921, + "rule_id": "pdf_skill_1518_higher_ground", + "title": "hIgher grounD", + "content": "Characters standing on higher ground, such as standing on\na table, hill, or atop of a mound of dead comrades, have an\nadvantage. Weapon Skill Tests made by these characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "higher ground", + "content": "Characters standing on higher ground, such as standing on a table, hill, or atop of a mound of dead comrades, have an advantage. Weapon Skill Tests made by these characters are", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1922, + "rule_id": "pdf_skill_1519_long_range", + "title": "long range", + "content": "Targets that are at a distance of more than double the range of\na character’s weapon are at Long Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "long range", + "content": "Targets that are at a distance of more than double the range of a character’s weapon are at Long Range. Ballistic Skill Tests", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1923, + "rule_id": "pdf_skill_1520_missing", + "title": "missiNg", + "content": "Sometimes, when flinging a thrown weapon, it’s important\nto know where the weapon lands should the attacker fail his\nBallistic Skill Test. On a failed roll, the GM rolls 1d10 and\nconsults the following scatter diagram. Roll 1d5 to determine\nthe number of metres the weapon travels in the indicated\ndirection.\nscatterIng In Zero gravIty\nThe consequences of throwing dangerous objects in a zero\ngravity environment can be both amusing and deadly. One\nway of determining exactly where that errant krak grenade\nfloats after it bounces off the bulkhead is to roll twice on the\nscatter diagram, once for the X axis and once for the Y axis.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "missing", + "content": "Sometimes, when flinging a thrown weapon, it’s important to know where the weapon lands should the attacker fail his Ballistic Skill Test. On a failed roll, the GM rolls 1d10 and consults the following scatter diagram. Roll 1d5 to determine the number of metres the weapon travels in the indicated direction. scattering In Zero gravity The consequences of throwing dangerous objects in a zero gravity environment can be both amusing and deadly. One way of determining exactly where that errant krak grenade floats after it bounces off the bulkhead is to roll twice on the scatter diagram, once for the X axis and once for the Y axis.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1924, + "rule_id": "pdf_skill_1521_pinning", + "title": "piNNiNg", + "content": "Being shot at is a terrifying experience at the best of times, and\neven the most inexperienced soldiers know to keep their heads\ndown when the bullets and bolt shells start flying. Pinning\nrepresents a character’s survival instincts telling him to stay in\ncover. While he may want to charge headlong into a storm of\nbullets, he first needs to steel his nerves. When a character is\non the receiving end of Suppressive Fire, even if the shot struck\na Hit Location that is behind cover or the character suffers no", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "piNNiNg", + "content": "Being shot at is a terrifying experience at the best of times, and even the most inexperienced soldiers know to keep their heads down when the bullets and bolt shells start flying. Pinning represents a character’s survival instincts telling him to stay in cover. While he may want to charge headlong into a storm of bullets, he first needs to steel his nerves. When a character is on the receiving end of Suppressive Fire, even if the shot struck a Hit Location that is behind cover or the character suffers no", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1925, + "rule_id": "pdf_skill_1522_damage_he_must_make_a_hard", + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally.\nOn a failure, the character becomes Pinned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage, he must make a Hard (–20 ) Pinning Test. This is a", + "content": "Willpower Test. On a success, the character may act normally. On a failure, the character becomes Pinned.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1926, + "rule_id": "pdf_skill_1523_being_pinned", + "title": "beIng pInneD", + "content": "A Pinned character may only take Half Actions. Additionally,\nhe suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned\ncharacter is in cover relative to the attacker that Pinned him, he\nmay not leave it except to retreat (provided he can remain in cover\nwhile doing so). If he is not in cover when Pinned, he must use\nhis next Turn to reach cover. If there is no cover nearby, he must\nmove away from the attacker that Pinned him. A character can\ntest Willpower at the end of his Turn to escape Pinning, in which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "beIng pInneD", + "content": "A Pinned character may only take Half Actions. Additionally, he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned character is in cover relative to the attacker that Pinned him, he may not leave it except to retreat (provided he can remain in cover while doing so). If he is not in cover when Pinned, he must use his next Turn to reach cover. If there is no cover nearby, he must move away from the attacker that Pinned him. A character can test Willpower at the end of his Turn to escape Pinning, in which", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1927, + "rule_id": "pdf_skill_1524_case_he_may_act_as_normal_in_h", + "title": "case he may act as normal in his next Turn. This test is Easy (+30)", + "content": "if the character is no longer under fire (i.e., no one tried to shoot", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "case he may act as normal in his next Turn. This test is Easy (+30)", + "content": "if the character is no longer under fire (i.e., no one tried to shoot", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1928, + "rule_id": "pdf_skill_1525_stray_shots_optional_rule", + "title": "stray shots (optIonal rule)", + "content": "GMs keen on reinforcing the merciless nature of the 41st\nmillennium may rule that if a character shooting into a\nmelee combat misses his target by a small margin (one\nDegree of Failure or less), the attack instead hits another\ntarget engaged in the same melee. The GM might also\nrule that anyone shooting into a melee combat with\na Semi-Auto Burst or Full Auto Burst must allocate\nmultiple hits to different targets engaged in the melee.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "stray shots (optIonal rule)", + "content": "GMs keen on reinforcing the merciless nature of the 41st millennium may rule that if a character shooting into a melee combat misses his target by a small margin (one Degree of Failure or less), the attack instead hits another target engaged in the same melee. The GM might also rule that anyone shooting into a melee combat with a Semi-Auto Burst or Full Auto Burst must allocate multiple hits to different targets engaged in the melee.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1929, + "rule_id": "pdf_skill_1526_point_blank_range", + "title": "poInt blank range", + "content": "When a character makes a ranged attack against a target that\nis two metres away or closer, that target is at Point Blank\nRange. Ballistic Skill Tests made to attack a target at Point", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "poInt blank range", + "content": "When a character makes a ranged attack against a target that is two metres away or closer, that target is at Point Blank Range. Ballistic Skill Tests made to attack a target at Point", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1930, + "rule_id": "pdf_skill_1527_blank_range_are_easy_30_th", + "title": "Blank Range are Easy (+30). This bonus does not apply", + "content": "when the attacker and the target are engaged in melee combat\nwith each other. For weapons with a short range of less than\n3 metres, point blank range is 1 meter less than the weapon’s\nshort range.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blank Range are Easy (+30). This bonus does not apply", + "content": "when the attacker and the target are engaged in melee combat with each other. For weapons with a short range of less than 3 metres, point blank range is 1 meter less than the weapon’s short range.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1931, + "rule_id": "pdf_skill_1528_prone", + "title": "prone", + "content": "A character is considered Prone any time he is lying on the\nground. Weapon Skill Tests made to attack Prone targets are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "prone", + "content": "A character is considered Prone any time he is lying on the ground. Weapon Skill Tests made to attack Prone targets are", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1932, + "rule_id": "pdf_skill_1529_targets_are_difficult_10_un", + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to\nWeapon Skill Tests and a –20 penalty to Dodge Tests. Unless\na character is engaged in a Grapple, he can drop Prone as a\nFree Action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "targets are Difficult (–10) unless the attacker is at Point Blank", + "content": "Range. A character who is Prone suffers a –10 penalty to Weapon Skill Tests and a –20 penalty to Dodge Tests. Unless a character is engaged in a Grapple, he can drop Prone as a Free Action.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1933, + "rule_id": "pdf_skill_1530_short_range", + "title": "short range", + "content": "Targets that are at a distance of less than half the Range of\na character’s weapon are at Short Range. Ballistic Skill Tests", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "short range", + "content": "Targets that are at a distance of less than half the Range of a character’s weapon are at Short Range. Ballistic Skill Tests", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1934, + "rule_id": "pdf_skill_1531_size", + "title": "sIZe", + "content": "Size is an important factor when shooting ranged weapons\nbecause it is usually easier to hit a larger target. All characters\nand creatures in Deathwatch have a defined size category, and\nit should be relatively easy for the GM to assign appropriate\nsize categories to objects as needed. Use Table 8–6: Target\nSize Modifiers for working out bonuses and penalties based\non a target’s size.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sIZe", + "content": "Size is an important factor when shooting ranged weapons because it is usually easier to hit a larger target. All characters and creatures in Deathwatch have a defined size category, and it should be relatively easy for the GM to assign appropriate size categories to objects as needed. Use Table 8–6: Target Size Modifiers for working out bonuses and penalties based on a target’s size.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1935, + "rule_id": "pdf_skill_1532_stunned_targets", + "title": "stunneD targets", + "content": "Weapon Skill and Ballistic Skill Tests made to attack Stunned", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "stunneD targets", + "content": "Weapon Skill and Ballistic Skill Tests made to attack Stunned", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1936, + "rule_id": "pdf_skill_1533_unaware_targets", + "title": "unaware targets", + "content": "When a character has no idea that he is about to be attacked,\nhe is considered an Unaware target. Usually, this happens at\nthe beginning of a combat when one or more characters are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "unaware targets", + "content": "When a character has no idea that he is about to be attacked, he is considered an Unaware target. Usually, this happens at the beginning of a combat when one or more characters are", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1937, + "rule_id": "pdf_skill_1534_weapon_jams", + "title": "weapon jams", + "content": "Such is the capricious whim of the 41st Millennium that many\nof the ranged weapons characters use will have an unfortunate\ntendency to malfunction, either through extreme age,\nmaltreatment of their machine spirit, or just plain poor design.\nTo represent these unfortunate occurrences, an unmodified\nresult of 96 to 00, in addition to being an automatic miss, also\nindicates the weapon has Jammed. A Jammed weapon cannot\nbe fired until it is cleared. Clearing a Jam is a Full Action which\nrequires a Ballistic Skill Test. If the test is successful then the\nJam has been cleared, though the weapon needs to be reloaded\nand any ammo in it is lost. If the test is failed, the weapon is\nstill Jammed, though the character can attempt to clear it again\nnext Round.\nNote: Some weapons, such as plasma guns, grenades, and\nmissiles, are particularly dangerous to use. For these weapons,\nrefer to their descriptions and Weapon Special Qualities (see\nArmoury). Semi-automatic and fully automatic fire also increases\nthe likelihood of Jamming. This is described within the Semiweather, smoke, anD unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "weapon jams", + "content": "Such is the capricious whim of the 41st Millennium that many of the ranged weapons characters use will have an unfortunate tendency to malfunction, either through extreme age, maltreatment of their machine spirit, or just plain poor design. To represent these unfortunate occurrences, an unmodified result of 96 to 00, in addition to being an automatic miss, also indicates the weapon has Jammed. A Jammed weapon cannot be fired until it is cleared. Clearing a Jam is a Full Action which requires a Ballistic Skill Test. If the test is successful then the Jam has been cleared, though the weapon needs to be reloaded and any ammo in it is lost. If the test is failed, the weapon is still Jammed, though the character can attempt to clear it again next Round. Note: Some weapons, such as plasma guns, grenades, and missiles, are particularly dangerous to use. For these weapons, refer to their descriptions and Weapon Special Qualities (see Armoury). Semi-automatic and fully automatic fire also increases the likelihood of Jamming. This is described within the Semiweather, smoke, anD unnatural", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1938, + "rule_id": "pdf_skill_1535_conditions", + "title": "conDItIons", + "content": "Weapon Skill and Ballistic Skill Tests made to attack whilst\nenduring harsh weather or unnatural conditions, such as\nheavy rain, an ash storm, or knee-deep in waves of fungus are", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "conDItIons", + "content": "Weapon Skill and Ballistic Skill Tests made to attack whilst enduring harsh weather or unnatural conditions, such as heavy rain, an ash storm, or knee-deep in waves of fungus are", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1939, + "rule_id": "pdf_skill_1536_injury", + "title": "iNjury", + "content": "A natural consequence of pushing one’s luck in the far\nreaches of the galaxy is getting hurt. Battle-Brothers can\nget into fights with an endless array of enemies, machinery\ncan malfunction, pilots can fail to perform manoeuvres,\nand careless psykers can invite all manner of warp horrors\nto show up and ruin everyone’s day. Common physical\ninjuries to Deathwatch characters are represented by Damage\nand Fatigue. Additionally, characters can also experience\nseveral types of Conditions and Special Damage such as fire,\nsuffocation, being Stunned, and the amputation of limbs.\nWith all these different types of punishment waiting to befall\ncharacters, it is important to know how much physical abuse\na character can take, and a key measurement of this is how\nmany Wounds he possesses.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "iNjury", + "content": "A natural consequence of pushing one’s luck in the far reaches of the galaxy is getting hurt. Battle-Brothers can get into fights with an endless array of enemies, machinery can malfunction, pilots can fail to perform manoeuvres, and careless psykers can invite all manner of warp horrors to show up and ruin everyone’s day. Common physical injuries to Deathwatch characters are represented by Damage and Fatigue. Additionally, characters can also experience several types of Conditions and Special Damage such as fire, suffocation, being Stunned, and the amputation of limbs. With all these different types of punishment waiting to befall characters, it is important to know how much physical abuse a character can take, and a key measurement of this is how many Wounds he possesses.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1940, + "rule_id": "pdf_skill_1537_wounds", + "title": "wounDs", + "content": "Wounds are a measurement of how much punishment a\ncharacter can take before suffering debilitating effects and\nultimately, death. Every character in Deathwatch has a\nspecified number of Wounds. A character can often increase\nhis Wounds by spending Experience Points (see Chapter II:\nSpecialities). Wounds do not normally deplete. Even when a\ncharacter is injured, that injury does not decrease his Wounds.\nInstead, a character’s Wounds simply serve as a threshold,\nand the injury is recorded on his character sheet as Damage.\nWhen a character’s Damage exceeds his Wounds, he is in real\ntrouble.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "wounDs", + "content": "Wounds are a measurement of how much punishment a character can take before suffering debilitating effects and ultimately, death. Every character in Deathwatch has a specified number of Wounds. A character can often increase his Wounds by spending Experience Points (see Chapter II: Specialities). Wounds do not normally deplete. Even when a character is injured, that injury does not decrease his Wounds. Instead, a character’s Wounds simply serve as a threshold, and the injury is recorded on his character sheet as Damage. When a character’s Damage exceeds his Wounds, he is in real trouble.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1941, + "rule_id": "pdf_skill_1538_damage", + "title": "Damage", + "content": "Damage is physical trauma dealt to a character. Characters\ncan suffer Damage a number ways including being shot by a\nboltgun, lacerated by daemon claws, falling into a lava-filled\ncrevasse, exposure to the hard vacuum of space, and so forth.\nWhen a character suffers Damage, record the amount on his\ncharacter sheet. That Damage remains with the character\nuntil it is removed over time by natural healing, or the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage", + "content": "Damage is physical trauma dealt to a character. Characters can suffer Damage a number ways including being shot by a boltgun, lacerated by daemon claws, falling into a lava-filled crevasse, exposure to the hard vacuum of space, and so forth. When a character suffers Damage, record the amount on his character sheet. That Damage remains with the character until it is removed over time by natural healing, or the", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1942, + "rule_id": "pdf_skill_1539_character_receives_medical_att", + "title": "character receives medical attention (see page 262). Damage", + "content": "is cumulative; each time a character suffers Damage, the\namount is added to any previous Damage he had. Each time\na character is dealt Damage, there may be an opportunity for\nhim to reduce it before it is applied to his total. By default, a\ncharacter reduces incoming Damage by an amount equal to\nhis Toughness Bonus. Armour can also help further reduce\nDamage. If the source of the Damage struck a body location\nprotected by armour, the incoming Damage is reduced by an\namount equal to the Armour Points provided by the armour.\nIt is important to note that some sources of Damage ignore\narmour and/or Toughness; such cases are always detailed in\nthe description of the Damage source. As long a character’s\ntotal Damage is equal to or less than his Wounds, his body\nstill functions normally. If a character’s Damage ever exceeds\nhis Wounds, he begins to take Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "character receives medical attention (see page 262). Damage", + "content": "is cumulative; each time a character suffers Damage, the amount is added to any previous Damage he had. Each time a character is dealt Damage, there may be an opportunity for him to reduce it before it is applied to his total. By default, a character reduces incoming Damage by an amount equal to his Toughness Bonus. Armour can also help further reduce Damage. If the source of the Damage struck a body location protected by armour, the incoming Damage is reduced by an amount equal to the Armour Points provided by the armour. It is important to note that some sources of Damage ignore armour and/or Toughness; such cases are always detailed in the description of the Damage source. As long a character’s total Damage is equal to or less than his Wounds, his body still functions normally. If a character’s Damage ever exceeds his Wounds, he begins to take Critical Damage.", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1943, + "rule_id": "pdf_skill_1540_example", + "title": "example", + "content": "Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his\nUnnatural Toughness trait). He is also wearing Adeptus Astartes\npower armour that provides 10 Armour Points of protection to his\narms, body, and legs. He is shot by a lascannon that deals 21 points\nof Damage to his body. His armour reduces the Damage by 10, and\nhis Toughness Bonus reduces it by another 8, leaving 3 points of\nDamage. Myrdor’s player records 3 Damage on his character sheet.\nLater, Myrdor is struck in the head by a genestealer for 19 points\nof Damage. Myrdor reduces the incoming Damage by 8, thanks to\nhis Toughness Bonus, but since he wasn’t wearing a helmet, that’s\nas much reduction as he’s going to get. Myrdor therefore suffers 11\nDamage, which is recorded on his character sheet by adding it to his\nprevious Damage. Myrdor has now suffered a total of 14 Damage,\nwhich is one less than his 15 Wounds. Another hit would likely\ninflict Critical Damage!", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Myrdor has 15 Wounds and a Toughness Bonus of 8 (due to his Unnatural Toughness trait). He is also wearing Adeptus Astartes power armour that provides 10 Armour Points of protection to his arms, body, and legs. He is shot by a lascannon that deals 21 points of Damage to his body. His armour reduces the Damage by 10, and his Toughness Bonus reduces it by another 8, leaving 3 points of Damage. Myrdor’s player records 3 Damage on his character sheet. Later, Myrdor is struck in the head by a genestealer for 19 points of Damage. Myrdor reduces the incoming Damage by 8, thanks to his Toughness Bonus, but since he wasn’t wearing a helmet, that’s as much reduction as he’s going to get. Myrdor therefore suffers 11 Damage, which is recorded on his character sheet by adding it to his previous Damage. Myrdor has now suffered a total of 14 Damage, which is one less than his 15 Wounds. Another hit would likely inflict Critical Damage!", + "page": 1, + "category": "rules", + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 1944, + "rule_id": "pdf_skill_1541_damage_types", + "title": "Damage types", + "content": "All Damage is divided up into four types: Energy (lasers, fire,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage types", + "content": "All Damage is divided up into four types: Energy (lasers, fire, plasma), Explosive (grenades, bolt rounds, missiles), Impact (clubs, bullets, falling) and Rending (swords, chain weapons, claws). If a source of Damage does not specify a type, treat it as Impact. Damage Type is usually only important for determining Critical Effects resulting from Critical Damage.", + "page": 1, + "category": "Damage Types", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1945, + "rule_id": "pdf_skill_1542_plasma_explosive_grenades", + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons,\nclaws). If a source of Damage does not specify a type, treat\nit as Impact. Damage Type is usually only important for\ndetermining Critical Effects resulting from Critical Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "plasma), Explosive (grenades, bolt rounds, missiles), Impact", + "content": "(clubs, bullets, falling) and Rending (swords, chain weapons, claws). If a source of Damage does not specify a type, treat it as Impact. Damage Type is usually only important for determining Critical Effects resulting from Critical Damage.", + "page": 1, + "category": "Damage Types", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1946, + "rule_id": "pdf_skill_1543_critical_damage", + "title": "critical damage", + "content": "Whenever a character’s total Damage exceeds his Wounds,\nbe begins to take Critical Damage. Each time a character\nsuffers Critical Damage, he also suffers one or more Critical\nEffects. These are determined by consulting the appropriate\nCritical Effect Table based on the affected body location\n(Arm, Body, Head, or Leg) and the type of Damage (Energy,\nExplosive, Impact, or Rending). As with normal Damage,\nCritical Damage is cumulative and remains with the character\nuntil he either heals naturally over time or receives medical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "critical damage", + "content": "Whenever a character’s total Damage exceeds his Wounds, he begins to take Critical Damage. Each time a character suffers Critical Damage, he also suffers one or more Critical Effects. These are determined by consulting the appropriate Critical Effect Table based on the affected body location (Arm, Body, Head, or Leg) and the type of Damage (Energy, Explosive, Impact, or Rending). As with normal Damage, Critical Damage is cumulative and remains with the character until he either heals naturally over time or receives medical", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1947, + "rule_id": "pdf_skill_1544_own_duration_including_perman", + "title": "own duration (including permanent). If a Critically Damaged", + "content": "character suffers more Damage, the amount is added to his\nexisting Critical Damage and a new set of Critical Effects are\napplied based on his total Critical Damage (assuming he is\nstill alive).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "own duration (including permanent). If a Critically Damaged", + "content": "character suffers more Damage, the amount is added to his existing Critical Damage and a new set of Critical Effects are applied based on his total Critical Damage (assuming he is still alive).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1948, + "rule_id": "pdf_skill_1545_sudden_death_critical_damage", + "title": "suDDen Death crItIcal Damage", + "content": "(optIonal rule)\nTo speed up combat involving a large number of enemies,\nthe GM can adopt Sudden Death Critical Damage instead\nof detailing every Critical Effect. With this method, all\nminor foes, minions, nameless goons, and so forth simply\ndie as soon as they take any amount of Critical Damage.\nSudden Death Critical Damage should not be used for\nPCs or important villains—they deserve to savour every\ngory detail offered by the full array of Critical Effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sudden Death critical Damage", + "content": "(optional rule) To speed up combat involving a large number of enemies, the GM can adopt Sudden Death Critical Damage instead of detailing every Critical Effect. With this method, all minor foes, minions, nameless goons, and so forth simply die as soon as they take any amount of Critical Damage. Sudden Death Critical Damage should not be used for PCs or important villains—they deserve to savour every gory detail offered by the full array of Critical Effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1949, + "rule_id": "pdf_skill_1546_example", + "title": "example", + "content": "Myrdor is hit by a boltgun shell to his right arm. After accounting\nfor his Toughness Bonus and armour, Myrdor suffers 10 points of\nExplosive Damage. Since he only currently has 8 Wounds, he suffers\n2 points of Critical Damage to his right arm. The GM consults\nthe Critical Damage 2 line of Table 8–12: Explosive Critical\nEffects—Arm which says that Myrdor’s arm has been fractured,\nforcing him to drop anything he was holding, and Myrdor suffers\ntwo levels of Fatigue. In a later combat round, Myrdor is hit by a\nlasgun blast to his left leg. After accounting for his Toughness Bonus\nand armour, he suffers 3 points of Energy Damage. Myrdor has\nnow suffered 5 total points of Critical Damage. The GM consults\nthe Critical Damage 5 line of Table 8–11: Energy Critical\nEffects—Leg and determines that Myrdor has suffered a horrific\nburn that imposes one level of Fatigue (for three levels of Fatigue\ntotal) and reduces Myrdor to half speed for 2d10 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Myrdor is hit by a boltgun shell to his right arm. After accounting for his Toughness Bonus and armour, Myrdor suffers 10 points of Explosive Damage. Since he only currently has 8 Wounds, he suffers 2 points of Critical Damage to his right arm. The GM consults the Critical Damage 2 line of Table 8–12: Explosive Critical Effects—Arm which says that Myrdor’s arm has been fractured, forcing him to drop anything he was holding, and Myrdor suffers two levels of Fatigue. In a later combat round, Myrdor is hit by a lasgun blast to his left leg. After accounting for his Toughness Bonus and armour, he suffers 3 points of Energy Damage. Myrdor has now suffered 5 total points of Critical Damage. The GM consults the Critical Damage 5 line of Table 8–11: Energy Critical Effects—Leg and determines that Myrdor has suffered a horrific burn that imposes one level of Fatigue (for three levels of Fatigue total) and reduces Myrdor to half speed for 2d10 Rounds.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1950, + "rule_id": "pdf_skill_1547_removing_damage", + "title": "removIng Damage", + "content": "Characters automatically remove Damage (both ordinary and\nCritical Damage) over time through natural healing. Medical\nattention and some Psychic Powers can also remove Damage.\nRegardless of the method however, the rate of Damage\nremoval depends on several factors and is fully explained in\nHealing, page 261.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "removing Damage", + "content": "Characters automatically remove Damage (both ordinary and Critical Damage) over time through natural healing. Medical attention and some Psychic Powers can also remove Damage. Regardless of the method however, the rate of Damage removal depends on several factors and is fully explained in Healing, page 261.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1951, + "rule_id": "pdf_skill_1548_fatigue", + "title": "Fatigue", + "content": "Not all injuries in Deathwatch are lethal. Exhaustion, combat\ntrauma, or swapping licks with bare fists can all leave a\ncharacter battered, but more or less intact. Fatigue measures\nthe amount of non-lethal injury a character can take over the\ncourse of game play. Characters gain Fatigue from certain\ntypes of attacks, Grappling, some Critical Effects, and other\nActions that push them beyond safe limits.\nFatigue is measured in levels. A character can take a number\nof levels of Fatigue equal to his Toughness Bonus and still\nfunction, albeit with some side-effects. Should a character\ntake a number of levels of Fatigue in excess of his Toughness\nBonus, he collapses unconscious for 10-TB minutes (minimum\nof 1); after the character awakens he automatically regains\none level of Fatigue. Characters suffering from any level of\nFatigue take –10 penalty to all tests.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fatigue", + "content": "Not all injuries in Deathwatch are lethal. Exhaustion, combat trauma, or swapping licks with bare fists can all leave a character battered, but more or less intact. Fatigue measures the amount of non-lethal injury a character can take over the course of game play. Characters gain Fatigue from certain types of attacks, Grappling, some Critical Effects, and other Actions that push them beyond safe limits. Fatigue is measured in levels. A character can take a number of levels of Fatigue equal to his Toughness Bonus and still function, albeit with some side-effects. Should a character take a number of levels of Fatigue in excess of his Toughness Bonus, he collapses unconscious for 10-TB minutes (minimum of 1); after the character awakens he automatically regains one level of Fatigue. Characters suffering from any level of Fatigue take –10 penalty to all tests.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1952, + "rule_id": "pdf_skill_1549_example", + "title": "example", + "content": "Myrdor has a Toughness Bonus of 8. He suffers one level of Fatigue\nthat imposes a –10 penalty to all of his tests. Myrdor can continue\nto take additional levels of Fatigue until he has 8 total levels of\nFatigue. These additional levels of Fatigue do not impose any further\npenalties beyond the –10 to all tests. But, when Myrdor suffers\na 9th level of Fatigue, he collapses unconscious for two minutes\n(10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of\nunconsciousness, he’ll awake and have a single level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Myrdor has a Toughness Bonus of 8. He suffers one level of Fatigue that imposes a –10 penalty to all of his tests. Myrdor can continue to take additional levels of Fatigue until he has 8 total levels of Fatigue. These additional levels of Fatigue do not impose any further penalties beyond the –10 to all tests. But, when Myrdor suffers a 9th level of Fatigue, he collapses unconscious for two minutes (10 - 8 [Myrdor’s Toughness Bonus] = 2). After two minutes of unconsciousness, he’ll awake and have a single level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1953, + "rule_id": "pdf_skill_1550_rest_not_counting_states_of_u", + "title": "rest (not counting states of unconsciousness) that includes no", + "content": "combat, no Psychic Powers, and no other strenuous activity,\nremoves one level of Fatigue. A full hour of rest will remove\nall levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "rest (not counting states of unconsciousness) that includes no", + "content": "combat, no Psychic Powers, and no other strenuous activity, removes one level of Fatigue. A full hour of rest will remove all levels of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1954, + "rule_id": "pdf_skill_1551_characteristic_damage", + "title": "characterIstIc Damage", + "content": "Some Psychic Powers, poisons, diseases, and other hazards\ncircumvent a character’s Wounds and deal Damage directly\nto a Characteristic. Characteristic Damage cannot reduce a\nCharacteristic below zero. Characteristic Damage may also\naffect the corresponding Characteristic Bonus. Table 8–7:\nEffects of Zero Characteristic Score summarises what\nhappens when a particular Characteristic is reduced to zero.\nIt should be noted that damage to a Characteristic affects\neverything associated with that Characteristic (i.e., reduced\nStrength means the character does less damage in melee,\nreduced Agility Bonus lowers the character’s Movement and\nInitiative rolls, etc.).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "characteristic Damage", + "content": "Some Psychic Powers, poisons, diseases, and other hazards circumvent a character’s Wounds and deal Damage directly to a Characteristic. Characteristic Damage cannot reduce a Characteristic below zero. Characteristic Damage may also affect the corresponding Characteristic Bonus. Table 8–7: Effects of Zero Characteristic Score summarises what happens when a particular Characteristic is reduced to zero. It should be noted that damage to a Characteristic affects everything associated with that Characteristic (i.e., reduced Strength means the character does less damage in melee, reduced Agility Bonus lowers the character’s Movement and Initiative rolls, etc.).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1955, + "rule_id": "pdf_skill_1552_removing_characteristic_damage", + "title": "removIng characterIstIc Damage", + "content": "Unless otherwise specified, Characteristic Damage is never\npermanent. A character automatically recovers one point of\nCharacteristic Damage each hour, regardless of his activity\nlevel. The GM may allow certain types of medical attention\nto remove Characteristic Damage at a faster rate.\nTable 8–7: Effects of Zero Characteristic", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "removing characteristic Damage", + "content": "Unless otherwise specified, Characteristic Damage is never permanent. A character automatically recovers one point of Characteristic Damage each hour, regardless of his activity level. The GM may allow certain types of medical attention to remove Characteristic Damage at a faster rate. Table 8–7: Effects of Zero Characteristic", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1956, + "rule_id": "pdf_skill_1553_zero_weapon_skill", + "title": "Zero Weapon Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Weapon Skill", + "content": "The character may not make tests based on this Characteristic.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1957, + "rule_id": "pdf_skill_1554_zero_ballistic_skill", + "title": "Zero Ballistic Skill", + "content": "The character may not make tests based\non this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Ballistic Skill", + "content": "The character may not make tests based on this Characteristic.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1958, + "rule_id": "pdf_skill_1555_zero_agility", + "title": "Zero Agility", + "content": "The character is paralysed, helpless,\nand can take no Actions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Agility", + "content": "The character is paralysed, helpless, and can take no Actions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1959, + "rule_id": "pdf_skill_1556_zero_intelligence", + "title": "Zero Intelligence", + "content": "The character slips into a dreamless\ncoma and is treated as helpless.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Intelligence", + "content": "The character slips into a dreamless coma and is treated as helpless.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1960, + "rule_id": "pdf_skill_1557_zero_perception", + "title": "Zero Perception", + "content": "The character is bereft of his senses\nand suffers a –30 penalty to all Tests\n(except Toughness) until he recovers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Perception", + "content": "The character is bereft of his senses and suffers a –30 penalty to all Tests (except Toughness) until he recovers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1961, + "rule_id": "pdf_skill_1558_zero_willpower", + "title": "Zero Willpower", + "content": "The character collapses into a\nnightmare-filled sleep. When he\nawakens, he gains 1 Insanity Point.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Willpower", + "content": "The character collapses into a nightmare-filled sleep. When he awakens, he gains 1 Insanity Point.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1962, + "rule_id": "pdf_skill_1559_zero_fellowship", + "title": "Zero Fellowship", + "content": "The character withdraws into a\ncatatonic state. He may not speak or\ntake Tests based on this Characteristic.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Zero Fellowship", + "content": "The character withdraws into a catatonic state. He may not speak or take Tests based on this Characteristic.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1963, + "rule_id": "pdf_skill_1560_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1964, + "rule_id": "pdf_skill_1561_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1965, + "rule_id": "pdf_skill_1562_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.\n2 A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.\n3 The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.\n2 A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.\n3 The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1966, + "rule_id": "pdf_skill_1563_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.\n2 The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.\n2 The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1967, + "rule_id": "pdf_skill_1564_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1968, + "rule_id": "pdf_skill_1565_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.\n2 The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.\n3 The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.\n4 The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.\n2 The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.\n3 The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.\n4 The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1969, + "rule_id": "pdf_skill_1566_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A glancing blast sends the character backwards one metre.\n2 The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A glancing blast sends the character backwards one metre.\n2 The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1970, + "rule_id": "pdf_skill_1567_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack numbs the target’s limb causing him to drop anything held in that hand.\n2 The strike leaves a deep bruise. The target takes 1 level of Fatigue.\n3 The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The attack numbs the target’s limb causing him to drop anything held in that hand.\n2 The strike leaves a deep bruise. The target takes 1 level of Fatigue.\n3 The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1971, + "rule_id": "pdf_skill_1568_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The impact punches the air from the target’s body, inflicting 1 level of Fatigue.\n3 The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.\n4 The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.\n2 The impact punches the air from the target’s body, inflicting 1 level of Fatigue.\n3 The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.\n4 The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1972, + "rule_id": "pdf_skill_1569_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1973, + "rule_id": "pdf_skill_1570_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The slashing attack tears anything free that was held in this arm.\n2 Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The slashing attack tears anything free that was held in this arm.\n2 Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1974, + "rule_id": "pdf_skill_1571_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1975, + "rule_id": "pdf_skill_1572_damage_critical_effect", + "title": "Damage Critical Effect", + "content": "1 The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage Critical Effect", + "content": "1 The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1976, + "rule_id": "pdf_skill_1573_damage", + "title": "damage", + "content": "Common injuries are far from the only forms of bodily harm\nfacing those who dare to venture into the unknown. Space\nMarines may find themselves set on fire, suffering from\nmassive loss of blood, broken bones, or facing a permanent\namputation. All of these, and more, are collectively known as\nConditions and Special Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damage", + "content": "Common injuries are far from the only forms of bodily harm facing those who dare to venture into the unknown. Space Marines may find themselves set on fire, suffering from massive loss of blood, broken bones, or facing a permanent amputation. All of these, and more, are collectively known as Conditions and Special Damage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1977, + "rule_id": "pdf_skill_1574_amputated_limbs", + "title": "amputateD lImbs", + "content": "A character who loses body parts (except for his head, which\nalmost certainly means death) is also affected by Blood Loss\nand must be treated for it quickly. If the character lives,\nsomeone with the Medicae Skill must be found to adequately\ntreat the stump to ensure that it heals well. If no medic is\navailable, there is only a 20% chance that the stump will heal\nover. If it does not, the amputee dies a horrible death from\ninfection after 1d10 days. Whether or not it heals naturally\nor a medic treats it, the character does not start removing\nDamage for 1d10+2 days. Assuming the character survives\nall of the above, he’ll also have to cope with the disagreeable\nside-effects of the lost limb, which are explained below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Amputated Limbs", + "content": "A character who loses body parts (except for his head, which almost certainly means death) is also affected by Blood Loss and must be treated for it quickly. If the character lives, someone with the Medicae Skill must be found to adequately treat the stump to ensure that it heals well. If no medic is available, there is only a 20% chance that the stump will heal over. If it does not, the amputee dies a horrible death from infection after 1d10 days. Whether or not it heals naturally or a medic treats it, the character does not start removing Damage for 1d10+2 days. Assuming the character survives all of the above, he’ll also have to cope with the disagreeable side-effects of the lost limb, which are explained below.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1978, + "rule_id": "pdf_skill_1575_lost_hand", + "title": "lost hanD", + "content": "The character suffers a –20 penalty on all Skill and Characteristic\nTests that rely on the use of two hands and he cannot wield\ntwo-handed weapons. A shield can be strapped to the injured\narm, however. Should this be the character’s primary hand, he\nmust cope with the customary –20 penalty to Weapon Skill\nTests made to attack with weapons using his secondary hand.\nFor every 100 xp he spends, he can reduce this penalty by 10.\nIf a character loses both hands, he should either secure at least\none replacement or get someone to sharpen his teeth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Hand", + "content": "The character suffers a –20 penalty on all Skill and Characteristic Tests that rely on the use of two hands and he cannot wield two-handed weapons. A shield can be strapped to the injured arm, however. Should this be the character’s primary hand, he must cope with the customary –20 penalty to Weapon Skill Tests made to attack with weapons using his secondary hand. For every 100 xp he spends, he can reduce this penalty by 10. If a character loses both hands, he should either secure at least one replacement or get someone to sharpen his teeth.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1979, + "rule_id": "pdf_skill_1576_lost_arm", + "title": "lost arm", + "content": "As for a lost hand, but a character cannot strap a shield to\nthe arm since he no longer has it. Losing both arms is just as\nbad, plus it’s a bit difficult to reach those hard-to-clean spots.\nOnce again, either look into replacement limbs or consider\nrolling up a new character.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Arm", + "content": "As for a lost hand, but a character cannot strap a shield to the arm since he no longer has it. Losing both arms is just as bad, plus it’s a bit difficult to reach those hard-to-clean spots. Once again, either look into replacement limbs or consider rolling up a new character.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1980, + "rule_id": "pdf_skill_1577_lost_eye", + "title": "lost eye", + "content": "Losing one eye permanently reduces a character’s Ballistic Skill\nby –10. In addition, he suffers a –20 penalty to all Skill and\nCharacteristics Tests that rely on sight. Should a character have the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Eye", + "content": "Losing one eye permanently reduces a character’s Ballistic Skill by –10. In addition, he suffers a –20 penalty to all Skill and Characteristics Tests that rely on sight. Should a character have the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1981, + "rule_id": "pdf_skill_1578_lost_foot", + "title": "lost Foot", + "content": "The character permanently reduces all his movement by half\n(round up) and suffers a –20 penalty to all movement Actions\nas well as Skill and Characteristic Tests that rely on mobility,\nsuch as Shadowing. Losing both feet makes it hard to walk.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Foot", + "content": "The character permanently reduces all his movement by half (round up) and suffers a –20 penalty to all movement Actions as well as Skill and Characteristic Tests that rely on mobility, such as Shadowing. Losing both feet makes it hard to walk.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1982, + "rule_id": "pdf_skill_1579_lost_leg", + "title": "lost leg", + "content": "Treat this as a lost foot, but the character cannot use the\nDodge Skill. Losing both legs means the character is half the\nperson he was, but the good news is he also becomes half the\ntarget for his enemies.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Leg", + "content": "Treat this as a lost foot, but the character cannot use the Dodge Skill. Losing both legs means the character is half the person he was, but the good news is he also becomes half the target for his enemies.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1983, + "rule_id": "pdf_skill_1580_blinded", + "title": "blInDeD", + "content": "A blind character automatically fails all tests based on vision\nand automatically fails all Ballistic Skill Tests. He also suffers\na –30 penalty to Weapon Skill Tests and most other tests that\nordinarily benefit from vision.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blinded", + "content": "A blind character automatically fails all tests based on vision and automatically fails all Ballistic Skill Tests. He also suffers a –30 penalty to Weapon Skill Tests and most other tests that ordinarily benefit from vision.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1984, + "rule_id": "pdf_skill_1581_blood_loss", + "title": "blooD loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage.\nCharacters suffering from Blood Loss have a 10% chance of dying\neach Round unless treated in some way. If the suffering character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blood Loss", + "content": "Blood Loss is a Critical Effect that can result from Critical Damage. Characters suffering from Blood Loss have a 10% chance of dying each Round unless treated in some way. If the suffering character", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1985, + "rule_id": "pdf_skill_1582_is_conscious_he_may_attempt_a", + "title": "is conscious, he may attempt a Difficult (–10) Medicae Test", + "content": "each Round to staunch the bleeding. If the character is also trying\nsimultaneously to engage in strenuous activity, such as running\naway from whatever caused the Blood Loss, attempts to staunch", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Is Conscious, He May Attempt a Difficult (–10) Medicae Test", + "content": "each Round to staunch the bleeding. If the character is also trying simultaneously to engage in strenuous activity, such as running away from whatever caused the Blood Loss, attempts to staunch", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1986, + "rule_id": "pdf_skill_1583_the_bleeding_instead_requires", + "title": "the bleeding instead requires a Very Hard (–30) Medicae Test.", + "content": "If the suffering character is not conscious, or doesn’t fancy his\nchances, another character may attempt the test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Bleeding Instead Requires a Very Hard (–30) Medicae Test", + "content": "If the suffering character is not conscious, or doesn’t fancy his chances, another character may attempt the test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1987, + "rule_id": "pdf_skill_1584_deafened", + "title": "DeaFeneD", + "content": "The character cannot hear at all, or at least not well enough\nto communicate with others. Until the character recovers or\nhas his disability repaired, he automatically fails any Skill or\nCharacteristic Test that relies on hearing. Apart from having\ntrouble communicating, the GM is free to decide what effects a\ndeaf character will have on the game.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deafened", + "content": "The character cannot hear at all, or at least not well enough to communicate with others. Until the character recovers or has his disability repaired, he automatically fails any Skill or Characteristic Test that relies on hearing. Apart from having trouble communicating, the GM is free to decide what effects a deaf character will have on the game.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1988, + "rule_id": "pdf_skill_1585_fire", + "title": "FIre", + "content": "A character suffers Damage from fire each Round he is exposed to it.\nAt the beginning of each Round after the first in which a character\nis exposed to the same source of flames (or if he is hit by a weapon\nwith the Flame special quality), he must make a Challenging\n(+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fire", + "content": "A character suffers Damage from fire each Round he is exposed to it. At the beginning of each Round after the first in which a character is exposed to the same source of flames (or if he is hit by a weapon with the Flame special quality), he must make a Challenging (+0) Agility Test or catch on fire. Once a character is on fire, he", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1989, + "rule_id": "pdf_skill_1586_suffers_1d10_damage_with_no_r", + "title": "suffers 1d10 Damage (with no reduction from armour) and suffers", + "content": "1 level of Fatigue each Round until the fire is extinguished. All\nDamage from fire is treated as Energy Damage for the purpose\nof determining Critical Effects—if the location is not otherwise\nspecified, use the body location. If a character is on fire and is not\nwearing a fully enclosed suit of armour, the character must make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Suffers 1d10 Damage (with no reduction from armour) and Suffers", + "content": "1 level of Fatigue each Round until the fire is extinguished. All Damage from fire is treated as Energy Damage for the purpose of determining Critical Effects—if the location is not otherwise specified, use the body location. If a character is on fire and is not", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1990, + "rule_id": "pdf_skill_1587_challenging_0_willpower_tes", + "title": "Challenging (+0) Willpower Test at the beginning of each of", + "content": "his Turns in order to be able to take Actions normally; otherwise,\nhe may only run around and scream, which counts as a Full Action.\nA character that is on fire may try to extinguish the flames himself", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Willpower Test at the Beginning of Each of", + "content": "his Turns in order to be able to take Actions normally; otherwise, he may only run around and scream, which counts as a Full Action. A character that is on fire may try to extinguish the flames himself", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1991, + "rule_id": "pdf_skill_1588_by_dropping_prone_and_making_a", + "title": "by dropping prone and making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or\nharder depending on environmental conditions and whether the\nblazing character is able to receive any help from nearby allies. If\nthe character is wearing fully enclosed armour (including Power\nArmour), he automatically passes the Willpower Test.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "By Dropping Prone and Making a Hard (–20) Agility Test,", + "content": "which counts as a Full Action. The GM can make this test easier or harder depending on environmental conditions and whether the blazing character is able to receive any help from nearby allies. If the character is wearing fully enclosed armour (including Power Armour), he automatically passes the Willpower Test.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1992, + "rule_id": "pdf_skill_1589_falling", + "title": "FallIng", + "content": "Gravity is an ever-present danger to characters who have a nasty\nhabit of falling off all manner of things during the course of\ntheir adventures. Regardless of the reason, however, the results\nare usually the same. To work out Damage from falling, simply\nroll 1d10+1 for every meter the character fell. Use Table\n8–3: Hit Location, page 244 to determine which part of the\nbody hits the ground first. Armour offers no protection against\nfalls. Damage from falling is treated as Impact Damage for the\npurposes of determining Critical Effects. The GM may adjust\nthe Damage depending on the type of surface impacted as well\nabnormal gravity conditions, and so forth.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Falling", + "content": "Gravity is an ever-present danger to characters who have a nasty habit of falling off all manner of things during the course of their adventures. Regardless of the reason, however, the results are usually the same. To work out Damage from falling, simply roll 1d10+1 for every meter the character fell. Use Table 8–3: Hit Location, page 244 to determine which part of the body hits the ground first. Armour offers no protection against falls. Damage from falling is treated as Impact Damage for the purposes of determining Critical Effects. The GM may adjust the Damage depending on the type of surface impacted as well abnormal gravity conditions, and so forth.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1993, + "rule_id": "pdf_skill_1590_stunned", + "title": "stunneD", + "content": "In addition to Damage and Fatigue, characters may also\nbecome Stunned. A character can become Stunned due to\nthe effects of some Psychic Powers, Critical Damage, or the\nTakedown Talent. Weapon Skill and Ballistic Skill Tests to hit", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stunned", + "content": "In addition to Damage and Fatigue, characters may also become Stunned. A character can become Stunned due to the effects of some Psychic Powers, Critical Damage, or the Takedown Talent. Weapon Skill and Ballistic Skill Tests to hit", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1994, + "rule_id": "pdf_skill_1591_stunned_characters_are_conside", + "title": "Stunned characters are considered Routine (+20). In addition,", + "content": "Stunned characters cannot take Actions or Reactions such as\nDodge. A Stunned character is not helpless or unaware.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stunned Characters Are Considered Routine (+20). In Addition,", + "content": "Stunned characters cannot take Actions or Reactions such as Dodge. A Stunned character is not helpless or unaware.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1995, + "rule_id": "pdf_skill_1592_suffocation", + "title": "suFFocatIon", + "content": "There are many ways to suffocate, including drowning, smoke\ninhalation, and exposure to certain toxins. The rate of suffocation\ndepends on the character’s activity level. If a character is actively\ntrying to conserve oxygen, he can hold his breath for a number\nof minutes equal to his Toughness Bonus. If a character is instead", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Suffocation", + "content": "There are many ways to suffocate, including drowning, smoke inhalation, and exposure to certain toxins. The rate of suffocation depends on the character’s activity level. If a character is actively trying to conserve oxygen, he can hold his breath for a number of minutes equal to his Toughness Bonus. If a character is instead", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1996, + "rule_id": "pdf_skill_1593_engaged_in_strenuous_activity", + "title": "engaged in strenuous activity (combat, swimming, and so forth)", + "content": "he may hold his breath for a number of Rounds equal to twice\nhis Toughness Bonus. While holding his breath, a character", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Engaged in Strenuous Activity (Combat, Swimming, and So Forth)", + "content": "he may hold his breath for a number of Rounds equal to twice his Toughness Bonus. While holding his breath, a character", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1997, + "rule_id": "pdf_skill_1594_must_make_a_challenging_0_t", + "title": "must make a Challenging (+0) Toughness Test each minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous\nactivity). If he fails, he suffers one level of Fatigue. Remember,\nany amount of Fatigue imposes a –10 penalty to all tests, and\nif a character ever has a number of levels of Fatigue in excess\nof his Toughness Bonus, he immediately falls unconscious for\n10-TB minutes. If the character has not gained a fresh source\nof oxygen by the end of the allotted time, he automatically falls\nunconscious regardless of his levels of Fatigue. If a character is\nboth unconscious and deprived of a fresh source of oxygen, he\nsuffers 1d10 Damage each Round until he dies. Armour and\nToughness cannot reduce this Damage. It is important to note\nthat Space Marines with a functioning Multi-lung implant may\nbreathe water and thus do not drown.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Must Make a Challenging (+0) Toughness Test Each Minute", + "content": "(if conserving oxygen) or each Round (if engaged in strenuous activity). If he fails, he suffers one level of Fatigue. Remember, any amount of Fatigue imposes a –10 penalty to all tests, and if a character ever has a number of levels of Fatigue in excess of his Toughness Bonus, he immediately falls unconscious for 10-TB minutes. If the character has not gained a fresh source of oxygen by the end of the allotted time, he automatically falls unconscious regardless of his levels of Fatigue. If a character is", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1998, + "rule_id": "pdf_skill_1595_unconsciousness", + "title": "unconscIousness", + "content": "Unconsciousness is usually a temporary state that typically\nresults from excessive levels of Fatigue or Critical Damage.\nThe duration of a state of unconsciousness is usually included\nin the description of the effect that caused it, but if no other\nduration is given, unconsciousness lasts for 10-TB minutes. An\nunconscious character is completely unaware of his surroundings\nand cannot take any actions. He is also treated as a helpless target\n(see Combat Circumstances, page 246). If a character fell into\nunconsciousness due to excessive levels of Fatigue, he recovers\nsome of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Both Unconscious and Deprived of a Fresh Source of Oxygen, He", + "content": "suffers 1d10 Damage each Round until he dies. Armour and Toughness cannot reduce this Damage. It is important to note that Space Marines with a functioning Multi-lung implant may breathe water and thus do not drown.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 1999, + "rule_id": "pdf_skill_1596_useless_limbs", + "title": "useless lImbs", + "content": "Certain Critical Effects indicate a risk of permanently losing\nthe use of a limb unless the affected character succeeds at a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unconsciousness", + "content": "Unconsciousness is usually a temporary state that typically results from excessive levels of Fatigue or Critical Damage. The duration of a state of unconsciousness is usually included in the description of the effect that caused it, but if no other duration is given, unconsciousness lasts for 10-TB minutes. An unconscious character is completely unaware of his surroundings and cannot take any actions. He is also treated as a helpless target (see Combat Circumstances, page 246). If a character fell into unconsciousness due to excessive levels of Fatigue, he recovers some of that Fatigue when he awakens. See Fatigue, page 251.", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2000, + "rule_id": "pdf_skill_1597_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. If a character with the", + "content": "Medicae Skill is present to assist the injured character, the victim\ngains a +20 bonus to such a test. Even if the test is successful,\nthe limb must be held in a sling for 1d5+1 weeks and is useless\nduring this time. Should the Toughness Test fail, the limb must\nbe removed, requiring a character with the Medicae Skill to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Useless Limbs", + "content": "Certain Critical Effects indicate a risk of permanently losing the use of a limb unless the affected character succeeds at a", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2001, + "rule_id": "pdf_skill_1598_succeed_at_a_difficult_10_m", + "title": "succeed at a Difficult (–10) Medicae Test. Should this fail, the", + "content": "limb still comes off, but the surgery inflicts 1d10 Damage to the\nlimb—almost always Critical Damage. Should the amputee live,\nthe limb comes off, but he suffers Blood Loss and must be treated\nfor it. Once this has been dealt with, the chirurgeon must treat the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Toughness Test. If a Character with the", + "content": "Medicae Skill is present to assist the injured character, the victim gains a +20 bonus to such a test. Even if the test is successful, the limb must be held in a sling for 1d5+1 weeks and is useless during this time. Should the Toughness Test fail, the limb must be removed, requiring a character with the Medicae Skill to", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2002, + "rule_id": "pdf_skill_1599_vacuum", + "title": "vacuum", + "content": "There is nothing good about being exposed to vacuum. There\nare two main ways this unfortunate event could occur: A\ncharacter can be suddenly thrust into an airless, pressureless", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Succeed at a Difficult (–10) Medicae Test. Should This Fail, the", + "content": "limb still comes off, but the surgery inflicts 1d10 Damage to the limb—almost always Critical Damage. Should the amputee live, the limb comes off, but he suffers Blood Loss and must be treated for it. Once this has been dealt with, the chirurgeon must treat the", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2003, + "rule_id": "pdf_skill_1600_environment_such_as_being_exp", + "title": "environment (such as being expelled from an airlock), or he", + "content": "can be slowly affected (such as being trapped on a starship\nas its atmosphere is vented into space). If suddenly exposed\nto vacuum, a character may survive unharmed for a number\nof Rounds equal to his Toughness Bonus. Unless he has an\noxygen source, he will also begin to suffer from the effects\nof suffocation. At the end of each Round after this, he suffers\n1d10+3 Explosive Damage from depressurisation. If he is\nin the vacuum of space, at the end of each Round make a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Vacuum", + "content": "There is nothing good about being exposed to vacuum. There are two main ways this unfortunate event could occur: A character can be suddenly thrust into an airless, pressureless", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Environment (Such as Being Expelled from an Airlock), or He", + "content": "can be slowly affected (such as being trapped on a starship as its atmosphere is vented into space). If suddenly exposed to vacuum, a character may survive unharmed for a number of Rounds equal to his Toughness Bonus. Unless he has an oxygen source, he will also begin to suffer from the effects of suffocation. At the end of each Round after this, he suffers 1d10+3 Explosive Damage from depressurisation. If he is", + "page": 1, + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2004, + "rule_id": "pdf_skill_1601_challenging_0_toughness_tes", + "title": "Challenging (+0) Toughness Test. A failure indicates he also", + "content": "suffers 1d10 Energy Damage from the extreme cold. In both\ncases, any armour worn does not reduce the Damage incurred.\nIf a character dies in space, it takes five Rounds for his corpse\nto freeze. If a frozen corpse suffers any Damage, it shatters\ninto thousands of blood-red ice shards. There is precious little,\nexcept perhaps a daemonic pact, which can bring a character\nback from such a fate. If a character is trapped in a gradually\nworsening atmosphere, he may survive unharmed for a number\nof Rounds equal to twice his Toughness Bonus. At the end\nof this time, he will begin to experience suffocation will also\nbegin to feel the effects of depressurisation. From that point\nonwards, at the end of each Round he must make a Toughness\nTest with a cumulative –10 penalty. Success indicates that he\nonly suffers 1d5 Explosive Damage. Failure means that he\nsuffers 1d10 Explosive Damage. In both cases, armour cannot\nreduce the Damage incurred.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging (+0) Toughness Test. A failure indicates he also", + "content": "suffers 1d10 Energy Damage from the extreme cold. In both cases, any armour worn does not reduce the Damage incurred. If a character dies in space, it takes five Rounds for his corpse to freeze. If a frozen corpse suffers any Damage, it shatters into thousands of blood-red ice shards. There is precious little, except perhaps a daemonic pact, which can bring a character back from such a fate. If a character is trapped in a gradually worsening atmosphere, he may survive unharmed for a number of Rounds equal to twice his Toughness Bonus. At the end of this time, he will begin to experience suffocation will also begin to feel the effects of depressurisation. From that point onwards, at the end of each Round he must make a Toughness Test with a cumulative -10 penalty. Success indicates that he only suffers 1d5 Explosive Damage. Failure means that he suffers 1d10 Explosive Damage. In both cases, armour cannot reduce the Damage incurred.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2005, + "rule_id": "pdf_skill_1602_healing", + "title": "HealiNg", + "content": "A character inevitably suffers Damage during his explorations\nof the galaxy. As a character accumulates Damage, he progresses\nthrough three different states: Lightly Damaged, Heavily\nDamaged, and Critically Damaged. Characters naturally\nrecover from Damage at a slow rate that varies depending on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Healing", + "content": "A character inevitably suffers Damage during his explorations of the galaxy. As a character accumulates Damage, he progresses through three different states: Lightly Damaged, Heavily Damaged, and Critically Damaged. Characters naturally recover from Damage at a slow rate that varies depending on", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2006, + "rule_id": "pdf_skill_1603_lightly_damaged", + "title": "lIghtly DamageD", + "content": "A character is considered Lightly Damaged if he has taken\nDamage equal to or less than twice his Toughness Bonus.\nA Lightly Damaged character removes 1 Damage per day\nthrough natural healing. If Lightly Damaged the character\ndevotes an entire day to bed rest, he removes an amount of\nDamage equal to his Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lightly Damaged", + "content": "A character is considered Lightly Damaged if he has taken Damage equal to or less than twice his Toughness Bonus. A Lightly Damaged character removes 1 Damage per day through natural healing. If Lightly Damaged the character devotes an entire day to bed rest, he removes an amount of Damage equal to his Toughness Bonus.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2007, + "rule_id": "pdf_skill_1604_example", + "title": "example", + "content": "Brother Myrdor has a Toughness Bonus of 8. After a bloody mission\nhe has suffered 12 Damage. This amount of Damage is less than twice", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "Brother Myrdor has a Toughness Bonus of 8. After a bloody mission he has suffered 12 Damage. This amount of Damage is less than twice", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2008, + "rule_id": "pdf_skill_1605_his_toughness_bonus_2_x_8_1", + "title": "his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.", + "content": "He will naturally heal 1 Damage per day, but if he devotes an entire\nday to rest and recovery, he can remove 8 Damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "his Toughness Bonus (2 x 8 = 16), so he is only Lightly Damaged.", + "content": "He will naturally heal 1 Damage per day, but if he devotes an entire day to rest and recovery, he can remove 8 Damage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2009, + "rule_id": "pdf_skill_1606_heavily_damaged", + "title": "heavIly DamageD", + "content": "A character is Heavily Damaged whenever he has taken more\nDamage than twice his Toughness Bonus. A Heavily Damaged\ncharacter removes 1 Damage per week through natural\nhealing. If a Heavily Damaged character devotes an entire\nweek to complete rest, he removes an amount of Damage\nequal to his Toughness Bonus. Once a Heavily Damaged\ncharacter’s Damage is equal to or less than his Toughness\nBonus, he becomes Lightly Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heavily Damaged", + "content": "A character is Heavily Damaged whenever he has taken more Damage than twice his Toughness Bonus. A Heavily Damaged character removes 1 Damage per week through natural healing. If a Heavily Damaged character devotes an entire week to complete rest, he removes an amount of Damage equal to his Toughness Bonus. Once a Heavily Damaged character's Damage is equal to or less than his Toughness Bonus, he becomes Lightly Damaged.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2010, + "rule_id": "pdf_skill_1607_example", + "title": "example", + "content": "After a tough fight with a Bloodletter, Myrdor has suffered 18\nDamage, which is more than twice his Toughness Bonus of 8. He\nis now Heavily Damaged and decides to spend an entire week in\nthe care of an Apothecary. At the end of that week, he removes 8\nDamage because his Toughness Bonus is 8. Because he now has", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "After a tough fight with a Bloodletter, Myrdor has suffered 18 Damage, which is more than twice his Toughness Bonus of 8. He is now Heavily Damaged and decides to spend an entire week in the care of an Apothecary. At the end of that week, he removes 8 Damage because his Toughness Bonus is 8. Because he now has", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2011, + "rule_id": "pdf_skill_1608_critically_damaged", + "title": "crItIcally DamageD", + "content": "A character is Critically Damaged whenever he has taken\nDamage in excess of his Wounds. Critical Damage does\nnot heal on its own—it requires medical attention. With\nrest and medical attention, a character removes 1 point of\nCritical Damage per week. After all Critical Damage has been\nremoved, a character becomes Heavily Damaged instead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Critically Damaged", + "content": "A character is Critically Damaged whenever he has taken Damage in excess of his Wounds. Critical Damage does not heal on its own—it requires medical attention. With rest and medical attention, a character removes 1 point of Critical Damage per week. After all Critical Damage has been removed, a character becomes Heavily Damaged instead.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2012, + "rule_id": "pdf_skill_1609_example", + "title": "example", + "content": "After a bitter battle against a Tyranid horde, Myrdor has suffered\n3 points of Critical Damage. Fortunately, his comrades managed to\ndrag him out of the combat zone and he can spend three weeks resting\nunder the constant supervision of one of the Chapter’s apothecaries.\nAt the end of these weeks, Myrdor has removed all 3 points of\nCritical Damage and is now only Heavily Damaged.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "example", + "content": "After a bitter battle against a Tyranid horde, Myrdor has suffered 3 points of Critical Damage. Fortunately, his comrades managed to drag him out of the combat zone and he can spend three weeks resting under the constant supervision of one of the Chapter's apothecaries. At the end of these weeks, Myrdor has removed all 3 points of Critical Damage and is now only Heavily Damaged.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2013, + "rule_id": "pdf_skill_1610_death", + "title": "Death", + "content": "Death for a character is always the result of a Critical Damage\neffect. Usually this is when the character has accrued 8 or\nmore points of Critical Damage depending on the type of\nDamage suffered and the body location struck. If a critical\nresult indicates that the character is killed, then he is dead, and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Death", + "content": "Death for a character is always the result of a Critical Damage effect. Usually this is when the character has accrued 8 or more points of Critical Damage depending on the type of Damage suffered and the body location struck. If a critical result indicates that the character is killed, then he is dead, and", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2014, + "rule_id": "pdf_skill_1611_heroic_sacrifice_optional", + "title": "heroIc sacrIFIce (optIonal)", + "content": "No Battle-Brother ever dies in vain as long as he dies in the\nEmperor’s service. At the GM’s discretion, he may allow players\nto choose the option of Heroic Sacrifice if they know that their\ncharacters have no other options to continue serving the Emperor\nor wish to sell their lives for the greater good. When a player’s\ncharacter is in a position to burn his final Fate Point to save his\ncharacter’s life (Space Marines would only make this choice if\nthere is no other way to survive!), he may instead choose to\nburn the point anyway and make a Heroic Sacrifice instead. A\ncharacter declares at the start of his Turn that he is performing\na Heroic Sacrifice as a Free Action. Then, for a number of Turns\nequal to his Toughness Bonus (including the turn in which\nthe Sacrifice was declared), the character can ignore all further\ncritical effects with the exception of those which render limbs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heroic Sacrifice (optional)", + "content": "No Battle-Brother ever dies in vain as long as he dies in the Emperor's service. At the GM's discretion, he may allow players to choose the option of Heroic Sacrifice if they know that their characters have no other options to continue serving the Emperor or wish to sell their lives for the greater good. When a player's character is in a position to burn his final Fate Point to save his character's life (Space Marines would only make this choice if there is no other way to survive!), he may instead choose to burn the point anyway and make a Heroic Sacrifice instead. A character declares at the start of his Turn that he is performing a Heroic Sacrifice as a Free Action. Then, for a number of Turns equal to his Toughness Bonus (including the turn in which the Sacrifice was declared), the character can ignore all further critical effects with the exception of those which render limbs", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2015, + "rule_id": "pdf_skill_1612_or_senses_useless_such_as_blo", + "title": "or senses useless (such as blown-off limbs and blindness). The", + "content": "character also receives one ‘free’ Fate Point each turn, which", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "or senses useless (such as blown-off limbs and blindness). The", + "content": "character also receives one 'free' Fate Point each turn, which", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2016, + "rule_id": "pdf_skill_1613_may_be_used_in_the_normal_fash", + "title": "may be used in the normal fashion (see page 204) though it is", + "content": "lost if not spent. At the end of this period, the character will die\nregardless of any other factors. Fate Points gained as part of the\nHeroic Sacrifice cannot be burnt to save the character’s life. It\nis important to note that a Space Marine would never willingly\nput himself in the position of heroic sacrifice where doing so\nwould make his gene-seed impossible to retrieve.\nIf the character’s sacrifice was particularly meaningful and\nmade a difference to the outcome of the Kill-team’s mission, the\nGM may award the player a bonus for his next character. For\nmore details on this see page 271 in Chapter IX: The Game\nMaster.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "may be used in the normal fashion (see page 204) though it is", + "content": "lost if not spent. At the end of this period, the character will die regardless of any other factors. Fate Points gained as part of the Heroic Sacrifice cannot be burnt to save the character's life. It is important to note that a Space Marine would never willingly put himself in the position of heroic sacrifice where doing so would make his gene-seed impossible to retrieve.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2017, + "rule_id": "pdf_skill_1614_medical_attention", + "title": "meDIcal attentIon", + "content": "Medical attention is any Action taken to treat injuries. Such\nefforts can range from the application of healing drugs, a\nsuccessful Medicae Test, or even using Psychic Powers. Medical\nattention can provide immediate recovery or can speed the\nprocess of natural healing. For additional information, see the\nMedicae skill on page 102.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Medical attention", + "content": "Medical attention is any Action taken to treat injuries. Such efforts can range from the application of healing drugs, a successful Medicae Test, or even using Psychic Powers. Medical attention can provide immediate recovery or can speed the process of natural healing. For additional information, see the Medicae skill on page 102.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2018, + "rule_id": "pdf_skill_1615_replacements", + "title": "replacements", + "content": "It is possible to restore lost limbs with bionic replacements; in\nfact, sometimes a character may prefer to lop off a perfectly\ngood arm or leg to gain the benefits of having a cybernetic\nreplacement. The rules for both removing and attaching\ncybernetic, bionic, and bio-enhanced limbs, implants, and\nweapons are detailed fully in Chapter V: Armoury.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Replacements", + "content": "It is possible to restore lost limbs with bionic replacements; in fact, sometimes a character may prefer to lop off a perfectly good arm or leg to gain the benefits of having a cybernetic replacement. The rules for both removing and attaching cybernetic, bionic, and bio-enhanced limbs, implants, and weapons are detailed fully in Chapter V: Armoury.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2019, + "rule_id": "pdf_skill_1616_game_master", + "title": "Game Master", + "content": "“For the Emperor!”\n–Favoured battle cry of the Adeptus Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Game Master", + "content": "\"For the Emperor!\"\n- Favoured battle cry of the Adeptus Astartes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2020, + "rule_id": "pdf_skill_1617_master", + "title": "masTeR", + "content": "In Deathwatch, as in many roleplaying games, one of the players", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Master", + "content": "In Deathwatch, as in many roleplaying games, one of the players", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2021, + "rule_id": "pdf_skill_1618_takes_on_the_role_of_game_mast", + "title": "takes on the role of Game Master (GM). The GM’s role is a vital", + "content": "one, as he is charged with creating, maintaining, and describing", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "takes on the role of Game Master (GM). The GM's role is a vital", + "content": "one, as he is charged with creating, maintaining, and describing", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2022, + "rule_id": "pdf_skill_1619_the_world_in_which_the_player", + "title": "the world in which the player characters (PCs) live. It is the role of", + "content": "the GM to set the scene, guide the plot, and decide the outcome\nof the player’s actions. In many ways, the GM is like the director\nof a film, setting the scene and telling the players (who are like\nthe lead actors) where they are and what they are doing. Unlike a\nfilm, however, a roleplaying game is a collaborative effort between\nplayers and Game Master, and while the GM may set the scene, it\nthen falls to the players to decide the actions of their characters.\nThis is where the other key role of the GM comes into play.\nIn addition to being the director and storyteller of the game, he\nis also its referee. As a game, Deathwatch uses rules to adjudicate\nthe actions of the characters and determine their success in many\nof their endeavours. The GM helps to decide when and where\nthese rules are used and also how they are interpreted, making\nsure that the game runs as smoothly as possible. It is the Game\nMaster’s job to be fair and impartial, like any referee, and ensure\nthat everyone is having a good time.\nBecause the GM sets the scene and describes the action, he\nalso creates the story or plot that the players follow. In roleplaying\ngames these plots are commonly known as adventures or scenarios.\nEverything the players know or want to know about their world\nis described by the GM, and he also takes the part of the other\ninhabitants of the universe, from the lowliest Imperial Guardsman\nto the most powerful Sector Lord, deciding how they react to the\ncharacters and the actions they take within the adventure.\nWhile at first glance the GM has a lot more work than the\nplayers, his job can also be one of the most rewarding, as he gets\nthe satisfaction of bringing enjoyment to the players and seeing\nhis stories come to life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the world in which the player characters (PCs) live. It is the role of", + "content": "the GM to set the scene, guide the plot, and decide the outcome of the player's actions. In many ways, the GM is like the director of a film, setting the scene and telling the players (who are like the lead actors) where they are and what they are doing. Unlike a film, however, a roleplaying game is a collaborative effort between players and Game Master, and while the GM may set the scene, it then falls to the players to decide the actions of their characters. This is where the other key role of the GM comes into play. In addition to being the director and storyteller of the game, he is also its referee. As a game, Deathwatch uses rules to adjudicate the actions of the characters and determine their success in many of their endeavours. The GM helps to decide when and where these rules are used and also how they are interpreted, making sure that the game runs as smoothly as possible. It is the Game Master's job to be fair and impartial, like any referee, and ensure that everyone is having a good time. Because the GM sets the scene and describes the action, he also creates the story or plot that the players follow. In roleplaying games these plots are commonly known as adventures or scenarios. Everything the players know or want to know about their world is described by the GM, and he also takes the part of the other inhabitants of the universe, from the lowliest Imperial Guardsman to the most powerful Sector Lord, deciding how they react to the characters and the actions they take within the adventure. While at first glance the GM has a lot more work than the players, his job can also be one of the most rewarding, as he gets the satisfaction of bringing enjoyment to the players and seeing his stories come to life.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2023, + "rule_id": "pdf_skill_1620_the_basics", + "title": "The Basics", + "content": "Since it is the role of the GM to shape and lead the story, he\nneeds to be more prepared than the other players. Before the\nGM accepts the mantle of running the game, there are three\nkey things he should consider.\nKnow the Rules: It is important that the GM know the\nrules better than, or at least as well as, the other players. This\nmeans that the GM should read as much of this book as\npossible before he runs his first game. Chapter VII: Playing\nthe Game is particularly relevant as these are the core\nmechanics of the game and are fundamental to its workings.\nKnowing the rules is also important for the GM as he is\nrequired to make judgments and adjudications on the actions\nof the characters. Helping the Game Master in this area is\nwhat the rules are designed to do.\nKnow the Plot: In a roleplaying game, the players and\ntheir characters are the heroes confronting the dark and\nforbidding universe of the 41st millennium. However, it is\nthe Game Master who creates the plot that they follow and\nchooSing thE gm\nWhen organising a game of Deathwatch, one player needs\nto be nominated as the GM. It is always a good idea if the\nGM volunteers for the job, as the game will be better if the\nperson running it is enthusiastic about what he is doing.\nUsually, however, the Game Master is decided before the\nplayers get together for their first session, as the role of the\nGM taken up by the person that has organised the game\nin the first place—probably also the person that bought\nthis book. It is also common that over time several of the\ngroup’s players may take on the role of the GM, sharing\nthe work and creating their own adventures. This allows\nplayers a chance to make their own stories and can be very\nrewarding as GMs tag-team adventures leading to plots\nand campaigns with more depth and detail.\nDElEgating to PlayERS\nThere is little doubt that the Game Master has the lion’s\nshare of the work when it comes to running aroleplaying\ngame. He does not need to do all the work, however, when\nit comes to organising the adventure and getting together\nall of the ingredients for a successful game. This is where\nsome of the players can also help out, doing such things as\nbringing miniatures, dice, pencils and paper, or snacks.\nThe most important contribution players can make to\na game is in helping the GM to add detail and depth to\nhis setting. For example, rather than the GM creating the\ndetails of the Battle of the Grey March, an important part\nof a PC’s background, he could ask the player to write up\na little about it. This means that the player is adding to the\nworld and the GM also has some extra detail that he can\nadd into one of his plots later. These are also the kinds of\ntasks that players really enjoy. By allowing them to create\nthese kinds of background details, the GM’s task is made\neasier and the group’s adventures made richer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Basics", + "content": "Since it is the role of the GM to shape and lead the story, he needs to be more prepared than the other players. Before the GM accepts the mantle of running the game, there are three key things he should consider. Know the Rules: It is important that the GM know the rules better than, or at least as well as, the other players. This means that the GM should read as much of this book as possible before he runs his first game. Chapter VII: Playing the Game is particularly relevant as these are the core mechanics of the game and are fundamental to its workings. Knowing the rules is also important for the GM as he is required to make judgments and adjudications on the actions of the characters. Helping the Game Master in this area is what the rules are designed to do. Know the Plot: In a roleplaying game, the players and their characters are the heroes confronting the dark and forbidding universe of the 41st millennium. However, it is the Game Master who creates the plot that they follow and chooSing thE gm When organising a game of Deathwatch, one player needs to be nominated as the GM. It is always a good idea if the GM volunteers for the job, as the game will be better if the person running it is enthusiastic about what he is doing. Usually, however, the Game Master is decided before the players get together for their first session, as the role of the GM taken up by the person that has organised the game in the first place—probably also the person that bought this book. It is also common that over time several of the group's players may take on the role of the GM, sharing the work and creating their own adventures. This allows players a chance to make their own stories and can be very rewarding as GMs tag-team adventures leading to plots and campaigns with more depth and detail. DElEgating to PlayERS There is little doubt that the Game Master has the lion's share of the work when it comes to running aroleplaying game. He does not need to do all the work, however, when it comes to organising the adventure and getting together all of the ingredients for a successful game. This is where some of the players can also help out, doing such things as bringing miniatures, dice, pencils and paper, or snacks. The most important contribution players can make to a game is in helping the GM to add detail and depth to his setting. For example, rather than the GM creating the details of the Battle of the Grey March, an important part of a PC's background, he could ask the player to write up a little about it. This means that the player is adding to the world and the GM also has some extra detail that he can add into one of his plots later. These are also the kinds of tasks that players really enjoy. By allowing them to create these kinds of background details, the GM's task is made easier and the group's adventures made richer.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2024, + "rule_id": "pdf_skill_1621_setting", + "title": "Setting", + "content": "Only in death is duty’s price repaid.\n–Inscription on the Tomb of Heroes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Setting", + "content": "Only in death is duty's price repaid. -Inscription on the Tomb of Heroes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2025, + "rule_id": "pdf_skill_1622_adventure", + "title": "aDvenTuRe", + "content": "In Deathwatch, the players take on the roles of elite warriors\nin the service of the Emperor, true gods among men with the\nstrength, skill, and abilities to best hordes of lesser foes. This\nstatus means that they are entrusted with the most dangerous\nmissions and foes faced by the Imperium and will be sent\ninto situations and places where others could not hope to\nsurvive, let alone succeed. Ostensibly, this means that most\nadventures involving Deathwatch Kill-teams centre around", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Adventure", + "content": "In Deathwatch, the players take on the roles of elite warriors in the service of the Emperor, true gods among men with the strength, skill, and abilities to best hordes of lesser foes. This status means that they are entrusted with the most dangerous missions and foes faced by the Imperium and will be sent into situations and places where others could not hope to survive, let alone succeed. Ostensibly, this means that most adventures involving Deathwatch Kill-teams centre around", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2026, + "rule_id": "pdf_skill_1623_combat_given_their_martial_na", + "title": "combat (given their martial nature). This is only the tip of the", + "content": "iceberg, however, when it comes to the role of the Deathwatch\nand the possibilities open to characters as members of its\nsacred ranks.\nOn the surface, the options for games involving genetically\nenhanced super soldiers with a fanatical devotion to duty\nmay seem limiting. However, as with all aspects of the\nWarhammer 40,000 universe, there are many different paths,\nthemes, and settings that can be explored and enjoyed. These\ncan range from anything from a simple search-and-destroy\nmission involving the extermination of a powerful foe, or a\ndaring rescue in the midst of a full-scale planetary invasion,\nto a secret Inquisitorial assignment where both objectives and\nenemies are unclear, or a volatile diplomatic mission to an\nalien world where the Battle-Brothers must do everything\nthey can to avoid bloodshed.\nBeing a Space Marine is more than simply being a potent\nand fearless warrior—it is also about protecting the Imperium\nand the rule of the Emperor wherever and however that may\ncome about.\nsTyles of Play\nThere are a number of styles of play that lend themselves to\nDeathwatch and focus on the different kinds of adventures\nthe Game Master might like to run. None of these styles is\nexclusive of course, and they can be mixed and matched as\nrequired by the GM’s plot.\nthE EmPERoR’S finESt\nSpace Marines are, by their nature and design, most commonly\nfound where the fighting is the thickest. Bred for war and\ntrained to excel in all aspects of battle, Battle-Brothers fit\neasily into adventures that focus on lots of combat. These\noften take the form of military missions where the characters\nfind themselves sent in to destroy targets, complete objectives,\nand bring glory to the Emperor by vanquishing his foes. While\nthere are many permutations and variations on the military\ntheme and the idea of an elite group of warriors tasked with\nspecial orders, they all share the common goal of annihilating\nthe enemy, usually in a hail of bolter shells and plasma bolts.\nMilitary-themed games also often focus on single actions and\nobjectives in the greater scheme of Imperial strategy. While\nthe Imperial battlefleet rains orbital barrages from above and\nthe Imperial Guard swarm across the blasted landscape, the\nDeathwatch Kill-team moves between the flames and shadows\nto strike at critical times and places. Against a backdrop of\nash, blood, and ruin, the Battle-Brothers wade through the\ncarnage aloof and elite, aware of their unique role in the tide\nof battle. Such games can also see the characters swept up\nin ongoing Imperial campaigns and dispatched from world\nto world or warzone to warzone at the whim of unseen\ncommanders and battle-hungry generals. This could see them\nstorming a lunar defence platform, followed by a low-orbit\ninsertion into a jungle warzone before being conveyed by\nThunderhawk gunship to a beach landing on the other side\nof the planet.\nThe advantage of military-style games is that they are easy\nto start and finish, existing only within the parameters of the\nmission and with the benefit of the Imperial war machine to\nferry, supply, and brief the characters without the need for\nthem to find their own way around the galaxy or shop for\nreplacement weapons or ammo.\nIdeas and concepts for military-style missions and more\ndetail on the Battle-Brothers’ role within the Imperial War\nMachine can be found in Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat", + "content": "Given their martial nature, this is only the tip of the iceberg when it comes to the role of the Deathwatch and the possibilities open to characters as members of its sacred ranks. On the surface, the options for games involving genetically enhanced super soldiers with a fanatical devotion to duty may seem limiting. However, as with all aspects of the Warhammer 40,000 universe, there are many different paths, themes, and settings that can be explored and enjoyed. These can range from anything from a simple search-and-destroy mission involving the extermination of a powerful foe, or a daring rescue in the midst of a full-scale planetary invasion, to a secret Inquisitorial assignment where both objectives and enemies are unclear, or a volatile diplomatic mission to an alien world where the Battle-Brothers must do everything they can to avoid bloodshed. Being a Space Marine is more than simply being a potent and fearless warrior—it is also about protecting the Imperium and the rule of the Emperor wherever and however that may come about.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2027, + "rule_id": "pdf_skill_1624_inquisitorial_involvement", + "title": "inquiSitoRial involvEmEnt", + "content": "While the Deathwatch are drawn from the Adeptus Astartes,\nthey also form the chamber militant of the Ordo Xenos. They\nare an elite force within the Imperial war machine, but, they\nhave a special place within the structure of the Inquisition (like\nthe Grey Knights) dedicated to the eradication of a specific\nenemy of the Imperium. Games that feature the involvement of\nthe Inquisition are likely to be more subtle and detailed than\nthose in which the Kill-team is facing the foes of humanity\nin open battle. This can mean accompanying an Inquisitor\nand his servants into the depths of a hive world, some ancient\nand forgotten alien ruins, or the shadowy corridors of a space\nhulk, far from the support of the Imperial armies, where the\nKill-team must rely upon their own skills to survive and\nprotect their allies. Even the most arrogant Inquisitor knows,\nhowever, that petitioning a Watch Commander for the aid\nof a Kill-team is not to be done lightly. When the BattleInquisitor and his followers are counting on their strength of\narms. Another exciting and interesting aspect of working for\nthe Inquisition is the moral ambiguity it can create, leading\nthe Battle-Brothers to question their allegiances and even\ntheir own view of Emperor’s will.\nThe advantage of games with Inquisitorial involvement is\nthat it allows both the GM and players to explore some of the\ndarker and more shrouded aspects of the Imperium as well\nas better understand their own role in such affairs and the\nsharpened blade of the Ordo Xenos.\nFor more on the Inquisition’s role in the Deathwatch see\nChapter XII: The Deathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inquisitorial Involvement", + "content": "While the Deathwatch are drawn from the Adeptus Astartes, they also form the chamber militant of the Ordo Xenos. They are an elite force within the Imperial war machine, but they have a special place within the structure of the Inquisition (like the Grey Knights) dedicated to the eradication of a specific enemy of the Imperium. Games that feature the involvement of the Inquisition are likely to be more subtle and detailed than those in which the Kill-team is facing the foes of humanity in open battle. This can mean accompanying an Inquisitor and his servants into the depths of a hive world, some ancient and forgotten alien ruins, or the shadowy corridors of a space hulk, far from the support of the Imperial armies, where the Kill-team must rely upon their own skills to survive and protect their allies. Even the most arrogant Inquisitor knows, however, that petitioning a Watch Commander for the aid of a Kill-team is not to be done lightly. When the Battle-Inquisitor and his followers are counting on their strength of arms. Another exciting and interesting aspect of working for the Inquisition is the moral ambiguity it can create, leading the Battle-Brothers to question their allegiances and even their own view of Emperor's will. The advantage of games with Inquisitorial involvement is that it allows both the GM and players to explore some of the darker and more shrouded aspects of the Imperium as well as better understand their own role in such affairs and the sharpened blade of the Ordo Xenos. For more on the Inquisition's role in the Deathwatch see Chapter XII: The Deathwatch.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2028, + "rule_id": "pdf_skill_1625_kill_team_a_fearsome_combat_u", + "title": "Kill-team (a fearsome combat unit) to complete its goals and", + "content": "objectives without resorting to bolters and chainswords (at\nleast not right away).\nnon-PlayeR chaRacTeRs\nAs part of his role in bringing the setting to life and\nadjudicating the actions of the players, the GM is also\ncharged with controlling the actions of anyone the PCs", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Kill-team (a fearsome combat unit) to complete its goals and", + "content": "objectives without resorting to bolters and chainswords (at least not right away). non-Player Characters As part of his role in bringing the setting to life and adjudicating the actions of the players, the GM is also charged with controlling the actions of anyone the PCs", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2029, + "rule_id": "pdf_skill_1626_come_into_contact_with_these", + "title": "come into contact with. These non-player characters (NPCs)", + "content": "form a vital part of any game. NPCs can include close and\ntrusted allies, such as fellow Battle-Brothers or members of\nthe Deathwatch, as well as obvious and belligerent enemies\nsuch as bloodthirsty Orks or tainted Chaos worshippers.\nEnemies are fairly straight forward to run, as they are often\nencountered in combat situations where the rules for combat\nadequately cover their reactions. Details on common enemies,\ntheir tactics, and capabilities can be found in Chapter XIII:\nAdversaries.\nA substantial number of NPCs in any game, however,\nfall into a grey area between friend and foe. This is where\nthe GM needs to think more carefully about how they will\nreact to the PCs and how the PCs actions can either shift the\nNPCs’ reactions one way or the other. For more details on\nDispositions and how the players can influence the reactions\nof NPCs see Interaction on page 275.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NPCs in the Game", + "content": "NPCs form a vital part of any game, including allies and enemies. Enemies are straightforward to run, encountered in combat situations. Details on common enemies, tactics, and capabilities can be found in Chapter XIII: Adversaries. Many NPCs fall between friend and foe, requiring GM to consider their reactions to PCs. For more details on Dispositions and influencing NPCs' reactions, see Interaction on page 275.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2030, + "rule_id": "pdf_skill_1627_guidelines_for_running_npcs", + "title": "guiDElinES foR Running nPcS", + "content": "While every NPC will be different and can be played with his\nown unique style and flavour, there are a few guidelines that\nthe GM should bear in mind. These are intended to help the\nGM in situations where he is unsure what an NPC would do\nor how he would react to the actions or words of the player\ncharacters.\nWhat are their motivations?: The most important\naspect of running any NPC is knowing what motivates him.\nAn Inquisitor working with the Kill-team will react very\ndifferently to the group’s actions if he is in fact an agent of\nthe Ruinous Powers plotting their destruction. An Imperial\ncommander, driven by his own lust for glory (at the cost of his\nmen), may issue orders or make reckless decisions that could\nplace the Kill-team in peril. For most NPCs, motivations do\nnot need to be too complex and usually centre around some", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Guidelines for Running NPCs", + "content": "While every NPC will be different and can be played with his own unique style and flavour, there are a few guidelines that the GM should bear in mind. These are intended to help the GM in situations where he is unsure what an NPC would do or how he would react to the actions or words of the player characters. What are their motivations?: The most important aspect of running any NPC is knowing what motivates him. An Inquisitor working with the Kill-team will react very differently to the group’s actions if he is in fact an agent of the Ruinous Powers plotting their destruction. An Imperial commander, driven by his own lust for glory (at the cost of his men), may issue orders or make reckless decisions that could place the Kill-team in peril. For most NPCs, motivations do not need to be too complex and usually centre around some", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2031, + "rule_id": "pdf_skill_1628_selfish_or_selfless_goal_su", + "title": "selfish (or selfless) goal, such as personal wealth and glory or", + "content": "loyalty to allies or faith in the Emperor. The important thing\nis that it gives the GM a clear guide for how the NPC reacts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "selfish (or selfless) goal, such as personal wealth and glory or", + "content": "loyalty to allies or faith in the Emperor. The important thing is that it gives the GM a clear guide for how the NPC reacts", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2032, + "rule_id": "pdf_skill_1629_when_things_get_messy_as_they", + "title": "when things get messy (as they always do).", + "content": "nPc BattlE-BRothERS\nA unique kind of NPC the players often encounter are\nfellow Space Marines, either of the Deathwatch or one of\nthe Adeptus Astartes Chapters. All Space Marines share", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "When Things Get Messy", + "content": "NPC BATTLE-BROTHERS A unique kind of NPC the players often encounter are fellow Space Marines, either of the Deathwatch or one of the Adeptus Astartes Chapters. All Space Marines share", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2033, + "rule_id": "pdf_skill_1630_a_bond_even_if_they_don_t_lik", + "title": "a bond (even if they don’t like each other) that separates", + "content": "them from the bulk of humanity. Where a Battle-Brother\nmay tolerate a certain behaviour or action from a normal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "A Bond That Separates", + "content": "Them from the bulk of humanity. Where a Battle-Brother may tolerate a certain behavior or action from a normal", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2034, + "rule_id": "pdf_skill_1631_human_whatever_his_station_h", + "title": "human (whatever his station) he would not accept it in a", + "content": "fellow Space Marine who he sees as an equal. Members\nof a PC’s own Chapter are even more given to this kind\nof attitude, viewing the PC as family and reacting as\nsuch to his actions. The GM should consider this kind\nof reaction whenever the players encounter other Battlein battle or across the briefing table.\nthE RolE of thE kill-tEam\nIn a game of Deathwatch, the characters are formed\ninto a small combat unit known as a Kill-team. A Killa significant place in the ranks of the Deathwatch,\nInquisition, and Imperial war machine. For the GM, the\nKill-team also represents a tool with which he can guide\nthe players through the rigid military structure of the\nAdeptus Astartes while allowing them a decent degree\nof autonomy and freedom. This special flexibility can\nallow them to choose their own path to completing their\ngoals and even go off-mission without the inevitability\nof court-martial and summary execution.\nThe missions a Kill-team is assigned are special,\nand the team itself comprises members chosen for their\nindependence and resourcefulness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Role of the Kill-team", + "content": "In a game of Deathwatch, the characters are formed into a small combat unit known as a Kill-team. A Kill-team holds a significant place in the ranks of the Deathwatch, Inquisition, and Imperial war machine. For the GM, the Kill-team also represents a tool with which he can guide the players through the rigid military structure of the Adeptus Astartes while allowing them a decent degree of autonomy and freedom. This special flexibility can allow them to choose their own path to completing their goals and even go off-mission without the inevitability of court-martial and summary execution. The missions a Kill-team is assigned are special, and the team itself comprises members chosen for their independence and resourcefulness.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2035, + "rule_id": "pdf_skill_1632_machine", + "title": "machine", + "content": "Perhaps the most significant group of NPCs the players\nregularly deal with are members of their Chapter, members of\nthe Imperial Guard and Imperial Navy, and representatives of\nthe Imperium in general. Collectively these NPCs are known\nas the Imperial war machine, the lumbering behemoth of\nthe Emperor’s war on the galaxy. The Imperial war machine\nis different from other kinds of NPCs the Battle-Brothers\nencounter, as typically they are constantly working with,\nabove, or under its members and ostensibly their goals\ncoincide. The Battle-Brothers will also doubtless come to\nloath and despise many arms of the Imperial armed forces as\nthey confound, confuse, and complicate their own missions as\noften as they help complete them.\nThe Imperial war machine can be best brought to life by\napplying military thinking to its workings and members. Just\nas in the real world, the Imperial military is a labyrinth of\npolicies, procedures, and protocol. Everything must be done\nin an exact order; the chain of command must be followed.\nDifferent commanders have different authorities depending\non the theatre of operations, and the various arms of the war\nmachine, such as the Navy, Guard, or Adeptus Astartes seldom\nwork smoothly together.\nRewards: The\nMark of Duty\n“My life is the Emperor’s and all my achievements are his.”\n–Part of the “Warriors Oath to the Emperor”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Machine", + "content": "Perhaps the most significant group of NPCs the players regularly deal with are members of their Chapter, members of the Imperial Guard and Imperial Navy, and representatives of the Imperium in general. Collectively these NPCs are known as the Imperial war machine, the lumbering behemoth of the Emperor’s war on the galaxy. The Imperial war machine is different from other kinds of NPCs the Battle-Brothers encounter, as typically they are constantly working with, above, or under its members and ostensibly their goals coincide. The Battle-Brothers will also doubtless come to loath and despise many arms of the Imperial armed forces as they confound, confuse, and complicate their own missions as often as they help complete them. The Imperial war machine can be best brought to life by applying military thinking to its workings and members. Just as in the real world, the Imperial military is a labyrinth of policies, procedures, and protocol. Everything must be done in an exact order; the chain of command must be followed. Different commanders have different authorities depending on the theatre of operations, and the various arms of the war machine, such as the Navy, Guard, or Adeptus Astartes seldom work smoothly together. Rewards: The Mark of Duty “My life is the Emperor’s and all my achievements are his.” –Part of the “Warriors Oath to the Emperor”", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2036, + "rule_id": "pdf_skill_1633_the_most_common_kind_of_reward", + "title": "The most common kind of reward is Experience Points (xp).", + "content": "More than anything else, XP measures a character’s personal\npower. Players use Experience Points to buy new Skills\nand Talents as well as Advances. The more xp a character\npossesses, the better he is at dealing with challenges in play,\nsuch as overcoming foes in combat, solving problems, or\ndominating social encounters. Because xp relates directly to a\ncharacter’s power, how much and how often the GM awards\nExperience Points to his players determines how quickly their\ncharacters rise to power and how able they are at defeating\nany challenges he should throw at them.\nThere are two main ways for the GM to award experience to\nhis players: the Abstract Method and the Detailed Method.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Experience Points (XP)", + "content": "More than anything else, XP measures a character's personal power. Players use Experience Points to buy new Skills and Talents as well as Advances. The more xp a character possesses, the better he is at dealing with challenges in play, such as overcoming foes in combat, solving problems, or dominating social encounters. Because xp relates directly to a character's power, how much and how often the GM awards Experience Points to his players determines how quickly their characters rise to power and how able they are at defeating any challenges he should throw at them. There are two main ways for the GM to award experience to his players: the Abstract Method and the Detailed Method.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2037, + "rule_id": "pdf_skill_1634_abstract_method", + "title": "aBStRact mEthoD", + "content": "This is the easiest and recommended (certainly for beginning\nGMs) way to award Experience Points. It relies simply on the\namount of time spent gaming and ensures a steady and smooth\nrise in power for the characters. For each game session, each\nplayer should receive 500 xp. This method assumes a game\nsession lasts about 4 hours; for longer or shorter sessions, the\nGM can adjust the xp rewards accordingly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Abstract Method", + "content": "This is the easiest and recommended way to award Experience Points. It relies simply on the amount of time spent gaming and ensures a steady rise in power for the characters. For each game session, each player should receive 500 xp. This method assumes a game session lasts about 4 hours; for longer or shorter sessions, the GM can adjust the xp rewards accordingly.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2038, + "rule_id": "pdf_skill_1635_detailed_method", + "title": "DEtailED mEthoD", + "content": "A more detailed method of awarding Experience Points is also\npossible, in which each reward is broken down on a case-by-case\nbasis, and players gain Experience Points for completing specific\ntasks. For this method to work however the GM must assign a\nvalue to each encounter. For example he might have a session that\nincludes a dangerous drop-point insertion into hostile territory, a\nbattle against a Tyranid lictor, and a tense negotiation with some\nparanoid Imperial settlers. In this case, each of the three encounters\nwould be worth a set amount of xp that would be awarded to the\nplayers when the encounters were completed or overcome.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "DETAILED METHOD", + "content": "A more detailed method of awarding Experience Points is also possible, in which each reward is broken down on a case-by-case basis, and players gain Experience Points for completing specific tasks. For this method to work however the GM must assign a value to each encounter. For example he might have a session that includes a dangerous drop-point insertion into hostile territory, a battle against a Tyranid lictor, and a tense negotiation with some paranoid Imperial settlers. In this case, each of the three encounters would be worth a set amount of xp that would be awarded to the players when the encounters were completed or overcome.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2039, + "rule_id": "pdf_skill_1636_missions_and_detailed_experien", + "title": "miSSionS anD DEtailED ExPERiEncE", + "content": "An alternative method of awarding detailed Experience\nPoints is to tie it to Mission Objectives. If the GM is using\nMissions in his games, he can assign an xp reward to each\nObjective based on its importance and difficulty using Table\n9–2: Detailed Experience for Missions. To work out\nhow much xp an Objective is worth, simply add together", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Missions and Detailed Experience", + "content": "An alternative method of awarding detailed Experience Points is to tie it to Mission Objectives. If the GM is using Missions in his games, he can assign an xp reward to each Objective based on its importance and difficulty using Table 9-2: Detailed Experience for Missions. To work out how much xp an Objective is worth, simply add together", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2040, + "rule_id": "pdf_skill_1637_its_importance_primary_secon", + "title": "its importance (primary, secondary, tertiary) with its difficulty", + "content": "(novice, skilled, veteran). For more details on Missions and\nObjectives see Creating Missions on page 272.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "its importance with its difficulty", + "content": "(primary, secondary, tertiary) with its difficulty (novice, skilled, veteran). For more details on Missions and Objectives see Creating Missions on page 272.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2041, + "rule_id": "pdf_skill_1638_example", + "title": "ExamPlE", + "content": "Completing a Skilled Secondary Objective would be worth 200 XP\n(Skilled=50 + Secondary=150).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Completing a Skilled Secondary Objective would be worth 200 XP (Skilled=50 + Secondary=150).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2042, + "rule_id": "pdf_skill_1639_roleplaying_awards", + "title": "RolEPlaying awaRDS", + "content": "The GM may also offer Experience Points for good roleplaying.\nThese awards can be as large or small as the GM feels is fair,\ntypically anywhere between 100 xp and 500 xp, and are given\nto players that the GM felt did a good job in portraying their\ncharacters, such as playing up the rivalry between Chapters.\nThe GM should be careful, however, only to give out these\nawards when he feels they are really deserving and usually\nonly when the player does something beyond the norm, such\nas taking an action that he knows may place his character in\ndanger because it is “what their character would do.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Roleplaying Awards", + "content": "The GM may also offer Experience Points for good roleplaying. These awards can be as large or small as the GM feels is fair, typically anywhere between 100 xp and 500 xp, and are given to players that the GM felt did a good job in portraying their characters, such as playing up the rivalry between Chapters. The GM should be careful, however, only to give out these awards when he feels they are really deserving and usually only when the player does something beyond the norm, such as taking an action that he knows may place his character in danger because it is 'what their character would do.'", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2043, + "rule_id": "pdf_skill_1640_renown_rewards", + "title": "REnown REwaRDS", + "content": "As well as Experience Points, characters can also be rewarded\nwith Renown Points. This is a measure of a character’s\nstanding within the Deathwatch and his reputation among his\npeers, usually earned as a result of glory earned in battle. The\ngreater a character’s Renown, the more equipment, weapons,\nand favours he will be granted by the Chapter as detailed in\nChapter V: Armoury. Renown is most commonly earned as\na reward for completing missions.\nFor each mission a Battle-Brother undertakes, he\nshould receive:\n• 1 Renown Point if all of the Mission’s Primary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Secondary Objectives\nhave been completed.\n• 1 Renown Point if all the Mission’s Tertiary Objectives\nhave been completed.\n• 1 Renown Point if he completed five or more Objectives\nof any kind.\n• 1 Renown Point if he completed three or more Veteran\nObjectives.\nThe GM can, of course, award Renown at any time for\nacts of individual bravery or exceptional heroism, such as\nsingle-handedly defeating a powerful foe or saving the entire\nKill-team from certain death. As a general rule, such rewards\nshould be between 1 and 3 Renown Points depending on the\ndegree of the deed, and should never be handed out more\nthan once per game session.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Renown Rewards", + "content": "As well as Experience Points, characters can also be rewarded with Renown Points. This is a measure of a character's standing within the Deathwatch and his reputation among his peers, usually earned as a result of glory earned in battle. The greater a character's Renown, the more equipment, weapons, and favors he will be granted by the Chapter as detailed in Chapter V: Armoury. Renown is most commonly earned as a reward for completing missions. For each mission a Battle-Brother undertakes, he should receive: 1 Renown Point if all of the Mission's Primary Objectives have been completed. 1 Renown Point if all the Mission's Secondary Objectives have been completed. 1 Renown Point if all the Mission's Tertiary Objectives have been completed. 1 Renown Point if he completed five or more Objectives of any kind. 1 Renown Point if he completed three or more Veteran Objectives. The GM can, of course, award Renown at any time for acts of individual bravery or exceptional heroism, such as single-handedly defeating a powerful foe or saving the entire Kill-team from certain death. As a general rule, such rewards should be between 1 and 3 Renown Points depending on the degree of the deed, and should never be handed out more than once per game session.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2044, + "rule_id": "pdf_skill_1641_awarding_fate_points", + "title": "awaRDing fatE PointS", + "content": "It is also possible that the Game Master may reward players\nwith a permanent Fate Point for truly remarkable deeds. The\nGM should use such rewards sparingly, however, and only\naward them for something incredible. Fate is a rare resource\nfor players and one that should never be taken lightly.\nwhEn to uSE REwaRDS\nMost rewards are awarded at the end of a game session, when\nthe GM can tally up the PCs’ achievements for that session.\nIf he likes, however, the GM may wish to wait until the start\nof the next game session to hand out rewards, using the time\nbetween games to work out what the PCs have accomplished.\nSome rewards might be handed out during play as they are\nearned, granting the players an immediate bonus.\nTable 9–1: Encounter Difficulty\nDifficulty XP Award\nEasy 50\nRoutine 70\nOrdinary 100\nAverage 130\nChallenging 170\nHard 200\nVery Hard 250\nTable 9–2: Detailed Experience for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Awarding Fate Points", + "content": "It is also possible that the Game Master may reward players with a permanent Fate Point for truly remarkable deeds. The GM should use such rewards sparingly, however, and only award them for something incredible. Fate is a rare resource for players and one that should never be taken lightly. When to use rewards: Most rewards are awarded at the end of a game session, when the GM can tally up the PCs' achievements for that session. If he likes, however, the GM may wish to wait until the start of the next game session to hand out rewards, using the time between games to work out what the PCs have accomplished. Some rewards might be handed out during play as they are earned, granting the players an immediate bonus. Table 9-1: Encounter Difficulty Difficulty XP Award Easy 50 Routine 70 Ordinary 100 Average 130 Challenging 170 Hard 200 Very Hard 250 Table 9-2: Detailed Experience for", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2045, + "rule_id": "pdf_skill_1642_missions", + "title": "Missions", + "content": "Objective/Difficulty XP Award\nEach Primary Objective 300\nEach Secondary Objective 150\nEach Tertiary Objective 50\nEach Veteran Objective 100\nEach Skilled Objective 50\nEach Novice Objective 25", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Missions", + "content": "Objective/Difficulty XP Award Each Primary Objective 300 Each Secondary Objective 150 Each Tertiary Objective 50 Each Veteran Objective 100 Each Skilled Objective 50 Each Novice Objective 25", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2046, + "rule_id": "pdf_skill_1643_heroic_sacrifice_and_harvestin", + "title": "hERoic SacRificE anD haRvESting", + "content": "gEnE-SEEDS\nSometimes characters die, though it is in the nature of their\npassing that they are distinguished. This is especially true of\nSpace Marines, whose lives are never expended lightly in the\nservice of the Imperium.\nWhen a player completes a Heroic Sacrifice (see page\n262) and his character dies, the GM can reward him (if he\ndistinguished himself well and died for a noble reason in\nthe service of the Emperor) by granting him bonus xp for\nhis next character equal to 200 xp per Rank of his deceased\ncharacter, in addition to any other starting Experience Points,\nsuch as that required to be of equal Rank to the rest of the\nKill-team.\nWhen a character dies, his Battle-Brothers must harvest his\ngene-seed and return it to his Chapter (see the Medicae Skill\nin Chapter III: Skills for more details on harvesting genecharacter’s player receives an additional Fate Point and +5 to\nany one Characteristic when generating a new Battle-Brother.\nIn addition, his new character receives any xp or Renown\nearned by the group for the Mission he died on.\nNote that it is possible for a character who dies in a Heroic\nSacrifice and then has his gene-seed harvested to receive both\nbonuses. The GM may, of course, vary the amount of either\nreward or change their nature as appropriate, perhaps granting\nother bonuses such as Talents, Traits, or extra Renown.\nhonouRS:\nEwaRDS of gREat imPoRt\nThere are a number of special awards and honours\nthat a Space Marine may earn through his service. A\nSpace Marine is not simply given such an honour—he\nmust earn it through mighty and significant deeds.\nNaturally, the Space Marine must first have acquired a\nhigh number of Renown. A rough guideline for what\nkinds of deeds and achievements merit such an honour\nare listed below:\n• Destroyed a potent and powerful threat single• Performed a deed that significantly altered the\noutcome of a battle (i.e., held the bridge alone\nagainst a horde, eliminated the enemy leader in\nsingle combat, etc.).\n• Reached a high level of achievement with\nhonour and courage (i.e., carried the Company\nBanner through twelve engagements, served with\ndistinction for six decades, etc.).\n• Completed an important objective critical to the\nmission single-handedly.\n• Rescued or saved the entire Kill-team from a\ndeadly threat.\nThe decision to award an honour is normally at\nthe GM’s discretion. One optional alternative to this\nmethod is to allow the other players to informally vote\n(the outcome requires a unanimous consensus!) on\nwhich one of them deserves the award the most.\nSome of these honours include the Imperial Laurel,\nthe Marksmanship Honour, and the Purity Seal. The\nbenefits of these honours, and a more detailed system\nfor awarding them, is beyond the scope of the core\nrulebook but will appear in a future supplement. An\nexample of such an honour is included below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heroic Sacrifice and Harvesting", + "content": "Sometimes characters die, though it is in the nature of their passing that they are distinguished. This is especially true of Space Marines, whose lives are never expended lightly in the service of the Imperium. When a player completes a Heroic Sacrifice and his character dies, the GM can reward him by granting bonus XP for his next character equal to 200 XP per Rank of his deceased character, in addition to any other starting Experience Points. When a character dies, his Battle-Brothers must harvest his gene-seed and return it to his Chapter. The character's player receives an additional Fate Point and +5 to any one Characteristic when generating a new Battle-Brother. In addition, his new character receives any XP or Renown earned by the group for the Mission he died on. Note that it is possible for a character who dies in a Heroic Sacrifice and then has his gene-seed harvested to receive both bonuses. The GM may vary the amount of either reward or change their nature as appropriate, perhaps granting other bonuses such as Talents, Traits, or extra Renown.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2047, + "rule_id": "pdf_skill_1644_the_crux_terminatus", + "title": "thE cRux tERminatuS", + "content": "A Space Marine who particularly distinguishes himself\nmay earn one of the most significant honours of the\nAdeptus Astartes. This award is known as the Crux\nTerminatus, and it signifies not only that the Space\nMarine is a celebrated veteran with many heroic actions\nunder his belt, it also represents the fact that the Space\nMarine has the training necessary to use the ancient\nsuits of Terminator Armour reserved for such heroes.\nThe Crux Terminatus is worn as a badge on the Space\nMarine’s power armour, taking the shape of a skull\nwithin a cruciform shape, often adorned with bones\nor lightning bolts. This same symbol is incorporated\ninto the shoulderplate of each Terminator Armour suit,\nsaid to contain a sliver of the incomparable armour\nworn by the Emperor himself. For more information\nabout Terminator Armour, see page 164. The Space\nMarine must have 60 Renown to be considered for\nthis honour.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Crux Terminatus", + "content": "A Space Marine who particularly distinguishes himself may earn one of the most significant honours of the Adeptus Astartes. This award is known as the Crux Terminatus, and it signifies not only that the Space Marine is a celebrated veteran with many heroic actions under his belt, it also represents the fact that the Space Marine has the training necessary to use the ancient suits of Terminator Armour reserved for such heroes. The Crux Terminatus is worn as a badge on the Space Marine's power armour, taking the shape of a skull within a cruciform shape, often adorned with bones or lightning bolts. This same symbol is incorporated into the shoulderplate of each Terminator Armour suit, said to contain a sliver of the incomparable armour worn by the Emperor himself. For more information about Terminator Armour, see page 164. The Space Marine must have 60 Renown to be considered for this honour.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2048, + "rule_id": "pdf_skill_1645_missions", + "title": "Missions", + "content": "“Orders coming in, sir!”\n–Vox officers across the Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Missions", + "content": "Orders coming in, sir! - Vox officers across the Imperium", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2049, + "rule_id": "pdf_skill_1646_setting_objectives", + "title": "seTTinG oBjecTives", + "content": "All Missions revolve around Objectives (see page 230 in\nChapter VII: Playing the Game for more details on\nObjectives) be they critical to its success or not. Setting these\nObjectives is the first task the GM must undertake when\ncreating a Mission. Usually this is fairly straightforward, as\nan Objective relates directly to the nature of scenario. Each\nMission should typically have at least one of each kind of\nObjective, though can include many more depending on its\ndifficulty.\nPrimary Objectives: These are at the core of the Mission\nand vital to its success. A Mission that revolved around the\nrecovery of a dangerous xenos artefact, for example, would\nhave securing the artefact as its Primary Objective.\nSecondary Objectives: These are supplemental to the\nsuccess of Primary Objectives and enhance the success of the\nMission. In the above example of recovering an artefact, a\nSecondary Objective could include also recovering any lesser\nartefacts found in the same locale.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Setting Objectives", + "content": "All Missions revolve around Objectives (see page 230 in Chapter VII: Playing the Game for more details on Objectives) be they critical to its success or not. Setting these Objectives is the first task the GM must undertake when creating a Mission. Usually this is fairly straightforward, as an Objective relates directly to the nature of scenario. Each Mission should typically have at least one of each kind of Objective, though can include many more depending on its difficulty. Primary Objectives: These are at the core of the Mission and vital to its success. A Mission that revolved around the recovery of a dangerous xenos artefact, for example, would have securing the artefact as its Primary Objective. Secondary Objectives: These are supplemental to the success of Primary Objectives and enhance the success of the Mission. In the above example of recovering an artefact, a Secondary Objective could include also recovering any lesser artefacts found in the same locale.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2050, + "rule_id": "pdf_skill_1647_tertiary_objective_targets_of", + "title": "Tertiary Objective (Targets of Opportunity): These", + "content": "are bonus objectives not directly tied to the success of the\nMission but no less important. Continuing the example of\nrecovering a xenos artefact, a target of opportunity might\nbe the extermination or capture of those responsible for\nsmuggling the artefact into the Imperium.\nSEtting a miSSion’S Difficulty\nOnce objectives have been set, the next step is to determine\nthe difficulty of each Objective. All objectives are not created\nequal; exterminating a nest of genestealers does not compare\nto boarding and destroying a Tyranid hive ship. The difficulty\nof a mission directly determines its rewards (such as Experience\nand Renown) and the amount of resources available for its", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tertiary Objective (Targets of Opportunity)", + "content": "Tertiary Objective (Targets of Opportunity): These are bonus objectives not directly tied to the success of the Mission but no less important. Continuing the example of recovering a xenos artefact, a target of opportunity might be the extermination or capture of those responsible for smuggling the artefact into the Imperium. Setting a mission's Difficulty Once objectives have been set, the next step is to determine the difficulty of each Objective. All objectives are not created equal; exterminating a nest of genestealers does not compare to boarding and destroying a Tyranid hive ship. The difficulty of a mission directly determines its rewards (such as Experience and Renown) and the amount of resources available for its", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2051, + "rule_id": "pdf_skill_1648_completion_requisition", + "title": "completion (Requisition).", + "content": "Novice: These kinds of Objectives are relatively simple and\nshould only require a small amount of effort from the Kill-team\nor a very limited expenditure of their resources. Securing a drop\nzone against a platoon of traitor Guardsmen, for example, would\nprove no great challenge for a Kill-team.\nSkilled: These kinds of Objectives are the standard of most\nObjectives the Kill-team will face and represent a significant\nchallenge. Using the above example, if the guardsmen were led\nby a cadre of Chaos Space Marines, the Kill-team would be in\nfor a real fight.\nVeteran: These kinds of Objectives are extremely difficult\nand will require a sustained and substantial effort on the part\nof the Kill-team. To continue the example above, if one of the\nChaos Marines was in fact a Daemonhost possessed of a Greater\nDaemon of Khorne, the Kill-team will need to use all their luck\nand skill if they are to triumph.\nIf an Objective is very difficult or complex, the GM may\nconsider breaking it down into a number of Objectives, possibly\nof reduced difficulty. For instance, if the Mission is to capture a Tau\nethereal deep within the heart of a Tau orbital command post, the\nGM might break it up into a number of Primary Objectives: board\nthe orbital, find and capture ethereal, and escape the orbital.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Completion (Requisition)", + "content": "Novice: These kinds of Objectives are relatively simple and should only require a small amount of effort from the Kill-team or a very limited expenditure of their resources. Securing a drop zone against a platoon of traitor Guardsmen, for example, would prove no great challenge for a Kill-team. Skilled: These kinds of Objectives are the standard of most Objectives the Kill-team will face and represent a significant challenge. Using the above example, if the guardsmen were led by a cadre of Chaos Space Marines, the Kill-team would be in for a real fight. Veteran: These kinds of Objectives are extremely difficult and will require a sustained and substantial effort on the part of the Kill-team. To continue the example above, if one of the Chaos Marines was in fact a Daemonhost possessed of a Greater Daemon of Khorne, the Kill-team will need to use all their luck and skill if they are to triumph. If an Objective is very difficult or complex, the GM may consider breaking it down into a number of Objectives, possibly of reduced difficulty. For instance, if the Mission is to capture a Tau ethereal deep within the heart of a Tau orbital command post, the GM might break it up into a number of Primary Objectives: board the orbital, find and capture ethereal, and escape the orbital.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2052, + "rule_id": "pdf_skill_1649_kill_markers", + "title": "Kill maRKeRs", + "content": "So when is an Objective complete? Usually this is self evident—\nthe characters have completed their Objective of destroying a\nbridge when the bridge has been destroyed. Some Objectives are\nless clearly defined, and the GM may require a way of further\nbreaking these down so he can keep track of the Kill-team’s\nprogress. This is where Kill Markers can be used. They are a\nsystem of points that measure the players’ progress through the\nObjective, with elements of the Objective being worth differing\namount. If the Objective was to successfully complete a hit and\nrun attack against a Chaos cruiser and required 100 Kill Markers\nto complete, the GM might decide that every significant on-board\nship system destroyed was worth 50 KM while every officer or\ncommander killed was worth 25 KM. Thus as soon as the Killany combination of the two totalling 100 KM or more), then\ntheir Objective would be complete.\nThe amount of Kill Markers required to complete an Objective\nis based on its difficulty as detailed on Table 9–3: Setting Kill\nMarkers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Kill Markers", + "content": "So when is an Objective complete? Usually this is self evident—the characters have completed their Objective of destroying a bridge when the bridge has been destroyed. Some Objectives are less clearly defined, and the GM may require a way of further breaking these down so he can keep track of the Kill-team’s progress. This is where Kill Markers can be used. They are a system of points that measure the players’ progress through the Objective, with elements of the Objective being worth differing amounts. If the Objective was to successfully complete a hit and run attack against a Chaos cruiser and required 100 Kill Markers to complete, the GM might decide that every significant on-board ship system destroyed was worth 50 KM while every officer or commander killed was worth 25 KM. Thus as soon as the Kill-team had accumulated enough Kill Markers (any combination of the two totaling 100 KM or more), then their Objective would be complete. The amount of Kill Markers required to complete an Objective is based on its difficulty as detailed on Table 9–3: Setting Kill Markers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2053, + "rule_id": "pdf_skill_1650_objective_themes", + "title": "oBjEctivE thEmES", + "content": "Objective themes give both the GM and players an idea of the\nnature of an Objective. They relate directly to the elements of\nthe Objective, such as the foes or challenges the Kill-team must\novercome to complete it, or how it might best be resolved by\nusing a particular tactic such as stealth or frontal assault. The key\nrole of Objective themes, however, is their relationship to some\nSkills, Talents, or pieces of equipment. Typically, if an ability or\nitem is linked to a theme, it increases the amount of Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Objective Themes", + "content": "Objective themes give both the GM and players an idea of the nature of an Objective. They relate directly to the elements of the Objective, such as the foes or challenges the Kill-team must overcome to complete it, or how it might best be resolved by using a particular tactic such as stealth or frontal assault. The key role of Objective themes, however, is their relationship to some Skills, Talents, or pieces of equipment. Typically, if an ability or item is linked to a theme, it increases the amount of Kill Markers", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2054, + "rule_id": "pdf_skill_1651_earned_for_that_objective_spe", + "title": "earned for that Objective (speeding its completion), reflecting", + "content": "the aid that such specialisation brings. Details on the exact effects\nof such abilities or items, as well as the amount they increase Kill\nMarkers, can be found in their own relevant sections.\nThere are six main Objective themes listed below, but they are\nby no means exhaustive and the GM should feel free to create\nhis own.\nStealth: Some Objectives require the Kill-team to avoid\ndetection or pass unseen through the ranks of the enemy.\nStealth objectives are usually tied to assassination and sabotage\nmissions, and every Battle-Brother knows the value of a good\nsurprise attack.\nAssault: Battle-Brothers are no strangers to war, and many\nof the Missions they embark on are laden with combat. Assault\nObjectives are best resolved with extreme violence and the\napplication of heavy firepower—fortunately, something most\nKill-teams have in spades.\nDefence: Battle-Brothers are not always on the attack and\nsometimes they must hold their ground, usually while heavily\noutnumbered and without support. Defence Objectives focus on\nprotecting a place, person, or even an ideal, be it with blazing\nbolters or a resolute will.\nRecon: Intelligence gathering is a vital part of any Mission\nand can mark the difference between success and failure. Recon\nObjectives revolve around procuring information, such as the\nlocation of an enemy stronghold or the code to opening an\nancient xenos device.\nDaemonic: Greatest of the enemies of mankind are those\nthat exist beyond the veil of the immaterium, watching, waiting,\nand hungering for human souls. Daemonic Objectives involve a\nlarge degree of daemonic influence, either in the form of warpXenos: It is the duty of the Deathwatch to deal with any alien\nthat would soil the Emperor’s domain with its presence. Xenos\nObjectives contain a significant alien element and often require\nthe Kill-team to go toe-to-toe with such terrifying monsters as\nTyranid hive tyrants or Ork warlords.\nThe GM can set Objective themes as he sees appropriate\nwhen establishing his Mission Objectives. Note, however, that\nnot all Objectives require a theme, while some may have two or\nmore depending on its major elements.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Objective Themes", + "content": "The aid that specialisation brings. Details on effects of abilities/items and Kill Markers increase. Six main themes: Stealth, Assault, Defence, Recon, Daemonic, Xenos. GM can create own themes.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2055, + "rule_id": "pdf_skill_1652_setting_requisition", + "title": "seTTinG RequisiTion", + "content": "The final part of creating a mission is to set its Requisition\ntotal. This is the amount of resources that each Battle-Brother\nhas to draw weapons, armour, and equipment from the Chapter\narmouries for use in the field. Typically, the more difficult the\nMission, the more Requisition is allocated to it. The GM can\nraise or lower this number to reflect other factors, such as\nweapon shortages or logistic problems, the nature of the Killmission, or proximity to a forge world, which might cause an\ninflux of arms and material. Table 9–4: Setting Requisition\ndetails the amount of Requisition a Mission should have based\non its Objectives and their difficulties.\nTable 9–3: Setting Kill Markers", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Setting Requisition", + "content": "The final part of creating a mission is to set its Requisition total. This is the amount of resources that each Battle-Brother has to draw weapons, armour, and equipment from the Chapter armouries for use in the field. Typically, the more difficult the Mission, the more Requisition is allocated to it. The GM can raise or lower this number to reflect other factors, such as weapon shortages or logistic problems, the nature of the Killmission, or proximity to a forge world, which might cause an influx of arms and material. Table 9-4: Setting Requisition details the amount of Requisition a Mission should have based on its Objectives and their difficulties.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2056, + "rule_id": "pdf_skill_1653_objective_difficulty_kill_mark", + "title": "Objective Difficulty Kill Markers", + "content": "Novice25\nSkilled50\nVeteran100\nTable 9–4: Setting Requisition\nObjective/DifficultyRequisition\nEach Primary Objective +20\nEach Secondary Objective +15\nEach Tertiary Objective +5\nEach Veteran Objective +10\nEach Skilled Objective +5\nEach Novice Objective +1", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Objective Difficulty Kill Markers", + "content": "Novice 25 Skilled 50 Veteran 100 Table 9-4: Setting Requisition Objective/Difficulty Requisition Each Primary Objective +20 Each Secondary Objective +15 Each Tertiary Objective +5 Each Veteran Objective +10 Each Skilled Objective +5 Each Novice Objective +1", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2057, + "rule_id": "pdf_skill_1654_pooling_requisition", + "title": "Pooling REquiSition", + "content": "Requisition is divided among each Battle-Brother\nequally, but it also reflects the Kill-team’s total available\nresources and can be shared out among the group as\nthey see fit. Should the players choose, they may pool\ntheir Requisition and purchase equipment collectively.\nThis stock of gear may then be divided up using\nwhatever method they choose.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pooling Requisition", + "content": "Requisition is divided among each Battle-Brother equally, but it also reflects the Kill-team's total available resources and can be shared out among the group as they see fit. Should the players choose, they may pool their Requisition and purchase equipment collectively. This stock of gear may then be divided up using whatever method they choose.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2058, + "rule_id": "pdf_skill_1655_example", + "title": "ExamPlE", + "content": "A GM creates a mission with one Skilled Primary Objective, one\nVeteran Secondary Objective and two Novice Tertiary Objectives.\nAdding these together gives a total of 62 Requisition for each\nBattle-Brother.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "A GM creates a mission with one Skilled Primary Objective, one Veteran Secondary Objective and two Novice Tertiary Objectives. Adding these together gives a total of 62 Requisition for each Battle-Brother.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2059, + "rule_id": "pdf_skill_1656_mission_archetypes", + "title": "mission aRcheTyPes", + "content": "While Missions can take any form of the GM’s choosing,\nKill-teams often find themselves deployed for tasks based on\ntheir unique skills and abilities. These tasks often represent\ndifficult and dangerous jobs unsuited to anyone but the best\nthe Imperium has to offer.\nListed below are six typical Mission archetypes for a\nDeathwatch Kill-team that the GM can use as the basis for\ncreating his own Missions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mission Archetypes", + "content": "While Missions can take any form of the GM's choosing, Kill-teams often find themselves deployed for tasks based on their unique skills and abilities. These tasks often represent difficult and dangerous jobs unsuited to anyone but the best the Imperium has to offer. Listed below are six typical Mission archetypes for a Deathwatch Kill-team that the GM can use as the basis for creating his own Missions.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2060, + "rule_id": "pdf_skill_1657_assassination", + "title": "aSSaSSination", + "content": "By its nature, a Deathwatch Kill-team excels at exterminating\ndangerous and powerful enemies of the Imperium. Where an\narmy might fail, a small squad of elite highly trained warriors\ncan succeed in infiltrating the ranks of the enemy and\neliminating their leaders. Typically Assassination Missions\ninvolve being dropped behind enemy lines or deployed onto", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assassination", + "content": "By its nature, a Deathwatch Kill-team excels at exterminating dangerous and powerful enemies of the Imperium. Where an army might fail, a small squad of elite highly trained warriors can succeed in infiltrating the ranks of the enemy and eliminating their leaders. Typically Assassination Missions involve being dropped behind enemy lines or deployed onto", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2061, + "rule_id": "pdf_skill_1658_an_enemy_vessel_sometimes_in", + "title": "an enemy vessel (sometimes in the midst of a space battle)", + "content": "and seeking out a particular foe. They can sometimes be more\nsubtle and take place in relatively safe surroundings, such as\nImperial worlds or on diplomatic missions. In this latter case,\nthe Kill-team must tread lightly and use their wits to uncover\ntheir foes before bringing down the righteous fury of the\nEmperor and sending them screaming into the dark.\nAn Assassin Mission always has at least one Primary\nObjective focused on killing the target, which is then graded\nin difficulty based on the strength and deadliness of the foes\nthey need to exterminate. Secondary and Tertiary Objectives\nusually either cover the elimination of additional targets (such\nas bodyguards or lieutenants of the main target) or entering or\nexiting secure enemy territory or fortresses. Assassin Missions\noften involve themes such as Stealth and Recon as well as\nXenos or Daemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assassin Mission Objectives", + "content": "An Assassin Mission always has at least one Primary Objective focused on killing the target, which is then graded in difficulty based on the strength and deadliness of the foes they need to exterminate. Secondary and Tertiary Objectives usually either cover the elimination of additional targets (such as bodyguards or lieutenants of the main target) or entering or exiting secure enemy territory or fortresses. Assassin Missions often involve themes such as Stealth and Recon as well as Xenos or Daemonic depending on the nature of the target.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2062, + "rule_id": "pdf_skill_1659_sabotage", + "title": "SaBotagE", + "content": "Kill-teams are not always solely interested in eliminating enemy\ntroops and commanders. Sometimes vital structures, equipment,\nand devices of the enemy need to be destroyed. This can range\nfrom something as simple as sabotaging a teleporter beacon or\ndestroying a vital bridge to shutting down a city’s power supply\nor even crippling an enemy battle cruiser. Sabotage Missions\nusually involve the Kill-team ranging far beyond the protection\nof the Imperial war machine and deep into the domain of the\nenemy. This could be part of a daring hit and run attack deep\nin space or a stealth drop into an enemy held world.\nA Sabotage Mission always has at least one Primary Objective\ncentred around the destruction of an enemy structure or device,\nwhich is then graded in difficulty based on its size or complexity.\nSecondary or Tertiary Objectives can cover the destruction of\nlesser targets or backup systems or the elimination of personnel\nvital to the operation of the structure or device. They may also\ninclude reconnaissance for objectives of special interest to the\nDeathwatch, Inquisition or Imperium. Sabotage Missions often\ninvolve themes such as Stealth and Recon as well as Xenos or\nDaemonic depending on the nature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sabotage", + "content": "Kill-teams are not always solely interested in eliminating enemy troops and commanders. Sometimes vital structures, equipment, and devices of the enemy need to be destroyed. This can range from something as simple as sabotaging a teleporter beacon or destroying a vital bridge to shutting down a city's power supply or even crippling an enemy battle cruiser. Sabotage Missions usually involve the Kill-team ranging far beyond the protection of the Imperial war machine and deep into the domain of the enemy. This could be part of a daring hit and run attack deep in space or a stealth drop into an enemy held world. A Sabotage Mission always has at least one Primary Objective centred around the destruction of an enemy structure or device, which is then graded in difficulty based on its size or complexity. Secondary or Tertiary Objectives can cover the destruction of lesser targets or backup systems or the elimination of personnel vital to the operation of the structure or device. They may also include reconnaissance for objectives of special interest to the Deathwatch, Inquisition or Imperium. Sabotage Missions often involve themes such as Stealth and Recon as well as Xenos or Daemonic depending on the nature of the target.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2063, + "rule_id": "pdf_skill_1660_vanguard", + "title": "vanguaRD", + "content": "Space Marines constantly find themselves in the thick of the\nfighting, deployed where their skill and strength is vital to\nthe success of a battle or attack. A Kill-team will sometimes\nfind itself pressed into this kind of service, clearing a landing\nzone, opening the gates of an enemy fortress or destroying an\nenemy’s advance guard. These kinds of missions can also be\nthe stepping off point for larger or more complex missions\nwhere the Deathwatch must first secure a toehold on a world\nor vessel before pushing further into enemy territory.\nA Vanguard Mission’s Primary Objective usually focuses on\nthe taking of a particular area or fortification and then holding\nit until the bulk of Imperial forces arrive. The difficulty of this\nobjective is then determined by the strength and nature of\nthe foes, as well as the size of the area or the time it must\nbe held. Secondary and Tertiary Objectives can involve such\nthings as completely wiping out the foe, recovering important\nintelligence before the enemy retreats or securing a larger\narea. Vanguard Missions often involve themes such as Assault\nand Defence as well as Xenos or Daemonic depending on the\nnature of the foe they face.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Vanguard", + "content": "Space Marines constantly find themselves in the thick of the fighting, deployed where their skill and strength is vital to the success of a battle or attack. A Kill-team will sometimes find itself pressed into this kind of service, clearing a landing zone, opening the gates of an enemy fortress or destroying an enemy's advance guard. These kinds of missions can also be the stepping off point for larger or more complex missions where the Deathwatch must first secure a toehold on a world or vessel before pushing further into enemy territory. A Vanguard Mission's Primary Objective usually focuses on the taking of a particular area or fortification and then holding it until the bulk of Imperial forces arrive. The difficulty of this objective is then determined by the strength and nature of the foes, as well as the size of the area or the time it must be held. Secondary and Tertiary Objectives can involve such things as completely wiping out the foe, recovering important intelligence before the enemy retreats or securing a larger area. Vanguard Missions often involve themes such as Assault and Defence as well as Xenos or Daemonic depending on the nature of the foe they face.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2064, + "rule_id": "pdf_skill_1661_recovery", + "title": "REcovERy", + "content": "Kill-teams are not always used for the purposes of\nexterminating the enemy. Battle-Brothers sometimes find\nthemselves dispatched to rescue an important Imperial agent,\nrecover a vital artefact, or even capture an enemy commander\nfor Imperial interrogation. Recovery Missions are almost\nalways more difficulty than simple search-and-destroy\nMissions, as the Battle-Brothers must ensure the protection of\ntheir item, be a person or object. Conveying a captured enemy\nor rescued prisoner can also create its own special problems if\nthey are injured, unwilling (almost always the case for enemy\ncommanders) or extremely dangerous (such as recovering a\nlive Ork warboss or Tyranid zoanthrope).\nA Recovery Mission’s Primary Objective is typically the\nsuccessful capture or rescue of the person or item and its return\nto the Deathwatch. The difficulty of this objective can then\nbe altered to reflect the nature of the person or object and\nits current location. Secondary and Tertiary Objectives can\ninclude the recovery of additional targets or objectives related\nto the primary target (such as advisors and family in the case\nof people, or ciphers and keys in the case of objects). They\ncan also include intelligence gathering or the elimination of\ntargets of opportunity while the Kill-team is behind enemy\nlines. Recovery Missions often involve themes such as Stealth\nand Recon as well as Xenos or Daemonic depending on the\nnature of the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Recovery", + "content": "Kill-teams are not always used for the purposes of exterminating the enemy. Battle-Brothers sometimes find themselves dispatched to rescue an important Imperial agent, recover a vital artefact, or even capture an enemy commander for Imperial interrogation. Recovery Missions are almost always more difficult than simple search-and-destroy Missions, as the Battle-Brothers must ensure the protection of their item, be a person or object. Conveying a captured enemy or rescued prisoner can also create its own special problems if they are injured, unwilling (almost always the case for enemy commanders) or extremely dangerous (such as recovering a live Ork warboss or Tyranid zoanthrope). A Recovery Mission’s Primary Objective is typically the successful capture or rescue of the person or item and its return to the Deathwatch. The difficulty of this objective can then be altered to reflect the nature of the person or object and its current location. Secondary and Tertiary Objectives can include the recovery of additional targets or objectives related to the primary target (such as advisors and family in the case of people, or ciphers and keys in the case of objects). They can also include intelligence gathering or the elimination of targets of opportunity while the Kill-team is behind enemy lines. Recovery Missions often involve themes such as Stealth and Recon as well as Xenos or Daemonic depending on the nature of the target.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2065, + "rule_id": "pdf_skill_1662_recon", + "title": "REcon", + "content": "Kill-teams excel at operating alone and independent of the\ngreater Imperial war machine. Recon Missions are a catch-all\ntype of Mission that covers these instances when the Kill-team\nis deployed to a world or enemy territory to wreak havoc\nwithout specific orders to guide them. The Deathwatch trusts\nits Space Marines to be able to adapt and react to any kind\nof combat situation and chooses them for their independence\nand initiative. For this reason, Kill-teams can be sent roaming", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Recon", + "content": "Kill-teams excel at operating alone and independent of the greater Imperial war machine. Recon Missions are a catch-all type of Mission that covers these instances when the Kill-team is deployed to a world or enemy territory to wreak havoc without specific orders to guide them. The Deathwatch trusts its Space Marines to be able to adapt and react to any kind of combat situation and chooses them for their independence and initiative. For this reason, Kill-teams can be sent roaming", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2066, + "rule_id": "pdf_skill_1663_into_enemy_territories_someti", + "title": "into enemy territories (sometimes for months or even years) to", + "content": "operate alone and without support to exterminate vital enemies,\ndisrupt their logistics, or simply sow terror in their hearts.\nPrimary Objectives for Recon Missions can be just about\nanything but are usually based on some kind of quota, such as\ndispatching a certain amount of the enemy or inciting a shift\nin the enemy’s plans by inflicting massive damage on them.\nDifficulty for these kinds of Missions can be set based on the\nstrength of the enemy and the duration of the Mission; the\nmore there are to kill and the longer it takes, the harder the\nMission will be. Secondary and Tertiary Objectives can be\nas equally broad as the Primary Objective, covering a Killrecovering intelligence and artefacts, or securing areas for later\nImperial occupation. Recon Missions unsurprisingly usually\ninvolve Recon themes, but can also include any of the others\ndepending on the nature of their foes and the exact specifics\nof their objectives.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Into Enemy Territories", + "content": "Operate alone and without support to exterminate vital enemies, disrupt their logistics, or sow terror. Primary Objectives based on quotas, such as dispatching enemies or inflicting damage. Difficulty set by enemy strength and mission duration. Secondary and Tertiary Objectives broad, covering intelligence recovery, artifact securing, or area occupation. Recon Missions involve Recon themes but can include others based on foes and objectives.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2067, + "rule_id": "pdf_skill_1664_bodyguard", + "title": "BoDyguaRD", + "content": "In certain circumstances a Kill-team may be tasked with the\nprotection of an important Imperial personage such as an Inquisitor\nor diplomatic envoy. This is not a request the Deathwatch concedes\nto lightly, however, and the Battle-Brothers can be sure that if they\nare charged with keeping a person alive, then it is for a reason vital\nto the Imperium. As part of their role as bodyguards, the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bodyguard", + "content": "In certain circumstances a Kill-team may be tasked with the protection of an important Imperial personage such as an Inquisitor or diplomatic envoy. This is not a request the Deathwatch concedes to lightly, however, and the Battle-Brothers can be sure that if they are charged with keeping a person alive, then it is for a reason vital to the Imperium. As part of their role as bodyguards, the Battle-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2068, + "rule_id": "pdf_skill_1665_of_imperial_diplomacy_sometim", + "title": "of Imperial diplomacy (sometimes even to alien worlds) or the", + "content": "shadowy goals of the Inquisition, aiding Inquisitors, Agents, and\nAcolytes in their endeavours. For the most part, the intimidating\nblack armour and towering stature of a Deathwatch Space Marine\nis enough to dissuade attackers, however they can be assured their\npresence would not be requested if trouble was not expected.\nA Bodyguard Mission’s Primary Objective is usually the\nsuccessful protection of the Kill-team’s charge. The difficulty\nof this and the Mission’s other Objectives can be based on the\nstrength of the foes they face and the importance of the person\nthey must protect. Secondary and Tertiary Objectives can include\nsuch things as keeping persons important to their charge (such as\nfamily, lieutenants, or lovers) alive as well as recovering intelligence\non the nature of the threat against the person they are protecting.\nSometimes a Bodyguard Mission can be a means to an end and\nmay be linked to other kinds of Missions, such as Assassination or\nSabotage, in which the Kill-team uses its position as members of\nan Imperial envoy’s entourage to get close to the true Objective.\nBodyguard Missions often involve themes such as Defence and\nRecon, as well as Xenos or Daemonic depending on the nature\nof the target.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bodyguard Mission", + "content": "A Bodyguard Mission’s Primary Objective is usually the successful protection of the Kill-team’s charge. The difficulty of this and the Mission’s other Objectives can be based on the strength of the foes they face and the importance of the person they must protect. Secondary and Tertiary Objectives can include such things as keeping persons important to their charge (such as family, lieutenants, or lovers) alive as well as recovering intelligence on the nature of the threat against the person they are protecting. Sometimes a Bodyguard Mission can be a means to an end and may be linked to other kinds of Missions, such as Assassination or Sabotage, in which the Kill-team uses its position as members of an Imperial envoy’s entourage to get close to the true Objective. Bodyguard Missions often involve themes such as Defence and Recon, as well as Xenos or Daemonic depending on the nature of the target.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2069, + "rule_id": "pdf_skill_1666_interaction", + "title": "Interaction", + "content": "Some battles cannot be won with a bolter.\n–Volume XXV, Chapter LXVI Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interaction", + "content": "Some battles cannot be won with a bolter. -Volume XXV, Chapter LXVI Tactica Imperialis", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2070, + "rule_id": "pdf_skill_1667_interaction_skills", + "title": "inTeRacTion sKills", + "content": "Chapter III: Skills presents a number of Interaction Skills\nsuch as Charm, Command, Deceive, and Intimidate. These are\nbasic Fellowship Skills, meaning any characters can employ\nthem, albeit at a reduced rate if he doesn’t have the Skill.\nTo befriend another, a player would use Charm; to issue an\norder, he would use Command; to fool or dupe, he would use\nDeceive; and to frighten, he would use Intimidate. Together,\nthese Skills offer the discreet tools for interacting with the\npeople of the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interaction Skills", + "content": "Chapter III: Skills presents a number of Interaction Skills such as Charm, Command, Deceive, and Intimidate. These are basic Fellowship Skills, meaning any characters can employ them, albeit at a reduced rate if he doesn't have the Skill. To befriend another, a player would use Charm; to issue an order, he would use Command; to fool or dupe, he would use Deceive; and to frighten, he would use Intimidate. Together, these Skills offer the discreet tools for interacting with the people of the Imperium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2071, + "rule_id": "pdf_skill_1668_using_interaction_skills", + "title": "uSing intERaction SkillS", + "content": "Usually, a player doesn’t need to test Skills to interact with\nother characters. He simply plays the role of his character. The\ninteractions between the player, in the role of his character, and\nthe GM, in the role of the NPC, determine the outcome of the\nconversation. As in any situation with dramatic consequences,\nthough, a player should make an appropriate test if there are\nconsequences for failure, or if success would advance the plot\nin a considerable way. Examples that would require a test\ninclude trying to convince an NPC to do something that he\nor she would ordinarily not do, such as spilling information\nabout a secret, accepting a bribe and so on. Ultimately, when\na player does or does not make a test is up to the GM. He has\nfinal say about the circumstances of the encounter.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using Interaction Skills", + "content": "Usually, a player doesn’t need to test Skills to interact with other characters. He simply plays the role of his character. The interactions between the player, in the role of his character, and the GM, in the role of the NPC, determine the outcome of the conversation. As in any situation with dramatic consequences, though, a player should make an appropriate test if there are consequences for failure, or if success would advance the plot in a considerable way. Examples that would require a test include trying to convince an NPC to do something that he or she would ordinarily not do, such as spilling information about a secret, accepting a bribe and so on. Ultimately, when a player does or does not make a test is up to the GM. He has final say about the circumstances of the encounter.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2072, + "rule_id": "pdf_skill_1669_example", + "title": "ExamPlE", + "content": "Brother Helgath is trying to get a PDF commander to commit his\ntroops in the face of a Tyranid assault. Because the commander is\nconfused, untested, and distressed, the GM decides that Helgath\nneeds to make a Command Skill Test to get him to issue this order\nand send his reserves into battle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example", + "content": "Brother Helgath is trying to get a PDF commander to commit his troops in the face of a Tyranid assault. Because the commander is confused, untested, and distressed, the GM decides that Helgath needs to make a Command Skill Test to get him to issue this order and send his reserves into battle.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2073, + "rule_id": "pdf_skill_1670_dispositions", + "title": "DiSPoSitionS", + "content": "When testing an Interaction Skill, circumstances can dictate\nthe Difficulty of the test. Such situations include atmosphere,\nsituation and an NPC’s particular circumstances. However,\nthe most important factor is the NPC’s disposition toward the\nPlayer Character—how the character regards him and what\nfeelings or lack of feelings the NPC displays. The NPC’s\ndisposition, which is always set by the GM, determines the\nbase Difficulty. Other factors can adjust the Difficulty up or\ndown as the situation demands. Table 9–5: Dispositions\nprovides sample dispositions based on the test a player is\nattempting and the corresponding Difficulty.\nOn a successful test, the target’s Disposition improves by\none step, plus one step per Degree of Success. On a failed\ntest, the target’s Disposition remains unchanged and worsens\nby one step for each Degree of Failure. Generally, a target\nmust at least be Indifferent to do as requested, and then the\ntarget will only do what the player wants 50% of the time if\nleft to his own devices. Each step above Indifferent indicates\nthat the target is 10% more likely to do as requested. Under\nsupervision, the base chance increases by 20%.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dispositions", + "content": "When testing an Interaction Skill, circumstances can dictate the Difficulty of the test. Such situations include atmosphere, situation and an NPC's particular circumstances. However, the most important factor is the NPC's disposition toward the Player Character—how the character regards him and what feelings or lack of feelings the NPC displays. The NPC's disposition, which is always set by the GM, determines the base Difficulty. Other factors can adjust the Difficulty up or down as the situation demands. Table 9-5: Dispositions provides sample dispositions based on the test a player is attempting and the corresponding Difficulty. On a successful test, the target's Disposition improves by one step, plus one step per Degree of Success. On a failed test, the target's Disposition remains unchanged and worsens by one step for each Degree of Failure. Generally, a target must at least be Indifferent to do as requested, and then the target will only do what the player wants 50% of the time if left to his own devices. Each step above Indifferent indicates that the target is 10% more likely to do as requested. Under supervision, the base chance increases by 20%.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2074, + "rule_id": "pdf_skill_1671_interaction_and_groups", + "title": "intERaction anD gRouPS", + "content": "When a player uses an Interaction Skill against a group of\nindividuals, he resolves the test in the way already described,\nbut the GM sets the Disposition based on the overall attitudes\nof the group. The player makes the test as normal, but if he\nsucceeds, his character can affect a number of individuals\nequal to his Fellowship Bonus. The total indicates the number\nof targets the player affects with his successful test. Note that\ncertain Talents can increase the number of targets a player\ncan affect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interaction and Groups", + "content": "When a player uses an Interaction Skill against a group of individuals, he resolves the test in the way already described, but the GM sets the Disposition based on the overall attitudes of the group. The player makes the test as normal, but if he succeeds, his character can affect a number of individuals equal to his Fellowship Bonus. The total indicates the number of targets the player affects with his successful test. Note that certain Talents can increase the number of targets a player can affect.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2075, + "rule_id": "pdf_skill_1672_damnation", + "title": "Damnation", + "content": "“The enemy shall know fear.”\n–Captain Davian Thule of the Blood Ravens", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Damnation", + "content": "The enemy shall know fear. -Captain Davian Thule of the Blood Ravens", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2076, + "rule_id": "pdf_skill_1673_insanity_points_ip_and_corru", + "title": "Insanity Points (IP) and Corruption Points (CP) are Characteristics", + "content": "that characters gain during play. Both of these scores begin at 0\nwhen a player starts and increase over time as damage is done", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Insanity Points and Corruption Points", + "content": "Characters gain Insanity Points (IP) and Corruption Points (CP) during play. Both scores start at 0 and increase over time as damage is done.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2077, + "rule_id": "pdf_skill_1674_to_a_character_s_state_of_mind", + "title": "to a character’s state of mind (IP) and the purity of his soul", + "content": "(CP). The higher these scores, the more tainted, damaged and\ndebilitated a character becomes, and should either of these scores\never reach 100, the character is either slain by his own Battleenemy of the Imperium. In either case, he can no longer serve the\nDeathwatch and is lost in the eyes of the Emperor and must be\nretired from play. For a Space Marine, this number is known as the\nPurity Threshold.\nTable 9–5: Dispositions\n—Dispositions by Skill—\nDifficulty Modifier Charm Command Deceive Intimidate\nEasy +30 Infatuated Fanatical Gullible Terrified\nRoutine +20 Affectionate Devoted Trusting Frightened\nOrdinary +10 Favourable Loyal Accepting Startled\nChallenging +0 Indifferent Indifferent Indifferent Indifferent\nDifficult –10 Disdainful Resentful Suspicious Brave\nHard –20 Contemptuous Disloyal Sceptical Courageous\nVery Hard –30 Disgusted Mutinous Disbelieving Foolhardy", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to a character’s state of mind and the purity of his soul", + "content": "The higher these scores, the more tainted, damaged and debilitated a character becomes, and should either of these scores ever reach 100, the character is either slain by his own Battleenemy of the Imperium. In either case, he can no longer serve the Deathwatch and is lost in the eyes of the Emperor and must be retired from play. For a Space Marine, this number is known as the Purity Threshold. Table 9–5: Dispositions —Dispositions by Skill— Difficulty Modifier Charm Command Deceive Intimidate Easy +30 Infatuated Fanatical Gullible Terrified Routine +20 Affectionate Devoted Trusting Frightened Ordinary +10 Favourable Loyal Accepting Startled Challenging +0 Indifferent Indifferent Indifferent Indifferent Difficult –10 Disdainful Resentful Suspicious Brave Hard –20 Contemptuous Disloyal Sceptical Courageous Very Hard –30 Disgusted Mutinous Disbelieving Foolhardy", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2078, + "rule_id": "pdf_skill_1675_fear", + "title": "feaR", + "content": "Fear comes into effect when a person faces unnatural horrors\nand mind-bending foes, or when he is called on to battle\nagainst terrifying aliens, insane perversions of science, and\nnightmarish entities from the warp. When a PC is confronted\nby such a frightening event or adversary, he must take a Fear\nTest; this is a Willpower Test, modified by how frightening\nthe thing is. If the PC passes this test, then he may continue\nto act as normal. If he fails, however, he succumbs to Fear.\nanD thEy Shall know no fEaR...\nSpace Marines do not deal with Fear as do other men. They\nare only marginally affected by fearsome foes and then\nonly by those of truly mind-breaking terror. The Fear rules\npresented in this section are intended to be used either on", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear", + "content": "Fear comes into effect when a person faces unnatural horrors and mind-bending foes, or when he is called on to battle against terrifying aliens, insane perversions of science, and nightmarish entities from the warp. When a PC is confronted by such a frightening event or adversary, he must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the PC passes this test, then he may continue to act as normal. If he fails, however, he succumbs to Fear. Space Marines do not deal with Fear as do other men. They are only marginally affected by fearsome foes and then only by those of truly mind-breaking terror. The Fear rules presented in this section are intended to be used either on", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2079, + "rule_id": "pdf_skill_1676_the_players_allies_such_as_i", + "title": "the players’ allies (such as Imperial agents or citizens) or", + "content": "on their foes (it is quite possible for the Battle-Brothers to\ncause Fear themselves). For a Battle-Brother, Fear has the\nfollowing effects, and then only when in the presence of\nFear-causing foes:\n• When facing a Fear causing foe a Battle-Brother must\nfight both its physical form as well as the horrifying\nnature of its presence. This additional effort imposes a\n–10 penalty to Willpower Tests if he is in Solo Mode for", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Players' Allies and Imperial Agents", + "content": "on their foes (it is quite possible for the Battle-Brothers to cause Fear themselves). For a Battle-Brother, Fear has the following effects, and then only when in the presence of Fear-causing foes: • When facing a Fear causing foe a Battle-Brother must fight both its physical form as well as the horrifying nature of its presence. This additional effort imposes a -10 penalty to Willpower Tests if he is in Solo Mode for", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2080, + "rule_id": "pdf_skill_1677_each_degree_of_fear_the_creatu", + "title": "each Degree of Fear the creature possesses (see below).", + "content": "If the Battle-Brother is in Squad Mode, the Kill-team\nsuffers a point of Cohesion Damage for every Degree of\nFear the creature possesses unless the Kill-team Leader\npasses a Willpower Test (with the appropriate modifiers,\nsee below). When facing multiple Fear-causing foes, the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "each Degree of Fear the creature possesses", + "content": "If the Battle-Brother is in Squad Mode, the Kill-team suffers a point of Cohesion Damage for every Degree of Fear the creature possesses unless the Kill-team Leader passes a Willpower Test (with the appropriate modifiers, see below). When facing multiple Fear-causing foes", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2081, + "rule_id": "pdf_skill_1678_battle_brother_only_counts_the", + "title": "Battle-Brother only counts the highest (or most fearsome)", + "content": "source each Round. Unless otherwise stated, Cohesion\nDamage from Fear only occurs once per encounter with\nthe Fear-causing creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Battle-Brother only counts the highest (or most fearsome)", + "content": "source each Round. Unless otherwise stated, Cohesion Damage from Fear only occurs once per encounter with the Fear-causing creature.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2082, + "rule_id": "pdf_skill_1679_creatures_counts_as_fear_2_f", + "title": "creatures counts as Fear (2) Frightening creatures.", + "content": "In all other respects, Fear does not apply to Battle-Brothers,\nand they may even find its effects hard to understand in their\nallies, as it is truly an alien emotion to them.\nTable 9–6: Fear Test Difficulties\nDegree of Fear Test Modifier", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear Test Difficulties", + "content": "In all other respects, Fear does not apply to Battle-Brothers, and they may even find its effects hard to understand in their allies, as it is truly an alien emotion to them. Table 9-6: Fear Test Difficulties Degree of Fear Test Modifier", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2083, + "rule_id": "pdf_skill_1680_fear_4_terrifying_30", + "title": "Fear (4) Terrifying –30", + "content": "Table 9–7: The Shock Table\nRoll a d100 and add +10 for every Degree of Failure.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Shock Table", + "content": "Roll a d100 and add +10 for every Degree of Failure.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2084, + "rule_id": "pdf_skill_1681_rollresult", + "title": "RollResult", + "content": "01–20\nThe character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act\nnormally.\n21–40\nFear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the\nencounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).\n41–60\nReeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach\nthe object of his Fear, but may otherwise act normally, with a –10 penalty on all tests until the end of the encounter.\n61–80\nThe character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character\nmakes all tests with a –10 penalty for the rest of the encounter.\n81–100\nPanic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may\nonly take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of\nIt to regain control.\n101–120\nFainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he\nis still shaken and takes all tests with a –10 penalty until the end of the encounter.\n121–130\nTotally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing\nand drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half\nAction each Turn until he can rest.\n131–140\nThe character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using\nwhatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.\n141–160\nThe creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do\nnothing. Even after he returns to his senses, he is a complete mess and suffers a –20 penalty on all tests until the end of\nthe encounter.\n161–170 The character’s mind snaps and he become catatonic for 1d5 hours and may not be roused.\n171+\nThe character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If\nsuccessful, he falls catatonic for 1d5 hours as above.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "RollResult", + "content": "01-20 The character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act normally. 21-40 Fear grips the character and he begins to shake and tremble. He is at a -10 penalty on all tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278). 41-60 Reeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach the object of his Fear, but may otherwise act normally, with a -10 penalty on all tests until the end of the encounter. 61-80 The character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character makes all tests with a -10 penalty for the rest of the encounter. 81-100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may only take Half Actions and is at a -20 penalty to all tests. Once away from the danger, he must successfully Snap Out of It to regain control. 101-120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness, he is still shaken and takes all tests with a -10 penalty until the end of the encounter. 121-130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time, he may do nothing and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. 131-140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious. 141-160 The creature crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and suffers a -20 penalty on all tests until the end of the encounter. 161-170 The character's mind snaps and he become catatonic for 1d5 hours and may not be roused. 171+ The character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If successful, he falls catatonic for 1d5 hours as above.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2085, + "rule_id": "pdf_skill_1682_failing_the_fear_test", + "title": "failing thE fEaR tESt", + "content": "If in a combat situation a character fails a Fear Test, he must\nimmediately roll on Table 9–7: The Shock Table, adding\n+10 to the result for each Degree of Failure. The effects listed\nare applied immediately to the character. If in a non-combat\nsituation the character fails a Fear Test, he becomes unnerved\nand suffers a –10 penalty to any Skill or test that requires\nconcentration. This penalty lasts while the character remains\nin the vicinity of the object of its Fear (simply leaving and\ncoming back again doesn’t stop this). In addition, if a nonthe character also gains +1d5 Insanity Points.\nShock anD SnaPPing out of it\nCharacters may be able to shake off some of the effects of\nFear after the initial shock has worn off. Where specified on\nTable 9–7: The Shock Table that a character may “snap\nout of it,” he can make a Willpower Test in his next Turn. If\nsuccessful, he regains his senses, shrugs off the effects, and\nmay act normally. If he fails, the effect continues and the\ncharacter may try again when it is his next Turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Failing the Fear Test", + "content": "If in a combat situation a character fails a Fear Test, he must immediately roll on Table 9-7: The Shock Table, adding +10 to the result for each Degree of Failure. The effects listed are applied immediately to the character. If in a non-combat situation the character fails a Fear Test, he becomes unnerved and suffers a -10 penalty to any Skill or test that requires concentration. This penalty lasts while the character remains in the vicinity of the object of its Fear (simply leaving and coming back again doesn't stop this). In addition, if a nonthe character also gains +1d5 Insanity Points.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2086, + "rule_id": "pdf_skill_1683_insanity", + "title": "insaniTy", + "content": "Even the hardened mind of a Space Marine is not immune\nto the worst horrors of the galaxy, though he is far more\nresistant. While lesser men turn into raving lunatics or\nmurderous villains, a Battle-Brother’s psycho-conditioned\nbrain suppresses or discounts such delusions, instead\nbecoming more attuned to war and conflict. As a result,\ninsanity in Battle-Brothers is not in fact a loss of facilities or\na belief in the unreal or intangible, but rather a heightening\nof their own personal flaws and the flaws inherited from their\nChapter. This typically means the effects of Insanity Points\nmanifest themselves in two distinct ways in a Battle-Brother:\neither in Battle Traumas or the Primarch’s Curse. How severe\nthey are and when, or if, a character is affected by either of\nthese conditions depends on the number of Insanity Points he\naccrues and the strength of his will to resist the results.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Insanity", + "content": "Even the hardened mind of a Space Marine is not immune to the worst horrors of the galaxy, though he is far more resistant. While lesser men turn into raving lunatics or murderous villains, a Battle-Brother's psycho-conditioned brain suppresses or discounts such delusions, instead becoming more attuned to war and conflict. As a result, insanity in Battle-Brothers is not in fact a loss of facilities or a belief in the unreal or intangible, but rather a heightening of their own personal flaws and the flaws inherited from their Chapter. This typically means the effects of Insanity Points manifest themselves in two distinct ways in a Battle-Brother: either in Battle Traumas or the Primarch's Curse. How severe they are and when, or if, a character is affected by either of these conditions depends on the number of Insanity Points he accrues and the strength of his will to resist the results.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2087, + "rule_id": "pdf_skill_1684_insanity_points", + "title": "inSanity PointS", + "content": "While Battle-Brothers are not at risk of gaining Insanity Points\nas a result of failed Fear Tests, many sources of Insanity still\naffect them. This could include encounters with warp spawn or\nplaces where reality is tainted by the touch of the warp (both\nof which usually also inflict Corruption Points). It could also\ninclude acts of betrayal by fellow Battle-Brothers or trusted\nallies, or exposure to dangerous alien devices or schools of\nthought. Certain Psychic Powers or unusual attacks may also\ndeal Insanity Points to the characters. Ultimately, however, it\nfalls to the GM to decide when an event or encounter is worthy\nof inflicting Insanity Points. As a rule, only the most terrible of\nsights or outcomes warrant more than a few points.\nHow many Insanity Points a character has determines when\nhe is required to make tests to avoid or gain Battle Traumas and\nwhen he suffers from his Primarch’s Curse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Insanity Points", + "content": "While Battle-Brothers are not at risk of gaining Insanity Points as a result of failed Fear Tests, many sources of Insanity still affect them. This could include encounters with warp spawn or places where reality is tainted by the touch of the warp (both of which usually also inflict Corruption Points). It could also include acts of betrayal by fellow Battle-Brothers or trusted allies, or exposure to dangerous alien devices or schools of thought. Certain Psychic Powers or unusual attacks may also deal Insanity Points to the characters. Ultimately, however, it falls to the GM to decide when an event or encounter is worthy of inflicting Insanity Points. As a rule, only the most terrible of sights or outcomes warrant more than a few points. How many Insanity Points a character has determines when he is required to make tests to avoid or gain Battle Traumas and when he suffers from his Primarch’s Curse.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2088, + "rule_id": "pdf_skill_1685_very_bad_things", + "title": "vERy BaD thingS", + "content": "Fear Tests in non-combat situations are very much the\nGM’s call as to when and where they occur and should\nnot be considered to be automatic. They can be best\nused to bring home the horrific nature of a location\nor artefact and even at important junctures to weaken\nthe players’ allies—such as having Inquisitorial\nagents refuse to accompany the Battle-Brothers into a\nbuilding or chamber out of terror. The following are\nsome guidelines for setting Degrees of Fear outside of\ncombat:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Very Bad Things", + "content": "Fear Tests in non-combat situations are very much the GM's call as to when and where they occur and should not be considered to be automatic. They can be best used to bring home the horrific nature of a location or artefact and even at important junctures to weaken the players' allies—such as having Inquisitorial agents refuse to accompany the Battle-Brothers into a building or chamber out of terror. The following are some guidelines for setting Degrees of Fear outside of combat:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2089, + "rule_id": "pdf_skill_1686_fear_1_disturbing_0_viewing", + "title": "Fear 1-Disturbing (0): Viewing the scene of a", + "content": "gruesome murder, minor unknown supernatural or\npsychic phenomena—strange lights, spectral voices,\nweeping statues, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear 1-Disturbing", + "content": "Viewing the scene of a gruesome murder, minor unknown supernatural or psychic phenomena—strange lights, spectral voices, weeping statues, etc.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2090, + "rule_id": "pdf_skill_1687_fear_2_frightening_10_meet", + "title": "Fear 2-Frightening (–10): Meeting someone you", + "content": "know to be dead, being buried alive, major supernatural\nor psychic phenomena—the skies raining blood, a\npainting forming shrieking mouths, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear 2-Frightening (-10)", + "content": "Meeting someone you know to be dead, being buried alive, major supernatural or psychic phenomena—the skies raining blood, a painting forming shrieking mouths, etc.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2091, + "rule_id": "pdf_skill_1688_fear_3_horrifying_20_sudde", + "title": "Fear 3-Horrifying (–20): Sudden, shocking, and", + "content": "inexplicable death (the man next to you on the shuttle\nsuddenly dies, vomiting maggots), hideous moments\nof revelation (finding yourself covered in blood,\nsurrounded by bodies with a meat cleaver in your hand\nand no memory of how you got there), the dead rising\nacross a whole planet, etc.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear 3-Horrifying", + "content": "Sudden, shocking, and inexplicable death (the man next to you on the shuttle suddenly dies, vomiting maggots), hideous moments of revelation (finding yourself covered in blood, surrounded by bodies with a meat cleaver in your hand and no memory of how you got there), the dead rising across a whole planet, etc.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2092, + "rule_id": "pdf_skill_1689_fear_4_terrifying_30_exper", + "title": "Fear 4-Terrifying (–30): Experiencing a full-", + "content": "is responsible for the deaths of millions, staring\nunprotected into the warp.\nTable 9–8: The Insanity Track\nInsanity Points Trauma Modifier Effect\n0–30 +0 —\n31-60 –10\nPrimarch’s Curse\nLevel 1\n61–90 –20\nPrimarch’s Curse\nLevel 2\n91–99 –30\nPrimarch’s Curse\nLevel 3\n100+ —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fear 4-Terrifying", + "content": "Experiencing a full-is responsible for the deaths of millions, staring unprotected into the warp. Table 9-8: The Insanity Track Insanity Points Trauma Modifier Effect 0-30 +0 - 31-60 -10 Primarch's Curse Level 1 61-90 -20 Primarch's Curse Level 2 91-99 -30 Primarch's Curse Level 3 100+ -", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2093, + "rule_id": "pdf_skill_1690_insanity_tests", + "title": "inSanity tEStS", + "content": "For every 10 Insanity Points a character gains, he must test\nWillpower to see if his insanity has manifested as literal\ndamage to his mind. This roll is modified depending on the\nnumber of Insanity Points the character already possesses\nas noted on Table 9–8: The Insanity Track. If the test is\nfailed, the character’s mental state is affected. These mental\nwounds are known as Battle Trauma, and are randomly rolled\non Table 9–9: Battle Trauma. If a player rolls a result that\nhe has previously suffered for failing a previous Insanity Test,\nhe must roll again.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Insanity Tests", + "content": "For every 10 Insanity Points a character gains, he must test Willpower to see if his insanity has manifested as literal damage to his mind. This roll is modified depending on the number of Insanity Points the character already possesses as noted on Table 9-8: The Insanity Track. If the test is failed, the character's mental state is affected. These mental wounds are known as Battle Trauma, and are randomly rolled on Table 9-9: Battle Trauma. If a player rolls a result that he has previously suffered for failing a previous Insanity Test, he must roll again.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2094, + "rule_id": "pdf_skill_1691_battle_rage", + "title": "BattlE RagE", + "content": "The Battle-Brother singles out particular enemies for the\nEmperor’s fury and becomes fixated on killing them. This\nmost often occurs when facing powerful foes such as enemy\ncommanders or war machines. The Battle-Brother is driven to\ndestroy them without regard for lesser foes or anything less\nthan vital Mission Objectives.\nWhenever the Battle-Brother scores Righteous Fury (see\npage 245) on a foe, he becomes fixated on its destruction and\nmust kill it. The Space Marine must then direct his attacks\nagainst this target to the exclusion of all else until it is slain.\nWhen Battle Rage is triggered, the Battle-Brother may make", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Battle Rage", + "content": "The Battle-Brother singles out particular enemies for the Emperor's fury and becomes fixated on killing them. This most often occurs when facing powerful foes such as enemy commanders or war machines. The Battle-Brother is driven to destroy them without regard for lesser foes or anything less than vital Mission Objectives. Whenever the Battle-Brother scores Righteous Fury on a foe, he becomes fixated on its destruction and must kill it. The Space Marine must then direct his attacks against this target to the exclusion of all else until it is slain. When Battle Rage is triggered, the Battle-Brother may make", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2095, + "rule_id": "pdf_skill_1692_a_challenging_0_willpower_t", + "title": "a Challenging (+0) Willpower Test to avoid its effects. The", + "content": "GM may also allow a similar Willpower Test if the Battlepowerful source.\nEaR of thE EmPERoR\nAll Battle-Brothers pray to the Emperor to guide their hand\nin battle and help them to do their righteous duty. Some,\nhowever, hear his voice and even converse with him through\ntheir dreams and mediations. For the most part this has no\neffect on the Battle-Brother’s daily existence, and even his\nfellow brothers will see little unusual in his constant prayer\nand religious muttering. Sometimes the Emperor can demand\nunusual service from the Battle-Brother, which may be at\nodds with the goals of his Kill-team.\nAt the start of a Mission, the GM rolls a dice. If the result\nis odd, then the Emperor has chosen the PC for a special\nObjective which the GM tells him about in secret. This", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ear of the Emperor", + "content": "All Battle-Brothers pray to the Emperor to guide their hand in battle and help them to do their righteous duty. Some, however, hear his voice and even converse with him through their dreams and mediations. For the most part this has no effect on the Battle-Brother's daily existence, and even his fellow brothers will see little unusual in his constant prayer and religious muttering. Sometimes the Emperor can demand unusual service from the Battle-Brother, which may be at odds with the goals of his Kill-team. At the start of a Mission, the GM rolls a dice. If the result is odd, then the Emperor has chosen the PC for a special Objective which the GM tells him about in secret. This", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2096, + "rule_id": "pdf_skill_1693_should_be_a_tertiary_objective", + "title": "should be a Tertiary Objective (see page 230) and can be", + "content": "literally anything, even something that is completely at odds\nwith the Mission’s primary goal.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "should be a Tertiary Objective", + "content": "literally anything, even something that is completely at odds with the Mission's primary goal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2097, + "rule_id": "pdf_skill_1694_ancestral_spirits", + "title": "ancEStRal SPiRitS", + "content": "All Space Marine revere their ancestors, tracing the line of\nheroes and commanders back to their primarch and the\nfounding of their Chapter. Some experience this connection far\nmore vividly than others and can even find themselves having\nmemories of things they didn’t do or places they have not\nvisited. This is known as ancestral spirits, the mind of a longthat in times of stress can even push its way to the surface.\nThe GM secretly chooses a trigger for the Battle-Brother\nbased on an event or encounter related to his ancestral spirit.\nThis could be meeting a member of a specific Chapter,\nfacing a remembered foe in battle, or visiting a certain kind\nof world. When the trigger event occurs, the Battle-Brother", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ancestral Spirits", + "content": "All Space Marine revere their ancestors, tracing the line of heroes and commanders back to their primarch and the founding of their Chapter. Some experience this connection far more vividly than others and can even find themselves having memories of things they didn't do or places they have not visited. This is known as ancestral spirits, the mind of a long that in times of stress can even push its way to the surface. The GM secretly chooses a trigger for the Battle-Brother based on an event or encounter related to his ancestral spirit. This could be meeting a member of a specific Chapter, facing a remembered foe in battle, or visiting a certain kind of world. When the trigger event occurs, the Battle-Brother", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2098, + "rule_id": "pdf_skill_1695_makes_a_challenging_0_willp", + "title": "makes a Challenging (+0) Willpower Test or his ancestor", + "content": "surfaces for 1d5 hours. During this time he still has control", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "makes a Challenging (+0) Willpower Test or his ancestor", + "content": "surfaces for 1d5 hours. During this time he still has control", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2099, + "rule_id": "pdf_skill_1696_of_himself_this_is_not_after", + "title": "of himself (this is not, after all, possession) but his personality", + "content": "may change, he will choose actions that might be out of\ncharacter, and he may muse wistfully about his role in battles\ncenturies past.\nThe GM should have the player develop his ancestor’s\npersonality independently and encourage him to roleplay it\nwhen affected by this Trauma.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of himself", + "content": "may change, he will choose actions that might be out of character, and he may muse wistfully about his role in battles centuries past. The GM should have the player develop his ancestor’s personality independently and encourage him to roleplay it when affected by this Trauma.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2100, + "rule_id": "pdf_skill_1697_righteous_contempt", + "title": "RightEouS contEmPt", + "content": "While Space Marines begin their life as men, the implantation\nof their Chapter’s gene-seed shapes their flesh and mind\ninto something far greater and in the end no longer entirely\nhuman. All Battle-Brothers accept this superiority as part of\nreaching their pinnacle as a warrior and serving the Emperor,\nbut for some it can make them scornful or dismissive of\n“lesser” beings.\nThe Battle-Brother has no time for those not of the\nAdeptus Astartes and has, to a degree, lost touch with his\nhumanity. When dealing with humans (i.e. those not of the\nAdeptus Astartes) the character’s Fellowship is lowered by\n–20. In addition, he never willingly seeks the help of humans,\nwho he views as weak and untrustworthy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Righteous Contempt", + "content": "While Space Marines begin their life as men, the implantation of their Chapter's gene-seed shapes their flesh and mind into something far greater and in the end no longer entirely human. All Battle-Brothers accept this superiority as part of reaching their pinnacle as a warrior and serving the Emperor, but for some it can make them scornful or dismissive of 'lesser' beings. The Battle-Brother has no time for those not of the Adeptus Astartes and has, to a degree, lost touch with his humanity. When dealing with humans (i.e. those not of the Adeptus Astartes) the character's Fellowship is lowered by -20. In addition, he never willingly seeks the help of humans, who he views as weak and untrustworthy.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2101, + "rule_id": "pdf_skill_1698_endless_redemption", + "title": "EnDlESS REDEmPtion", + "content": "Some Battle-Brothers feel the weight of the Imperium on their\nshoulders and consider themselves solely responsible for the\npreservation and protection of the Emperor’s domain. This is\nwhere the lines of duty and fanaticism can become blurred,\nand the reality of battle becomes mired in the individual’s\npersonal zeal. This is known as the endless redemption, a sin\nof duty carried by the Battle-Brother that can never be repaid\nregardless of the amount of glory or blood laid at its feet.\nThe Battle-Brother is driven by duty and must not fail at\nall costs. When undertaking a Mission, he must attempt to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Endless Redemption", + "content": "Some Battle-Brothers feel the weight of the Imperium on their shoulders and consider themselves solely responsible for the preservation and protection of the Emperor's domain. This is where the lines of duty and fanaticism can become blurred, and the reality of battle becomes mired in the individual's personal zeal. This is known as the endless redemption, a sin of duty carried by the Battle-Brother that can never be repaid regardless of the amount of glory or blood laid at its feet. The Battle-Brother is driven by duty and must not fail at all costs. When undertaking a Mission, he must attempt to", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2102, + "rule_id": "pdf_skill_1699_complete_or_push_his_kill_tea", + "title": "complete (or push his Kill-team to complete) all Objectives", + "content": "regardless of cost and danger. In extreme circumstances the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Complete Objectives", + "content": "regardless of cost and danger. In extreme circumstances the", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2103, + "rule_id": "pdf_skill_1700_gm_may_allow_the_character_a_c", + "title": "GM may allow the character a Challenging (+0) Willpower", + "content": "Test to resist this duty and retreat if attempting an Objective\nwould mean almost certain death.\nTable 9–9: Battle Trauma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "GM may allow the character a Challenging Willpower Test", + "content": "to resist this duty and retreat if attempting an Objective would mean almost certain death. Table 9-9: Battle Trauma", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2104, + "rule_id": "pdf_skill_1701_roll_battle_trauma", + "title": "Roll Battle Trauma", + "content": "1–2 Battle Rage\n3–4 Ear of the Emperor\n5-6 Ancestral Spirits\n7-8 Righteous Contempt\n9-0 Endless Redemption", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Roll Battle Trauma", + "content": "1–2 Battle Rage\n3–4 Ear of the Emperor\n5-6 Ancestral Spirits\n7-8 Righteous Contempt\n9-0 Endless Redemption", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2105, + "rule_id": "pdf_skill_1702_burn_the_witch_black_templars", + "title": "BuRn thE witch (Black tEmPlaRS)", + "content": "Black Templars are filled with a righteous power and hatred\nfor the witch and heretic even beyond that of the other\nChapters. It is a religious madness that is often expressed\nwith valour and fearlessness on the battlefield, but it can also\nturn the Battle-Brother against all creatures touched with the\npsyker’s gift, be they friend or foe.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Burn the Witch (Black Templars)", + "content": "Black Templars are filled with a righteous power and hatred for the witch and heretic even beyond that of the other Chapters. It is a religious madness that is often expressed with valour and fearlessness on the battlefield, but it can also turn the Battle-Brother against all creatures touched with the psyker’s gift, be they friend or foe.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2106, + "rule_id": "pdf_skill_1703_level_1_fear_the_witch_the", + "title": "Level 1 (Fear the Witch): The Battle-Brother is", + "content": "uncomfortable around psykers and feels their dark powers\ncrawling on his flesh and burrowing into his brain. All\nFellowship based tests used on characters with psychic\nabilities suffer a –20 penalty, as the Battle-Brother’s disquiet\nshows through.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (Fear the Witch): The Battle-Brother is", + "content": "uncomfortable around psykers and feels their dark powers crawling on his flesh and burrowing into his brain. All Fellowship based tests used on characters with psychic abilities suffer a –20 penalty, as the Battle-Brother’s disquiet shows through.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2107, + "rule_id": "pdf_skill_1704_level_2_hate_the_witch_the", + "title": "Level 2 (Hate the Witch): The Battle-Brother can", + "content": "scarcely stand the presence of psykers and abhors their sight.\nIf there is a psyker in the Battle-Brother’s Kill-team (such as\na Librarian Player Character) or he must work with a psyker\nally, his Kill-team’s Cohesion is reduced by 1 (until such time\nas the psyker leaves or is killed).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (Hate the Witch): The Battle-Brother can", + "content": "scarcely stand the presence of psykers and abhors their sight. If there is a psyker in the Battle-Brother’s Kill-team (such as a Librarian Player Character) or he must work with a psyker ally, his Kill-team’s Cohesion is reduced by 1 (until such time as the psyker leaves or is killed).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2108, + "rule_id": "pdf_skill_1705_level_3_kill_the_witch_the", + "title": "Level 3 (Kill the Witch): The Battle-Brother cannot", + "content": "stand any psykers to live and flies into a rage when he sees\nthem. When fighting enemy psykers, the Battle-Brother must", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Kill the Witch): The Battle-Brother cannot", + "content": "stand any psykers to live and flies into a rage when he sees them. When fighting enemy psykers, the Battle-Brother must", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2109, + "rule_id": "pdf_skill_1706_seek_them_out_choosing_the_mo", + "title": "seek them out (choosing the most obviously powerful first)", + "content": "and kill them to the exclusion of all other foes. This can be\nespecially problematic for the Kill-team, should they need to\ntake a psyker alive.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "seek them out (choosing the most obviously powerful first)", + "content": "and kill them to the exclusion of all other foes. This can be especially problematic for the Kill-team, should they need to take a psyker alive.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2110, + "rule_id": "pdf_skill_1707_black_rage_blood_angels", + "title": "Black RagE (BlooD angElS)", + "content": "Deep in the minds of all Blood Angels lurks the memory of their\nprimarch’s demise at the hands of Horus and the rage and blood\nof that battle. Such is the imprint left by Sanguinius that it echoes\ndown his lineage and into the minds of all Battle-Brothers of the\nChapter. In battle this memory can, over time, manifest in Blood\nAngels, turning them savage and blinding them to everything\nbut the brutality of battle and a thirst for killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Black Rage (Blood Angels)", + "content": "Deep in the minds of all Blood Angels lurks the memory of their primarch’s demise at the hands of Horus and the rage and blood of that battle. Such is the imprint left by Sanguinius that it echoes down his lineage and into the minds of all Battle-Brothers of the Chapter. In battle this memory can, over time, manifest in Blood Angels, turning them savage and blinding them to everything but the brutality of battle and a thirst for killing.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2111, + "rule_id": "pdf_skill_1708_level_1_bloodlust_the_battl", + "title": "Level 1 (Bloodlust): The Battle-Brother cannot stand to", + "content": "leave an enemy alive or end a fight without even a single kill.\nIf an enemy surrenders or a fight looks like it will end without\na foe’s death, the Battle-Brother must make a Challenging\n(+0) Willpower Test to avoid finishing them off or hacking\ndown at least one foe. The GM may increase or decrease the\nmodifier for this test depending on the circumstance and the\nramifications of the killing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (Bloodlust): The Battle-Brother cannot stand to", + "content": "leave an enemy alive or end a fight without even a single kill. If an enemy surrenders or a fight looks like it will end without a foe’s death, the Battle-Brother must make a Challenging (+0) Willpower Test to avoid finishing them off or hacking down at least one foe. The GM may increase or decrease the modifier for this test depending on the circumstance and the ramifications of the killing.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2112, + "rule_id": "pdf_skill_1709_level_2_close_quarters_killin", + "title": "Level 2 (Close Quarters Killing): Those in the grip", + "content": "of the Black Rage favour close melee combat, where the\nblood of their foes stains their armour red. Unless there is\nno possible way to close with a foe, the Battle-Brother will\nalways favour melee combat over ranged combat and will\ncharge into the fray, discarding the bolter for the hungry\nteeth of a chainsword.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (Close Quarters Killing): Those in the grip", + "content": "of the Black Rage favour close melee combat, where the blood of their foes stains their armour red. Unless there is no possible way to close with a foe, the Battle-Brother will always favour melee combat over ranged combat and will charge into the fray, discarding the bolter for the hungry teeth of a chainsword.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2113, + "rule_id": "pdf_skill_1710_level_3_uncontrollable_thirst", + "title": "Level 3 (Uncontrollable Thirst): The Black Rage is also", + "content": "intertwined with another of the Blood Angels flaws: the Red\nThirst. In extreme cases, the Red Thirst translates into a literal\nthirst for blood. Once a battle is over, a Battle-Brother with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Uncontrollable Thirst): The Black Rage is also", + "content": "intertwined with another of the Blood Angels flaws: the Red Thirst. In extreme cases, the Red Thirst translates into a literal thirst for blood. Once a battle is over, a Battle-Brother with", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2114, + "rule_id": "pdf_skill_1711_uncontrollable_thirst_must_mak", + "title": "Uncontrollable Thirst must make a Hard (–20) Willpower", + "content": "Test or spend at least a few minutes drinking the blood of his", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Uncontrollable Thirst must make a Hard (–20) Willpower", + "content": "Test or spend at least a few minutes drinking the blood of his", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2115, + "rule_id": "pdf_skill_1712_the_secret_dark_angels", + "title": "thE SEcREt (DaRk angElS)", + "content": "The Dark Angels have a shadowy past hidden by the weight\nof history and shrouded in the smoke and blood of the Horus\nHeresy itself. Few outside the Chapter can even guess at the\nexact facts surrounding the Chapter’s beginning, and those\nwithin its ranks guard their secrets well. Such weighty secrets\ncan come to press heavily on a Battle-Brother’s soul.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Secret (Dark Angels)", + "content": "The Dark Angels have a shadowy past hidden by the weight of history and shrouded in the smoke and blood of the Horus Heresy itself. Few outside the Chapter can even guess at the exact facts surrounding the Chapter’s beginning, and those within its ranks guard their secrets well. Such weighty secrets can come to press heavily on a Battle-Brother’s soul.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2116, + "rule_id": "pdf_skill_1713_level_1_dark_dreams_the_bat", + "title": "Level 1 (Dark Dreams): The Battle-Brother is beset with", + "content": "memories of past times and deep, hidden secrets that cast a\nshadow over periods of rest and meditation. At the start of\nany mission, the Battle-Brother must pass a Challenging\n(+0) Toughness Test or begin play with a level of Fatigue.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (Dark Dreams): The Battle-Brother is beset with", + "content": "memories of past times and deep, hidden secrets that cast a shadow over periods of rest and meditation. At the start of any mission, the Battle-Brother must pass a Challenging (+0) Toughness Test or begin play with a level of Fatigue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2117, + "rule_id": "pdf_skill_1714_level_2_scorn_of_outsiders", + "title": "Level 2 (Scorn of Outsiders): The Dark Angel has", + "content": "grown to view those outside the Chapter as misguided or\nignorant of the truth and cannot bring himself to deal with\nthem any more than necessary. The Battle-Brother cannot use\nthe Command Skill on anyone who is not either a member of\nhis Kill-team or a fellow Dark Angel.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (Scorn of Outsiders): The Dark Angel has", + "content": "grown to view those outside the Chapter as misguided or ignorant of the truth and cannot bring himself to deal with them any more than necessary. The Battle-Brother cannot use the Command Skill on anyone who is not either a member of his Kill-team or a fellow Dark Angel.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2118, + "rule_id": "pdf_skill_1715_level_3_deep_suspicions_tra", + "title": "Level 3 (Deep Suspicions): Trained in an atmosphere", + "content": "of silence and secrets, the Dark Angel has become very\ndistrustful of anyone outside his Chapter and cannot take the\nwords or promises of others at face value. Unless the BattleCohesion is reduced by 2.\ncuRSE of thE wulfEn\n(SPacE wolvES)\nThere is a savagery and animal fury that lurks in the hearts of\nall Space Wolves making them powerful warriors and deadly\ncombatants. This bestial nature can lead them astray and\noverpower their natural reason and sense of order, as they are\nruled by their animal instincts and react not as the man but\nas the warrior wolf.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Deep Suspicions): Trained in an atmosphere", + "content": "of silence and secrets, the Dark Angel has become very distrustful of anyone outside his Chapter and cannot take the words or promises of others at face value. Unless the Battle-Cohesion is reduced by 2.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2119, + "rule_id": "pdf_skill_1716_level_1_shadow_of_the_wolf", + "title": "Level 1 (Shadow of the Wolf): The wolf lurks close to the", + "content": "surface in the Battle-Brother and he feels its call in his blood.\nThis can be unsettling for others, especially those not of the\nAdeptus Astartes. The Battle-Brother’s Fellowship is reduced\nby –10 when dealing with Space Marines who are not part of\nhis Kill-team, and –20 when dealing with everyone else.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Curse of the Wulfen (Space Wolves)", + "content": "There is a savagery and animal fury that lurks in the hearts of all Space Wolves making them powerful warriors and deadly combatants. This bestial nature can lead them astray and overpower their natural reason and sense of order, as they are ruled by their animal instincts and react not as the man but as the warrior wolf.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2120, + "rule_id": "pdf_skill_1717_level_2_prey_s_scent_the_ke", + "title": "Level 2 (Prey’s Scent): The keen senses of a Space", + "content": "Wolf can be as much a curse as a boon. Sometimes they can\noverpower the Battle-Brother, temporarily robbing him of his\nsenses. The first time a foe is bloodied by the Space Wolf in", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (Shadow of the Wolf): The wolf lurks close to the", + "content": "surface in the Battle-Brother and he feels its call in his blood. This can be unsettling for others, especially those not of the Adeptus Astartes. The Battle-Brother’s Fellowship is reduced by –10 when dealing with Space Marines who are not part of his Kill-team, and –20 when dealing with everyone else.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2121, + "rule_id": "pdf_skill_1718_he_must_make_an_easy_20_per", + "title": "he must make an Easy (+20) Perception Test. If he passes", + "content": "the test, he may only take a Half Action on his next Turn as his\nnostrils are flooded with the spore of his prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (Prey’s Scent): The keen senses of a Space", + "content": "Wolf can be as much a curse as a boon. Sometimes they can overpower the Battle-Brother, temporarily robbing him of his senses. The first time a foe is bloodied by the Space Wolf in", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2122, + "rule_id": "pdf_skill_1719_level_3_fight_or_fight_the", + "title": "Level 3 (Fight or Fight): The Battle-Brother finds it hard", + "content": "to back down from fights in the face of naked aggression.\nWhenever the Space Wolf would be required to give ground or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "he must make an Easy (+20) Perception Test. If he passes", + "content": "the test, he may only take a Half Action on his next Turn as his nostrils are flooded with the spore of his prey.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2123, + "rule_id": "pdf_skill_1720_thirst_for_glory_storm_warden", + "title": "thiRSt foR gloRy (StoRm waRDEnS)", + "content": "The martial traditions of the Storm Warden have been passed\ndown for centuries and form as much a part of their existence\nas their flesh, blood, or bone. These traditions come with a\nrigorous adherence to honour and burning hunger for glory\nthat can lead a Storm Warden to make reckless decisions to\nuphold the name of his Chapter and earn himself renown\namong his peers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Fight or Fight): The Battle-Brother finds it hard", + "content": "to back down from fights in the face of naked aggression. Whenever the Space Wolf would be required to give ground or", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Thirst for Glory (Storm Wardens)", + "content": "The martial traditions of the Storm Warden have been passed down for centuries and form as much a part of their existence as their flesh, blood, or bone. These traditions come with a rigorous adherence to honour and burning hunger for glory that can lead a Storm Warden to make reckless decisions to uphold the name of his Chapter and earn himself renown among his peers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2124, + "rule_id": "pdf_skill_1721_level_1_no_challenge_unanswer", + "title": "Level 1 (No Challenge Unanswered): The Storm", + "content": "Wardens pride does not let him refuse a challenge or the\nchance for glory. Whenever an enemy challenges or taunts", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (No Challenge Unanswered): The Storm", + "content": "Wardens pride does not let him refuse a challenge or the chance for glory. Whenever an enemy challenges or taunts", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2125, + "rule_id": "pdf_skill_1722_the_battle_brother_he_must_ma", + "title": "the Battle-Brother, he must make a Challenging (+0)", + "content": "Willpower Test or engage it in combat, favouring melee\nattacks unless this would clearly not be possible.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the Battle-Brother, he must make a Challenging (+0)", + "content": "Willpower Test or engage it in combat, favouring melee attacks unless this would clearly not be possible.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2126, + "rule_id": "pdf_skill_1723_level_2_a_fair_fight_overwh", + "title": "Level 2 (A Fair Fight): Overwhelmed with a need to", + "content": "act honourably and satisfy his peers within the Chapter, the\nBattle-Brother uses only weapons of equal measure when\nanswering a challenge. This means that if the foe is armed\nwith only a sword, he too will only use a sword or the next\nnearest equivalent. In extreme cases, if the foe is armed with\nweapons far inferior to that of the Storm Warden, he will\ncast aside bolter and chainsword and settle the matter with\nhis fists.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (A Fair Fight): Overwhelmed with a need to", + "content": "act honourably and satisfy his peers within the Chapter, the Battle-Brother uses only weapons of equal measure when answering a challenge. This means that if the foe is armed with only a sword, he too will only use a sword or the next nearest equivalent. In extreme cases, if the foe is armed with weapons far inferior to that of the Storm Warden, he will cast aside bolter and chainsword and settle the matter with his fists.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2127, + "rule_id": "pdf_skill_1724_level_3_honour_and_blood_st", + "title": "Level 3 (Honour and Blood): Storm Wardens seldom", + "content": "back down once a challenge has been accepted, and once\nblood has been shed it can end only one way. If the Battle-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Honour and Blood): Storm Wardens seldom", + "content": "back down once a challenge has been accepted, and once blood has been shed it can end only one way. If the Battle-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2128, + "rule_id": "pdf_skill_1725_make_a_hard_20_willpower_te", + "title": "make a Hard (–20) Willpower Test to disengage or stop", + "content": "fighting his foe until it is dead (unless compelled by Psychic\nPowers of similar means).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "make a Hard (–20) Willpower Test to disengage or stop", + "content": "fighting his foe until it is dead (unless compelled by Psychic Powers of similar means).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2129, + "rule_id": "pdf_skill_1726_pride_of_ultramar_ultramarine", + "title": "PRiDE of ultRamaR (ultRamaRinES)", + "content": "Battle-Brothers of the Ultramarines Chapter know well their\nplace among the Adeptus Astartes and the importance of their\nChapter to both the Imperium and the Emperor. They have\nthe pride in knowing that theirs is the pinnacle of the Codex\nAstartes and the legacy of the loyalist legions which served\nthe Emperor in his darkest days. It is a pride, however, that\ncan sometimes blind them to reality and make them arrogant\nand uncooperative when the battle would dictate they work\nwith lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PRiDE of ultRamaR (ultRamaRinES)", + "content": "Battle-Brothers of the Ultramarines Chapter know well their place among the Adeptus Astartes and the importance of their Chapter to both the Imperium and the Emperor. They have the pride in knowing that theirs is the pinnacle of the Codex Astartes and the legacy of the loyalist legions which served the Emperor in his darkest days. It is a pride, however, that can sometimes blind them to reality and make them arrogant and uncooperative when the battle would dictate they work with lesser warriors.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2130, + "rule_id": "pdf_skill_1727_level_1_the_emperor_s_finest", + "title": "Level 1 (The Emperor’s Finest): Ultramarines consider", + "content": "themselves the Emperor’s favoured sons and the pride of\nthe Imperium. This can lead members of the Chapter to\nconsider others incapable or unable to complete missions that\nshould by rights fall to the Ultramarines. The Battle-Brother\nalways volunteers his Kill-team for the most dangerous or\nchallenging Missions whenever possible and always ensures\nhis team is where the fighting is the thickest.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 1 (The Emperor’s Finest): Ultramarines consider", + "content": "themselves the Emperor’s favoured sons and the pride of the Imperium. This can lead members of the Chapter to consider others incapable or unable to complete missions that should by rights fall to the Ultramarines. The Battle-Brother always volunteers his Kill-team for the most dangerous or challenging Missions whenever possible and always ensures his team is where the fighting is the thickest.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2131, + "rule_id": "pdf_skill_1728_level_2_sons_of_the_codex_t", + "title": "Level 2 (Sons of the Codex): The Battle-Brother has", + "content": "been trained to follow the Codex Astartes to the letter\nand interpret its teachings flawlessly. Understandably, he is\ndistrustful of those Chapters that do not adhere to the Codex.\nThe Battle-Brother cannot benefit from Squad Mode Actions\ncalled by Space Marines of the Space Wolves or Black\nTemplars Chapters, as he will simply not follow their orders.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 2 (Sons of the Codex): The Battle-Brother has", + "content": "been trained to follow the Codex Astartes to the letter and interpret its teachings flawlessly. Understandably, he is distrustful of those Chapters that do not adhere to the Codex. The Battle-Brother cannot benefit from Squad Mode Actions called by Space Marines of the Space Wolves or Black Templars Chapters, as he will simply not follow their orders.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2132, + "rule_id": "pdf_skill_1729_level_3_leaders_not_followers", + "title": "Level 3 (Leaders not Followers): Ultramarines are", + "content": "natural leaders and make excellent battlefield commanders at\nall levels of command. This pride and training, however, can\nlead to them scorning or disregarding the leadership of those\nfrom other Chapter or Imperial forces. Unless the Battleor the leader is a fellow Ultramarine, his Kill-team’s Cohesion\nis reduced by 2.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Level 3 (Leaders not Followers): Ultramarines are", + "content": "natural leaders and make excellent battlefield commanders at all levels of command. This pride and training, however, can lead to them scorning or disregarding the leadership of those from other Chapter or Imperial forces. Unless the Battleor the leader is a fellow Ultramarine, his Kill-team’s Cohesion is reduced by 2.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2133, + "rule_id": "pdf_skill_1730_your_character", + "title": "youR chaRactER", + "content": "With the GM’s permission, a character may use XP to remove\nInsanity Points. It costs 100 xp to remove a single Insanity\nPoint. A character may never go down a degree of madness\n(as indicated by Table 9–8: The Insanity Track) and so will\nnever lose his Primarch’s Curse—though he may forestall it\ngetting worse. All buying back of Insanity Points should be\nproperly represented as time and effort spent by the character\nin game. For a Battle-Brother this means long hours of prayer\nand the attention from the Deathwatch Chaplains as he\ncontemplates his duty and service to the Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "youR chaRactER", + "content": "With the GM’s permission, a character may use XP to remove Insanity Points. It costs 100 xp to remove a single Insanity Point. A character may never go down a degree of madness (as indicated by Table 9–8: The Insanity Track) and so will never lose his Primarch’s Curse—though he may forestall it getting worse. All buying back of Insanity Points should be properly represented as time and effort spent by the character in game. For a Battle-Brother this means long hours of prayer and the attention from the Deathwatch Chaplains as he contemplates his duty and service to the Imperium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2134, + "rule_id": "pdf_skill_1731_corruption", + "title": "coRRuPTion", + "content": "The most insidious threat facing humanity, and indeed\nthe very survival of the Imperium, is the corrupting taint\nof Chaos. Encounters with daemons, dark rituals, and\neven the knowledge that such things are possible are all\npaths to corruption. Quite aside from the malevolency and\nmanipulation of daemons and their mortal followers, there\nis immense danger in exposure to the substance of the\nwarp itself. The swirling tempest of psychoactive energies\nand pseudo-matter that makes up the fabric of warp space\nis more deadly than any radiation. It can instantly destroy,\nbut it can also inflict hideous transformations on body and\nmind, far beyond anything found in a sane universe. To most,\ncorruption is a doom to be avoided at all costs. Some, once\nthey find themselves walking the path to damnation, seek to\nembrace the darkness.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "coRRuPTion", + "content": "The most insidious threat facing humanity, and indeed the very survival of the Imperium, is the corrupting taint of Chaos. Encounters with daemons, dark rituals, and even the knowledge that such things are possible are all paths to corruption. Quite aside from the malevolency and manipulation of daemons and their mortal followers, there is immense danger in exposure to the substance of the warp itself. The swirling tempest of psychoactive energies and pseudo-matter that makes up the fabric of warp space is more deadly than any radiation. It can instantly destroy, but it can also inflict hideous transformations on body and mind, far beyond anything found in a sane universe. To most, corruption is a doom to be avoided at all costs. Some, once they find themselves walking the path to damnation, seek to embrace the darkness.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2135, + "rule_id": "pdf_skill_1732_corruption_and_space_marines", + "title": "coRRuPtion anD SPacE maRinES", + "content": "Space Marines are far more resistant to the effects of Corruption\nthan ordinary men and retain their senses and personal will\nlong after others would have become mindless monsters. Their\nbodies are also incredibly resistant to mutation, changing only\nafter long exposure to the warp and often as a result of the\nBattle-Brother’s failed will. For this reason, Corruption is\na deep and insidious power that slowly bores into a Space\nMarine, taking years or even centuries to manifest fully.\nIn Deathwatch, the GM can use Corruption Points as a way\nof reminding the players that there is a price for their exposure\nto the powers of the warp and that they may only battle things\nfor so long before their enemies infect them with their taint.\nSpace Marines have a mechanic that is known as the Purity\nThreshold. Unlike normal men, Space Marines have armoured\ntheir souls against the taint of corruption. There are no direct\ngame effects of Corruption until the Battle-Brother’s Purity\nThreshold of 100 is reached (i.e., he has acquired 100 or more\nCorruption Points), at which time he is removed from play as\nhis taint is too great for him to continue to serve the Emperor.\nBefore this point, however, the GM can have a character’s\nlevel of Corruption influence those around him, such as fellow\nSpace Marines who might be distrustful of one so soiled by\nthe warp, or psykers who can sense corruption in others, or\ndaemons who see a potent warrior of the Emperor ready\nto fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "coRRuPtion anD SPacE maRinES", + "content": "Space Marines are far more resistant to the effects of Corruption than ordinary men and retain their senses and personal will long after others would have become mindless monsters. Their bodies are also incredibly resistant to mutation, changing only after long exposure to the warp and often as a result of the Battle-Brother’s failed will. For this reason, Corruption is a deep and insidious power that slowly bores into a Space Marine, taking years or even centuries to manifest fully. In Deathwatch, the GM can use Corruption Points as a way of reminding the players that there is a price for their exposure to the powers of the warp and that they may only battle things for so long before their enemies infect them with their taint. Space Marines have a mechanic that is known as the Purity Threshold. Unlike normal men, Space Marines have armoured their souls against the taint of corruption. There are no direct game effects of Corruption until the Battle-Brother’s Purity Threshold of 100 is reached (i.e., he has acquired 100 or more Corruption Points), at which time he is removed from play as his taint is too great for him to continue to serve the Emperor. Before this point, however, the GM can have a character’s level of Corruption influence those around him, such as fellow Space Marines who might be distrustful of one so soiled by the warp, or psykers who can sense corruption in others, or daemons who see a potent warrior of the Emperor ready to fall.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2136, + "rule_id": "pdf_skill_1733_corrupting_npcs", + "title": "coRRuPting nPcS", + "content": "While Battle-Brothers are resistant to the worst effects of\nCorruption, many of their allies are not. Should the GM wish\nto keep track of Corruption Points in the character’s human\nallies, he can use the following guidelines:\n• For every 10 CP an ally gains, he suffers 1d10 Damage\nto a random Characteristic, reflecting the decay of his\nbody and mind.\n• For every 20 CP the ally gains, he mutates, randomly\ngaining one of the following Traits: Blind, Burrower,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "coRRuPting nPcS", + "content": "While Battle-Brothers are resistant to the worst effects of Corruption, many of their allies are not. Should the GM wish to keep track of Corruption Points in the character’s human allies, he can use the following guidelines: • For every 10 CP an ally gains, he suffers 1d10 Damage to a random Characteristic, reflecting the decay of his body and mind. • For every 20 CP the ally gains, he mutates, randomly gaining one of the following Traits: Blind, Burrower,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2137, + "rule_id": "pdf_skill_1734_size_either_hulking_or_weedy", + "title": "Size (either Hulking or Weedy), Sonar Sense, or Toxic.", + "content": "Should a human ally ever reach 100 CP, he has become\nirrevocably touched by the dark powers and tainted beyond", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Size (either Hulking or Weedy), Sonar Sense, or Toxic.", + "content": "Should a human ally ever reach 100 CP, he has become irrevocably touched by the dark powers and tainted beyond", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2138, + "rule_id": "pdf_skill_1735_redemption_he_gains_the_daemo", + "title": "redemption. He gains the Daemonic Trait (see page 130) and", + "content": "either flees the characters’ service or turns on them.\nSouRcES of coRRuPtion\nIn Deathwatch there are numerous sources of Corruption,\nmost usually connected with the Ruinous Powers. The exact\nlevel of Corruption Points inflicted by a particular event,\nrevelation, or encounter is determined by the GM. The\nfollowing presents some guidelines:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "redemption. He gains the Daemonic Trait (see page 130) and", + "content": "either flees the characters’ service or turns on them. SouRcES of coRRuPtion In Deathwatch there are numerous sources of Corruption, most usually connected with the Ruinous Powers. The exact level of Corruption Points inflicted by a particular event, revelation, or encounter is determined by the GM. The following presents some guidelines:", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2139, + "rule_id": "pdf_skill_1736_rending_the_veil", + "title": "Rending the veil", + "content": "Characters caught in a full-blown intrusion of the warp into\ncorporeal reality gain Corruption Points from the experience.\nJust how many depends on what occurs and the severity of\nthe breach. This might be anywhere from a single point to\nseveral d10s in value.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rending the veil", + "content": "Characters caught in a full-blown intrusion of the warp into corporeal reality gain Corruption Points from the experience. Just how many depends on what occurs and the severity of the breach. This might be anywhere from a single point to several d10s in value.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2140, + "rule_id": "pdf_skill_1737_sorcery", + "title": "sorcery", + "content": "The practice of sorcery, witnessing dread rituals, and invoking\ndaemons are all causes of Corruption, regardless of the reason.\nNormally minor rituals cause 1d10 Corruption Points and\nmajor ceremonies can cause many more.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "sorcery", + "content": "The practice of sorcery, witnessing dread rituals, and invoking daemons are all causes of Corruption, regardless of the reason. Normally minor rituals cause 1d10 Corruption Points and major ceremonies can cause many more.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2141, + "rule_id": "pdf_skill_1738_blasphemous_lore", + "title": "Blasphemous lore", + "content": "Knowledge itself can corrupt, and the study of certain\ntomes, pict-logs, and even some debased artwork can cause\nCorruption in the viewer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Blasphemous lore", + "content": "Knowledge itself can corrupt, and the study of certain tomes, pict-logs, and even some debased artwork can cause Corruption in the viewer.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2142, + "rule_id": "pdf_skill_1739_vile_persuasion", + "title": "vile Persuasion", + "content": "Many daemons and cult leaders are masters of insidious\ntemptation and are able to sow the seeds of doubt in a faithful\nheart. Their words and arguments can corrupt where force\nalone would fail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "vile Persuasion", + "content": "Many daemons and cult leaders are masters of insidious temptation and are able to sow the seeds of doubt in a faithful heart. Their words and arguments can corrupt where force alone would fail.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2143, + "rule_id": "pdf_skill_1740_the_imperium", + "title": "The Imperium", + "content": "of Man\n“Look to the stars, and know that all you behold is but one small part\nof the Emperor’s Realm. Know too that for every one of the million\nworlds in our domain, a million times a million lives have been\nsacrificed, that Mankind might stand but one day more.”\n–Lord Skalaras, High Tribune of the 3rd Censorial Mission", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Imperium of Man", + "content": "“Look to the stars, and know that all you behold is but one small part of the Emperor’s Realm. Know too that for every one of the million worlds in our domain, a million times a million lives have been sacrificed, that Mankind might stand but one day more.” –Lord Skalaras, High Tribune of the 3rd Censorial Mission", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2144, + "rule_id": "pdf_skill_1741_imperium", + "title": "IMPERIUM", + "content": "“The loyal slave learns to love the lash.”\n–Common saying amongst menials and scriveners.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "IMPERIUM", + "content": "“The loyal slave learns to love the lash.” –Common saying amongst menials and scriveners.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2145, + "rule_id": "pdf_skill_1742_the_administratum", + "title": "The AdminisTrATum", + "content": "The Administratum is by far the largest of all of the branches\nof the Adeptus Terra, and is responsible for assessing and\nlevying tithes, distributing resources and countless other\nadministrative functions vital to the functioning of the\nImperium. Its members are, for the most part, scribes and\npetty officials, the hereditary slaves of a galaxy-spanning\nbureaucracy. The heart of the organisation lies within\nthe Emperor’s Palace, a vast complex with soaring gothic\ntowers that cover much of Terra’s surface, and cavernous\nvaults that extend far below ground. The Administratum\nis probably the most powerful organisation in the entire\nImperium, and its many departments, offices and subordinate\norganisations maintain a presence in every corner of the\nEmperor’s Domains.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Administratum", + "content": "The Administratum is by far the largest of all of the branches of the Adeptus Terra, and is responsible for assessing and levying tithes, distributing resources and countless other administrative functions vital to the functioning of the Imperium. Its members are, for the most part, scribes and petty officials, the hereditary slaves of a galaxy-spanning bureaucracy. The heart of the organisation lies within the Emperor's Palace, a vast complex with soaring gothic towers that cover much of Terra's surface, and cavernous vaults that extend far below ground. The Administratum is probably the most powerful organisation in the entire Imperium, and its many departments, offices and subordinate organisations maintain a presence in every corner of the Emperor's Domains.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2146, + "rule_id": "pdf_skill_1743_telepathica", + "title": "TelepAThicA", + "content": "The Adeptus Astra Telepathica is dedicated to the recruitment\nand training of psykers for service throughout the Imperium.\nThe headquarters of the organisation are on Earth, but its\nspaceships travel the Imperium and its offices extend over most\nof human space. Its chief responsibility is to train psykers to\nserve as Astropaths through the Scholastica Psykana. It is the\nAdeptus Astra Telepathica that maintains the League of Black\nShips. These ships travel around a huge circuit, visiting each\nworld every hundred years or so. As the fleet approaches its\ndestination, the ruling Imperial Commander is instructed to\nprepare the customary levy of psykers. Once the levy has been\ncollected, the Black Ships’ captains make an initial evaluation\nof their cargo before proceeding to the next world in their\ncircuit. When the holds are full, the Black Ships\nturn towards Earth. There, the suitable are trained as psykers\nin the Scholastica Psykana. Some become sanctioned psykers,\ndestined to serve the armies of the Imperial Guard and other\norganisations. Others undergo the Soul Binding and become\nAstropaths, The rest are judged too dangerous to live and are\nsacrificed to the psychic fire of the Astronomican.\nThe Astropaths of the Adeptus Astra Telepathica are\nvital to human society because they afford the only means\nof communicating over interstellar distances. Astropaths are\ncapable of sending telepathic messages across space and they\ncan receive messages sent by other Astropaths if their minds\nare correctly attuned. Telepathic messages travel through the\nwarp faster than light, although not instantaneously and not\nwithout the risk of becoming garbled or unintelligible. The\nneed for Astropaths is enormous. They are a common sight\nin the Imperium and are easily distinguished by their green\nrobes. Astropaths serve in the Fleet as ship-board and shore-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Telepathica", + "content": "The Adeptus Astra Telepathica is dedicated to the recruitment and training of psykers for service throughout the Imperium. Its chief responsibility is to train psykers to serve as Astropaths through the Scholastica Psykana. The Astropaths of the Adeptus Astra Telepathica are vital to human society because they afford the only means of communicating over interstellar distances. Astropaths are capable of sending telepathic messages across space and they can receive messages sent by other Astropaths if their minds are correctly attuned. Telepathic messages travel through the warp faster than light, although not instantaneously and not without the risk of becoming garbled or unintelligible. The need for Astropaths is enormous. They are a common sight in the Imperium and are easily distinguished by their green robes. Astropaths serve in the Fleet as ship-board and shore-", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2147, + "rule_id": "pdf_skill_1744_the_adeptus_arbites", + "title": "The AdepTus ArbiTes", + "content": "The ‘Judges’ of the Adeptus Arbites are empowered to enforce\nthe Law of the Imperium. In the Imperium, law and government\nare indistinguishable. Rebellion and failure are crimes, and\nany transgression of the Imperial will meets with swift and\nuncompromising retribution. Of petty misdemeanours and\ntransgressions the Judges care nothing; such matters are\nleft to local Enforcers to deal with according to planetary\ncodes. The judges are concerned with more weighty issues.\nIt is their task to bring the rebellious to trial, to hunt down\nenemies of the Imperium, and to destroy those who threaten\norder from within. On many worlds, the Arbitrators’ fortified\nCourthouse is the only point of contact between that planet\nand the Imperium. Often, it is the last redoubt in the event\nof rebellion and invasion, its warriors holding out as anarchy\nswamps the world, their mission to warn the Imperium and\nthus bring about retribution even should they fall.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Adeptus Arbites", + "content": "The 'Judges' of the Adeptus Arbites are empowered to enforce the Law of the Imperium. In the Imperium, law and government are indistinguishable. Rebellion and failure are crimes, and any transgression of the Imperial will meets with swift and uncompromising retribution. Of petty misdemeanors and transgressions the Judges care nothing; such matters are left to local Enforcers to deal with according to planetary codes. The judges are concerned with more weighty issues. It is their task to bring the rebellious to trial, to hunt down enemies of the Imperium, and to destroy those who threaten order from within. On many worlds, the Arbitrators' fortified Courthouse is the only point of contact between that planet and the Imperium. Often, it is the last redoubt in the event of rebellion and invasion, its warriors holding out as anarchy swamps the world, their mission to warn the Imperium and thus bring about retribution even should they fall.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2148, + "rule_id": "pdf_skill_1745_ministorum", + "title": "minisTorum", + "content": "Also known as the Ecclesiarchy, the Adeptus Ministorum is\nnot part of the Adeptus Terra. It is a wholly independent and\nself-appointed organisation whose power is derived from the\ncommon belief in the Emperor’s divinity. The organisation\nmaintains a presence on every world in the Imperium, from\nwhich it promulgates the Imperial Cult in any one of a million\ndifferent forms.\nWhile forbidden to keep ‘men under arms’ by ancient decree,\nthe Ecclesiarchy instead maintains a fighting arm of female\nwarriors, called the Adepta Sororitas, or the Sisterhood. The\nBattle Sisters of the Adepta Sororitas are driven by zeal and are\nfanatical in their commitment. They are equipped to the very\nhighest standards, and rank alongside the Space Marines in\ntheir dedication to the defeat of the enemies of Mankind.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ministorum", + "content": "Also known as the Ecclesiarchy, the Adeptus Ministorum is not part of the Adeptus Terra. It is a wholly independent and self-appointed organisation whose power is derived from the common belief in the Emperor's divinity. The organisation maintains a presence on every world in the Imperium, from which it promulgates the Imperial Cult in any one of a million different forms. While forbidden to keep 'men under arms' by ancient decree, the Ecclesiarchy instead maintains a fighting arm of female warriors, called the Adepta Sororitas, or the Sisterhood. The Battle Sisters of the Adepta Sororitas are driven by zeal and are fanatical in their commitment. They are equipped to the very highest standards, and rank alongside the Space Marines in their dedication to the defeat of the enemies of Mankind.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2149, + "rule_id": "pdf_skill_1746_the_adeptus_custodes", + "title": "The AdepTus cusTodes", + "content": "The Emperor’s Guard, or Custodians are the palace guard of\nthe Emperor, and their duty is to protect the Imperial Palace.\nPerhaps these stalwart guardians once ranged all over the\ngalaxy at the side of their master, but now they never leave\nthe Imperial Palace on Terra, their duty being to defend the\nEmperor of Mankind for all time.\nThe holy orders of The\nemperor’s inquisiTion\nThe Inquisition is often described as the left hand of the\nEmperor. It is a secretive organisation whose members are\nbound by no law or authority except their own. The sole duty\nof the Inquisition is to investigate any possible or potential\nthreat to the future of Humanity, and to take whatever\nmeasures it considers appropriate to expose and destroy that\nthreat. Aggressive aliens, gross genetic deviancy, political\ncorruption, the machinations of treacherous planetary\ngovernors, incompetence, treason and heresy are threats\nenough to keep the Inquisition permanently occupied.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Adeptus Custodes", + "content": "The Emperor's Guard, or Custodians are the palace guard of the Emperor, and their duty is to protect the Imperial Palace. Perhaps these stalwart guardians once ranged all over the galaxy at the side of their master, but now they never leave the Imperial Palace on Terra, their duty being to defend the Emperor of Mankind for all time.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2150, + "rule_id": "pdf_skill_1747_the_adeptus_astartes", + "title": "The AdepTus AsTArTes", + "content": "The Space Marines of the Adeptus Astartes are the geneticallyis equipped with the very finest weapons and armour, and\nare all but immune to pain and fear. They are organised into\nindependent armies of around one thousand warriors, called\nChapters, a thousand of which are spread out across the\nImperium, ready to react to any threat no matter its nature.\nA million or so warriors may not seem a large number to\ndefend an entire galactic empire, but such is the strength and\ndevotion of the Adeptus Astartes that each is the equal of\ndozens of lesser warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Adeptus Astartes", + "content": "The Space Marines of the Adeptus Astartes are genetically equipped with the very finest weapons and armor, and are all but immune to pain and fear. They are organized into independent armies of around one thousand warriors, called Chapters, a thousand of which are spread out across the Imperium, ready to react to any threat no matter its nature. A million or so warriors may not seem a large number to defend an entire galactic empire, but such is the strength and devotion of the Adeptus Astartes that each is the equal of dozens of lesser warriors.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2151, + "rule_id": "pdf_skill_1748_the_imperial_navy", + "title": "The imperiAl nAvy", + "content": "The Imperium is the largest stellar empire Humanity has ever\nknown, and its worlds are spread impossibly thin across the\ntrackless voids. The Imperial Navy patrols the warp routes\nthat link the Imperium’s scattered worlds, defends distant\nsettlements against alien aggression, and prosecutes wars\nagainst alien empires that threaten the Imperium. Without the\nImperial Navy, there simply would not be an Imperium.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Imperial Navy", + "content": "The Imperium is the largest stellar empire Humanity has ever known, and its worlds are spread impossibly thin across the trackless voids. The Imperial Navy patrols the warp routes that link the Imperium's scattered worlds, defends distant settlements against alien aggression, and prosecutes wars against alien empires that threaten the Imperium. Without the Imperial Navy, there simply would not be an Imperium.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2152, + "rule_id": "pdf_skill_1749_the_imperial_guard", + "title": "The imperiAl GuArd", + "content": "The vast bulk of Humanity’s armies come under the command\nof the Imperial Guard. Entire regiments are raised from the\nbest of a planet’s indigenous defence forces, and shipped\nto nearby warzones in response to alien invasions, mutant\nuprisings, Chaos incursions, rebellions and a hundred more of\nthe dangers that threaten the Imperium constantly. While the\nSpace Marines are few, but elite, the warriors of the Imperial\nGuard are almost literally numberless. Armed with little more\nthan faith and duty, they stand before whatever horrors the\ngalaxy has to throw at them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Imperial Guard", + "content": "The vast bulk of Humanity's armies come under the command of the Imperial Guard. Entire regiments are raised from the best of a planet's indigenous defence forces, and shipped to nearby warzones in response to alien invasions, mutant uprisings, Chaos incursions, rebellions and a hundred more of the dangers that threaten the Imperium constantly. While the Space Marines are few, but elite, the warriors of the Imperial Guard are almost literally numberless. Armed with little more than faith and duty, they stand before whatever horrors the galaxy has to throw at them.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2153, + "rule_id": "pdf_skill_1750_the_navigator_houses", + "title": "The nAviGATor houses", + "content": "The Navigators are an ancient strain of human. They have\nlived amongst Mankind since time immemorial and it is not\nknown how they came into existence, though some say the\nEmperor himself had a hand in their creation. Navigators\nrepresent a singular form of human mutant and they must\nintermarry to breed true. As such, each is a member of a large\ninterrelated family called a Navigator House. Navigators bear\na special gene that allows them to see through the warp and\nguide a vessel as it crosses that otherworldly dimension. Using\ntheir third, or warp eye, the Navigator is able to see into the\ndepths of the warp and detect the psychic beacon that is the\nAstronomican on Earth, and by its light navigate the length\nand breadth of the Imperium. Without a Navigator, a human\nvessel would become hopelessly lost upon the ever-shifting\ntides of the warp, never to return.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Navigator Houses", + "content": "The Navigators are an ancient strain of human. They have lived amongst Mankind since time immemorial and it is not known how they came into existence, though some say the Emperor himself had a hand in their creation. Navigators represent a singular form of human mutant and they must intermarry to breed true. As such, each is a member of a large interrelated family called a Navigator House. Navigators bear a special gene that allows them to see through the warp and guide a vessel as it crosses that otherworldly dimension. Using their third, or warp eye, the Navigator is able to see into the depths of the warp and detect the psychic beacon that is the Astronomican on Earth, and by its light navigate the length and breadth of the Imperium. Without a Navigator, a human vessel would become hopelessly lost upon the ever-shifting tides of the warp, never to return.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2154, + "rule_id": "pdf_skill_1751_the_officio_munitorum", + "title": "The officio muniTorum", + "content": "The Officio Munitorum provides strategic command and support\nfor the Imperial Guard. It is responsible for raising and supplying\nregiments and armies in response to developing threats, and\nfor coordinating their deployment across entire sectors of the\nImperium. It is to the ranks of the Officio Munitorum’s general\nstaff that especially successful regimental commanders are\npromoted, and it is from amongst these glorious leaders that the\nlords militant who lead armies of millions are drawn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Officio Munitorum", + "content": "The Officio Munitorum provides strategic command and support for the Imperial Guard. It is responsible for raising and supplying regiments and armies in response to developing threats, and for coordinating their deployment across entire sectors of the Imperium. It is to the ranks of the Officio Munitorum's general staff that especially successful regimental commanders are promoted, and it is from amongst these glorious leaders that the lords militant who lead armies of millions are drawn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2155, + "rule_id": "pdf_skill_1752_mechanicus", + "title": "mechAnicus", + "content": "The Tech-Priests of the Adeptus Mechanicus are the guardians\nof Humanity’s ancient knowledge. The Adeptus Mechanicus\nowns and administrates the factory planet of Mars, whose\nvast orbital workshops turn out the majority of the weapons,\nspacecraft and other technologically sophisticated machinery\nused in the Imperium. The Adeptus Mechanicus is as much an\narcane cult as a scientific body, and its knowledge goes beyond\nmere technology and into the realms of techno-arcana.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechanicus", + "content": "The Tech-Priests of the Adeptus Mechanicus are the guardians of Humanity's ancient knowledge. The Adeptus Mechanicus owns and administrates the factory planet of Mars, whose vast orbital workshops turn out the majority of the weapons, spacecraft and other technologically sophisticated machinery used in the Imperium. The Adeptus Mechanicus is as much an arcane cult as a scientific body, and its knowledge goes beyond mere technology and into the realms of techno-arcana.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2156, + "rule_id": "pdf_skill_1753_officio_assassinorum", + "title": "officio AssAssinorum", + "content": "The Office of Assassins is a vital tool of Imperial government.\nIf planetary governors prove rebellious, assassination may be\nthe most practical remedy. Even the ranks of the Adeptus Terra\nare not safe from the attentions of the dreaded assassins.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Officio Assassinorum", + "content": "The Officio Assassinorum is a vital tool of Imperial government. If planetary governors prove rebellious, assassination may be the most practical remedy. Even the ranks of the Adeptus Terra are not safe from the attentions of the dreaded assassins.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2157, + "rule_id": "pdf_skill_1754_rogue_traders", + "title": "roGue TrAders", + "content": "Rogue Traders form a class of nobility that exists almost\nentirely outside of the convoluted strata of the Imperium’s\nruling structures. They wield a Warrant of Trade that empowers\nthem to expand the Imperium’s borders, going out into the\nforbidden depths and conquering all in the Emperor’s name.\nMost wield personal fortunes far greater than the average\nplanet’s total wealth, and it is the desire to expand their\ndynasty that drives such men and women ever onwards.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rogue Traders", + "content": "Rogue Traders form a class of nobility that exists almost entirely outside of the convoluted strata of the Imperium's ruling structures. They wield a Warrant of Trade that empowers them to expand the Imperium's borders, going out into the forbidden depths and conquering all in the Emperor's name. Most wield personal fortunes far greater than the average planet's total wealth, and it is the desire to expand their dynasty that drives such men and women ever onwards.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2158, + "rule_id": "pdf_skill_1755_lost_technologies", + "title": "lOsT TeChnOlOGies", + "content": "Standard Template Constructs were created during the\nDark Age of Technology to provide all the technical\ninformation needed to construct anything that settlers\nmight need to survive upon a recently colonised world.\nEven the least technically-accomplished person could\nbuild a vehicle, aircraft or weapon given time. One\nresult of the STC system and its pivotal place in human\ncolonisation is that human material culture is very\nsimilar, even on worlds which are many thousands of\nlight years apart.\nToday, there are no known surviving STC systems,\nand only a very few examples of first-generation texts.\nFor thousands of years the Adeptus Mechanicus has\npursued all information about the STC. Any scrap of\ninformation is eagerly sought out and jealously hoarded.\nAny rumour of a functional system is followed up and\ninvestigated in force. There are thought to be many\nthousands of lost human colonies scattered across the\ngalaxy. Any single one might own a functioning STC\nsystem, and the slightest suspicion is often enough for\nentire crusades to be fought for the possession of one.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lost Technologies", + "content": "Standard Template Constructs were created during the Dark Age of Technology to provide all the technical information needed to construct anything that settlers might need to survive upon a recently colonised world. Even the least technically-accomplished person could build a vehicle, aircraft or weapon given time. One result of the STC system and its pivotal place in human colonisation is that human material culture is very similar, even on worlds which are many thousands of light years apart. Today, there are no known surviving STC systems, and only a very few examples of first-generation texts. For thousands of years the Adeptus Mechanicus has pursued all information about the STC. Any scrap of information is eagerly sought out and jealously hoarded. Any rumour of a functional system is followed up and investigated in force. There are thought to be many thousands of lost human colonies scattered across the galaxy. Any single one might own a functioning STC system, and the slightest suspicion is often enough for entire crusades to be fought for the possession of one.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2159, + "rule_id": "pdf_skill_1756_the_ages_of_humanity", + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra\nHumanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives\non Mars and the moons of Jupiter, Saturn and Neptune.\n15th to 18th Millennia—The Dark Age of Technology\nMankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be\nreached and the colonies must survive as independent states since they are separated from Earth by up\nto ten generations of travel.\n18th to 22nd Millennia—The Dark Age of Technology\nThe invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are\nfounded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers\nare scientifically proven to exist and begin to appear throughout the human worlds.\n22nd to 25th Millennia—The Dark Age of Technology\nThe first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps.\nMankind enters a golden age of enlightenment as scientific and technological progress accelerates.\nHuman worlds unite and non-aggression pacts are secured with dozens of alien races.\n25th to 26th Millennia—The Age of Strife\nTerrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any\nwarp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a\ndark period of anarchy and despair.\n26th to 30th Millennia—The Age of Strife\nHuman worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and\nother mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity\non the brink of extinction.\n30th Millennium—The Great Crusade\nEarth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp\nstorms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and\ncreates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that\nlasts for two hundred years.\n31st Millennium—The Horus Heresy\nWarmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and\nleads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single\ncombat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension\nto the life-sustaining Golden Throne can save him. The Age of the Imperium begins.\n31st to 41st Millennia—The Age of the Imperium\nHumanity is bound within the organisations and societies of the Imperial administration. The\nEmperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human\nsacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad\nperils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance\nof the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge\nin ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp\ncreatures and alien domination are steadily gaining power in spite of every effort to suppress them.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE AGES OF HUMANITY", + "content": "1st to 5th Millennia—The Age of Terra Humanity dominates Earth. Civilisations rise and fall. The Solar System is colonised. Mankind lives on Mars and the moons of Jupiter, Saturn and Neptune. 15th to 18th Millennia—The Dark Age of Technology Mankind begins to colonise the stars using sub-light spacecraft. At first only nearby systems can be reached and the colonies must survive as independent states since they are separated from Earth by up to ten generations of travel. 18th to 22nd Millennia—The Dark Age of Technology The invention of the warp drive accelerates colonisation of the galaxy. Federations and empires are founded. The first aliens are encountered and the first Alien Wars are fought. The first human psykers are scientifically proven to exist and begin to appear throughout the human worlds. 22nd to 25th Millennia—The Dark Age of Technology The first Navigators are born, allowing human spaceships to make even longer, quicker warp jumps. Mankind enters a golden age of enlightenment as scientific and technological progress accelerates. Human worlds unite and non-aggression pacts are secured with dozens of alien races. 25th to 26th Millennia—The Age of Strife Terrible warp storms interrupt interstellar travel. Sporadic at first, the storms eventually prevent any warp jumps being made. The incidence of human mutation increases rapidly and Mankind enters a dark period of anarchy and despair. 26th to 30th Millennia—The Age of Strife Human worlds are ripped apart by civil wars, revolts, alien predation and invasion. Human psykers and other mutants dominate some worlds and these rapidly fall prey to warp creatures, leaving Humanity on the brink of extinction. 30th Millennium—The Great Crusade Earth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp storms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and creates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that lasts for two hundred years. 31st Millennium—The Horus Heresy Warmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and leads one third of Humanity’s hosts against Earth. The Emperor faces his erstwhile servant in single combat. The Master of Mankind is victorious, yet suffers such horrific wounds that only his ascension to the life-sustaining Golden Throne can save him. The Age of the Imperium begins. 31st to 41st Millennia—The Age of the Imperium Humanity is bound within the organisations and societies of the Imperial administration. The Emperor’s life is only maintained by the arcane workings of the Golden Throne and continuous human sacrifice. Imperial servants work for the furtherance of Humanity and its survival against the myriad perils that threaten to destroy it. Psykers and the horrors of warp space are controlled by the vigilance of the Inquisition, planetary commanders, and other Imperial servants. Psykers continue to emerge in ever greater numbers. Anarchic, anti-governmental and predatory groups associated with warp creatures and alien domination are steadily gaining power in spite of every effort to suppress them.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2160, + "rule_id": "pdf_skill_1757_the_emperor", + "title": "THE EMPEROR", + "content": "“None can truly say how many worlds Mankind rules. A million\nseems a sound estimate. But do we count only those with a duly\nappointed Imperial Commander, and overlook those without? Then\nshall we count those worlds with which there has been no contact in\na generation, two generations, three? What of those worlds known\nto be populated, but that none have seen any point in visiting? How\nmany lost worlds must exist beyond the light of the most blessed\nAstronomican? We say a million, for our puny human minds are\nsatisfied with such a number, but only the Emperor, in his ultimate\nwisdom, knows the truth of it.”\n–Lord High Consul Grasticus Vak", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE EMPEROR", + "content": "None can truly say how many worlds Mankind rules. A million seems a sound estimate. But do we count only those with a duly appointed Imperial Commander, and overlook those without? Then shall we count those worlds with which there has been no contact in a generation, two generations, three? What of those worlds known to be populated, but that none have seen any point in visiting? How many lost worlds must exist beyond the light of the most blessed Astronomican? We say a million, for our puny human minds are satisfied with such a number, but only the Emperor, in his ultimate wisdom, knows the truth of it. Lord High Consul Grasticus Vak", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2161, + "rule_id": "pdf_skill_1758_the_warp", + "title": "The WArp", + "content": "“The warp is a strange and terrible place. You might as well throw a\ntraveller into a sea of sharks and tell him to swim home as send him\nthrough the warp unprotected. Better it is not to let common man\ntravel through the stars. Better still, let him not know such a thing\nis feasible.”\n–Fra Safrane, 5th aide to Navigator De’el.\nThe reason why the spacecraft of the Imperium can move quickly\nover the entire galaxy, while other races suffer more restricted and\nslower spaceflight, is a combination of three factors. The first is the\nmaintenance of ancient technology by the Adeptus Mechanicus,\nthe Tech-Priests of Mars who preserve the lore of ancient science\non behalf of the Adeptus Terra. Without the technological\nadvantage of efficient warp engines, it would be impossible for\nthe Imperium to defend its scattered planets. The second factor is\nthe existence of human mutants known as Navigators, a race apart\nwhich traces its origins to the uncertain times of the Dark Age of\nTechnology. Only a Navigator can pilot a ship within warp space.\nHis swollen cranium houses a mind which is sensitive to the tides\nand currents of the warp, enabling him to guide his ship through\nwarp space to its eventual destination. Other races must rely upon\nguesswork and endless corrective manoeuvres to travel even short\ndistances through the warp. The third factor which makes warp\ntravel possible is the immeasurably powerful psychic beacon called\nthe Astronomican. Broadcast by a choir of psykers from Terra, the\nAstronomican reaches out through warp space, guiding spacecraft\nto their destination. Only a Navigator can sense the guiding light\nof the Astronomican, and only he can follow its psychic signal. It\nis the Astronomican which allows a Navigator to use his powers\nto the fullest; without it, not even the most powerful Navigator\ncould pilot his ship over the immense distances which separate\nthe worlds of the Imperium.\nWarp space is an alternate dimension composed of energy, as\nopposed to the physical space of the material universe. There are\nhazards within the warp which can wreck spacecraft and carry\nthem off course: unexpected turbulence, warp storms, and loops\nthat can trap a ship for eternity. These perils, though considerable,\nare nothing compared to the greater and unimaginable dangers\nthat lurk in warp space.\nWarp space is composed entirely of psychic energy. It is\nthis psychic energy that a human psyker draws upon to use his\npowers: to send telepathic messages hurtling through the warp\nfrom world to world, or to propel a psychic bolt of energy against\na foe. Warp space is not empty but inhabited by many strange and\ndangerous creatures, the most dangerous of which are the Great\nGods of Chaos and their legions of daemons.\nDaemons lust after the flesh and blood of living creatures. They\nwant only to destroy Mankind, to drag the souls of men back\nto their shadowy realm, to obliterate the material universe and\nengulf it within the energy of warp space. Fortunately, daemons\ncannot exist for long in the material universe and they need to\nfind psychic gateways in order to leave the warp. Such gateways\nexist, but they are rare. The most vulnerable gateways of all are\nthe minds of psykers. A psyker’s powers open up a path between\nreality and the warp, a path which a daemon may find and follow\nstraight to the mind of the psyker himself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Warp", + "content": "The warp is a strange and terrible place. The reason why the spacecraft of the Imperium can move quickly over the entire galaxy, while other races suffer more restricted and slower spaceflight, is a combination of three factors. The first is the maintenance of ancient technology by the Adeptus Mechanicus, the Tech-Priests of Mars who preserve the lore of ancient science on behalf of the Adeptus Terra. The second factor is the existence of human mutants known as Navigators, a race apart which traces its origins to the uncertain times of the Dark Age of Technology. Only a Navigator can pilot a ship within warp space. His swollen cranium houses a mind which is sensitive to the tides and currents of the warp, enabling him to guide his ship through warp space to its eventual destination. Other races must rely upon guesswork and endless corrective manoeuvres to travel even short distances through the warp. The third factor which makes warp travel possible is the immeasurably powerful psychic beacon called the Astronomican. Broadcast by a choir of psykers from Terra, the Astronomican reaches out through warp space, guiding spacecraft to their destination. Only a Navigator can sense the guiding light of the Astronomican, and only he can follow its psychic signal. It is the Astronomican which allows a Navigator to use his powers to the fullest; without it, not even the most powerful Navigator could pilot his ship over the immense distances which separate the worlds of the Imperium. Warp space is an alternate dimension composed of energy, as opposed to the physical space of the material universe. There are hazards within the warp which can wreck spacecraft and carry them off course: unexpected turbulence, warp storms, and loops that can trap a ship for eternity. These perils, though considerable, are nothing compared to the greater and unimaginable dangers that lurk in warp space. Warp space is composed entirely of psychic energy. It is this psychic energy that a human psyker draws upon to use his powers: to send telepathic messages hurtling through the warp from world to world, or to propel a psychic bolt of energy against a foe. Warp space is not empty but inhabited by many strange and dangerous creatures, the most dangerous of which are the Great Gods of Chaos and their legions of daemons. Daemons lust after the flesh and blood of living creatures. They want only to destroy Mankind, to drag the souls of men back to their shadowy realm, to obliterate the material universe and engulf it within the energy of warp space. Fortunately, daemons cannot exist for long in the material universe and they need to find psychic gateways in order to leave the warp. Such gateways exist, but they are rare. The most vulnerable gateways of all are the minds of psykers. A psyker's powers open up a path between reality and the warp, a path which a daemon may find and follow straight to the mind of the psyker himself.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2162, + "rule_id": "pdf_skill_1759_imperium", + "title": "imperium", + "content": "“On this world, my word shall be heeded as that of the Emperor. The\nsouls of my subjects belong to Him, but their bodies belong to me.”\n–King Lamok, Imperial Commander and ruler of Woebetide\nThe vast majority of the Imperium’s worlds are ruled by\nan individual called an Imperial Commander or Imperial\nGovernor. Those that are not are most likely to fall under the\ndirect control of one of the Imperium’s organisations, such as\nthe Space Marines or the Adeptus Mechanicus, and in such\ncases a senior member of that organisation holds the additional\nrank of Imperial Commander.\nEach world in the Imperium is, to all intents and purposes,\nautonomous. Of course, this self-rule is subject to various\nconditions, the greatest of which is that its leader renders due\ntithes to the Imperium, in the form of resources and military\nunits, and maintains a strict cull of its psyker population.\nBeyond these responsibilities, planets are largely free to\nadminister themselves as they see fit.\nAlthough every planet has an individual who holds the\nrank of Imperial Commander, the exact form of governance\nvaries enormously. On most worlds, the Imperial Commander\nhas inherited the title from a long line of predecessors, perhaps\nbeing able to trace the lineage back to the world’s first colonists,\nliberators or conquerors. Other planets are ruled by a council,\nthe chair of which holds the rank of Imperial Commander so\nlong as he presides. On a small number of worlds the populace\ndecides who will rule them, though such regimes rarely survive\nin the age of war that is the 41st Millennium.\nAlthough each world is effectively independent, the\nImperium is divided up into sectors and sub-sectors. The\nworlds of these regions are often interdependent to some\ndegree. For example densely populated Hive worlds rely\non nearby agricultural worlds to feed their populations.\nEven if not directly dependent, there exists some manner\nof federation, for the benefit of trade and mutual defence,\nwhich is normally presided over by a Sector Lord, a powerful\nindividual appointed by the Adeptus Terra. Sector Lords do\nnot have direct control over Imperial Commanders and their\nworlds, but they do have a lot of control over trade and other\nmatters affecting how the world interacts with the Imperium at\nlarge, a fact that often gives them great influence and leverage\nover Imperial Commanders that rely on other planets to\nsustain themselves.\nThe Administratum has devised a characteristically complex\nsystem for cataloguing the functions of the Imperium’s worlds.\nWhile some relate to the world’s environment, most describe\nthe function the planet serves within the Imperium itself. The\nmore common types are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperium", + "content": "The vast majority of the Imperium’s worlds are ruled by an individual called an Imperial Commander or Imperial Governor. Each world in the Imperium is, to all intents and purposes, autonomous, subject to rendering due tithes to the Imperium and maintaining a strict cull of its psyker population. Planets are largely free to administer themselves. Governance varies greatly, from inherited titles to councils or populace decisions. The Imperium is divided into sectors and sub-sectors, with interdependent worlds. Sector Lords oversee trade and mutual defense, influencing Imperial Commanders reliant on other planets. The Administratum catalogues the functions of worlds within the Imperium.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2163, + "rule_id": "pdf_skill_1760_hive_worlds", + "title": "hive WOrlDs", + "content": "By far the most densely populated of all of the Imperium’s\nplanets, Hive worlds are characterised by vast cities, usually\nseparated by trackless, polluted wastes. Such worlds generally\nserve as centres for the manufacture of relatively low-tech\nproducts, goods that require little more than serf-labour\nas opposed to those that require the jealously guarded\ntechniques of the Adeptus Mechanicus to produce. The age\nof the Imperium and the largely isolated nature of its planets\nmeans that Hive worlds are relatively common, with most\nsectors hosting at least a handful. They are entirely reliant\non nearby Agri Worlds to feed their vast populations, and\neven a brief period of isolation, perhaps caused by warp storm\nactivity cutting off trade routes, can result in entire populations\nrising up against their masters, and often reverting to barbaric\ncannibalism merely to survive. It is the brutal reality of life\nin the Hive worlds that anarchy is only one missed meal\naway, making the application of the very harshest methods of\ncontrol necessary. Despite, or perhaps because of this brutal\ncontrol, the lowest, most decrepit areas of the hives are often\nlawless wastes, the home of criminals, madmen, heretics,\nrebels and worse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hive Worlds", + "content": "By far the most densely populated of all of the Imperium's planets, Hive worlds are characterised by vast cities, usually separated by trackless, polluted wastes. Such worlds generally serve as centres for the manufacture of relatively low-tech products, goods that require little more than serf-labour as opposed to those that require the jealously guarded techniques of the Adeptus Mechanicus to produce. The age of the Imperium and the largely isolated nature of its planets means that Hive worlds are relatively common, with most sectors hosting at least a handful. They are entirely reliant on nearby Agri Worlds to feed their vast populations, and even a brief period of isolation, perhaps caused by warp storm activity cutting off trade routes, can result in entire populations rising up against their masters, and often reverting to barbaric cannibalism merely to survive. It is the brutal reality of life in the Hive worlds that anarchy is only one missed meal away, making the application of the very harshest methods of control necessary. Despite, or perhaps because of this brutal control, the lowest, most decrepit areas of the hives are often lawless wastes, the home of criminals, madmen, heretics, rebels and worse.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2164, + "rule_id": "pdf_skill_1761_civilised_worlds", + "title": "CiviliseD WOrlDs", + "content": "The term ‘civilised’ is something of a misnomer, for most\nworlds of the Imperium are ruled over by the most brutal and\noppressive regimes ever known to Mankind. Such worlds are\ngenerally self-sufficient and largely stable, which is not to say\nthat they are untouched by rebellion, merely that insurgent\nelements are largely kept in check by the iron rule of the\nplanet’s Imperial Commander and his Enforcers. Civilised\nworlds tend to have an average technological base, although\nthey still rely on more advanced worlds for the provision of\nmore sophisticated technology, such as star ships. Failing\nany other classification or sub-type, most of the Imperium’s\nworlds fall in to this broad category.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Civilised Worlds", + "content": "The term 'civilised' is something of a misnomer, for most worlds of the Imperium are ruled over by the most brutal and oppressive regimes ever known to Mankind. Such worlds are generally self-sufficient and largely stable, which is not to say that they are untouched by rebellion, merely that insurgent elements are largely kept in check by the iron rule of the planet's Imperial Commander and his Enforcers. Civilised worlds tend to have an average technological base, although they still rely on more advanced worlds for the provision of more sophisticated technology, such as star ships. Failing any other classification or sub-type, most of the Imperium's worlds fall into this broad category.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2165, + "rule_id": "pdf_skill_1762_agri_worlds", + "title": "aGri WOrlDs", + "content": "These worlds are given over almost exclusively to the\nproduction of foodstuffs or other vegetable or animal-based\ngoods. They provide raw materials, and sometimes processing\nfacilities, though this is just as often undertaken off-world.\nThe populations of Agri worlds tend to be low, and are\nentirely devoted to the growing of crops or the husbanding\nof animals. On some worlds, a large degree of automation\nis utilised, with vast harvesting machines manned by only a\nhandful of crew able to reap and process thousands of tons\nof crops in a single day. Agri worlds rarely house populations\nsufficient to defend themselves against invasion, but many are\nhost to a garrison of off-world Imperial Guard, intended as\nlittle more than a deterrent to rebellion or pirate attack. Such\ndetachments are in reality little more than tripwires, intended\nto get the word out should a large scale invasion occur, for the\nloss of an Agri world may have dire consequences on other\nnearby planets that rely on it to feed teeming populations.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Agri Worlds", + "content": "These worlds are given over almost exclusively to the production of foodstuffs or other vegetable or animal-based goods. They provide raw materials, and sometimes processing facilities, though this is just as often undertaken off-world. The populations of Agri worlds tend to be low, and are entirely devoted to the growing of crops or the husbanding of animals. On some worlds, a large degree of automation is utilised, with vast harvesting machines manned by only a handful of crew able to reap and process thousands of tons of crops in a single day. Agri worlds rarely house populations sufficient to defend themselves against invasion, but many are host to a garrison of off-world Imperial Guard, intended as little more than a deterrent to rebellion or pirate attack. Such detachments are in reality little more than tripwires, intended to get the word out should a large scale invasion occur, for the loss of an Agri world may have dire consequences on other nearby planets that rely on it to feed teeming populations.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2166, + "rule_id": "pdf_skill_1763_feral_worlds", + "title": "feral WOrlDs", + "content": "The galaxy is strewn with worlds that play host to human\npopulations that have long since reverted to barbaric savages.\nThis may have happened long ago, in the distant Age of\nStrife before the Emperor reunited the lost worlds of Man,\nthe populations never having regained the technological level\nof their colonist forefathers. Indeed, in most cases, it is in\nthe Imperium’s interests to keep such worlds in their barbaric\nstate. Their populations make ideal recruits into the Imperial\nGuard and the Space Marines, possessing a fierce warrior spirit\nthat can be harnessed if the subject can survive the inevitable\nshock of being shipped off-world and confronted with the\ngalaxy beyond. A member of the privileged noble class may\nbe the Imperial Commander of such a world. Alternately, the\nAdeptus Terra may appoint someone directly. In either case,\nthe Imperial Commander may reside in an orbital facility, safe\nfrom the savages under his rule, rarely even setting foot upon\nthe world below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Feral Worlds", + "content": "The galaxy is strewn with worlds that play host to human populations that have long since reverted to barbaric savages. This may have happened long ago, in the distant Age of Strife before the Emperor reunited the lost worlds of Man, the populations never having regained the technological level of their colonist forefathers. Indeed, in most cases, it is in the Imperium’s interests to keep such worlds in their barbaric state. Their populations make ideal recruits into the Imperial Guard and the Space Marines, possessing a fierce warrior spirit that can be harnessed if the subject can survive the inevitable shock of being shipped off-world and confronted with the galaxy beyond. A member of the privileged noble class may be the Imperial Commander of such a world. Alternately, the Adeptus Terra may appoint someone directly. In either case, the Imperial Commander may reside in an orbital facility, safe from the savages under his rule, rarely even setting foot upon the world below.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2167, + "rule_id": "pdf_skill_1764_feudal_worlds", + "title": "feuDal WOrlDs", + "content": "Feudal worlds are a step above Feral worlds in terms of\ntechnological and societal development, yet not so advanced\nas the so-called Civilised worlds. They typically feature largely\nhomogenous, planet-wide cultures, the ruling classes of\nwhich provide the individual who holds the rank of Imperial\nCommander. Feudal worlds often have highly formalised\nwarrior classes, the members of which exhibit refined martial\ncodes which make them ideal for service in the Imperial\nGuard, and occasionally in the Adeptus Astartes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Feudal Worlds", + "content": "Feudal worlds are a step above Feral worlds in terms of technological and societal development, yet not so advanced as the so-called Civilised worlds. They typically feature largely homogenous, planet-wide cultures, the ruling classes of which provide the individual who holds the rank of Imperial Commander. Feudal worlds often have highly formalised warrior classes, the members of which exhibit refined martial codes which make them ideal for service in the Imperial Guard, and occasionally in the Adeptus Astartes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2168, + "rule_id": "pdf_skill_1765_dead_worlds", + "title": "DeaD WOrlDs", + "content": "In a galaxy riven by war, it is inevitable that some worlds are\nlost to the terrible weapons unleashed upon the battlefields\nof the 41st Millennium. Such planets are classified as Dead\nworlds, and they are often so blighted by poison, radiation,\nbiological contaminants or any of a thousand other curses\nthat they are interdicted by the Imperial Navy against any\nsetting foot there again. Other Dead worlds are host to the\nremains of long-since vanished alien civilisations, or have\nbeen reduced to such a state by no cause that the Adeptus\nMechanicus can ascertain.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Dead Worlds", + "content": "In a galaxy riven by war, it is inevitable that some worlds are lost to the terrible weapons unleashed upon the battlefields of the 41st Millennium. Such planets are classified as Dead worlds, and they are often so blighted by poison, radiation, biological contaminants or any of a thousand other curses that they are interdicted by the Imperial Navy against any setting foot there again. Other Dead worlds are host to the remains of long-since vanished alien civilisations, or have been reduced to such a state by no cause that the Adeptus Mechanicus can ascertain.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2169, + "rule_id": "pdf_skill_1766_death_worlds", + "title": "DeaTh WOrlDs", + "content": "A great many planets are desirable due to a concentration of\nrare natural resources, yet too dangerous to readily support\na human population. Such worlds vary enormously in\nclimate and environment; some are home to jungles teeming\nwith predators and carnivorous plants, while others might\nbe covered in oceans of lava. Some might be irradiated,\npoisoned, or wracked by plasma storms. Some Death worlds\nare so inimical to human life that they are said to be possessed\nof some malevolent intelligence that actively musters every\npossible defence against intrusion. Despite the dangers, some\nDeath worlds have been settled, though life there is often\nshort and brutal. Death worlders are amongst the best recruits\nfor the Imperial Guard and the Space Marines. The mere fact\nthey have survived to adulthood marks them as amongst the\ntoughest and most resourceful individuals in the galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Death Worlds", + "content": "A great many planets are desirable due to a concentration of rare natural resources, yet too dangerous to readily support a human population. Such worlds vary enormously in climate and environment; some are home to jungles teeming with predators and carnivorous plants, while others might be covered in oceans of lava. Some might be irradiated, poisoned, or wracked by plasma storms. Some Death worlds are so inimical to human life that they are said to be possessed of some malevolent intelligence that actively musters every possible defence against intrusion. Despite the dangers, some Death worlds have been settled, though life there is often short and brutal. Death worlders are amongst the best recruits for the Imperial Guard and the Space Marines. The mere fact they have survived to adulthood marks them as amongst the toughest and most resourceful individuals in the galaxy.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2170, + "rule_id": "pdf_skill_1767_research_stations", + "title": "researCh sTaTiOns", + "content": "Research stations are found on a multitude of worlds,\nestablishing a human presence on a planet not otherwise\nclaimed by the Imperium or ruled by an Imperial Commander.\nThey carry out a wide range of functions, such as weapons\ntesting, the study of dangerous life forms and the development\nof recently rediscovered technology. Others are watch posts,\never alert for any sign of invasion from the dark voids of\nthe galaxy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Research Stations", + "content": "Research stations are found on a multitude of worlds, establishing a human presence on a planet not otherwise claimed by the Imperium or ruled by an Imperial Commander. They carry out a wide range of functions, such as weapons testing, the study of dangerous life forms and the development of recently rediscovered technology. Others are watch posts, ever alert for any sign of invasion from the dark voids of the galaxy.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2171, + "rule_id": "pdf_skill_1768_forge_worlds", + "title": "fOrGe WOrlDs", + "content": "These worlds are the exclusive domains of the Adeptus\nMechanicus, and form planet-wide factories. On such worlds,\nthe Tech-priests and their servitors construct the mightiest\nof war machines and create examples of technology that\ncannot be produced anywhere else. Forge worlds often serve\nas the base of operations for one of the Titan Legions, and are\nessential to the supply of arms and armour to the Imperium’s\nmilitary forces.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forge Worlds", + "content": "These worlds are the exclusive domains of the Adeptus Mechanicus, and form planet-wide factories. On such worlds, the Tech-priests and their servitors construct the mightiest of war machines and create examples of technology that cannot be produced anywhere else. Forge worlds often serve as the base of operations for one of the Titan Legions, and are essential to the supply of arms and armour to the Imperium’s military forces.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2172, + "rule_id": "pdf_skill_1769_shrine_worlds", + "title": "shrine WOrlDs", + "content": "Shrine worlds are the domain of the Adeptus Ministorum, and\noften mark a planet once trod by one of the many venerated\nsaints of the Imperial Cult. They are populated by millions\nof priests and clerics, and the cities are often vast shrines,\nmausoleums or monasteries. They are often the subjects of\nvast pilgrimages, the faithful flocking from light years around\nto pay homage to the most celebrated of historical figures and\nImperial heroes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Shrine Worlds", + "content": "Shrine worlds are the domain of the Adeptus Ministorum, and often mark a planet once trod by one of the many venerated saints of the Imperial Cult. They are populated by millions of priests and clerics, and the cities are often vast shrines, mausoleums or monasteries. They are often the subjects of vast pilgrimages, the faithful flocking from light years around to pay homage to the most celebrated of historical figures and Imperial heroes.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2173, + "rule_id": "pdf_skill_1770_pleasure_worlds", + "title": "pleasure WOrlDs", + "content": "While the teeming masses of Humanity are fortunate to reside\nin anything more than a crowded hovel or a dormitory at\ntheir place of labour, the very rare, privileged few may own\nan estate upon a Pleasure world. Such planets are the exclusive\nreserve of the impossibly wealthy, and it is to such places\nthat the very highest lords of the Adeptus Terra might wile\naway their last days. To most however, Pleasure worlds are no\nmore than a legend, a utopian paradise populated by indolent\npleasure seekers. It is hardly surprising that below the surface\nof such societies, heresy seethes as the bored scions of noble\nlines seek ever more extreme forms of distraction from the\ntediums of life.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pleasure Worlds", + "content": "While the teeming masses of Humanity are fortunate to reside in anything more than a crowded hovel or a dormitory at their place of labour, the very rare, privileged few may own an estate upon a Pleasure world. Such planets are the exclusive reserve of the impossibly wealthy, and it is to such places that the very highest lords of the Adeptus Terra might wile away their last days. To most however, Pleasure worlds are no more than a legend, a utopian paradise populated by indolent pleasure seekers. It is hardly surprising that below the surface of such societies, heresy seethes as the bored scions of noble lines seek ever more extreme forms of distraction from the tediums of life.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2174, + "rule_id": "pdf_skill_1771_space_marine_home_worlds", + "title": "spaCe marine hOme WOrlDs", + "content": "While some Space Marine Chapters are fleet-bound, the\nmajority lay claim to a single planet which is exclusively their\nown. Such planets are inevitably the best defended in the entire\ngalaxy, for they are home to Humanity’s most potent military\nforces. These worlds are generally chosen because they are\nhome to the sorts of cultures that produce the best recruits for\nthe Adeptus Astartes, and although the Space Marines rule\nover the populations, they rarely interfere with their daily\nlives, preferring instead to maintain whatever conditions have\nproduced such warlike peoples. Many Chapter-Fortresses\nare therefore situated in regions of the planet inaccessible\nto the natives, such as atop the highest mountain ranges or\neven on a moon. In most cases, the Space Marines are all but\nunknown to the local population, perhaps visiting them once\na generation to preside over the rigourous trials in which the\nyoung men strive to prove themselves worthy of selection by\nthe legendary ‘Sky Warriors’. On a few worlds, the Space\nMarines form a ruling class that administers the society\ndirectly, such as is the case with the Ultramarines Chapter,\nwhich maintains an entire region of space called Ultramar.\nA GAlAXy AT WAr\n“The galaxy itself cries out for our extinction; it reaches forth to\nsnuff out the light of our existence. In reply, we bellow our defiance,\nand strike the claw that seeks to engulf us.”\n–Lord Militant Hectus Gryff\nEvery human being loyal to the Imperium is but a statistic,\na tiny spark lost against the backdrop of stars. The 41st\nMillennium is a dark age for Humanity, a bloody age, an age\nin which technology is but a half-remembered myth, in which\nthe promise of progress, understanding and individuality have\nlong since been cast aside in favour of war and bloodshed and\nthe ceaseless struggle for survival.\nOnly by force of arms may the Imperium be held together,\nand only by the deaths of millions can it endure. Enemies\nattack from all sides. Every aspect of the Imperium is geared\ntowards the struggle for survival. The galaxy resounds with\nthe clash of weapons and the thunder of mighty guns. The\narmies of the Emperor can afford no mercy, no weakness and\nno respite from their unending wars. The Imperial Navy sends\nfleets from its many sector bases to do battle. Most Naval\nvessels — vast, city-sized constructions — are thousands of\nyears old. They are ancient gothic leviathans with terrifyingly\npowerful weapons and whole squadrons of fighters and\nbombers within their hanger decks. Entire battlefleets cross\nthe gulf of space to bring ruin upon the foes of the Emperor;\nto destroy their ships, and pound their worlds into dust. The\nships of the Imperial Navy also provide a forcible reminder\nto planetary governors of the might of the Imperium, and the\narrival of only a single ship is often enough to bring many\ndefiant worlds to heel.\nAs well as fleets of warships, the Imperial Navy is also\ntasked with the sacred duty of transporting the Imperial Guard\nfrom warzone to warzone. Forbidden by ancient decree from\nmaintaining their own fleets, the Imperial Guard is beholden\nto the Navy to ferry its regiments across the galaxy. Packed\ninto colossal transports, tens of thousands of warriors and\ntheir wargear are shipped to distant star systems to fight and\ndie on planets most have never heard of.\nThe vast armies of the Imperial Guard are the sledge\nhammer with which the enemies of Mankind can be smashed\nasunder. Covering the battlefields of the Imperium in their\nmillions, the soldiers of the Emperor are as numerous as the\nstars themselves. When the Imperial Guard goes to war, the\nvery earth shakes with the rumble of tanks, the thunder of\nartillery and the pounding of marching feet. Raised from\nevery world in the Imperium, the Imperial Guard is a hugely\ndiverse organisation, with each regiment having all manner of\nspecial skills that it can bring to bear. The Catachan regiments\ncome from one of the most lethal Death worlds in the galaxy\nand are expert jungle fighters. The Tanith First and Only are\nstealth troopers without equal, and the Narmenian Armoured\nbrigades specialise in lightning-fast attacks with heavy tanks.\nThe Imperial Guard fights vast crusades to liberate entire\nstar systems or sectors from alien or rebel domination. Led by\nWarmasters, powerful men in whose hands the fate of billions\nrests, the Imperial Guard fights on countless worlds, with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine Home Worlds", + "content": "While some Space Marine Chapters are fleet-bound, the majority lay claim to a single planet which is exclusively their own. Such planets are inevitably the best defended in the entire galaxy, for they are home to Humanity's most potent military forces. These worlds are generally chosen because they are home to the sorts of cultures that produce the best recruits for the Adeptus Astartes, and although the Space Marines rule over the populations, they rarely interfere with their daily lives, preferring instead to maintain whatever conditions have produced such warlike peoples. Many Chapter-Fortresses are therefore situated in regions of the planet inaccessible to the natives, such as atop the highest mountain ranges or even on a moon. In most cases, the Space Marines are all but unknown to the local population, perhaps visiting them once a generation to preside over the rigorous trials in which the young men strive to prove themselves worthy of selection by the legendary 'Sky Warriors'. On a few worlds, the Space Marines form a ruling class that administers the society directly, such as is the case with the Ultramarines Chapter, which maintains an entire region of space called Ultramar.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2175, + "rule_id": "pdf_skill_1772_space_marines", + "title": "spaCe marines", + "content": "Sometimes, a sledgehammer approach to war is too slow to\nreact to developing war zones. When a rapid strike is required,\nit is the Space Marines of the Adeptus Astartes who will fight.\nGenetically enhanced super-beings created by the Emperor at\nthe very dawn of the Age of the Imperium, the Space Marines\nare the greatest warriors in the galaxy. They fight with a depth\nof faith and courage that no mortal man can match.\nWith the best weapons and armour in the Imperium, the\nAdeptus Astartes are the Angels of Death, striking as bolts\nof lightning from an empty sky and destroying key enemy\npersonnel and installations before they can react.\nOrganised into Chapters of a thousand warriors, the\nSpace Marines are the supreme fighting force in the galaxy.\nStronger, faster and tougher than almost any foe imaginable,\ntheir bioengineered bodies can fight in any environment and\nsurvive the most traumatic of wounds. This resilience enables\na Space Marine to fight up to the point that his body is utterly\ndestroyed. It is said that the enemies of the Imperium fear\nmany things: discovery, defeat, despair and death. Yet there\nis one thing they fear above all: they fear the wrath of the\nSpace Marines.\nThe mAny fAces of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marines", + "content": "Sometimes, a sledgehammer approach to war is too slow to react to developing war zones. When a rapid strike is required, it is the Space Marines of the Adeptus Astartes who will fight. Genetically enhanced super-beings created by the Emperor at the very dawn of the Age of the Imperium, the Space Marines are the greatest warriors in the galaxy. They fight with a depth of faith and courage that no mortal man can match. With the best weapons and armour in the Imperium, the Adeptus Astartes are the Angels of Death, striking as bolts of lightning from an empty sky and destroying key enemy personnel and installations before they can react. Organised into Chapters of a thousand warriors, the Space Marines are the supreme fighting force in the galaxy. Stronger, faster and tougher than almost any foe imaginable, their bioengineered bodies can fight in any environment and survive the most traumatic of wounds. This resilience enables a Space Marine to fight up to the point that his body is utterly destroyed. It is said that the enemies of the Imperium fear many things: discovery, defeat, despair and death. Yet there is one thing they fear above all: they fear the wrath of the Space Marines.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2176, + "rule_id": "pdf_skill_1773_enemy", + "title": "enemy", + "content": "“Look first for the traitor, for he covets your rule. Look then for the\nxenos, for it hungers for your flesh. Look then for the fiend, for it\nseeks to consume your very soul.”\n–Arch Deacon Drass Corothis, Confessor to Lord Solar Fell.\nWhile the Imperium may be heralded as the greatest empire\nHumanity has ever built, it is in fact a crumbling edifice, its\nfoundations rotten and its future at best uncertain. Some\nmaintain that the Imperium is so vast that no force in the\ngalaxy can possibly topple it, for even were great swathes\nof its territory to fall, others would, in time, rise up to\nreplace them. Each year, entire worlds are lost, yet others are\nconquered, regained, liberated or colonised. Whether or not\nthe constant struggle balances out remains to be seen, though\ndoubtless the Imperium could survive, barring some galaxyIn a universe in which life itself appears to resent\nHumanity’s dominion of the stars, the threats that face the\nImperium can be broadly summarised as those from within,\nwithout and beyond.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Enemy", + "content": "Look first for the traitor, for he covets your rule. Look then for the xenos, for it hungers for your flesh. Look then for the fiend, for it seeks to consume your very soul. -Arch Deacon Drass Corothis, Confessor to Lord Solar Fell. While the Imperium may be heralded as the greatest empire Humanity has ever built, it is in fact a crumbling edifice, its foundations rotten and its future at best uncertain. Some maintain that the Imperium is so vast that no force in the galaxy can possibly topple it, for even were great swathes of its territory to fall, others would, in time, rise up to replace them. Each year, entire worlds are lost, yet others are conquered, regained, liberated or colonised. Whether or not the constant struggle balances out remains to be seen, though doubtless the Imperium could survive, barring some galaxyIn a universe in which life itself appears to resent Humanity’s dominion of the stars, the threats that face the Imperium can be broadly summarised as those from within, without and beyond.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2177, + "rule_id": "pdf_skill_1774_rebellion_the_enemy_within", + "title": "rebelliOn (The enemy WiThin)", + "content": "There are many that hold that the greatest threat to the Imperium\nis not the ravening hive fleets consuming the Eastern Fringe, or\nthe barbarous anarchy of the Ork empires. They claim instead\nthat the most dangerous foe of Mankind is Mankind itself.\nOn thousands of worlds, rebellion seethes just below\nthe surface. Rebels and malcontents plot against Imperial\nCommanders, resentful of the brutal measures that must be\ntaken to maintain order in the face of a hostile galaxy. The\nEnforcers of most worlds are engaged in ceaseless antiSometimes, these movements get lucky, and actually do manage\nto overturn their planet’s government and install their own\nleaders. In most cases, these new leaders prove just as despotic\nas the regime they ousted, and the cycle of oppression and\nrebellion continues. As far as the Imperium at large is concerned,\nthese changes in regime often go entirely unnoticed. So long as\nthe tithes are rendered in a timely fashion and the psyker culls\nundertaken, the Adeptus Terra sees little point in interfering.\nWhen the High Lords do decide a response is needed however,\nwoe betide the rebels, for that response may be some time\ncoming, but it will be devastating in the extreme.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rebellion (The Enemy Within)", + "content": "There are many that hold that the greatest threat to the Imperium is not the ravening hive fleets consuming the Eastern Fringe, or the barbarous anarchy of the Ork empires. They claim instead that the most dangerous foe of Mankind is Mankind itself. On thousands of worlds, rebellion seethes just below the surface. Rebels and malcontents plot against Imperial Commanders, resentful of the brutal measures that must be taken to maintain order in the face of a hostile galaxy. The Enforcers of most worlds are engaged in ceaseless antiSometimes, these movements get lucky, and actually do manage to overturn their planet's government and install their own leaders. In most cases, these new leaders prove just as despotic as the regime they ousted, and the cycle of oppression and rebellion continues. As far as the Imperium at large is concerned, these changes in regime often go entirely unnoticed. So long as the tithes are rendered in a timely fashion and the psyker culls undertaken, the Adeptus Terra sees little point in interfering. When the High Lords do decide a response is needed however, woe betide the rebels, for that response may be some time coming, but it will be devastating in the extreme.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2178, + "rule_id": "pdf_skill_1775_alien_incursion", + "title": "alien inCursiOn", + "content": "(The enemy WiThOuT)\nThe Imperium may be the largest empire in the galaxy, but it\nshares space with countless other civilisations, any of which\ncould one day spell its doom. The entire galaxy is infested\nwith Ork empires for example, and while they fight one\nanother as much as other races, if they were to unite under\na single leader, they might drown the entire Imperium under\nthe much-feared ‘green tide’. The Tyranid Hive Fleets have\nrecently appeared in the extreme galactic east, and no one\nknows how many of the galaxy’s worlds they have already\nstripped bare of resources, or how many more fleets are\nbearing down on other regions. The Tau are an example of\na small, yet dynamic alien empire with designs on the larger\ngalaxy. While no one empire such as the Tau represents a\nthreat to the Imperium at large, their sheer number means\nthat many will continue to exist, and be a threat to human\nworlds, for a long time to come.\nThe average human subject of the Imperium has precious\nlittle knowledge of the alien; what he does know is gleaned\nfrom the tirades of the Ecclesiarchy’s fanatical preachers. Orks\nmight be held up as the ultimate example of crude barbarism,\nwhile the Eldar are presented as a caution against hedonism\nand decadence. These races might be known across the galaxy,\nwhile on other worlds races only present in the local stellar\narea might be blamed for the ills that assail human worlds.\nOn outlying worlds, some contact with alien races does\noccur, generally taking the form of limited trading relations.\nOccasionally, local defence forces make common cause with\nalien warriors against a threat that endangers both. Although\nthis runs counter to the doctrines of the Imperial Cult, reality\non the frontiers often makes such arrangements a necessity.\nEven worlds well within the Imperium’s borders might be\nisolated for decades, even centuries, by warp storms or simple\nneglect, and reach all manner of agreements with nearby\nraces. Such a situation may be reversed should an Inquisitor\narrive and denounce it as heretical, or a preacher declare a\ncrusade against the ‘unclean xenos’.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Alien Incursion", + "content": "The Imperium may be the largest empire in the galaxy, but it shares space with countless other civilizations, any of which could one day spell its doom. The entire galaxy is infested with Ork empires for example, and while they fight one another as much as other races, if they were to unite under a single leader, they might drown the entire Imperium under the much-feared 'green tide'. The Tyranid Hive Fleets have recently appeared in the extreme galactic east, and no one knows how many of the galaxy's worlds they have already stripped bare of resources, or how many more fleets are bearing down on other regions. The Tau are an example of a small, yet dynamic alien empire with designs on the larger galaxy. While no one empire such as the Tau represents a threat to the Imperium at large, their sheer number means that many will continue to exist, and be a threat to human worlds, for a long time to come. The average human subject of the Imperium has precious little knowledge of the alien; what he does know is gleaned from the tirades of the Ecclesiarchy's fanatical preachers. Orks might be held up as the ultimate example of crude barbarism, while the Eldar are presented as a caution against hedonism and decadence. These races might be known across the galaxy, while on other worlds races only present in the local stellar area might be blamed for the ills that assail human worlds. On outlying worlds, some contact with alien races does occur, generally taking the form of limited trading relations. Occasionally, local defense forces make common cause with alien warriors against a threat that endangers both. Although this runs counter to the doctrines of the Imperial Cult, reality on the frontiers often makes such arrangements a necessity. Even worlds well within the Imperium's borders might be isolated for decades, even centuries, by warp storms or simple neglect, and reach all manner of agreements with nearby races. Such a situation may be reversed should an Inquisitor arrive and denounce it as heretical, or a preacher declare a crusade against the 'unclean xenos'.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2179, + "rule_id": "pdf_skill_1776_daemonic_infestation", + "title": "DaemOniC infesTaTiOn", + "content": "(The enemy beyOnD)\nThe things that lurk in the warp, slavering for the soul of\nMankind, might be the product of nightmare, but they\nare very real nonetheless. For the most part, Daemons are\nrestricted to the Sea of Souls, unable to manifest in the\nmaterial universe for more than a brief period of time. There\nexist several methods by which such horrors may incur upon\nthe Domains of the Emperor.\nThe first method is by way of an unprotected psyker.\nWithout the ritual of the Soul Binding, very few psykers are\nstrong enough of spirit to resist the attentions of the things\nof the warp, to which their souls shine as bright beacons\nwhile a normal man’s is no more than a guttering spark. As\nan ‘unsanctioned’ psyker grows in power, so are more and\nmore daemonic predators drawn to him, as a shark is attracted\nto blood. As he unleashes his powers, the beasts seek a route\nthrough to the material universe, and inevitably possess the\nunfortunate psyker. So possessed, the psyker is likely to draw\nmore daemons through the portal, until a full scale Daemonic\nIncursion is initiated, and entire worlds condemned.\nAnother method is by way of a warp/real space overlap.\nSuch conditions come into being in regions of space that are\nafflicted by warp storms, within which the daemonic may find\npurchase. In regions such as the Eye of Terror, entire worlds\nmay be swallowed by such storms, becoming the cursed\ndomains of the infernal.\nPerhaps most terrible of all are those instances when a\nmortal man has deliberately called forth the powers of the\nwarp, creating, by way of proscribed ritual or technology, a\ngateway through which the things descend upon the material\nplane. While most such individuals imagine they can bind\nthe Daemons to their will, more often than not they are the\nbeast’s first victim, but far from their last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Daemonic Infestation", + "content": "The things that lurk in the warp, slavering for the soul of Mankind, might be the product of nightmare, but they are very real nonetheless. For the most part, Daemons are restricted to the Sea of Souls, unable to manifest in the material universe for more than a brief period of time. There exist several methods by which such horrors may incur upon the Domains of the Emperor. The first method is by way of an unprotected psyker. Without the ritual of the Soul Binding, very few psykers are strong enough of spirit to resist the attentions of the things of the warp, to which their souls shine as bright beacons while a normal man's is no more than a guttering spark. As an 'unsanctioned' psyker grows in power, so are more and more daemonic predators drawn to him, as a shark is attracted to blood. As he unleashes his powers, the beasts seek a route through to the material universe, and inevitably possess the unfortunate psyker. So possessed, the psyker is likely to draw more daemons through the portal, until a full scale Daemonic Incursion is initiated, and entire worlds condemned. Another method is by way of a warp/real space overlap. Such conditions come into being in regions of space that are afflicted by warp storms, within which the daemonic may find purchase. In regions such as the Eye of Terror, entire worlds may be swallowed by such storms, becoming the cursed domains of the infernal. Perhaps most terrible of all are those instances when a mortal man has deliberately called forth the powers of the warp, creating, by way of proscribed ritual or technology, a gateway through which the things descend upon the material plane. While most such individuals imagine they can bind the Daemons to their will, more often than not they are the beast's first victim, but far from their last.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2180, + "rule_id": "pdf_skill_1777_strategic_command", + "title": "sTraTeGiC COmmanD", + "content": "The Imperium’s military might is as varied as it is limitless,\neach body having its own doctrines, chains of command\nand even rivalries. It ranges from such disparate forces as the\npious Battle Sisters of the Adepta Sororitas to the lumbering\nOgryns of the Imperial Guard Abhuman Auxilias. Every one\nof the myriad forces is a potent military presence, but when\ncombined they are unstoppable. The only problem is that\nforging a coherent military force from such varied units is a\ntask that only the most dedicated, influential and charismatic\nof leaders can achieve.\nSuch men are sometimes called Warmasters, though many\nprefer the title Lord Solar, because of the deeds of the archthe command of the High Lords of Terra themselves, and\ngiven the very highest of tasks to perform. Such missions\nmight demand the retaking of entire sectors lost to the\nenemies of Mankind, or the eradication of an entire alien\nempire. Many decades might be spent mustering the vast\narmies these leaders will command, and every one of the\nImperium’s fighting arms are represented, from the Titan\nLegions to the Inquisition.\nWarmasters and Lords Solar are individuals whose\nnames the entire Imperium will celebrate should they prove\nsuccessful in whatever task they have been set. They are often\nthe founding fathers of entire sectors, with cities, even planets\nnamed after them. If they are defeated, a million worlds will\ncurse their names, holding them up as examples of failure to\nnot repeat.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strategic Command", + "content": "The Imperium's military might is as varied as it is limitless, each body having its own doctrines, chains of command and even rivalries. It ranges from such disparate forces as the pious Battle Sisters of the Adepta Sororitas to the lumbering Ogryns of the Imperial Guard Abhuman Auxilias. Every one of the myriad forces is a potent military presence, but when combined they are unstoppable. The only problem is that forging a coherent military force from such varied units is a task that only the most dedicated, influential and charismatic of leaders can achieve. Such men are sometimes called Warmasters, though many prefer the title Lord Solar, because of the deeds of the archthe command of the High Lords of Terra themselves, and given the very highest of tasks to perform. Such missions might demand the retaking of entire sectors lost to the enemies of Mankind, or the eradication of an entire alien empire. Many decades might be spent mustering the vast armies these leaders will command, and every one of the Imperium's fighting arms are represented, from the Titan Legions to the Inquisition. Warmasters and Lords Solar are individuals whose names the entire Imperium will celebrate should they prove successful in whatever task they have been set. They are often the founding fathers of entire sectors, with cities, even planets named after them. If they are defeated, a million worlds will curse their names, holding them up as examples of failure to not repeat.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2181, + "rule_id": "pdf_skill_1778_space_marine_command_councils", + "title": "spaCe marine COmmanD COunCils", + "content": "When the forces of two or more Space Marine Chapters find\nthemselves fighting alongside one another, the leaders of\neach often convene a council and elect a leader to act and\nspeak for their interests. This individual is the warrior that\ncommands the greatest respect and admiration amongst the\nassembled Space Marine leaders, and he is entrusted with the\nultimate command of the Space Marines’ combined forces.\nWhen serving in a larger army, Space Marine Command\nCouncils normally ratify the orders of the Warmaster, and act\non them as they see fit. It is not unheard of, however, for the\nSpace Marines serving in a Warmaster’s force to pursue their\nown objectives, which may or may not converge with his\nown. Very occasionally, a Command Council will decide not\nto ratify a Warmaster’s commands and may openly disobey\nthem. It takes a very special kind of leader to command the\nrespect of such leaders as serve on the Space Marine Command\nCouncils, and it is the ultimate testament to a Warmaster’s\nskills and authority if he can do so.\nWAr on All fronTs\n“He who would stay his hand, he who would show mercy, he who\nwould speak of peace; he is a traitor, and nothing in this universe is\nas low as a traitor.”\n–Pator Norak, prior to the Battle of Griffin’s World.\nOver ten thousand years of constant warfare throughout the\nentire galaxy, the Imperium has fought every variation of conflict\nimaginable. From gruelling sieges lasting decades to the bitter\none-on-one fighting of a cityfight, there is no expression of the\nart of war that Mankind has not experienced, or mastered. Some\nof the more common types of warfare are described below.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine Command Councils", + "content": "When the forces of two or more Space Marine Chapters find themselves fighting alongside one another, the leaders of each often convene a council and elect a leader to act and speak for their interests. This individual is the warrior that commands the greatest respect and admiration amongst the assembled Space Marine leaders, and he is entrusted with the ultimate command of the Space Marines' combined forces. When serving in a larger army, Space Marine Command Councils normally ratify the orders of the Warmaster, and act on them as they see fit. It is not unheard of, however, for the Space Marines serving in a Warmaster's force to pursue their own objectives, which may or may not converge with his own. Very occasionally, a Command Council will decide not to ratify a Warmaster's commands and may openly disobey them. It takes a very special kind of leader to command the respect of such leaders as serve on the Space Marine Command Councils, and it is the ultimate testament to a Warmaster's skills and authority if he can do so.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2182, + "rule_id": "pdf_skill_1779_total_war", + "title": "TOTal War", + "content": "When the Imperium goes to war, it does so with total\nconviction, for its leaders know that ultimately the very survival\nof Mankind is at stake. Every possible resource is mustered in\nthe pursuit of victory, with entire planetary populations turned\nover to supporting the war effort, no matter the cost. Many of\nthe Imperium’s wars have escalated over the centuries, perhaps\nstarting out as mere backwater rebellions before developing\ninto full-scale wars engulfing entire sectors and involving every\npossible arm of the Imperium’s military.\nSuch total war sees millions-strong armies grinding into one\nanother across crater-strewn wastes littered with the blackened\nbones of previous waves of attackers. Entire cities are reduced to\nrubble, bitter enemies fight hand-to-hand in the ruins, refusing\nto surrender a single city block. Worlds afflicted by total war\nsoon become a blackened wasteland bearing no resemblance\nto their former state. Planets once blessed by verdant forests\nare reduced to ashes, enemies clashing amidst the skeletal\nremains of the trees. Hive cities are transformed into towering\nmausoleums, their corridors and domes choked with the dead\nand riddled with disease.\nAfter several years of total war, it is possible that the\nbelligerents have forgotten the initial cause of hostilities. Of\ncourse, most wars fought by the Imperium are viewed as a\nmatter of racial survival, so no justification is required. Equally,\nan army of rebels or secessionists may have seen its more\nfanatical members killed off or martyred in the initial battles,\nbut continue to fight because to surrender would be to face the\ninevitable vengeance of the Imperium’s justice. Most alien races\nrequire no reason to make war other than their essential nature;\nfor such races as the Orks and the Tyranids, war is fundamental\nto existence, and requires no rationalisation whatsoever.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Total War", + "content": "When the Imperium goes to war, it does so with total conviction, for its leaders know that ultimately the very survival of Mankind is at stake. Every possible resource is mustered in the pursuit of victory, with entire planetary populations turned over to supporting the war effort, no matter the cost. Many of the Imperium's wars have escalated over the centuries, perhaps starting out as mere backwater rebellions before developing into full-scale wars engulfing entire sectors and involving every possible arm of the Imperium's military. Such total war sees millions-strong armies grinding into one another across crater-strewn wastes littered with the blackened bones of previous waves of attackers. Entire cities are reduced to rubble, bitter enemies fight hand-to-hand in the ruins, refusing to surrender a single city block. Worlds afflicted by total war soon become a blackened wasteland bearing no resemblance to their former state. Planets once blessed by verdant forests are reduced to ashes, enemies clashing amidst the skeletal remains of the trees. Hive cities are transformed into towering mausoleums, their corridors and domes choked with the dead and riddled with disease. After several years of total war, it is possible that the belligerents have forgotten the initial cause of hostilities. Of course, most wars fought by the Imperium are viewed as a matter of racial survival, so no justification is required. Equally, an army of rebels or secessionists may have seen its more fanatical members killed off or martyred in the initial battles, but continue to fight because to surrender would be to face the inevitable vengeance of the Imperium's justice. Most alien races require no reason to make war other than their essential nature; for such races as the Orks and the Tyranids, war is fundamental to existence, and requires no rationalization whatsoever.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2183, + "rule_id": "pdf_skill_1780_planetary_assaults", + "title": "planeTary assaulTs", + "content": "Planetary assaults are a common type of warfare in the Imperium.\nOften a world will fall before aid can arrive, and the Imperium’s\narmies must force a contested landing in order to reclaim it.\nSome planetary assaults are undertaken by small, elite formations\nsuch as Space Marines, striking at the very heart of the enemy.\nCommand bunkers, defence installations, communications\nnodes and logistical centres are all targeted, with Space Marines\ndeploying via drop pods into the midst of their foe. Very few\ndefenders can withstand such an attack, and it is not uncommon\nfor the entire chain of command to collapse when the upper\nechelons are attacked in this way.\nThe other type of planetary assault is the massed landing.\nFar from the surgical strike of Space Marine insertion, a massed\ndrop involves thousands of troops deploying by drop ships large\nenough to carry entire regiments of infantry or hundreds of\nbattle tanks. There is no subtlety to such landings. The Imperium", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Planetary Assaults", + "content": "Planetary assaults are a common type of warfare in the Imperium. Often a world will fall before aid can arrive, and the Imperium's armies must force a contested landing in order to reclaim it. Some planetary assaults are undertaken by small, elite formations such as Space Marines, striking at the very heart of the enemy. Command bunkers, defence installations, communications nodes and logistical centres are all targeted, with Space Marines deploying via drop pods into the midst of their foe. Very few defenders can withstand such an attack, and it is not uncommon for the entire chain of command to collapse when the upper echelons are attacked in this way. The other type of planetary assault is the massed landing. Far from the surgical strike of Space Marine insertion, a massed drop involves thousands of troops deploying by drop ships large enough to carry entire regiments of infantry or hundreds of battle tanks. There is no subtlety to such landings. The Imperium", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2184, + "rule_id": "pdf_skill_1781_cityfights", + "title": "CiTyfiGhTs", + "content": "Cityfights develop when a city holds some value to both sides in\na war, whether military, logistical or simply symbolic. If only one\nside places any value in the city, the other is likely to use whatever\nstrategic means it has available to deny it to the other, ranging\nfrom long range bombardment to the unleashing of ordnance\nfrom battleships in orbit high above. When two armies decide\nto fight one another for possession of a city, the conflict is sure\nto become a bitter and bloody meat grinder, for in the cratersmash through the wreckage of once proud buildings, but they\nare vulnerable to lone enemies armed with tank-busting melta\nweapons. Snipers become the lords of the battlefield, able to strike\ndown enemy leaders, heavy weapons crew and tank commanders\nfoolish enough to expose themselves to their all-seeing scopes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cityfights", + "content": "Cityfights develop when a city holds some value to both sides in a war, whether military, logistical or simply symbolic. If only one side places any value in the city, the other is likely to use whatever strategic means it has available to deny it to the other, ranging from long-range bombardment to the unleashing of ordnance from battleships in orbit high above. When two armies decide to fight one another for possession of a city, the conflict is sure to become a bitter and bloody meat grinder, for in the craters smash through the wreckage of once proud buildings, but they are vulnerable to lone enemies armed with tank-busting melta weapons. Snipers become the lords of the battlefield, able to strike down enemy leaders, heavy weapons crew and tank commanders foolish enough to expose themselves to their all-seeing scopes.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2185, + "rule_id": "pdf_skill_1782_armoured_warfare", + "title": "armOureD Warfare", + "content": "The industrial might of the Imperium’s Forge worlds and\nHive worlds makes it possible for entire armies to be equipped\nwith the mightiest of armoured war machines. These range\nfrom agile walkers such as the Sentinel to super-heavy tanks\nsuch as the gargantuan Baneblade. When the terrain and\nstrategic conditions require it, the Imperium is able to field vast\nformations of armoured vehicles, forming a titanic mailed fist\nable to smash aside any opposition. Furthermore, there have\nbeen many instances when environmental conditions have\nmade it impossible for Imperial Guard infantry to operate, and\nonly the sealed tanks can be fielded. Races such as the Tyranids\nare capable of wreaking such havoc upon a planet’s eco-system\nthat this is the only way of fighting them face-to-face.\nThe mightiest of the Imperium’s armoured war machines\nare not tanks at all, but the Titans of the Adeptus Titanicus.\nThese so-called ‘god machines’ tower over the battlefield, their\nevery stride capable of crushing to a pulp entire platoons of\nenemy infantry. Furthermore, a Titan is able to carry weapons\nnormally only seen in planetary defence emplacements or in\nthe turrets of the battleships of the Imperial Navy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armoured Warfare", + "content": "The industrial might of the Imperium's Forge worlds and Hive worlds makes it possible for entire armies to be equipped with the mightiest of armoured war machines. These range from agile walkers such as the Sentinel to super-heavy tanks such as the gargantuan Baneblade. When the terrain and strategic conditions require it, the Imperium is able to field vast formations of armoured vehicles, forming a titanic mailed fist able to smash aside any opposition. Furthermore, there have been many instances when environmental conditions have made it impossible for Imperial Guard infantry to operate, and only the sealed tanks can be fielded. Races such as the Tyranids are capable of wreaking such havoc upon a planet's eco-system that this is the only way of fighting them face-to-face. The mightiest of the Imperium's armoured war machines are not tanks at all, but the Titans of the Adeptus Titanicus. These so-called 'god machines' tower over the battlefield, their every stride capable of crushing to a pulp entire platoons of enemy infantry. Furthermore, a Titan is able to carry weapons normally only seen in planetary defence emplacements or in the turrets of the battleships of the Imperial Navy.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2186, + "rule_id": "pdf_skill_1783_trench_warfare", + "title": "TrenCh Warfare", + "content": "When war grinds to a stalemate and neither side has the ability\nto break the deadlock, the opposing armies will fortify what\npositions they have claimed and resolve to defend them no\nmatter the cost. Entire continents become crossed with trench\nlines thousands of kilometres in length. Mighty bastions are\nconstructed along the defence lines, each an impenetrable\nredoubt armed with fearsome arrays of anti-personnel weapons\nable to cut down entire waves of enemy attackers. Furthermore,\neach front features multiple defensive lines, so that should one\nfall, an in-depth defence can be enacted and counter-attacks\nlaunched from subsequent lines. A common feature of this\nstyle of warfare is the unimaginable cost in lives of taking any\nground at all. Entire regiments attack over a front of a few\nhundred metres, thousand laying down their lives in exchange\nfor taking a position that will almost certainly be retaken\nwithin hours. War in the 41st Millennium is not subject to\nmoral laws or strategic logic; it is a matter of faith, and faith is\nthe one thing for which men will willingly die.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Trench Warfare", + "content": "When war grinds to a stalemate and neither side has the ability to break the deadlock, the opposing armies will fortify what positions they have claimed and resolve to defend them no matter the cost. Entire continents become crossed with trench lines thousands of kilometers in length. Mighty bastions are constructed along the defense lines, each an impenetrable redoubt armed with fearsome arrays of anti-personnel weapons able to cut down entire waves of enemy attackers. Furthermore, each front features multiple defensive lines, so that should one fall, an in-depth defense can be enacted and counter-attacks launched from subsequent lines. A common feature of this style of warfare is the unimaginable cost in lives of taking any ground at all. Entire regiments attack over a front of a few hundred meters, thousand laying down their lives in exchange for taking a position that will almost certainly be retaken within hours. War in the 41st Millennium is not subject to moral laws or strategic logic; it is a matter of faith, and faith is the one thing for which men will willingly die.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2187, + "rule_id": "pdf_skill_1784_suppressions", + "title": "suppressiOns", + "content": "A suppression is a punitive war, launched against a world for\nthe security of the surrounding region. It may be fought against\ninsurgent elements on an Imperial world, or against the Imperial\nCommander himself, who has perhaps withheld tithes, given\nsuccour to traitors or otherwise refused to adhere to the dictates\nof the Adeptus Terra. A suppression might be launched against\nan alien civilisation that has threaten the Imperium’s worlds or\nin order to forestall an anticipated invasion.\nSuch punitive wars are normally intended to be sharp and\nshort, and to bring about a specific set of strategic circumstances.\nOf course, suppressions may fail in their objectives, and escalate\ninto full blown wars consuming millions of lives and lasting\nmany years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Suppressions", + "content": "A suppression is a punitive war, launched against a world for the security of the surrounding region. It may be fought against insurgent elements on an Imperial world, or against the Imperial Commander himself, who has perhaps withheld tithes, given succour to traitors or otherwise refused to adhere to the dictates of the Adeptus Terra. A suppression might be launched against an alien civilisation that has threatened the Imperium's worlds or in order to forestall an anticipated invasion. Such punitive wars are normally intended to be sharp and short, and to bring about a specific set of strategic circumstances. Of course, suppressions may fail in their objectives, and escalate into full-blown wars consuming millions of lives and lasting many years.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2188, + "rule_id": "pdf_skill_1785_purges", + "title": "purGes", + "content": "Although the Adeptus Terra prefer to leave the administration\nof the Imperium’s worlds to the duly appointed Imperial\nCommanders, there are times when circumstances dictate that\nelements of that world’s population be removed for the good of\nthe entire region. It may be that insurgent or pirate activity has\nreached such a pitch that the local government cannot contain it\nany longer and the security of an entire sub-sector is threatened. It\nmight be that mutant or psyker populations have been allowed to\nexpand unchecked. It may even be the case that a local expression\nof the Imperial Cult has been declared heretical, and its adherents\nmust be hunted down and punished. On some worlds, such cults\nprove to be a cover for the worship of the Ruinous Powers of the\nwarp, or are dominated by alien overlords.\nPurges are brutal affairs, and often trigger a full-scale uprising.\nThey have a habit of escalating as that which the Imperium\nseeks to excise proves to be far more widespread than previously\nthought. Few planetary militias will stand idly by and watch as\nImperial Guard units from off-world conduct pogroms against\ntheir kin and burn their homes to the ground. Unless conducted\nwith swift, overwhelming efficiency, a purge may soon become a\nwar of attrition.\nPurges are often led by individuals such as Inquisitors, whose\npowers are not subject to Imperial law and who will not flinch\nat doing what is necessary to locate and punish his targets. The\nwarriors conducting the purge are likely to be drawn from elite\nunits such as the Space Marines, who are able to attack swiftly, with\noverwhelming force, before the enemy can react. In the aftermath\nof the purge, there is likely to be a period of severe oppression in\nwhich thousands are put on trial and executed. Although harsh,\nHumanity can afford no less in the battle for its very survival.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Purges", + "content": "Although the Adeptus Terra prefer to leave the administration of the Imperium's worlds to the duly appointed Imperial Commanders, there are times when circumstances dictate that elements of that world's population be removed for the good of the entire region. It may be that insurgent or pirate activity has reached such a pitch that the local government cannot contain it any longer and the security of an entire sub-sector is threatened. It might be that mutant or psyker populations have been allowed to expand unchecked. It may even be the case that a local expression of the Imperial Cult has been declared heretical, and its adherents must be hunted down and punished. On some worlds, such cults prove to be a cover for the worship of the Ruinous Powers of the warp, or are dominated by alien overlords. Purges are brutal affairs, and often trigger a full-scale uprising. They have a habit of escalating as that which the Imperium seeks to excise proves to be far more widespread than previously thought. Few planetary militias will stand idly by and watch as Imperial Guard units from off-world conduct pogroms against their kin and burn their homes to the ground. Unless conducted with swift, overwhelming efficiency, a purge may soon become a war of attrition. Purges are often led by individuals such as Inquisitors, whose powers are not subject to Imperial law and who will not flinch at doing what is necessary to locate and punish his targets. The warriors conducting the purge are likely to be drawn from elite units such as the Space Marines, who are able to attack swiftly, with overwhelming force, before the enemy can react. In the aftermath of the purge, there is likely to be a period of severe oppression in which thousands are put on trial and executed. Although harsh, Humanity can afford no less in the battle for its very survival.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2189, + "rule_id": "pdf_skill_1786_civil_war", + "title": "Civil War", + "content": "In a galaxy in which Mankind is beset with foes on all quarters,\nit is a tragedy of epic proportions that worlds should go to war\nagainst one another. Yet such conflicts are common, as Imperial\nCommanders vie for territory and seek to settle old scores.\nWars of secession, fought between rival factions each believing\nthemselves the rightful heirs to the rulership of an Imperial\nworld, reduce entire planets to wastelands even without the\nactions of hostile invaders or rebellious elements. Trade wars\nescalate to open conflicts and the planetary militias are used not\nto defend against attackers but to capture territory from bitter\ncompetitors. It is rare for such conflicts to involve the Imperial\nGuard or other military organisations, for the belligerents\nwould not wish to draw the attentions of the Adeptus Terra,\npreferring instead to resolve the conflict with their own forces.\nAs far as the Imperium at large is concerned, these ‘bush wars’\nare insignificant to the larger strategic situation, unless of course\nthey interfere with the rendering of tithes or the raising of new\nImperial Guard regiments. Should either of these occur, then\nthe Imperium is likely to launch an attack of its own, forcibly\nousting the warring parties and installing a new Imperial\nCommander more likely to maintain the status quo.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Civil War", + "content": "In a galaxy in which Mankind is beset with foes on all quarters, it is a tragedy of epic proportions that worlds should go to war against one another. Yet such conflicts are common, as Imperial Commanders vie for territory and seek to settle old scores. Wars of secession, fought between rival factions each believing themselves the rightful heirs to the rulership of an Imperial world, reduce entire planets to wastelands even without the actions of hostile invaders or rebellious elements. Trade wars escalate to open conflicts and the planetary militias are used not to defend against attackers but to capture territory from bitter competitors. It is rare for such conflicts to involve the Imperial Guard or other military organisations, for the belligerents would not wish to draw the attentions of the Adeptus Terra, preferring instead to resolve the conflict with their own forces. As far as the Imperium at large is concerned, these ‘bush wars’ are insignificant to the larger strategic situation, unless of course they interfere with the rendering of tithes or the raising of new Imperial Guard regiments. Should either of these occur, then the Imperium is likely to launch an attack of its own, forcibly ousting the warring parties and installing a new Imperial Commander more likely to maintain the status quo.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2190, + "rule_id": "pdf_skill_1787_the_military_machine", + "title": "The miliTAry mAchine", + "content": "“Every one of us is a soldier in the Emperor’s armies. From the\ninductee-cadet learning for the first time how to field-strip his lasgun,\nto the most accomplished Chapter Master of the Adeptus Astartes.\nAll of us must fight, or all of us shall die.”\n–Fundaments of Service, Verse I.\nEvery world in the Imperium must look first to its own defence,\nfor aid against external aggression or mass uprising can take\nmonths to arrive, by which time the Imperial Commander’s head\nis likely to be mounted upon a spike over the burned out ruins\nof his former palace. In order to defend against pirate attack,\nrebellion, alien invasion or any other threat, each world maintains\nsome form of planetary militia. The number and nature of such\na force varies enormously, dependent upon the type of world. A\ndensely packed Hive world, for example, is able to raise many\nmillions of troops, and due to its huge industrial base is likely to\nbe able to equip its forces well. A less populated world is able to\nraise far fewer troops, but may be able to make up for the lack of\nnumbers in specialised skills. The Jungle Fighters of the Death\nworld of Catachan are a case in point. Few warriors in the entire\ngalaxy are able to match them in their native environment, and\nthey are such tough and determined soldiers that their skills are\never in demand regardless of the nature of the warzone.\nIn addition to his duty of providing troops, the Imperial\nCommander must also render heavy equipment, in the form of\ntanks, troops transports, artillery, and the like. Due to the nature\nof the Standard Template Construct, these are likely to be of\na standardised type common to most worlds in the Imperium.\nSometimes a world may produce equipment of an unusual pattern,\nbut these rarely join the ranks of the Imperial Guard due to the\ndifficulties in maintaining them. The Imperial Commander is\nalso obliged to provide massive reserves of arms and ammunition\nto the regiments raised from his world, and to maintain such\nstocks against future emergencies in nearby warzones.\nPlanetary defence forces go by any number of names and\nare organised and equipped according to the vagaries of local\ncustom. Some appear more ceremonial than functional, wearing\ngaudy uniforms and ornate armour, yet are recruited from highly\naccomplished warrior classes. The warriors of other militias\nappear more like rag-tag bandits, but are nonetheless hard bitten\nveterans and the match for any Imperial Guard unit.\nWhen required to provide troops for the Imperial Guard,\nthe Officio Munitorum demands the very best of an Imperial\nCommander’s defence forces. Withholding his elite units has\nproven the downfall of many an Imperial Commander, for often\nhe is held accountable for the performance of those troops he\nhas provided. If required by ongoing wars to provide more\nregiments, it is quite possible for a world’s militia to be stripped\nof its manpower entirely, making mass conscription a necessity,\nregardless of the effects on the planet’s economy.\nUpon joining the ranks of the Imperial Guard, the troopers of\nthe defence forces may come into contact for the very first time\nwith a whole range of troops they have never seen before. They\nmay fight beside lumbering Ogryns or stealthy Ratlings, and\nmay even share a battlefield with the legendary Space Marines.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Military Machine", + "content": "Every world in the Imperium must look first to its own defence, for aid against external aggression or mass uprising can take months to arrive, by which time the Imperial Commander's head is likely to be mounted upon a spike over the burned out ruins of his former palace. In order to defend against pirate attack, rebellion, alien invasion or any other threat, each world maintains some form of planetary militia. The number and nature of such a force varies enormously, dependent upon the type of world. A densely packed Hive world, for example, is able to raise many millions of troops, and due to its huge industrial base is likely to be able to equip its forces well. A less populated world is able to raise far fewer troops, but may be able to make up for the lack of numbers in specialised skills. The Jungle Fighters of the Death world of Catachan are a case in point. Few warriors in the entire galaxy are able to match them in their native environment, and they are such tough and determined soldiers that their skills are ever in demand regardless of the nature of the warzone. In addition to his duty of providing troops, the Imperial Commander must also render heavy equipment, in the form of tanks, troops transports, artillery, and the like. Due to the nature of the Standard Template Construct, these are likely to be of a standardised type common to most worlds in the Imperium. Sometimes a world may produce equipment of an unusual pattern, but these rarely join the ranks of the Imperial Guard due to the difficulties in maintaining them. The Imperial Commander is also obliged to provide massive reserves of arms and ammunition to the regiments raised from his world, and to maintain such stocks against future emergencies in nearby warzones. Planetary defence forces go by any number of names and are organised and equipped according to the vagaries of local custom. Some appear more ceremonial than functional, wearing gaudy uniforms and ornate armour, yet are recruited from highly accomplished warrior classes. The warriors of other militias appear more like rag-tag bandits, but are nonetheless hard bitten veterans and the match for any Imperial Guard unit. When required to provide troops for the Imperial Guard, the Officio Munitorum demands the very best of an Imperial Commander's defence forces. Withholding his elite units has proven the downfall of many an Imperial Commander, for often he is held accountable for the performance of those troops he has provided. If required by ongoing wars to provide more regiments, it is quite possible for a world's militia to be stripped of its manpower entirely, making mass conscription a necessity, regardless of the effects on the planet's economy. Upon joining the ranks of the Imperial Guard, the troopers of the defence forces may come into contact for the very first time with a whole range of troops they have never seen before. They may fight beside lumbering Ogryns or stealthy Ratlings, and may even share a battlefield with the legendary Space Marines.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2191, + "rule_id": "pdf_skill_1788_the_imperial_guard", + "title": "The imperial GuarD", + "content": "The Imperial Guard represents the elite of the planetary militias,\ncalled upon to fight across the myriad warzones of the galaxy.\nThe basic building block of the Imperial Guard is the regiment,\na formation that varies enormously in size, character and\nmethod of making war. Most consist of redoubtable infantry,\nequipped with lasguns and a vast array of heavy weaponry.\nOthers are armoured formations, their warriors going to war\nin the ubiquitous Leman Russ battle tank. Others still are more\nesoteric or specialised, such as the Elysian Drop Troops, who\nare unparalleled amongst the Imperial Guard in the use of\nairborne insertions and massed combat drops. Some regiments\nare drawn from the noble warrior elite of the civilised worlds,\nwhile others are little more than Feral world savages more used\nto wielding a spear than a lasgun. Regardless of their source,\nthe Imperial Guard are the bastion of Humanity, its numbers\nare, to all intents, limitless, and they bear the brunt of every\nwar the galaxy has thrown against the Imperium.\nThe number of Imperial Guard committed to a war can\nvary enormously. At the lowest end of the scale, an increase\nin pirate activity in a system might result in a regiment being\ndespatched to bring it under control, and the companies and\nplatoons of that unit being split up and deployed across entire\nworlds. An Agri world threatened by intermittent raids, for\nexample, might have a single company assigned to its defence,\nintended more as a deterrent than a serious defence. At the\nopposite extreme, an Imperial Guard force sent to dislodge an\nalien presence from a strategically vital region might consist\nof many hundreds of regiments. Such was the case when the\ngreat hero of the Imperium, Lord Solar Macharius, launched\nhis seven year campaign into the Halo Stars of Segmentum\nPacificus, commanding seven entire army groups in the\ngreatest conquest of recent times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Imperial Guard", + "content": "The Imperial Guard represents the elite of the planetary militias, called upon to fight across the myriad warzones of the galaxy. The basic building block of the Imperial Guard is the regiment, a formation that varies enormously in size, character and method of making war. Most consist of redoubtable infantry, equipped with lasguns and a vast array of heavy weaponry. Others are armoured formations, their warriors going to war in the ubiquitous Leman Russ battle tank. Others still are more esoteric or specialised, such as the Elysian Drop Troops, who are unparalleled amongst the Imperial Guard in the use of airborne insertions and massed combat drops. Some regiments are drawn from the noble warrior elite of the civilised worlds, while others are little more than Feral world savages more used to wielding a spear than a lasgun. Regardless of their source, the Imperial Guard are the bastion of Humanity, its numbers are, to all intents, limitless, and they bear the brunt of every war the galaxy has thrown against the Imperium. The number of Imperial Guard committed to a war can vary enormously. At the lowest end of the scale, an increase in pirate activity in a system might result in a regiment being despatched to bring it under control, and the companies and platoons of that unit being split up and deployed across entire worlds. An Agri world threatened by intermittent raids, for example, might have a single company assigned to its defence, intended more as a deterrent than a serious defence. At the opposite extreme, an Imperial Guard force sent to dislodge an alien presence from a strategically vital region might consist of many hundreds of regiments. Such was the case when the great hero of the Imperium, Lord Solar Macharius, launched his seven year campaign into the Halo Stars of Segmentum Pacificus, commanding seven entire army groups in the greatest conquest of recent times.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2192, + "rule_id": "pdf_skill_1789_the_storm_trooper_regiment", + "title": "The sTOrm TrOOper reGimenT", + "content": "The Storm Troopers are a specialised formation that represents\nthe most dedicated, well-trained and superbly equipped\nregiment in the entire Imperial Guard. Each Storm Trooper", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Storm Trooper Regiment", + "content": "The Storm Troopers are a specialised formation that represents the most dedicated, well-trained and superbly equipped regiment in the entire Imperial Guard. Each Storm Trooper", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2193, + "rule_id": "pdf_skill_1790_is_in_most_cases_the_orphan", + "title": "is (in most cases) the orphan of an Imperial servant, raised in", + "content": "a Schola Progenium and schooled in the doctrine of selfless\nservice to the Imperium. Those who have shown a propensity\nfor war from an early age undertake a punishing training\nregime, which turns them into the elite of the Imperial Guard\nand second in skill and dedication only to the Battle-Brothers\nof the Adeptus Astartes and the Battle-Sisters of the Adepta\nSororitas. Storm Troopers are equipped with the very finest\nweapons and armour the Officio Munitorum can provide, and\nthey often go to war in Valkyrie airborne carriers, leaping\ninto battle as they descend upon grav-chutes.\nThe Storm Troopers are never fielded as a whole regiment,\nbut are instead fielded as individual companies in warzones\nwhere they are most needed. Unlike the Space Marines, they\nare fully integrated into an army’s chain of command, and\ncan therefore be relied upon to spearhead Imperial Guard\nassaults, infiltrate enemy territory or provide a highly effective\nrapid reaction force to exploit breakthroughs or counter\nenemy attacks.\nIt is often said that members of the regular Imperial Guard\nregiments are resentful of the attentions afforded to the elite of\nthe Storm Troopers. This is hardly surprising, for an Imperial\nGuardsmen might serve his entire career (which equates to\nthe remainder of his entire lifetime) manning the same squalid\ndugout, while the Storm Troopers rarely stay in one theatre\nof war for long. It rarely pays to voice such bitterness openly\nhowever, for many of the Storm Troopers who survive their\nterm of service go on to become Commissars, tasked with\nkeeping discipline amongst the ranks of the Imperial Guard.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Storm Troopers", + "content": "In most cases, the orphan of an Imperial servant, raised in a Schola Progenium and schooled in the doctrine of selfless service to the Imperium. Those who have shown a propensity for war from an early age undertake a punishing training regime, turning them into the elite of the Imperial Guard. Equipped with the finest weapons and armor, they often go to war in Valkyrie airborne carriers, leaping into battle as they descend upon grav-chutes. Fielded as individual companies in warzones where needed, fully integrated into an army’s chain of command. Can spearhead Imperial Guard assaults, infiltrate enemy territory, or provide a rapid reaction force. Storm Troopers rarely stay in one theatre of war for long, often becoming Commissars after their term of service.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2194, + "rule_id": "pdf_skill_1791_the_imperial_navy", + "title": "The imperial navy", + "content": "The warships of the Imperial Navy bear the most devastating\nweapons in the Imperium’s arsenal, and they can be brought\nto bear across the length and breadth of the Imperium and\nbeyond. No other navy belonging to any other species or\ncivilisation in the galaxy wields such brutal power.\nThe Imperial Navy is charged with many tasks. Its primary\nmission is to ensure that the scattered worlds of the Imperium\nremain part of the galaxy-spanning empire of Humanity; that\nthe vital space lanes are kept open and free from attack from\nany quarter. Should pirates threaten a particular space lane, even\nthe smallest of the Imperial Navy’s squadrons are generally\nsufficient to deter further piracy, and if the problem persists, the\nNavy will hunt the pirates down, locating their hidden bases\nand destroying them utterly. Should a more concerted enemy\nthreaten a region, the Imperial Navy are likely to be the first\nline of defence, and many an invasion has been halted in its\ntracks before even making planetfall by way of mighty battles\nfought in the outer regions of a threatened star system.\nAnother task performed by the Imperial Navy is that of\ntransporting the land forces of the other military arms across\nspace. By ancient decree, the Imperial Guard may not maintain\nor operate its own interstellar spacecraft, forcing it to rely\nupon the navy for transport from one planet to the next. Entire\nregiments can be transported in the cavernous holds of the\nImperial Navy’s troop transports, and deployed via drop ship\nto the surface of any planet.\nA further role that the Imperial Navy performs is that of\nsupporting wars prosecuted upon a world’s surface. Many\nImperial Guard regiments have gunnery officers and observers\nattached to them from the bridge crews of orbiting Imperial\nNavy warships, the smallest of which carries as much firepower\nas an entire Imperial Guard regiment. These officers call down\nheavy orbital barrages with unerring precision, supporting\nImperial Guard advances and bringing the Emperor’s wrath\nto the enemy, no matter where in the vast galaxy he seeks to\nhide.\nThe sisTers Of baTTle\nThe Battle-Sisters of the Adepta Sororitas are the militant\narm of the Ecclesiarchy. Though relatively few in number\ncompared to the infinite ranks of the Imperial Guard, this\nall-female warrior order is zealous in faith and equipped with\nthe finest equipment the Adeptus Ministorum can obtain.\nThe Sisters of Battle are tasked with carrying out Wars of\nFaith against those their masters declaim as heretics, and of\nguarding the many sacred sights and pilgrim routes against\nthose who would attack the faithful. They often take part in\nthe Imperium’s crusades, for the Adeptus Ministorum desires\nits place in the glories of war, and ever seeks to ensure its\nposition after the victories are won.\nThe Sisters of Battle are often called upon to serve\nalongside the Witch Hunters of the Inquisition’s Ordo\nHereticus. So fervent and unshakeable are the Battle-Sisters\nin their faith that they can endure heresies of the very worst\norder and, with bolter, flamer and melta, scour the worlds of\nthe Imperium of the traitor, the mutant and the witch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Imperial Navy", + "content": "The warships of the Imperial Navy bear the most devastating weapons in the Imperium's arsenal, ensuring the scattered worlds of the Imperium remain part of the galaxy-spanning empire of Humanity. The Navy's tasks include keeping vital space lanes open, deterring piracy, hunting down pirates, defending against threats, transporting land forces, and supporting wars on a world's surface.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2195, + "rule_id": "pdf_skill_1792_the_adeptus_mechanicus", + "title": "The aDepTus meChaniCus", + "content": "The Tech-Priests of Mars maintain their own military forces,\nwhich are often called upon to fight alongside the other arms\nof the Imperium’s war machine.\nBy far the greatest are the Titans of the Adeptus Titanicus.\nTitans are immense fighting machines, towering monstrosities\nseveral hundred feet tall. They instil terror by their mere\npresence and little can equal their bristling arsenals of\nweaponry. Few enemies, apart from other Titans, can stand\nagainst them. Created during the founding of the Imperium,\nthe Titan Legions have crushed the Emperor’s foes in\ncountless battles and wars. Protected by banks of void shield\ngenerators, Titans can soak up damage that would smash apart\ntank companies and infantry regiments. They march into the\nthick of battle with their mighty guns blazing, gouging huge\nholes in the enemy’s line with a fusillade of rockets, shells\nand plasma, paying little heed to the troops advancing in\ntheir wake. The Titan Legions are maintained by the might\nof the Adeptus Mechanicus and are sent into battle only\nwith the blessing of Mars itself. Each Legion is based on a\nForge world, and the Forge worlds are spread throughout the\nImperium so that at any given time at least one Titan Legion\ncan respond to a call to arms. The Legions are an immensely\npowerful force in their own right, and the presence of Titans\nhas decided the outcome of many campaigns during the long\nhistory of the Imperium.\nAlongside the Titan Legions, the Adeptus Mechanicus\nalso commands the might of the Centurio Ordinatus. This\norganisation controls immense war engines, which are\nspecialised to fulfil very particular roles. Some, like Ordinatus\nArmageddon, mount a single huge cannon capable of blasting\napart enemy war engines and fortifications. Others carry rack\nupon rack of huge missiles designed to spread wholesale\ndevastation. Some even mount experimental weapons such\nas the Sonic cannon put to use by Ordinatus Mars, which\nshatters enemy attacks and leaves the foe vulnerable to a\ncounter-attack by the Imperium’s forces. These Ordinatus\nare deployed sparingly, and many of them date back to the\nGreat Crusade and have been meticulously maintained for\nmillennia. They are seen as living icons of the Machine-God\nand the Cult Mechanicus reveres them as such.\nThe bulk of the Machine Cult’s armed forces are forge guards\nknown as Skitarii: human soldiers with bionic augmentations\nfor communication, weapons links and sensory feeds. With\nthe manufacturing power of the Adeptus Mechanicus behind\nthem, the Skitarii are amongst the best equipped soldiers in\nthe Imperium. Although most Forge worlds maintain whole\nregiments of Skitarii, their dominant role is to bolster the\nalready considerable power of the gigantic war machines of\nthe Titan Legions and crew the Centurio Ordinatus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Adeptus Mechanicus", + "content": "The Tech-Priests of Mars maintain their own military forces, which are often called upon to fight alongside the other arms of the Imperium’s war machine. By far the greatest are the Titans of the Adeptus Titanicus. Titans are immense fighting machines, towering monstrosities several hundred feet tall. They instil terror by their mere presence and little can equal their bristling arsenals of weaponry. Few enemies, apart from other Titans, can stand against them. Created during the founding of the Imperium, the Titan Legions have crushed the Emperor’s foes in countless battles and wars. Protected by banks of void shield generators, Titans can soak up damage that would smash apart tank companies and infantry regiments. They march into the thick of battle with their mighty guns blazing, gouging huge holes in the enemy’s line with a fusillade of rockets, shells and plasma, paying little heed to the troops advancing in their wake. The Titan Legions are maintained by the might of the Adeptus Mechanicus and are sent into battle only with the blessing of Mars itself. Each Legion is based on a Forge world, and the Forge worlds are spread throughout the Imperium so that at any given time at least one Titan Legion can respond to a call to arms. The Legions are an immensely powerful force in their own right, and the presence of Titans has decided the outcome of many campaigns during the long history of the Imperium. Alongside the Titan Legions, the Adeptus Mechanicus also commands the might of the Centurio Ordinatus. This organisation controls immense war engines, which are specialised to fulfil very particular roles. Some, like Ordinatus Armageddon, mount a single huge cannon capable of blasting apart enemy war engines and fortifications. Others carry rack upon rack of huge missiles designed to spread wholesale devastation. Some even mount experimental weapons such as the Sonic cannon put to use by Ordinatus Mars, which shatters enemy attacks and leaves the foe vulnerable to a counter-attack by the Imperium’s forces. These Ordinatus are deployed sparingly, and many of them date back to the Great Crusade and have been meticulously maintained for millennia. They are seen as living icons of the Machine-God and the Cult Mechanicus reveres them as such. The bulk of the Machine Cult’s armed forces are forge guards known as Skitarii: human soldiers with bionic augmentations for communication, weapons links and sensory feeds. With the manufacturing power of the Adeptus Mechanicus behind them, the Skitarii are amongst the best equipped soldiers in the Imperium. Although most Forge worlds maintain whole regiments of Skitarii, their dominant role is to bolster the already considerable power of the gigantic war machines of the Titan Legions and crew the Centurio Ordinatus.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2196, + "rule_id": "pdf_skill_1793_the_space_marines", + "title": "The spaCe marines", + "content": "The Space Marines are organised into Chapters, each of which\nis a completely autonomous organisation with its own chain of\ncommand, star ships, objectives and logistical support system.\nSpace Marines are the very finest warriors the Imperium can\nfield, and the presence of only a small number of Battledecades. The degree to which the Space Marines integrate into\nthe armies of the Imperium depends very much on the Chapter\nin question, but they never form a permanent component of the\norders of battle. Instead, the Lords Militant must negotiate the\nSpace Marines’ aid, drawing on ancient debts of honour and\ninvoking the great victories of the past. While some Chapters\nare all too willing to engage in the Imperium’s crusades and\nwars, others will only do so in line with their own agendas,\nwhich they rarely, if ever, make known to anyone outside of\nthe Chapter.\nAlthough the greatest weapon at a Space Marine Chapter’s\ndisposal is its Battle-Brothers, each is able to field a staggering\narray of devastating weaponry, vehicles and space ships.\nMany Chapters have the means to construct such machinery\nthemselves, while others hold solemn pacts with specific Forge\nworlds, whom they are supplied by in return for aid in time of\ncrisis. The huge range of equipment available to a Space Marine\nChapter, combined with the fact that the equipment itself is of\na far greater quality than that issued to many Imperial Guard\nunits, means that a Chapter can undertake missions that belie\nthe comparatively small number of its warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Space Marines", + "content": "The Space Marines are organised into Chapters, each of which is a completely autonomous organisation with its own chain of command, star ships, objectives and logistical support system. Space Marines are the very finest warriors the Imperium can field, and the presence of only a small number of Battledecades. The degree to which the Space Marines integrate into the armies of the Imperium depends very much on the Chapter in question, but they never form a permanent component of the orders of battle. Instead, the Lords Militant must negotiate the Space Marines' aid, drawing on ancient debts of honour and invoking the great victories of the past. While some Chapters are all too willing to engage in the Imperium's crusades and wars, others will only do so in line with their own agendas, which they rarely, if ever, make known to anyone outside of the Chapter. Although the greatest weapon at a Space Marine Chapter's disposal is its Battle-Brothers, each is able to field a staggering array of devastating weaponry, vehicles and space ships. Many Chapters have the means to construct such machinery themselves, while others hold solemn pacts with specific Forge worlds, whom they are supplied by in return for aid in time of crisis. The huge range of equipment available to a Space Marine Chapter, combined with the fact that the equipment itself is of a far greater quality than that issued to many Imperial Guard units, means that a Chapter can undertake missions that belie the comparatively small number of its warriors.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2197, + "rule_id": "pdf_skill_1794_the_grey_knights", + "title": "The Grey KniGhTs", + "content": "A secretive Space Marine Chapter whose very existence is\nunknown even amongst the upper echelons of the Imperium’s\nmilitary, the Grey Knights were created for one purpose: to fight\nthe Daemon. While most mortal warriors are reduced to gibbering\nwrecks at the mere sight of a fiend of the warp on the battlefields\nof the material universe, the Grey Knights are amongst the very\nfew able not only to stand before them, but to cast the Daemons\nback to the warp from whence they came. Every Grey Knight is\na psyker, his very mind a keen-edged weapon in the fight against\nthe creatures of the warp. Each is a potent warrior, the master of\nthe daemon-bane swords and glaives he wields in battle. Each\nis incorruptibly pure of heart, and it is said that in a universe in\nwhich even the most beloved son of the Emperor himself turned\nagainst all he loved, no single Grey Knight has ever foresworn his\nvows and turned to serve those powers he was created to fight.\nThe Grey Knights undertake desperate missions against the\nforces of Chaos, and while they are based in a secret Fortressfastest warships, which allow them to respond to any threat,\nanywhere in the Imperium. The Grey Knights often serve at the\nbehest of the Daemon-hunting Ordo Malleus of the Inquisition,\nforming the first, and often last, line of defence against threats\nuncovered by the Daemonhunters. Although unhallowed, without\nthe deeds of the Grey Knights, the Imperium might long since\nhave been submerged beneath an unstoppable tide of howling\ndaemonic madness, its worlds haunted by fiends and its people\nthe playthings of the vile servants of the Ruinous Powers.\nThe Origins Of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Grey Knights", + "content": "A secretive Space Marine Chapter whose very existence is unknown even amongst the upper echelons of the Imperium's military, the Grey Knights were created for one purpose: to fight the Daemon. While most mortal warriors are reduced to gibbering wrecks at the mere sight of a fiend of the warp on the battlefields of the material universe, the Grey Knights are amongst the very few able not only to stand before them, but to cast the Daemons back to the warp from whence they came. Every Grey Knight is a psyker, his very mind a keen-edged weapon in the fight against the creatures of the warp. Each is a potent warrior, the master of the daemon-bane swords and glaives he wields in battle. Each is incorruptibly pure of heart, and it is said that in a universe in which even the most beloved son of the Emperor himself turned against all he loved, no single Grey Knight has ever foresworn his vows and turned to serve those powers he was created to fight. The Grey Knights undertake desperate missions against the forces of Chaos, and while they are based in a secret Fortress-fastest warships, which allow them to respond to any threat, anywhere in the Imperium. The Grey Knights often serve at the behest of the Daemon-hunting Ordo Malleus of the Inquisition, forming the first, and often last, line of defence against threats uncovered by the Daemonhunters. Although unhallowed, without the deeds of the Grey Knights, the Imperium might long since have been submerged beneath an unstoppable tide of howling daemonic madness, its worlds haunted by fiends and its people the playthings of the vile servants of the Ruinous Powers.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2198, + "rule_id": "pdf_skill_1795_deathwatch", + "title": "Deathwatch", + "content": "“How many have given their lives in service to Humanity, their\nnames never to be recorded, their deeds never to be celebrated? The\nDeathwatch seek not laurels; it is sufficient that the Emperor knows\nour names and our deeds.”\n–Deathwatch Brother Sergeant Ghalis (three days before his\ndeath at the claws of an Uberlord of the Nebulax Diaspora).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch", + "content": "How many have given their lives in service to Humanity, their names never to be recorded, their deeds never to be celebrated? The Deathwatch seek not laurels; it is sufficient that the Emperor knows our names and our deeds. -Deathwatch Brother Sergeant Ghalis (three days before his death at the claws of an Uberlord of the Nebulax Diaspora).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2199, + "rule_id": "pdf_skill_1796_the_deathwatch", + "title": "The DeaThwaTch", + "content": "The Deathwatch operates under conditions of great secrecy;\nits existence is not widely known nor are its victories widely\ncelebrated. The Chapter’s origins are even more shrouded in\nsecrecy, for they are born of a solemn pact made between the\nInquisition and the Adeptus Astartes.\nCenturies ago, a conclave of Inquisitor Lords—the\nApocryphon Conclave of Orphite IV—convened with the\nsole purpose of formulating an Imperium-wide strategy to\ncombat the many xenos threats that assailed Mankind. The\nmembers of this conclave were, in the main, drawn from the\nranks of the Ordo Xenos, all of whom shared the belief that\none day, there would come a time when Humanity would be\nconsumed by slavering xenos beasts, or enslaved to creatures\nof unutterably alien origins. They foresaw an age when every\nalien life form in the galaxy, and others from beyond it, might\nrise up and the Age of the Imperium would come to an end.\nThey had no inkling when such a terrible age might come,\nbut they knew with dreadful certainty that it surely would,\nand they determined that no effort should be spared to avert\nsuch an end.\nThe conclave sat for many years, and bitter debate raged\nback and forth between Inquisitor Lords of many different\npositions. Some believed that every trace of alien life should be\npurged from the galaxy, while a few advocated the formation\nof alliances with those races that could be tolerated. Some\nspoke of ancient, god-like beings that have slumbered since\nbefore the creation of Mankind awakening to enslave the\ngalaxy, while others foresaw that death would come at the\nhands of invasion from other galaxies entirely. While many\nInquisitor Lords declared the conclave itself an admission of\ndefeat for even countenancing that Mankind might not prevail\nagainst these threats, wiser counsel prevailed, and a strategy\nwas eventually formulated. The conclave would request an\naudience with the assembled Chapter Masters of the Adeptus\nAstartes, and ask of them a solemn undertaking.\nHow many Chapter Masters assembled to hear the\nwords of the conclave is not known, for such an event has\nonly occurred a handful of times in the long history of the\nImperium. Nor were the words of the Inquisitors recorded\nfor posterity. Certainly, enough Chapter Masters must have\nanswered the call, for a quorum of sorts was convened. The\nconclave presented its prophecy to the Chapter Masters,\nevoking the galaxy-wide threat of the ravening xenos. The\nChapter Masters, every one a veteran of a thousand campaigns\nagainst the terrors of the void, listened to the Inquisitors’\nwords, and withdrew to consider the matter.\nThe results of the Chapter Masters’ deliberations were\ndelivered to the conclave at sunrise the next day. Each of the\nMasters and Inquisitors undertook a solemn oath together.\nThey would form a new Chapter, consisting of veteran Space\nMarines highly experienced in combating the xenos. This\nChapter was dubbed the ‘Deathwatch’, for it would stand\nguard against the doom foretold by the conclave. Thus, to\nthis day, this joint oath still stands. The Battle-Brothers of\nthe Deathwatch take the war against the alien to the very\ndarkest reaches of the void, bringing to bear such force\nas no individual Inquisitor could hope to muster. In this\nmission, the Ordo Xenos and the Deathwatch are equals,\nthe Inquisitors rooting out the foes for the Deathwatch to\neradicate. While neither party is subject to the command of\nthe other, both work in concert towards their common goal,\naccording to those oaths made centuries ago. The two work\nclosely together, ever watchful for that fateful day when the\nprophecies of the conclave are realised.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Deathwatch", + "content": "The Deathwatch operates under conditions of great secrecy; its existence is not widely known nor are its victories widely celebrated. The Chapter's origins are even more shrouded in secrecy, for they are born of a solemn pact made between the Inquisition and the Adeptus Astartes. Centuries ago, a conclave of Inquisitor Lords—the Apocryphon Conclave of Orphite IV—convened with the sole purpose of formulating an Imperium-wide strategy to combat the many xenos threats that assailed Mankind. The members of this conclave were, in the main, drawn from the ranks of the Ordo Xenos, all of whom shared the belief that one day, there would come a time when Humanity would be consumed by slavering xenos beasts, or enslaved to creatures of unutterably alien origins. They foresaw an age when every alien life form in the galaxy, and others from beyond it, might rise up and the Age of the Imperium would come to an end. They had no inkling when such a terrible age might come, but they knew with dreadful certainty that it surely would, and they determined that no effort should be spared to avert such an end. The conclave sat for many years, and bitter debate raged back and forth between Inquisitor Lords of many different positions. Some believed that every trace of alien life should be purged from the galaxy, while a few advocated the formation of alliances with those races that could be tolerated. Some spoke of ancient, god-like beings that have slumbered since before the creation of Mankind awakening to enslave the galaxy, while others foresaw that death would come at the hands of invasion from other galaxies entirely. While many Inquisitor Lords declared the conclave itself an admission of defeat for even countenancing that Mankind might not prevail against these threats, wiser counsel prevailed, and a strategy was eventually formulated. The conclave would request an audience with the assembled Chapter Masters of the Adeptus Astartes, and ask of them a solemn undertaking. How many Chapter Masters assembled to hear the words of the conclave is not known, for such an event has only occurred a handful of times in the long history of the Imperium. Nor were the words of the Inquisitors recorded for posterity. Certainly, enough Chapter Masters must have answered the call, for a quorum of sorts was convened. The conclave presented its prophecy to the Chapter Masters, evoking the galaxy-wide threat of the ravening xenos. The Chapter Masters, every one a veteran of a thousand campaigns against the terrors of the void, listened to the Inquisitors' words, and withdrew to consider the matter. The results of the Chapter Masters' deliberations were delivered to the conclave at sunrise the next day. Each of the Masters and Inquisitors undertook a solemn oath together. They would form a new Chapter, consisting of veteran Space Marines highly experienced in combating the xenos. This Chapter was dubbed the 'Deathwatch', for it would stand guard against the doom foretold by the conclave. Thus, to this day, this joint oath still stands. The Battle-Brothers of the Deathwatch take the war against the alien to the very darkest reaches of the void, bringing to bear such force as no individual Inquisitor could hope to muster. In this mission, the Ordo Xenos and the Deathwatch are equals, the Inquisitors rooting out the foes for the Deathwatch to eradicate. While neither party is subject to the command of the other, both work in concert towards their common goal, according to those oaths made centuries ago. The two work closely together, ever watchful for that fateful day when the prophecies of the conclave are realised.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2200, + "rule_id": "pdf_skill_1797_deathwatch", + "title": "DeaThwaTch", + "content": "The Deathwatch has at its disposal all of the resources of\nany other Chapter, and more, yet it is organised along\nentirely different lines more suited to its unique mission.\nThe key tactical unit into which Deathwatch Space Marines\nare organised is the ‘Kill-team’. This small, highly flexible\nunit represents a band of warriors utterly dedicated to their\nmission and to one another. The Kill-team may consist of as\nfew as three Battle-Brothers or as many as a dozen, and their\nmissions are assigned to them by a Watch Captain. A number\nof Kill-teams are brought together under the command of a\nWatch Commander, who is responsible for coordinating the\nmissions of all of the Kill-teams under his command.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch", + "content": "The Deathwatch has at its disposal all of the resources of any other Chapter, and more, yet it is organised along entirely different lines more suited to its unique mission. The key tactical unit into which Deathwatch Space Marines are organised is the 'Kill-team'. This small, highly flexible unit represents a band of warriors utterly dedicated to their mission and to one another. The Kill-team may consist of as few as three Battle-Brothers or as many as a dozen, and their missions are assigned to them by a Watch Captain. A number of Kill-teams are brought together under the command of a Watch Commander, who is responsible for coordinating the missions of all of the Kill-teams under his command.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2201, + "rule_id": "pdf_skill_1798_watch_captains", + "title": "waTch capTains", + "content": "Watch Captains are Battle-Brothers that have served in the ranks\nof the Kill-teams with great distinction, and have undertaken\nmultiple tours of duty with the Deathwatch. It is not uncommon\nfor especially skilled Battle-Brothers to be called to serve many\ntimes, and at some point, such veteran alien-hunters are likely\nto be afforded the honour of assuming the rank of Watch\nCaptain. In accepting this role, the individual knows that he\nwill not return to his Chapter for many years, for the time for\nwhich he serves as Watch Captain is generally counted as a\nsingle ‘mission’ in itself.\nThe role of the Watch Captain is to oversee one or more Killtraining, equipping and deployment. It is also the Watch\nCaptain’s duty to record the Battle-Brothers’ deeds in battle,\nand to ensure that, if possible, the remains of the fallen are\nreturned to their parent Chapters with all due honour.\nIt is relatively unusual for a Watch Captain to accompany his\nwarriors on a mission, but he occasionally does so if especially\ndangerous foes are being faced and his personal intervention\nmight turn the battle. In many cases, the Watch Captain oversees\na mission from nearby, often in a Thunderhawk gunship\nespecially equipped to serve as a combination of command\ncentre, emergency surgery, arsenal and quarantine facility for\ncaptured foes. From his gunship, the Watch Captain is able to\nmonitor the progress of the mission, seeing exactly what each\nBattle-Brother sees by way of the multi-band sensors built into\ntheir power armour. He can also monitor the physiological\ncondition of his warriors, ensuring that no alien biological\ncontaminants are transmitted onwards on their return.\nWhen the Watch Captains do take to the battlefield, their\npresence can turn the tide of combat. A Watch Captain is both\na leader, with experience in commanding troops and inspiring\ndeeds of great heroism, and a fearsome warrior in his own right.\nHe has seen every horror the galaxy has to offer, and stood\nfirm against them all. He can remain unshaken even in the face\nof a gargantuan alien terror capable of wiping out an entire\narmy, and discern immediately its most vulnerable weakness.\nThe Watch Captains of the Deathwatch are amongst the most\nheroic of the Imperium’s servants, even if their names and their\ndeeds are never known to any but their Battle-Brothers.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Captains", + "content": "Watch Captains are Battle-Brothers that have served in the ranks of the Kill-teams with great distinction, and have undertaken multiple tours of duty with the Deathwatch. It is not uncommon for especially skilled Battle-Brothers to be called to serve many times, and at some point, such veteran alien-hunters are likely to be afforded the honour of assuming the rank of Watch Captain. In accepting this role, the individual knows that he will not return to his Chapter for many years, for the time for which he serves as Watch Captain is generally counted as a single 'mission' in itself. The role of the Watch Captain is to oversee one or more Kill-teams, ensuring their training, equipping, and deployment. It is also the Watch Captain's duty to record the Battle-Brothers' deeds in battle, and to ensure that, if possible, the remains of the fallen are returned to their parent Chapters with all due honour. It is relatively unusual for a Watch Captain to accompany his warriors on a mission, but he occasionally does so if especially dangerous foes are being faced and his personal intervention might turn the battle. In many cases, the Watch Captain oversees a mission from nearby, often in a Thunderhawk gunship especially equipped to serve as a combination of command centre, emergency surgery, arsenal, and quarantine facility for captured foes. From his gunship, the Watch Captain is able to monitor the progress of the mission, seeing exactly what each Battle-Brother sees by way of the multi-band sensors built into their power armour. He can also monitor the physiological condition of his warriors, ensuring that no alien biological contaminants are transmitted onwards on their return. When the Watch Captains do take to the battlefield, their presence can turn the tide of combat. A Watch Captain is both a leader, with experience in commanding troops and inspiring deeds of great heroism, and a fearsome warrior in his own right. He has seen every horror the galaxy has to offer, and stood firm against them all. He can remain unshaken even in the face of a gargantuan alien terror capable of wiping out an entire army, and discern immediately its most vulnerable weakness. The Watch Captains of the Deathwatch are amongst the most heroic of the Imperium's servants, even if their names and their deeds are never known to any but their Battle-Brothers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2202, + "rule_id": "pdf_skill_1799_watch_commanders", + "title": "waTch cOMManDers", + "content": "The Watch Commanders of the Deathwatch are amongst the\nmost experienced Space Marine xenos-fighters in the entire\ngalaxy. Prior to their secondment to the Deathwatch, a Watch\nCommander is likely to have progressed to the rank of Captain,\nand some have even served as Chapter Masters. The role of\nWatch Commander, like any other position in the Deathwatch\nis, in theory, only a temporary one. However, most of these who\ntake up the position do so in the knowledge that they may never\nreturn to their Chapter again, such a vital and heavy burden is the\nrank. As such, the duty is a lonely one, for the Watch Commander\nsees countless Battle-Brothers serve under him before they return\nto their Chapter, and he knows that he will, in all likelihood never\ndo so.\nThe process by which an individual is elevated to the rank\nof Watch Commander varies from case to case, but most have\nserved in the capacity of Watch Captain. The promotion may\ncome about by default, as the previous incumbent is killed in\nthe line of duty and the most senior Watch Captain under his\ncommand simply takes over. Sometimes the process is driven by\nthe Watch Captains electing one of their number to take overall\ncommand, while on other occasions an Inquisitor of the Ordo\nXenos may make the appointment, which must be ratified by\nthe Watch Captains and other Watch Commanders. In a handful\nof cases, a Watch Commander has actually joined the ranks of\nthe Inquisition, appointing his replacement before he leaves the\nWatch Fortress.\nWatch Commanders hold a position of great authority and\nresponsibility, for they have access to records and archives otherwise", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Commanders", + "content": "The Watch Commanders of the Deathwatch are amongst the most experienced Space Marine xenos-fighters in the entire galaxy. Prior to their secondment to the Deathwatch, a Watch Commander is likely to have progressed to the rank of Captain, and some have even served as Chapter Masters. The role of Watch Commander, like any other position in the Deathwatch is, in theory, only a temporary one. However, most of these who take up the position do so in the knowledge that they may never return to their Chapter again, such a vital and heavy burden is the rank. As such, the duty is a lonely one, for the Watch Commander sees countless Battle-Brothers serve under him before they return to their Chapter, and he knows that he will, in all likelihood never do so. The process by which an individual is elevated to the rank of Watch Commander varies from case to case, but most have served in the capacity of Watch Captain. The promotion may come about by default, as the previous incumbent is killed in the line of duty and the most senior Watch Captain under his command simply takes over. Sometimes the process is driven by the Watch Captains electing one of their number to take overall command, while on other occasions an Inquisitor of the Ordo Xenos may make the appointment, which must be ratified by the Watch Captains and other Watch Commanders. In a handful of cases, a Watch Commander has actually joined the ranks of the Inquisition, appointing his replacement before he leaves the Watch Fortress. Watch Commanders hold a position of great authority and responsibility, for they have access to records and archives otherwise", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2203, + "rule_id": "pdf_skill_1800_watch_fortresses", + "title": "waTch fOrTresses", + "content": "A Watch Commander and all of the Kill-teams under his\ncommand are based in a Watch Fortress. Such places can take a\ngreat many forms; some are mighty deep space stations, while\nothers are imposing, fortified keeps on a planet’s surface. Some\nare impenetrable installations many miles below ground, while\nothers still are hollowed out asteroids bristling with weaponry\nand protected from prying eyes by arcane cloaking systems.\nWithin each Watch Fortress the Kill-teams train and prepare\nfor coming missions. Each fortress combines the functions of\ncommand centre, keep, archive, garrison and more. The Watch\nCommander often coordinates the monitoring of a hundred\ndifferent threats; or his attentions might be focused exclusively\non one single, overriding concern towards which all of his\nefforts are turned. The commander is assisted in his duties by a\ncadre of specialists, some of whom are Space Marines, such as\nTechmarines, Apothecaries and the likes, while many more are\nthe equivalent of Chapter Serfs. Some are specialists seconded\nfrom the staff of one or more Inquisitors, while the greatest\nnumber are mono-task Servitors.\nAmongst the most important members of the staff are the\nAstropaths, several of whom are always present in any Watch\nFortress. At all times, at least one Astropath is locked in an\narmoured saviour-chamber (sometimes referred to as the ‘ebon\ncoffin’) with its own life-support system, which is isolated from\nthat of the fortress. In the event of the facility being overrun,\nit is intended that this Astropath will survive long enough to\ntransmit a message to the nearest Inquisitorial bastion or Space\nMarine home world. Getting such a message out is far more\nimportant than the Astropath’s survival of course, and many\nhave committed suicide rather than fall into enemy hands, once\nreasonably certain their message has been received. That being\nsaid, one Astropath in the service of the Inquisition is known\nto have survived for six months within his saviour-chamber,\nwhile hideous Drugh slithered around the fortress and rasped\nineffectually at the chamber’s armoured hatch. By the time the\nfortress was retaken, the poor soul was quite insane, and put\nout of his misery soon after.\nThe number of Kill-teams stationed in any given Watch\nFortress varies enormously. Some are home to only a handful\nof Battle-Brothers, while others host several dozen Kill-teams.\nDespite the small number of warriors stationed on even the\nlargest Watch Fortress, it would be suicide for an enemy\nto attempt an attack on one, even if its location could be\ndetermined. Each bristles with weaponry, much of it controlled\nby hard-wired Servitors or fired remotely by the Watch\nCommander’s staff. Some are even said to be protected by\ngreat cannons and banks of missiles controlled by autonomous\nmachine spirits.\nAt the heart of each fortress is to be found a sealed vault,\ncontaining the most sensitive and valuable of assets. It is said\nthat some of these vaults are encased within stasis fields;\nthat time stands still within and even the most ancient and\ncrumbling parchments can be preserved. Other vaults are said\nto be encased within quantum-displacement fields, so that they\nare not actually located in the Watch Fortress at all, but exist out\nof phase with it so that even should the fortress be destroyed\nthe contents at its heart will survive. Exactly what is kept\nwithin these vaults depends upon the mission of the fortress\nand the threats it guards against. Some contain vast libraries\nof forbidden texts, knowledge so terrible they may only be\nconsulted when the very fate of Humanity itself hangs in the\nbalance. Alien artefacts of unknown or devastating potency\nmight also be sealed within the vault, affording the savants of\nthe Ordo Xenos the opportunity to study them whilst they are\nkept out of the hands of those who would use them for the\ndetriment of Mankind. Some Watch Fortresses even maintain\na stock of the most exotic of weapons, which are kept safe in\nthe vault and only brought forth in the most dire of situations.\nHere are found the warheads of the cyclonic torpedoes used to\nenact Exterminatus upon a world. Some weapons are unique\nand so potentially devastating they may never be disturbed, the\nsingular relics of the Dark Age of Technology. This includes\nsuch artefacts as the anti-baryon detonator held in a Watch\nFortress at the heart of the Ghoul Stars, and the super-massive\n‘starbane’ vortex cascade generator secreted within the eonAside from these sealed stocks of weaponry, each fortress\ncontains vast stores of more conventional arms and ammunition.\nSufficient stores to last for centuries without re-supply are held\nin the Watch Fortresses, as well as all of the heavy equipment\nnormally utilised by the Space Marines such as artillery and\nvehicles. Many of the weapons are venerated relics, crafted by\nlong-dead master-artisans whose names have become legendary\namongst the Space Marines.\nThe larger of the Watch Fortresses are home to all manner\nof training facilities. In vast domes, unique environments can be\nrecreated in which the Battle-Brothers can perfect their battle\ndrill and rehearse their missions. Some of these domes have\nbeen stocked with life forms, such as Death world flora and\nfauna, in order to create the most realistic training conditions\npossible. It has even been known for captured aliens to be set\nloose in the training domes, to be hunted down by the KillAlthough no resource is spared the Kill-teams, it is usual\nthat each Battle-Brother lives an austere existence in the Watch\nFortress. It is common for each to maintain a personal shrine,\nat which he undertakes the devotions and rites particular to his\nown Chapter. A Battle-Brother seconded from the Ultramarines\nChapter, for example, might maintain a simple chapel dedicated\nto the Primarch Roboute Guilliman, while one drawn from the\nMortifactors Chapter might keep vigil before the flensed skulls\nof a hundred slain enemies. When not engaged upon a mission\nor a training exercise, and not meditating at his own chapel, the\nSpace Marine may rest in a cell which is seldom more than a\nbare, stone-walled chamber. Space Marines require little sleep\nhowever, and most of the their time is spent either in battle, or\npreparing for it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Fortresses", + "content": "A Watch Commander and all of the Kill-teams under his command are based in a Watch Fortress. Such places can take a great many forms; some are mighty deep space stations, while others are imposing, fortified keeps on a planet's surface. Some are impenetrable installations many miles below ground, while others still are hollowed out asteroids bristling with weaponry and protected from prying eyes by arcane cloaking systems. Within each Watch Fortress the Kill-teams train and prepare for coming missions. Each fortress combines the functions of command centre, keep, archive, garrison and more. The Watch Commander often coordinates the monitoring of a hundred different threats; or his attentions might be focused exclusively on one single, overriding concern towards which all of his efforts are turned. The commander is assisted in his duties by a cadre of specialists, some of whom are Space Marines, such as Techmarines, Apothecaries and the likes, while many more are the equivalent of Chapter Serfs. Some are specialists seconded from the staff of one or more Inquisitors, while the greatest number are mono-task Servitors. Amongst the most important members of the staff are the Astropaths, several of whom are always present in any Watch Fortress. At all times, at least one Astropath is locked in an armoured saviour-chamber (sometimes referred to as the 'ebon coffin') with its own life-support system, which is isolated from that of the fortress. In the event of the facility being overrun, it is intended that this Astropath will survive long enough to transmit a message to the nearest Inquisitorial bastion or Space Marine home world. Getting such a message out is far more important than the Astropath's survival of course, and many have committed suicide rather than fall into enemy hands, once reasonably certain their message has been received. That being said, one Astropath in the service of the Inquisition is known to have survived for six months within his saviour-chamber, while hideous Drugh slithered around the fortress and rasped ineffectually at the chamber's armoured hatch. By the time the fortress was retaken, the poor soul was quite insane, and put out of his misery soon after. The number of Kill-teams stationed in any given Watch Fortress varies enormously. Some are home to only a handful of Battle-Brothers, while others host several dozen Kill-teams. Despite the small number of warriors stationed on even the largest Watch Fortress, it would be suicide for an enemy to attempt an attack on one, even if its location could be determined. Each bristles with weaponry, much of it controlled by hard-wired Servitors or fired remotely by the Watch Commander's staff. Some are even said to be protected by great cannons and banks of missiles controlled by autonomous machine spirits. At the heart of each fortress is to be found a sealed vault, containing the most sensitive and valuable of assets. It is said that some of these vaults are encased within stasis fields; that time stands still within and even the most ancient and crumbling parchments can be preserved. Other vaults are said to be encased within quantum-displacement fields, so that they are not actually located in the Watch Fortress at all, but exist out of phase with it so that even should the fortress be destroyed the contents at its heart will survive. Exactly what is kept within these vaults depends upon the mission of the fortress and the threats it guards against. Some contain vast libraries of forbidden texts, knowledge so terrible they may only be consulted when the very fate of Humanity itself hangs in the balance. Alien artefacts of unknown or devastating potency might also be sealed within the vault, affording the savants of the Ordo Xenos the opportunity to study them whilst they are kept out of the hands of those who would use them for the detriment of Mankind. Some Watch Fortresses even maintain a stock of the most exotic of weapons, which are kept safe in the vault and only brought forth in the most dire of situations. Here are found the warheads of the cyclonic torpedoes used to enact Exterminatus upon a world. Some weapons are unique and so potentially devastating they may never be disturbed, the singular relics of the Dark Age of Technology. This includes such artefacts as the anti-baryon detonator held in a Watch Fortress at the heart of the Ghoul Stars, and the super-massive 'starbane' vortex cascade generator secreted within the eonAside from these sealed stocks of weaponry, each fortress contains vast stores of more conventional arms and ammunition. Sufficient stores to last for centuries without re-supply are held in the Watch Fortresses, as well as all of the heavy equipment normally utilised by the Space Marines such as artillery and vehicles. Many of the weapons are venerated relics, crafted by long-dead master-artisans whose names have become legendary amongst the Space Marines. The larger of the Watch Fortresses are home to all manner of training facilities. In vast domes, unique environments can be recreated in which the Battle-Brothers can perfect their battle drill and rehearse their missions. Some of these domes have been stocked with life forms, such as Death world flora and fauna, in order to create the most realistic training conditions possible. It has even been known for captured aliens to be set loose in the training domes, to be hunted down by the Kill Although no resource is spared the Kill-teams, it is usual that each Battle-Brother lives an austere existence in the Watch Fortress. It is common for each to maintain a personal shrine, at which he undertakes the devotions and rites particular to his own Chapter. A Battle-Brother seconded from the Ultramarines Chapter, for example, might maintain a simple chapel dedicated to the Primarch Roboute Guilliman, while one drawn from the Mortifactors Chapter might keep vigil before the flensed skulls of a hundred slain enemies. When not engaged upon a mission or a training exercise, and not meditating at his own chapel, the Space Marine may rest in a cell which is seldom more than a bare, stone-walled chamber. Space Marines require little sleep however, and most of the their time is spent either in battle, or preparing for it.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2204, + "rule_id": "pdf_skill_1801_watch_stations", + "title": "waTch sTaTiOns", + "content": "While Watch Fortresses are relatively scarce, there are far more\nof the smaller facilities known as Watch Stations. These are\noften no larger than a small escort ship, and some are little\nmore than a rockrete bunker situated upon a lonely mountain\ntop. Watch Stations are located so as to provide watch against a\nspecific threat, or to guard a particular location. They may have\nbeen placed centuries ago, perhaps on the word of a mystic’s\nprophecy or an especially auspicious reading of the Emperor’s\nTarot, or it may be that a great enemy was defeated at that\nlocation and its possible return is being guarded against.\nAs with the Watch Fortresses, Watch Stations can take\nmany forms. A great many are silent sentinels in orbit around\na world, while others are lonely towers standing guard over a\nlong dead battlefield. Watch Stations provide facilities for little\nmore than a single Kill-team and the Battle-Brothers are rarely\nstationed on one for any great length of time; the resources\nof the Deathwatch too scarce for every such station to be\npermanently staffed. Instead, Watch Stations may be used as\na staging point should a threat become apparent, and to this\nend they are always stocked with vast reserves of ammunition,\narms and equipment.\nWhile they are not always manned by Battle-Brothers, many\nWatch Stations are home to a skeleton crew of sensor-techs\nand watch-serfs. These live out their entire lives performing\ntheir duty, ever watchful for the threat of the alien and ready\nto call upon their masters should such an event occur. Many of\nthese serfs have lived and died and never met a Battle-Brother,\nyet all are indoctrinated and conditioned into their duty, and\ntheir watch never tires.\nA great many Watch Stations are not crewed by men at\nall, but are controlled by machine spirits. It is only by the\nblessings of the very highest acolytes of the Machine God that\nthis is possible, for such devices that can be entrusted are rare\nindeed. Orbiting many a Dead world might be found, by one\nwho knows to look, a silent mechanical picket, its glass eyes\nscrutinising the surface far below, its transmitters trained upon\ndistant relay stations.\nThe primary task of any Watch Station is to gather\ninformation and to pass this back to the Watch Fortress.\nThe nature of the information may be detailed activity logs\ncompiled by watch-serfs, or at the other extreme, it may be the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Stations", + "content": "While Watch Fortresses are relatively scarce, there are far more of the smaller facilities known as Watch Stations. These are often no larger than a small escort ship, and some are little more than a rockrete bunker situated upon a lonely mountain top. Watch Stations are located so as to provide watch against a specific threat, or to guard a particular location. They may have been placed centuries ago, perhaps on the word of a mystic's prophecy or an especially auspicious reading of the Emperor's Tarot, or it may be that a great enemy was defeated at that location and its possible return is being guarded against. As with the Watch Fortresses, Watch Stations can take many forms. A great many are silent sentinels in orbit around a world, while others are lonely towers standing guard over a long dead battlefield. Watch Stations provide facilities for little more than a single Kill-team and the Battle-Brothers are rarely stationed on one for any great length of time; the resources of the Deathwatch too scarce for every such station to be permanently staffed. Instead, Watch Stations may be used as a staging point should a threat become apparent, and to this end they are always stocked with vast reserves of ammunition, arms and equipment. While they are not always manned by Battle-Brothers, many Watch Stations are home to a skeleton crew of sensor-techs and watch-serfs. These live out their entire lives performing their duty, ever watchful for the threat of the alien and ready to call upon their masters should such an event occur. Many of these serfs have lived and died and never met a Battle-Brother, yet all are indoctrinated and conditioned into their duty, and their watch never tires. A great many Watch Stations are not crewed by men at all, but are controlled by machine spirits. It is only by the blessings of the very highest acolytes of the Machine God that this is possible, for such devices that can be entrusted are rare indeed. Orbiting many a Dead world might be found, by one who knows to look, a silent mechanical picket, its glass eyes scrutinising the surface far below, its transmitters trained upon distant relay stations. The primary task of any Watch Station is to gather information and to pass this back to the Watch Fortress. The nature of the information may be detailed activity logs compiled by watch-serfs, or at the other extreme, it may be the", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2205, + "rule_id": "pdf_skill_1802_quarantined_worlds", + "title": "Quarantined Worlds", + "content": "There are some worlds in the galaxy that are known to harbour life forms\nso dangerous or vile that the Imperium has imposed a quarantine upon them,\nthat none may set foot upon the surface. Many of these are classified as\nDeath Worlds, planets that teem with life forms so predatory that even\nthe most seasoned and well-equipped explorer is likely to be slain within\nminutes of disembarking his lander. Other quarantined worlds might\nharbour the remains of long extinct alien civilisations, and be host to\nthousands of sealed tombs within which lay relics too dangerous to be\nallowed to fall into the wrong hands. Some worlds harbour microscopic\nlife so deadly that to simply breathe the air would cause one to die\nhorribly within minutes.\nMany of these worlds are guarded by lonely Watch Stations, but there\nare simply too many of them across the galaxy for all of them to be\nwatched over in this way. Around these are placed beacons, warning\nany approaching spacecraft that to trespass further is to invite the\nretribution of the Inquisition. Those foolish enough to ignore these\nwarnings rarely survive whatever it is the beacons are warning against,\nbut their identities are logged nonetheless, so that the Inquisition might\nhunt down any survivors and punish them for their crime. Many are the\nbands of outcasts, rebels and pirates that have somehow survived the\nperils of a Death World, only to be hunted down and slain by a Deathwatch\nKill-team.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Quarantined Worlds", + "content": "There are some worlds in the galaxy that are known to harbour life forms so dangerous or vile that the Imperium has imposed a quarantine upon them, that none may set foot upon the surface. Many of these are classified as Death Worlds, planets that teem with life forms so predatory that even the most seasoned and well-equipped explorer is likely to be slain within minutes of disembarking his lander. Other quarantined worlds might harbour the remains of long extinct alien civilisations, and be host to thousands of sealed tombs within which lay relics too dangerous to be allowed to fall into the wrong hands. Some worlds harbour microscopic life so deadly that to simply breathe the air would cause one to die horribly within minutes. Many of these worlds are guarded by lonely Watch Stations, but there are simply too many of them across the galaxy for all of them to be watched over in this way. Around these are placed beacons, warning any approaching spacecraft that to trespass further is to invite the retribution of the Inquisition. Those foolish enough to ignore these warnings rarely survive whatever it is the beacons are warning against, but their identities are logged nonetheless, so that the Inquisition might hunt down any survivors and punish them for their crime. Many are the bands of outcasts, rebels and pirates that have somehow survived the perils of a Death World, only to be hunted down and slain by a Deathwatch Kill-team.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2206, + "rule_id": "pdf_skill_1803_recruitment", + "title": "recruiTmenT", + "content": "Those Chapters which undertook the great oath that created\nthe Deathwatch provide their most experienced xenos-fighters\nto serve in the Kill-teams, as do many other Chapters whose\nmasters were not present to take the original oath, but who\nhave since undertaken it. There are some particular Chapters\n(the Crimson Fists and Mantis Warriors amongst them) who\nmake it a point of pride to send many of their Space Marines\nto serve with the Deathwatch. Most Battle-Brothers are\nveterans of a hundred alien wars before being inducted into the\nDeathwatch, but selection is not made upon length of service\nalone. In theory, even a Scout that shows exceptional skill at\narms against the xenos may be selected to serve, although\nsuch an event is extremely rare. In the main, it is those Battlenot only survived, but prevailed, learning and passing on new\nmethods of defeating such foes. These warriors have faced\nhordes of Tyranid creatures so vast they spill over the horizon,\nand never once given an inch of ground. They have stood facewalked away the victor. They are masters at hunting down such\ndread beasts as the Ambull and the Clawed Fiend, and know\nevery deceitful ploy the Eldar are likely to utilise.\nAside from the obvious skill the warrior has displayed,\nperhaps more important is his purity of heart and his soundness\nof mind. To face the xenos is to bear witness to the most vile,\ndepraved horrors that creation can produce, as if the universe\nhad mutated and life itself turned against Mankind. Space\nMarines, above all others, are created to defend the Imperium\nfrom against the most severe of threats, and recognise the\ndangers aliens pose to Humanity. There are some intelligent\nraces that are so utterly different in form and nature that just\nto consider them is challenging, and to look upon them is\nmind shattering. In fact, some are so utterly alien that only an\nexperienced xenos fighter would recognise them at all, for they\nmay appear as pools of slime, a cloud of darting motes or a\nnoxious mist creeping along the ground.\nMany aliens make war upon Humanity in ways quite\nunimaginable to the common man. In fact, many are not making\nwar at all, from their own perspective at least, but are instead\nhunting prey, harvesting sustenance or subjugating recalcitrant\nslaves. A Space Marine inducted into the Deathwatch must be\nable to face all of these truths, and stand firm, his sanity intact.\nAnother theatre of war that the Space Marines are uniquely\nequipped to fight in is that of the microscopic. Every alien\nrace is the product of a unique biological inheritance, having\nevolved, in most cases, in an eco-system of limitless variety.\nEven non-violent contact with an alien might result in\nmicrobial contamination that would cause a normal man to\nsicken and die within hours. Space Marines are sealed within\nnigh-impenetrable armour and blessed with the very toughest\nof bio-engineered immune systems, and most importantly, well\nversed in the proper first contact doctrine (point one of which\nis to shoot first).\nThe process by which a Battle-Brother is selected for\nservice in the Deathwatch varies, but the most common is\nby recommendation of the Chapter’s Captains, Apothecaries", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Recruitment", + "content": "Those Chapters which undertook the great oath that created the Deathwatch provide their most experienced xenos-fighters to serve in the Kill-teams, as do many other Chapters whose masters were not present to take the original oath, but who have since undertaken it. There are some particular Chapters (the Crimson Fists and Mantis Warriors amongst them) who make it a point of pride to send many of their Space Marines to serve with the Deathwatch. Most Battle-Brothers are veterans of a hundred alien wars before being inducted into the Deathwatch, but selection is not made upon length of service alone. In theory, even a Scout that shows exceptional skill at arms against the xenos may be selected to serve, although such an event is extremely rare. In the main, it is those Battle-Brothers who have not only survived, but prevailed, learning and passing on new methods of defeating such foes. These warriors have faced hordes of Tyranid creatures so vast they spill over the horizon, and never once given an inch of ground. They have stood face-to-face with the most terrifying of alien monstrosities and walked away the victor. They are masters at hunting down such dread beasts as the Ambull and the Clawed Fiend, and know every deceitful ploy the Eldar are likely to utilise. Aside from the obvious skill the warrior has displayed, perhaps more important is his purity of heart and his soundness of mind. To face the xenos is to bear witness to the most vile, depraved horrors that creation can produce, as if the universe had mutated and life itself turned against Mankind. Space Marines, above all others, are created to defend the Imperium from the most severe of threats, and recognise the dangers aliens pose to Humanity. There are some intelligent races that are so utterly different in form and nature that just to consider them is challenging, and to look upon them is mind-shattering. In fact, some are so utterly alien that only an experienced xenos fighter would recognise them at all, for they may appear as pools of slime, a cloud of darting motes or a noxious mist creeping along the ground. Many aliens make war upon Humanity in ways quite unimaginable to the common man. In fact, many are not making war at all, from their own perspective at least, but are instead hunting prey, harvesting sustenance or subjugating recalcitrant slaves. A Space Marine inducted into the Deathwatch must be able to face all of these truths, and stand firm, his sanity intact. Another theatre of war that the Space Marines are uniquely equipped to fight in is that of the microscopic. Every alien race is the product of a unique biological inheritance, having evolved, in most cases, in an eco-system of limitless variety. Even non-violent contact with an alien might result in microbial contamination that would cause a normal man to sicken and die within hours. Space Marines are sealed within nigh-impenetrable armour and blessed with the very toughest of bio-engineered immune systems, and most importantly, well-versed in the proper first contact doctrine (point one of which is to shoot first). The process by which a Battle-Brother is selected for service in the Deathwatch varies, but the most common is by recommendation of the Chapter's Captains, Apothecaries", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2207, + "rule_id": "pdf_skill_1804_training", + "title": "Training", + "content": "Any Battle-Brother serving in the Deathwatch is by definition\namongst the most experienced of xenos-fighters in the entire\ngalaxy, yet he cannot possibly be as well-schooled in the\nmatter as a veteran Watch Captain or commander. The Brother\nmight have experienced combat against a hundred different\nalien races, but there are many thousands more he may never\nhave encountered or even heard of. The Deathwatch takes it\nupon itself to pass on every shred of knowledge possible to\nits warriors, through a myriad of different means.\nThe newly recruited Brother is initially subjected to a\ngruelling regime of hypno-indoctrination, in which his\nsubconscious mind is filled to overflowing with the details of\nevery known intelligent race, and many classed as mindless,\nyet highly dangerous animals. This process merely lays the\ngroundwork for further schooling and study, which unlocks\nthe full potential of the Space Marine’s superior mental\ncapacity. A warrior faced with a foe he has never before\nencountered may thus find that he recalls the exact weak spot\nthat must be targeted in order to it strike down.\nHypno-indoctrination is but the lesser part of a Deathwatch\nSpace Marine’s preparation, however, and he undertakes\nconstant training in the methods required to combat specific\nenemies. While much of this training is theoretical, some is\nvery real indeed. The Brother may be required to enter a\nsealed beast-chamber in which a captured alien combatant\nis entrapped. He is not allowed to exit until he has killed it,\noften armed with only his combat knife, with his bare hands\nand teeth or without his armour. Only when the Brother’s\nWatch Captain is satisfied that he is ready, and the Watch\nCommander concurs, is he authorised to take his place in a\nKill-team and undertake his first mission.\nheralDry Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Training", + "content": "Any Battle-Brother serving in the Deathwatch is by definition amongst the most experienced of xenos-fighters in the entire galaxy, yet he cannot possibly be as well-schooled in the matter as a veteran Watch Captain or commander. The Brother might have experienced combat against a hundred different alien races, but there are many thousands more he may never have encountered or even heard of. The Deathwatch takes it upon itself to pass on every shred of knowledge possible to its warriors, through a myriad of different means. The newly recruited Brother is initially subjected to a gruelling regime of hypno-indoctrination, in which his subconscious mind is filled to overflowing with the details of every known intelligent race, and many classed as mindless, yet highly dangerous animals. This process merely lays the groundwork for further schooling and study, which unlocks the full potential of the Space Marine's superior mental capacity. A warrior faced with a foe he has never before encountered may thus find that he recalls the exact weak spot that must be targeted in order to strike it down. Hypno-indoctrination is but the lesser part of a Deathwatch Space Marine's preparation, however, and he undertakes constant training in the methods required to combat specific enemies. While much of this training is theoretical, some is very real indeed. The Brother may be required to enter a sealed beast-chamber in which a captured alien combatant is entrapped. He is not allowed to exit until he has killed it, often armed with only his combat knife, with his bare hands and teeth or without his armour. Only when the Brother's Watch Captain is satisfied that he is ready, and the Watch Commander concurs, is he authorized to take his place in a Kill-team and undertake his first mission.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2208, + "rule_id": "pdf_skill_1805_deathwatch", + "title": "DeaThwaTch", + "content": "Upon joining the ranks of the Deathwatch, the Battle-Brother\nenacts a ritual in which his armour is repainted black. Not all\nof the armour is repainted however, for the right shoulder\nplate is left in its original colour so that the Brother’s parent\nChapter may be known. To obscure one’s Chapter icon is\nregarded as an act that would anger the armour’s war-spirit\ngreatly and invite its ire at a crucial moment in battle. Thus,\nthe origins of any Deathwatch warrior are clearly visible by\nthe heraldry displayed upon his right shoulder.\nOn the warrior’s left shoulder he bears with great pride\nthe ornate heraldry of the Deathwatch. The shoulder plate\nand the entire left arm is electroplated silver, and polished\nto a high shine. At the centre of the plate is the icon of\nthe Deathwatch — the Inquisitorial ‘I’, mounted with a\ndeath’s head and crossed bones. Around the icon passages\nfrom various devotional texts are engraved, including the\nCatechism of the Xenos and the Third Abjuration of Terra.\nSuch passages remind the Brother of his duty at all times, and\nit is not uncommon for him to recant the lines of such prayers\nin battle, steeling his heart and those of his comrades against\nthe evil of the xenos.\nAside from these details, the armour of a Deathwatch\nwarrior is often decorated with a combination of purity seals\nand holy icons and symbols unique to his parent Chapter.\nSpace Wolves, for example, commonly adorn their armour\nwith all manner of runes and talismans derived from the culture\nof their home world of Fenris, and these can often be seen\non the armour of Space Wolves serving in the Deathwatch.\nBlood Angels Space Marines are known to bear many small\nteardrop icons, while the Battle-Brothers of the Dark Angels\nChapter often carry small winged sword pendants.\nThe longer he serves in the Deathwatch, the more adorned\nwith purity seals and devotional scripts a warrior’s armour\nbecomes. Having faced the vilest horrors of the galaxy, the\nBattle-Brother knows that ultimately, it is faith that defeats\nthe xenos. While he carries the very finest arms and armour\navailable, purity is the most deadly weapon the Deathwatch\ncan bring to bear against their foe.\nwargear Of The", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Ritual", + "content": "Upon joining the ranks of the Deathwatch, the Battle-Brother enacts a ritual in which his armour is repainted black. The right shoulder plate is left in its original colour to display the Brother’s parent Chapter. Obscuring the Chapter icon is considered disrespectful to the armour’s war-spirit. The left shoulder bears the ornate heraldry of the Deathwatch, electroplated silver with the Inquisitorial ‘I’ icon. The armour is adorned with purity seals, holy icons, and symbols unique to the parent Chapter.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2209, + "rule_id": "pdf_skill_1806_deathwatch", + "title": "DeaThwaTch", + "content": "The Inquisition and the Deathwatch have access to a huge\nrange of weapons and artefacts that even the Space Marines\ndo not have. Quite apart from the highly specialised or unique\nitems, every single Deathwatch Space Marine is equipped with\nthe best wargear possible. Every boltgun is an artificer-crafted\nwork of art, created and maintained by the finest weapondown through generations of warriors, and is imbued with\nthe spirit of each. Every Space Marine that takes up a weapon\ngives unto it something of himself, and in return is blessed\nwith the protection of his forebears.\nMany of the weapons and suits of power armour in the\narmoury of the Deathwatch are revered as holy icons. Many\nhave individual names, taken from a former bearer or a great\ndeed performed. There are boltguns with names such as ‘Brother\nKalk’s Reaper’ and ‘Bane of Piscea’. There are suits of power\narmour called ‘Lord Odeck’s Deliverance’ and ‘Iron Spirit’.\nIn addition to the masterful craftsmanship with which each\nitem of wargear is maintained, much of the equipment of the\nDeathwatch utilises improvements and modifications known\nonly to the most senior of tech-adepts. It is a testament to the\nChapter’s status that it has access to the very highest echelons\nof the Cult Mechanicus, and to technological marvels beyond\neven the reach of the Space Marines. Perhaps the most obvious\nexpression of this access is to be seen in the many types of\nhighly specialised ammunition the Chapter uses. Through\ncountless engagements, the Chapter has developed specialised\npoisons keyed to the biology of specific aliens, and these can be\ndelivered by way of specialised bolt rounds. The Deathwatch\nmakes use of tracking devices that utilise otherwise lost\nbranches of technology, including electro-magnetic scanners,\nmotion detectors and co-efficient prognostication units. Each\nBattle-Brother commonly bears equipment only carried by\nspecialists in his own Chapter, ranging from melta-bombs to\nthe highly prized vortex grenade.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Equipment and Wargear", + "content": "The Inquisition and the Deathwatch have access to a huge range of weapons and artefacts that even the Space Marines do not have. Quite apart from the highly specialised or unique items, every single Deathwatch Space Marine is equipped with the best wargear possible. Every boltgun is an artificer-crafted work of art, created and maintained by the finest weapondown through generations of warriors, and is imbued with the spirit of each. Every Space Marine that takes up a weapon gives unto it something of himself, and in return is blessed with the protection of his forebears. Many of the weapons and suits of power armour in the armoury of the Deathwatch are revered as holy icons. Many have individual names, taken from a former bearer or a great deed performed. There are boltguns with names such as 'Brother Kalk's Reaper' and 'Bane of Piscea'. There are suits of power armour called 'Lord Odeck's Deliverance' and 'Iron Spirit'. In addition to the masterful craftsmanship with which each item of wargear is maintained, much of the equipment of the Deathwatch utilises improvements and modifications known only to the most senior of tech-adepts. It is a testament to the Chapter's status that it has access to the very highest echelons of the Cult Mechanicus, and to technological marvels beyond even the reach of the Space Marines. Perhaps the most obvious expression of this access is to be seen in the many types of highly specialised ammunition the Chapter uses. Through countless engagements, the Chapter has developed specialised poisons keyed to the biology of specific aliens, and these can be delivered by way of specialised bolt rounds. The Deathwatch makes use of tracking devices that utilise otherwise lost branches of technology, including electro-magnetic scanners, motion detectors and co-efficient prognostication units. Each Battle-Brother commonly bears equipment only carried by specialists in his own Chapter, ranging from melta-bombs to the highly prized vortex grenade.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2210, + "rule_id": "pdf_skill_1807_hands_or_claws_tentacles_or", + "title": "hands (or claws, tentacles or pseudopods) of the enemy. A", + "content": "vortex detonator is dangerous enough in the hands of a fully\ntrained Space Marine, but in the possession of a time-phasing\nalien infiltrator it could be devastating. In the rare event\nof such an item being lost on the field of battle, it is not\nuncommon for the Deathwatch to mount further missions,\nto recover or, if that is not possible, to destroy the item. The\nmost precious and dangerous assets are occasionally fitted\nwith denial-charges, in order to render them useless in the\nevent of their loss. Nevertheless, such items have occasionally\nfallen into the possession of the enemy, as was the case when\nthe third moon of Liberty became unstable in its orbit and\ncrashed to the planet’s surface, ultimately wiping out all life\non that world. This catastrophic event was caused by the\nloss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the\nDark Age of Technology that fell into the hands of the alien\nAntipath. Whether or not the Antipaths intended to detonate\nthe catalyst when they did, or whether its was a terrible\naccident, will never be known, but serves to demonstrate the\npotency of some of the weapons of the Deathwatch, and the\nconsequences of their loss.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hands of the Enemy", + "content": "Vortex detonator is dangerous enough in the hands of a fully trained Space Marine, but in the possession of a time-phasing alien infiltrator it could be devastating. In the rare event of such an item being lost on the field of battle, it is not uncommon for the Deathwatch to mount further missions, to recover or, if that is not possible, to destroy the item. The most precious and dangerous assets are occasionally fitted with denial-charges, in order to render them useless in the event of their loss. Nevertheless, such items have occasionally fallen into the possession of the enemy, as was the case when the third moon of Liberty became unstable in its orbit and crashed to the planet’s surface, ultimately wiping out all life on that world. This catastrophic event was caused by the loss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the Dark Age of Technology that fell into the hands of the alien Antipath. Whether or not the Antipaths intended to detonate the catalyst when they did, or whether its was a terrible accident, will never be known, but serves to demonstrate the potency of some of the weapons of the Deathwatch, and the consequences of their loss.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2211, + "rule_id": "pdf_skill_1808_the_xenos_threat", + "title": "The XenOs ThreaT", + "content": "“Do not ask, ‘Why kill the alien?’ rather ask, ‘Why not?’”\n–Battle-Brother Artemis\nThe threat posed by the many alien species of the galaxy\nmanifests itself in many different forms. Some species are\novertly hostile, while others are more pernicious. Some regard\nMankind as nothing more than a food source, while others\nseek to twist and manipulate it to their own advantage. There\nare those alien empires that would dominate Humanity, and\nothers that would simply eradicate every last trace of it.\nAside from the obvious threat of outright war and invasion,\nand the loss of worlds, lives and resources that accompanies\nit, the dangers posed by the xenos can be far more insidious\nand subtle. Some races seek to infiltrate individual societies\nand corrupt them from within, weakening them against the\neventual invasion, or precipitating outright revolution in\nwhich the aliens themselves are installed as masters. There\nare those foolish or dispossessed of some communities that\nwillingly turn to the xenos for salvation when their own\nlot appears so desperate that even faith in the Emperor is\ninsufficient. Alien emissaries and demagogues move amongst\nthe outcasts and the desperate, establishing themselves\nas saviours or visionaries, and slowly replacing the GodSometimes this is accompanied by simple guile, but all too\noften domination is achieved by way of psychic or genetic\nmanipulation, enslaving entire planetary populations to the\nwill of the xenos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Xenos Threat", + "content": "The threat posed by the many alien species of the galaxy manifests itself in many different forms. Some species are overtly hostile, while others are more pernicious. Some regard Mankind as nothing more than a food source, while others seek to twist and manipulate it to their own advantage. There are those alien empires that would dominate Humanity, and others that would simply eradicate every last trace of it. Aside from the obvious threat of outright war and invasion, and the loss of worlds, lives and resources that accompanies it, the dangers posed by the xenos can be far more insidious and subtle. Some races seek to infiltrate individual societies and corrupt them from within, weakening them against the eventual invasion, or precipitating outright revolution in which the aliens themselves are installed as masters. There are those foolish or dispossessed of some communities that willingly turn to the xenos for salvation when their own lot appears so desperate that even faith in the Emperor is insufficient. Alien emissaries and demagogues move amongst the outcasts and the desperate, establishing themselves as saviours or visionaries, and slowly replacing the GodSometimes this is accompanied by simple guile, but all too often domination is achieved by way of psychic or genetic manipulation, enslaving entire planetary populations to the will of the xenos.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2212, + "rule_id": "pdf_skill_1809_the_deathwatch_and_the_codex_a", + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little\nresemblance to that laid down in the Codex Astartes. While a regular, ‘Codex’ Chapter is organised so as\nto be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the\nDeathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to\ntailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready\nto oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy\nthreats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly\nadapt to an ever-changing strategic situation.\nThe Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even\nif a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from\nattack bikes to strike cruisers, for use as and when required.\nIn structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex\nAstartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any\nway the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in\nthe next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war\nclad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several\nKill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced.\nIt is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience\na period in which they must adjust to this foreign mode of organisation. This is especially the case when it\ncomes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors.\nIn practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that\ndo are often the most highly effective of warriors.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE DEATHWATCH AND THE CODEX ASTARTES", + "content": "Although counted as a Chapter, the Deathwatch has a highly unusual organisation, which bears little resemblance to that laid down in the Codex Astartes. While a regular, 'Codex' Chapter is organised so as to be highly mobile and flexible, and to be deployed almost anywhere in the galaxy on short notice, the Deathwatch often focuses on one threat, in one region. This means that a Watch Commander is able to tailor his forces to the task at hand. Some Watch Fortresses stand guard over vast Ork empires, ever ready to oppose the nigh-unstoppable invasions they periodically unleash. Others guard against more shadowy threats, far harder to detect yet every bit as dangerous. Still more face a myriad of foes and must constantly adapt to an ever-changing strategic situation. The Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even if a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from attack bikes to strike cruisers, for use as and when required. In structure, the Deathwatch does not adhere to the strict organisation of squads and companies that the Codex Astartes dictates. The only relevant tactical unit is the Kill-team, which may be organised and equipped in any way the Watch Captains deem appropriate. In one mission the team may go to war on Space Marine bikes, and in the next mounted on a mighty Land Raider. Those Battle-Brothers with the requisite knowledge might go to war clad in hulking Terminator armour, or in lightweight Scout armour with chameleonic cloaks. Occasionally, several Kill-teams are combined into a larger force, a sure sign that a highly dangerous foe is to be faced. It is perhaps inevitable that Space Marines new to a term of service in the Deathwatch might experience a period in which they must adjust to this foreign mode of organisation. This is especially the case when it comes to Chapters that adhere rigidly to the Codex Astartes, such as the Ultramarines and their Successors. In practice, a Battle-Brother who could not adjust would not be sent to the Deathwatch, and those that do are often the most highly effective of warriors.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2213, + "rule_id": "pdf_skill_1810_the_tyranid_hive_fleets", + "title": "The TyraniD hive fleeTs", + "content": "“We must scour them from the stars before they do the same to us.”\n–Chaplain Cassius of the Ultramarines\nThe Tyranids are the most alien of the races to curse the galaxy\nwith their existence. An elemental force, they mass in voidstop. The Tyranids are believed to have migrated from beyond\nthe known galaxy in search of new systems to consume;\nravening swarms descending upon planets and stripping them\nof all life. Every living thing is consumed, brought back to\nthe hive ships and dissolved into a rich biological gruel from\nwhich new Tyranid organisms are grown. When the Tyranids\nmove on in search of fresh prey, they leave planets as nothing\nbut balls of scoured rock in their wake.\nUnlike many other alien threats facing Mankind, the\nTyranids are an entirely new enemy. The arrival of this galactic\nthreat first came to light when Inquisitor Kryptman of the\nOrdo Xenos recovered a data-slate from the barren husk\nthat had once been the Imperial world of Tyran. The alien\nfleets were composed of an innumerable tide of living craft,\nfrom biological attack vessels to gargantuan, tentacled hive\nships — all cells in a single alien organism that threatened to\ndevour the Imperium. Codified as ‘Behemoth’, the Tyranid\ninvasion devoured entire sectors, and culminated in one of\nthe largest space battles in the Imperium’s history, around\nthe rings of Circe. Both the Ultramarines and Battlefleet\nTempestus suffered terrible casualties before the invasion was\nfinally broken.\nDespite the great victory won at Circe, it was soon\ndiscovered that defeating the Tyranids was not such a simple\nmatter. Although the vast bulk of the Tyranids’ vessels were\ndestroyed, the smaller ones scattered, and soon small ‘splinter\nfleets’ were appearing across the Eastern Fringe. But a fraction\nof the size of Behemoth, even the smallest of the splinter fleets\nis capable of laying waste to an entire world, and the largest\nthat have been faced, in particular those currently active in\nthe Jericho Reach region, consist of vast swarms capable of\noverrunning entire star systems.\nDuring the bitter fighting against Behemoth, the\nDeathwatch undertook a number of vital missions, including\nnigh-suicidal boarding actions against the largest of vessels,\nwhich were theorised to have some sort of control function\nover the hive fleet. During these missions, much vital\nexperience was earned, and this was soon expanded as Space\nMarines of the Ultramarines Chapter, which had borne the\nbrunt of the fighting, took service in the Deathwatch.\nMany in the higher echelons of the Imperium’s command\nstructure believe the dire threat represented by Behemoth\nto have been averted. While efforts to defeat the remaining\nsplinter fleets are ongoing, the leaders give thanks that the hive\nfleet was destroyed, even if the cost was almost unbearably\nhigh. There are many in the Ordo Xenos who are not so\nsure however, and counsel vigilance against the return of the\nTyranids. Many are the Watch Stations of the Deathwatch\nthat have turned their unblinking eyes upon the darkness of\ninterstellar space, ever watchful for the stars being snuffed out\nby the innumerable vessels of another Tyranid hive fleet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Tyranid Hive Fleets", + "content": "The Tyranids are the most alien of the races to curse the galaxy with their existence. An elemental force, they mass in voidstop. The Tyranids are believed to have migrated from beyond the known galaxy in search of new systems to consume; ravening swarms descending upon planets and stripping them of all life. Every living thing is consumed, brought back to the hive ships and dissolved into a rich biological gruel from which new Tyranid organisms are grown. When the Tyranids move on in search of fresh prey, they leave planets as nothing but balls of scoured rock in their wake. Unlike many other alien threats facing Mankind, the Tyranids are an entirely new enemy. The arrival of this galactic threat first came to light when Inquisitor Kryptman of the Ordo Xenos recovered a data-slate from the barren husk that had once been the Imperial world of Tyran. The alien fleets were composed of an innumerable tide of living craft, from biological attack vessels to gargantuan, tentacled hive ships — all cells in a single alien organism that threatened to devour the Imperium. Codified as ‘Behemoth’, the Tyranid invasion devoured entire sectors, and culminated in one of the largest space battles in the Imperium’s history, around the rings of Circe. Both the Ultramarines and Battlefleet Tempestus suffered terrible casualties before the invasion was finally broken. Despite the great victory won at Circe, it was soon discovered that defeating the Tyranids was not such a simple matter. Although the vast bulk of the Tyranids’ vessels were destroyed, the smaller ones scattered, and soon small ‘splinter fleets’ were appearing across the Eastern Fringe. But a fraction of the size of Behemoth, even the smallest of the splinter fleets is capable of laying waste to an entire world, and the largest that have been faced, in particular those currently active in the Jericho Reach region, consist of vast swarms capable of overrunning entire star systems. During the bitter fighting against Behemoth, the Deathwatch undertook a number of vital missions, including nigh-suicidal boarding actions against the largest of vessels, which were theorised to have some sort of control function over the hive fleet. During these missions, much vital experience was earned, and this was soon expanded as Space Marines of the Ultramarines Chapter, which had borne the brunt of the fighting, took service in the Deathwatch. Many in the higher echelons of the Imperium’s command structure believe the dire threat represented by Behemoth to have been averted. While efforts to defeat the remaining splinter fleets are ongoing, the leaders give thanks that the hive fleet was destroyed, even if the cost was almost unbearably high. There are many in the Ordo Xenos who are not so sure however, and counsel vigilance against the return of the Tyranids. Many are the Watch Stations of the Deathwatch that have turned their unblinking eyes upon the darkness of interstellar space, ever watchful for the stars being snuffed out by the innumerable vessels of another Tyranid hive fleet.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2214, + "rule_id": "pdf_skill_1811_eldar_warhosts", + "title": "elDar warhOsTs", + "content": "“Compared to them we are but children. Sadly, it is the way of things\nthat children never learn from the errors of previous generations, and\nare ever doomed to repeat them.”\n–Inquisitor Czevak\nAs a race, the Eldar are largely gone from the galaxy, their power\nhaving waned long ago due to their own folly. Now, this once\nhighly advanced race of graceful aesthetes clings to existence\naboard lonely world-vessels slowly plying the void. Yet millennia\nago, these enigmatic and otherworldly aliens ruled the entire\ngalaxy; they seeded whole worlds, and wielded the power of the\nvery gods. Still, it is said that the Eldar refuse to fade into the\nblackness of the void, and that the race is a powerful force yet.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Eldar Warhosts", + "content": "As a race, the Eldar are largely gone from the galaxy, their power having waned long ago due to their own folly. Now, this once highly advanced race of graceful aesthetes clings to existence aboard lonely world-vessels slowly plying the void. Yet millennia ago, these enigmatic and otherworldly aliens ruled the entire galaxy; they seeded whole worlds, and wielded the power of the very gods. Still, it is said that the Eldar refuse to fade into the blackness of the void, and that the race is a powerful force yet.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2215, + "rule_id": "pdf_skill_1812_tau_expansions", + "title": "Tau eXpansiOns", + "content": "“Their time shall come, fear not. Let them believe themselves\nour betters, let them think they can turn our worlds to their sick\nphilosophy. They think in decades; we think in centuries. When the\ntime is come, we’ll crush this so-called ‘Empire’ completely, and grind\nit to dust beneath our heels.”\n–Lord-Consul Lastant at the Treaty of Gharak\nThe Tau are a young race, only recently come into contact with\nHumanity. They seek to bring the enlightenment and unity\nof the ‘Greater Good’ to those who will join them. While the\nImperium is beset on all sides, the Tau Empire grows stronger\nand stronger. In the Eastern Fringe, far from the power of\nTerra, world after world has fallen to their dynamic expansion.\nWhere a world refuses to join the Tau Empire, all resistance is\nswept aside, whether it is philosophical or military, for the Tau\nbelieve that the Greater Good can overcome any obstacle.\nThe relatively small size of the Tau Empire belies the\nreal danger it poses to the Imperium. While the race is not\novertly hostile, and is perfectly willing to trade and treat\nwith the Imperium, the philosophy of the Greater Good is\nconsidered pernicious and insidious. While the peoples of\nthe Imperium are ruled according to the brutal realities of\nsurvival in a hostile galaxy, the Tau preach that all should\nbe equal, and only then can the entire empire go forward, as\none. They are guided by a caste of rulers and spiritual leaders\ncalled Ethereals, who appear to be able to inspire in the Tau a\ncurious combination of duty and contentment. The Imperium\nhas no concern if its citizens are content, so long as they do\ntheir duty; to the Tau the two concepts are one and the same.\nThere are those amongst the Imperium’s highest echelons of\ncommand that worry that the Tau’s doctrine of collectivism\nmight spread through the populations of human worlds they\ncome into conflict with. Were that to happen, it is feared,\nsurely chaos and anarchy would follow.\nWhile the Imperium has fought one major, and many\nsmaller wars against the Tau Empire, there has been a fair\ndegree of contact, and at times, cooperation. The Tau, it\nappears, appreciate that they will not conquer the Imperium\nby military force, and instead await the time when Humanity\nwill see the wisdom of the Greater Good and join the Tau. The\nconfrontations that have occurred are, in the main, confined\nto small regions, although the recent conflict in the Jericho\nReach has caused many to suspect the Tau of escalating their\nattacks for greater gains.\nThe Ordo Xenos seeks to study the Tau, for some amongst\nits number covet the selfless willingness with which they\nfollow and obey the Ethereals. It is not currently known\nwhether the Ethereals exert some form of low level psychic\nmind control over their subjects, the effect is pheromonevery nature. Needless to say, there are those who would relish\nthe chance for further study.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Expansions", + "content": "The Tau are a young race, seeking to bring the enlightenment and unity of the 'Greater Good' to those who will join them. The Tau Empire grows stronger in the Eastern Fringe, sweeping aside resistance with their philosophy. The danger they pose to the Imperium is underestimated due to their size. The Tau preach equality and unity, guided by Ethereals. Imperium fears the spread of Tau collectivism. Contact and cooperation have occurred between Imperium and Tau, with conflicts mainly confined to small regions. Ordo Xenos studies the Tau, intrigued by their obedience to Ethereals.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2216, + "rule_id": "pdf_skill_1813_enslaver_plagues", + "title": "enslaver plagues", + "content": "“Call them what you will—Krell, Psyrens or Enslavers. Just one\nwitch, unsanctioned, caused the destruction of Hive Skorpios when\none of those things used her brain as a gateway to this world. Within\nthree days the entire hive’s population was reduced to drooling mindbecause the governor thought his family should be exempt from the\npsyker cull and refused to give his daughter to the Black Ships.”\n–Inquisitor Mallen, Ordo Xenos\nThe Enslavers represent a form of life entirely anathema to\nany other in the galaxy. Though biological, these beings\nappear to exist primarily in the warp, yet no details of their\nnature are known. What makes the race dangerous to the\nImperium, and indeed to all life in the galaxy, is the fact\nthat the Enslavers make incursions into the material universe\nwhich, if not checked, soon escalate into planet-wide plagues.\nIn such a case, Exterminatus is a merciful end to the planet’s\nenslaved population.\nWhat is known of the Enslavers is that, from the warp, they\nare able to detect the presence of powerful, yet unprotected\npsykers in the material realm, and use their minds to create\na portal between the two dimensions. This process is a gross\nblasphemy in itself, for the unfortunate victim’s body is\ntransformed into a distended, writhing archway, the pulsating\ndarkness of the abyss at its core. Through this gateway, the\nEnslavers pour in ever-greater numbers. Having established\nthemselves in the material universe, these vile creatures\nenslave any and all intelligent life forms within range, taking\ncomplete control of their bodies, and using them as an army\nof mind-slaved drones.\nTo be enslaved is said to be amongst the worst possible fates\nthat can befall a man. While his mind remains fully aware of\nhis plight, his body is no longer his to control. He is nothing\nbut a puppet of the Enslavers, to be used as they wish. The\naliens have no knowledge or concern for the physical well\nbeing of their drones, and use them until they fail, whether\nthrough starvation, neglect or wounding. The drones stumble\nforward under the crude control of their masters, forced\nagainst their will to bear arms against their own. As the\nEnslaver Plague, as these catastrophes are known, progresses,\never greater numbers of meat-puppets are enslaved, until vast,\nuncountable hordes of drones overwhelm the planet. What\nhappens once the Enslavers’ victory is achieved is unknown,\nand frankly too horrible to consider.\nAlthough not as prevalent a threat as other alien races,\nthe Enslavers are nonetheless guarded against with utmost\nvigilance. Punitive Deathwatch actions are launched at\nthe slightest suspicion of imminent plague, for the span of\ntime between the appearance of the first gateway and total,\noverwhelming infestation can be shockingly rapid. Predicting\nwhere such plagues might occur is nigh impossible, except\nperhaps with frequent and skilled recourse to the Emperor’s\nTarot. Ultimately, the only way to be sure that no plagues\ntake place is by way of stringent psyker culls and the eternal\nmission of the Black Ships.\nrise Of The ancienTs\n“There are shrivelled things laying in cold tombs far below the\nsurface of dead worlds that once bestrode the galaxy. And there are\nthose who by their deeds would awaken such creatures. Not on my\nwatch...”\n–Brother Fenrik Red-Eye of the Deathwatch\nThe galaxy is truly ancient, and evidence of extinct stellar\nempires abounds. Countless human cities have been built\nover the crumbling remains of far older civilisations, with\nno concern of what might slumber in dusty tombs far below\nthe ground. There exist entire hive cities hollowed into the\ninnards of miles-high alien structures. Even on the most long\nsettled and heavily populated worlds, out in the wilderness\nzones might stand wind-wracked obelisks built by unknown\nmasons. In many cases, the world’s original colonists would\nhave fought a war of extermination against whatever intelligent\nlife dwelled there first; on others, the aliens had died off or\ndeparted millennia before Mankind even set foot there.\nThere are those whose mission it is to ensure that the myriad\nlost empires of the galaxy stay that way. Inquisitors of the\nOrdo Xenos and their Deathwatch allies hunt down any trace\nof these extinct galactic empires, and seek out signs of their\ncontinued existence. This is because despite the fact that the\nlost empires are no longer a power, there are those who would\nsee them returned to their former status. These might be the\nfallen alien descendents of the once-mighty ancients, lurking\nin the wilderness and working unseen to renew their ancestors’\npower. In some cases, deluded humans work to resurrect lost\nalien civilisations, perhaps having acquired a fragment of lost\nand forbidden knowledge, or having fallen under the power\nof some artefact recovered from a sacred site.\nSome Inquisitors within the Ordo Xenos discern patterns\nof alien activity wherever they look. While those at the\nfrontlines may only perceive that which they face in the heat\nof battle, the oldest and wisest of Inquisitors and savants take\nnote of locations of tomb-worlds across entire sectors, regions,\nsegmentae and indeed, the galaxy. While many take their dire\nwarnings as the ravings of blasted old men, others see truth\nin their words, and fear what might become of Mankind were\nthese patterns to align, were the ancients themselves to awaken\naccording to some aeons-old configuration. The Jericho Reach\nis a region where such dark patterns have emerged, though\ntheir meaning defies human intelligence and sanity.\nSome amongst the Ordo Xenos believe that Mankind’s\ndoom will not come at the hand of any of the races extant\ntoday, but due to the deeds of the ancients themselves. They\nclaim that the Emperor’s Tarot is revealing ever more dire\nportents, warning of an age when the soulless minions of\nlong dead gods will rise from their tombs and harvest every\nlife form in the galaxy. They speak of alien savages lurking in\nthe jungles of distant fringe worlds casting off the mantle of\nignorance and reclaiming that which was once theirs. They\nspeak of the very gods themselves returning to do battle\nagainst one another; a war in which Mankind may be the\nfirst casualty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Enslaver Plagues", + "content": "Call them what you will—Krell, Psyrens or Enslavers. Just one witch, unsanctioned, caused the destruction of Hive Skorpios when one of those things used her brain as a gateway to this world. Within three days the entire hive’s population was reduced to drooling mind because the governor thought his family should be exempt from the psyker cull and refused to give his daughter to the Black Ships. The Enslavers represent a form of life entirely anathema to any other in the galaxy. Though biological, these beings appear to exist primarily in the warp, yet no details of their nature are known. What makes the race dangerous to the Imperium, and indeed to all life in the galaxy, is the fact that the Enslavers make incursions into the material universe which, if not checked, soon escalate into planet-wide plagues. In such a case, Exterminatus is a merciful end to the planet’s enslaved population. What is known of the Enslavers is that, from the warp, they are able to detect the presence of powerful, yet unprotected psykers in the material realm, and use their minds to create a portal between the two dimensions. This process is a gross blasphemy in itself, for the unfortunate victim’s body is transformed into a distended, writhing archway, the pulsating darkness of the abyss at its core. Through this gateway, the Enslavers pour in ever-greater numbers. Having established themselves in the material universe, these vile creatures enslave any and all intelligent life forms within range, taking complete control of their bodies, and using them as an army of mind-slaved drones. To be enslaved is said to be amongst the worst possible fates that can befall a man. While his mind remains fully aware of his plight, his body is no longer his to control. He is nothing but a puppet of the Enslavers, to be used as they wish. The aliens have no knowledge or concern for the physical well being of their drones, and use them until they fail, whether through starvation, neglect or wounding. The drones stumble forward under the crude control of their masters, forced against their will to bear arms against their own. As the Enslaver Plague, as these catastrophes are known, progresses, ever greater numbers of meat-puppets are enslaved, until vast, uncountable hordes of drones overwhelm the planet. What happens once the Enslavers’ victory is achieved is unknown, and frankly too horrible to consider. Although not as prevalent a threat as other alien races, the Enslavers are nonetheless guarded against with utmost vigilance. Punitive Deathwatch actions are launched at the slightest suspicion of imminent plague, for the span of time between the appearance of the first gateway and total, overwhelming infestation can be shockingly rapid. Predicting where such plagues might occur is nigh impossible, except perhaps with frequent and skilled recourse to the Emperor’s Tarot. Ultimately, the only way to be sure that no plagues take place is by way of stringent psyker culls and the eternal mission of the Black Ships.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2217, + "rule_id": "pdf_skill_1814_deathwatch_missions", + "title": "DeaThwaTch missiOns", + "content": "“He who allows the alien to live, shares its crime of existence.”\n–Inquisitor Apollyon\nThe ancient oaths under which the Deathwatch was formed bind\nit to the combating of the xenos menace, wherever it may be\nfound and whatever form it might take. The missions undertaken\nby the Deathwatch are many and varied, and range from standing\nsentinel against a general threat to accompanying an alienknown space. Despite the variety of mission profiles in which\nthe Deathwatch excels, there are a number that form the basis of\nmost operations.\nOne of the simplest, yet arguably the most taxing, duties of\nthe Deathwatch is to stand eternal vigil against the actions of the\nxenos. This is the basis of the system of Watch Fortresses and\nWatch Stations. Each is located in an area where there exists a\nknown threat, or in a strategically significant region through which\nsuch a threat might approach Imperial worlds. An example of the\nformer would be a Watch Station placed on the outer reaches of\na system known to harbour the remains of an ancient xenos race,\nwith its mission being to guard against the enemy’s return. An\nexample of the latter would be a Watch Fortress positioned at the\nconfluence of known warp routes, along which alien invasions are\nknown or are likely to travel.\nInvestigation of potential threats is a vital task of the Deathwatch.\nIndividual Kill-teams are often called upon to perform sweeps of\nareas in which dangerous aliens are suspected of operating. Newly\ndiscovered worlds, visited by Explorators or Rogue Traders may\nbe judged as dangerous, and require a Deathwatch investigation,\nsometimes accompanied by an Inquisitor or other specialists. Such\nmissions can be perilous and the Kill-teams must be well prepared\nto face any threat. They are frequently undertaken far from any\npossibility of reinforcement or rescue should things go awry, so\nthe Battle-Brothers must look to each other for support, and\ncarry with them as much ammunition as possible. Investigation\nmissions can take the Kill-team to a staggering variety of worlds\nand environments, all of which its members must be prepared for.\nThe Battle-Brothers might be expected to cross a burning desert\nof jagged sulphur crystals, or acid swamps infested with alien\npredators. In all likelihood, intelligence as to the nature of any", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Missions", + "content": "The ancient oaths under which the Deathwatch was formed bind it to combating the xenos menace. Missions range from standing sentinel against threats to investigating potential dangers in various environments.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2218, + "rule_id": "pdf_skill_1815_joint_operations", + "title": "JOinT OperaTiOns", + "content": "While the vast majority of the missions the Deathwatch\nperforms are undertaken alone, far from witnesses, they\nsometimes form part of a larger, strategic picture. It might be,\nfor example, that a massive push by the Imperial Guard is only\nmade possible because a Deathwatch Kill-team disabled the\nenemy’s high command structure, sending the entire xenos\narmy into disarray. In all likelihood, the Kill-team’s actions go\nunheralded, for as the Chamber Militant of the Ordo Xenos,\nthe Deathwatch must remain in the shadows lest the myriad\nalien foes of Mankind learn of its activities.\nNonetheless, there are times when an Imperial Guard trooper\nfinds himself fighting alongside a black-clad Space Marine,\nif only for a brief period before the tides of battle separate\nthem once more. To witness such a mighty warrior in action", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Joint Operations", + "content": "While the vast majority of the missions the Deathwatch performs are undertaken alone, they sometimes form part of a larger, strategic picture. It might be, for example, that a massive push by the Imperial Guard is only made possible because a Deathwatch Kill-team disabled the enemy's high command structure, sending the entire xenos army into disarray. In all likelihood, the Kill-team's actions go unheralded, for as the Chamber Militant of the Ordo Xenos, the Deathwatch must remain in the shadows lest the myriad alien foes of Mankind learn of its activities. Nonetheless, there are times when an Imperial Guard trooper finds himself fighting alongside a black-clad Space Marine, if only for a brief period before the tides of battle separate them once more. To witness such a mighty warrior in action", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2219, + "rule_id": "pdf_skill_1816_catechism_of_the_xenos", + "title": "CATECHISM OF THE XENOS", + "content": "To be Unclean\nThat is the Mark of the Xenos\nTo be Impure\nThat is the Mark of the Xenos\nTo be Abhorred\nThat is the Mark of the Xenos\nTo be Reviled\nThat is the Mark of the Xenos\nTo be Hunted\nThat is the Mark of the Xenos\nTo be Purged\nThat is the fate of the Xenos\nTo be Cleansed\nFor that is the fate of all Xenos\n–Extract from the Third Book of Indoctrination\nThe Jericho•\nThe DoMains of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "CATECHISM OF THE XENOS", + "content": "To be Unclean That is the Mark of the Xenos To be Impure That is the Mark of the Xenos To be Abhorred That is the Mark of the Xenos To be Reviled That is the Mark of the Xenos To be Hunted That is the Mark of the Xenos To be Purged That is the fate of the Xenos To be Cleansed For that is the fate of all Xenos –Extract from the Third Book of Indoctrination The Jericho• The DoMains of", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2220, + "rule_id": "pdf_skill_1817_reach", + "title": "Reach", + "content": "“It is born of blood and darkness and to blood and darkness it shall\nreturn.”\n–Words spoken during a reading of the Emperor’s Tarot at\nthe outset of the Achilus Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Reach", + "content": "It is born of blood and darkness and to blood and darkness it shall return. Words spoken during a reading of the Emperor's Tarot at the outset of the Achilus Crusade", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2221, + "rule_id": "pdf_skill_1818_using_the_jericho_reach", + "title": "usinG The Jericho reach", + "content": "This chapter presents a view of the Jericho Reach,\nimportant locations within it, and some details of the\nmomentous events that are unfolding within it. This\ninformation is intended to provide Game Masters\nwith a ready-made setting for their Deathwatch games\nand campaigns and to act as the context for future\nsupplements and adventures. The Jericho Reach is\nintended to show the many faces of the Imperium at\nwar: its dynamism, hubris, heroism, and blindness.\nIt also provides an example of the enemies that the\nImperium faces and how they can interact to produce\na deadly situation in which victory for one side or the\nother is not assured. It also shows one example of how\nthe Deathwatch can operate and how their traditions\nand duty set them apart from the other forces of the\nImperium that also fight in the Jericho Reach.\nIt is important to note that a Game Master should\nfeel encouraged to use and modify the Jericho Reach as\nit is presented here: make it the setting you want, take\nwhat you like, discard what you do not, and modify it\nas you need. This is your game, and the universe it is set\nin is for you to realise as you see fit. Keep your bolt gun\nloaded, your eyes vigilant for dark patterns, and enjoy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using The Jericho Reach", + "content": "This chapter presents a view of the Jericho Reach, important locations within it, and some details of the momentous events that are unfolding within it. This information is intended to provide Game Masters with a ready-made setting for their Deathwatch games and campaigns and to act as the context for future supplements and adventures. The Jericho Reach is intended to show the many faces of the Imperium at war: its dynamism, hubris, heroism, and blindness. It also provides an example of the enemies that the Imperium faces and how they can interact to produce a deadly situation in which victory for one side or the other is not assured. It also shows one example of how the Deathwatch can operate and how their traditions and duty set them apart from the other forces of the Imperium that also fight in the Jericho Reach. It is important to note that a Game Master should feel encouraged to use and modify the Jericho Reach as it is presented here: make it the setting you want, take what you like, discard what you do not, and modify it as you need. This is your game, and the universe it is set in is for you to realise as you see fit. Keep your bolt gun loaded, your eyes vigilant for dark patterns, and enjoy.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2222, + "rule_id": "pdf_skill_1819_the_well_of_night", + "title": "THE WELL OF NIGHT", + "content": "“The greatest gift Mankind is blessed with is an inability to conceive\nof its true place in the universe—that of a pitiable shred of matter\nlost in an endless sea of crushing darkness—a gift without which the\nentire species would have slit its collective throat at birth.”\n–The Arch-Heretic Elak Sarda\nhe Well of Night is the name the first Imperial probe ships\nthat passed through the Maw-side aperture of the Warp Gate\ngave to the stellar dead zone that awaited them on the other\nside. An immense swathe of chill nothingness devoid of stars or\nworlds, its empty wastes are broken only by drifting invisible\ndust clouds of particulates that can shred hull armour as surely\nas a missile salvo and deadly null-energy reefs that can leave\na ship floundering and powerless before the merciless cold\nvoid. At the heart of this killing darkness, seemingly static\nand unmoving, stands the Jericho Gate aperture.\nSince the Warp Gate’s discovery, repeated attempts have\nbeen made to fashion a permanent base in proximity to the\nJericho aperture. This has met with repeated failure, both due\nto the transitory perils of the Well of Night itself and the\ninfrequent but deadly gravitic distortions and energy waves\nput off by the gate. As a compromise, the Adeptus Mechanicus\nmaintains a warship, usually of no less than cruiser class, on\nrotating station near the gate aperture to monitor it and serve\nas a relay point for ships transiting through. Although the\nnominal tenure for these ships is ten months, it is rumoured\nin Imperial Navy circles that no single vessel during the last\ndecade has lasted more than seven months before having to\nsend for relief and quit its post thanks to hull degradation and\nmounting damage. In fact, an orbital dock above the Forge\nworld of Lathe-Het in the Calixis Sector is now set aside\npermanently to attend to this ongoing need for repair.\nSuffice to say, once passing through the Warp Gate, ships\nseldom tarry long in the Well of Night before travelling on\nunder normal warp drive to their selected destination.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE WELL OF NIGHT", + "content": "The Well of Night is the name the first Imperial probe ships that passed through the Maw-side aperture of the Warp Gate gave to the stellar dead zone that awaited them on the other side. An immense swathe of chill nothingness devoid of stars or worlds, its empty wastes are broken only by drifting invisible dust clouds of particulates that can shred hull armour as surely as a missile salvo and deadly null-energy reefs that can leave a ship floundering and powerless before the merciless cold void. At the heart of this killing darkness, seemingly static and unmoving, stands the Jericho Gate aperture. Since the Warp Gate's discovery, repeated attempts have been made to fashion a permanent base in proximity to the Jericho aperture. This has met with repeated failure, both due to the transitory perils of the Well of Night itself and the infrequent but deadly gravitic distortions and energy waves put off by the gate. As a compromise, the Adeptus Mechanicus maintains a warship, usually of no less than cruiser class, on rotating station near the gate aperture to monitor it and serve as a relay point for ships transiting through. Although the nominal tenure for these ships is ten months, it is rumoured in Imperial Navy circles that no single vessel during the last decade has lasted more than seven months before having to send for relief and quit its post thanks to hull degradation and mounting damage. In fact, an orbital dock above the Forge world of Lathe-Het in the Calixis Sector is now set aside permanently to attend to this ongoing need for repair. Suffice to say, once passing through the Warp Gate, ships seldom tarry long in the Well of Night before travelling on under normal warp drive to their selected destination.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2223, + "rule_id": "pdf_skill_1820_deathwatch", + "title": "Deathwatch", + "content": "“Vigilance shall be our fortress and the future its protectorate.”\n–attributed to Roboute Guilliman", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch", + "content": "Vigilance shall be our fortress and the future its protectorate. –attributed to Roboute Guilliman", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2224, + "rule_id": "pdf_skill_1821_information_or_in_the_last_r", + "title": "information, or (in the last resort) hold the line against the", + "content": "many enemies of Mankind that infest the Jericho Reach. The\nDeathwatch move between these secret domains using rapid\nstrike vessels and reconnaissance craft, often unseen by both\nenemies and allies.\nThe Jericho reach, calixis secTor, anD Koronus expanse\nThe Jericho Reach is bound by the ancient alien Warp Gate to two regions of space that lie on the other side of the Galaxy.\nhe Calixis Sector is a province of the Imperium that borders the Halo Stars in Segmentum Obscurus. Conquered by a\nCrusade in the last few millennia, it is a young sector that is untouched by conflict on the scale that wracks the Jericho Reach.\nThe peace of Calixis Sector, however, is a false skin, beneath which boils conspiracies and heresies of the most terrible potential.\nHaunted by an unnatural phenomena known as the Tyrant Star, and bound to a fate written in bloody prophecies, the Calixis\nSector moves blindly into the future.\nSeparated from the Calixis Sector by a boundary formed by the great warpstorm region known as the Maw lies the Koronus\nExpanse. An unexplored region of the Halo Stars, the Koronus Expanse is the haunt of lost planets, alien secrets, and the Rogue\nTraders who would tame them for the God-Emperor of Mankind. Hidden in the passage between the Calixis Sector and the\nKoronus Expanse is the terminus of the Warp Gate that connects both to the Jericho Reach. These three regions of the galaxy\nare bound together so tightly that the fate of one is the fate of all.\nMore information on the Calixis Sector may be found in the Dark Heresy Rulebook and supplements, while the rogue\nTraDer Rulebook and supplements contain further details of the Koronus Expanse.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Information on the Jericho Reach, Calixis Sector, and Koronus Expanse", + "content": "The Deathwatch move between secret domains using rapid strike vessels and reconnaissance craft. The Jericho Reach is bound by an ancient alien Warp Gate to two regions of space on the other side of the Galaxy. The Calixis Sector is a young sector haunted by conspiracies and heresies. The Koronus Expanse is an unexplored region of the Halo Stars, home to lost planets and alien secrets. These regions are tightly bound together.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2225, + "rule_id": "pdf_skill_1822_the_long_watch", + "title": "The lonG waTch", + "content": "The presence of the Deathwatch in the Jericho Reach is the\nconsequence of an ancient resolution and sacrosanct order.\nMade under conditions of utmost secrecy, this resolution’s\ncause and purpose remain obscure even to those Adeptus\nAstartes that carry out its terms. The order’s effect, however,\nwas to place the Jericho Reach directly under the eyes of the\nDeathwatch in perpetuity, through safety and peril, in a cause\nthat over-rode all other concerns in the area. To fulfil this\ncompact, the Deathwatch built their hidden Watch Fortress in\nthe dead system of Erioch on the ruins of an artefact ancient\nbefore man first walked the soil of Holy Terra. At the fortress’s\nheart, they constructed the Omega Vault and sealed within it\nthe terrible truths of a future yet to be born.\nFor millennia, the Deathwatch have ensured that some of\ntheir number have remained in this dark place, there to stand\nwatch. Their determination has never wavered. Come what may,\nwhether disaster, invasion, or civil war, they have held their\nwatch. The Battle-Brothers of the Deathwatch have fought\nand died, have known both victory and defeat, and continue\nto fight against the myriad enemies that swarm in the Jericho\nReach like vermin in a midden. They do so to honour their\nlong watch and to guard against the greater darkness to come.\nhe true nature of this secret threat remains hidden from\nthe Deathwatch that bide in the Jericho Reach, hidden until\nits fated hour approaches. Something of the truth is known by\nthe Watch Commander and the Inquisitors of the Ordo Xenos\nadmitted into the Chamber of Vigilance. This information\nis passed down one to another over the centuries, and that\nknowledge guides the missions assigned to the Deathwatch of\nWatch Fortress Erioch. In recent times, portions of the Omega\nVault’s intricate mechanisms have unlocked themselves, as if\nin response to changing events in the Jericho Reach and the\nmission logs entered by the Deathwatch into its antediluvian\nengines. In some cases, an ancient weapon, device, or task has\nbeen revealed to the Deathwatch as a result. In other cases, the\nOmega Vault has yielded data that has drawn Kill-teams to\ndistant parts of the Jericho Reach, sent into certain death, never\nto return. Watch Fortress Erioch stirs now as never before, and\nonly a few locks remain before the Omega Vault opens fully—a\ndire portent, indeed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Long Watch", + "content": "The presence of the Deathwatch in the Jericho Reach is the consequence of an ancient resolution and sacrosanct order. Made under conditions of utmost secrecy, this resolution's cause and purpose remain obscure even to those Adeptus Astartes that carry out its terms. The order's effect, however, was to place the Jericho Reach directly under the eyes of the Deathwatch in perpetuity, through safety and peril, in a cause that over-rode all other concerns in the area. To fulfil this compact, the Deathwatch built their hidden Watch Fortress in the dead system of Erioch on the ruins of an artefact ancient before man first walked the soil of Holy Terra. At the fortress's heart, they constructed the Omega Vault and sealed within it the terrible truths of a future yet to be born. For millennia, the Deathwatch have ensured that some of their number have remained in this dark place, there to stand watch. Their determination has never wavered. Come what may, whether disaster, invasion, or civil war, they have held their watch. The Battle-Brothers of the Deathwatch have fought and died, have known both victory and defeat, and continue to fight against the myriad enemies that swarm in the Jericho Reach like vermin in a midden. They do so to honour their long watch and to guard against the greater darkness to come. The true nature of this secret threat remains hidden from the Deathwatch that bide in the Jericho Reach, hidden until its fated hour approaches. Something of the truth is known by the Watch Commander and the Inquisitors of the Ordo Xenos admitted into the Chamber of Vigilance. This information is passed down one to another over the centuries, and that knowledge guides the missions assigned to the Deathwatch of Watch Fortress Erioch. In recent times, portions of the Omega Vault's intricate mechanisms have unlocked themselves, as if in response to changing events in the Jericho Reach and the mission logs entered by the Deathwatch into its antediluvian engines. In some cases, an ancient weapon, device, or task has been revealed to the Deathwatch as a result. In other cases, the Omega Vault has yielded data that has drawn Kill-teams to distant parts of the Jericho Reach, sent into certain death, never to return. Watch Fortress Erioch stirs now as never before, and only a few locks remain before the Omega Vault opens fully—a dire portent, indeed.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2226, + "rule_id": "pdf_skill_1823_watch_fortress_erioch", + "title": "WATCH FORTRESS ERIOCH", + "content": "“A warrior’s heart should be as iron: Unforgiving, unyielding, and\nuncaring of all except duty. With such a heart, a warrior can stand\nagainst the terrors of the universe unbowed and unbroken.”\n–Attributed to Ferrus Manus\nWatch Fortress Erioch is a vast space bastion that lies in the\nouter reaches of the Erioch system in the untamed void between\nthe Canis and Acheros salients. It is situated in a stellar dead\nzone populated by only a handful of failing, ancient stars—of\nwhich Erioch itself is one. A brutal mass of armoured basilica,\ndomes, and spires, the Fortress bristles with enough armament\nto rival a sizable battlegroup of warships, largely concealing the\nfact that underneath the Imperial ceramite and firepower, it is\nbuilt on a ruined artefact that was old when Terra’s star was\nfirst forming. Within it is a vast maze of echoing, dust-carpeted\ncorridors that wander past silent chapels and armoured vaults\nsealed with adamantine doors. Beneath war-tattered banners of\nglories past, the Battle-Brothers of the Deathwatch in residence\nmove between cells, practice ranges, armouries and briefing\ntheatres like spectres in a dead city, their numbers swallowed by\nthe vast and labyrinthine nature of the fortress.\nWithin the Watch Fortress, the Deathwatch gathers to rearm,\ntrain, and report. From here, Kill-teams are dispatched on\nmissions to every corner of the Jericho Reach, and sometimes\nbeyond. The Fortress contains vast command cathedrals where\nWatch Captains come to discuss strategy, developments within\ntheir assigned vigils, and consult with the Inquisitor of the\nChamber and Master of Vigilance. Alongside the towering\nAdeptus Astartes scurry the far more numerous servitors and\nhooded, mind-wiped serfs that keep the Fortress alive and\nfunctioning. These lobotomised or oath-bonded servants crew\nthe Watch Fortress’s weaponry, and serve under the eyes of the\nForge Master in the maintenance of its machine spirits, their\npasts shorn from them by mental conditioning. They remember\nnothing of their history, and know no life beyond the fortress\nand the demands of their duty.\nhe Watch Fortress could hold an entire Chapter of Adeptus\nAstartes with ease, but its records show that there are rarely\nmore than a few score Deathwatch garrisoning it at any time.\nEven during the grim events of the Council of the Ascension", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "WATCH FORTRESS ERIOCH", + "content": "A warrior's heart should be as iron: Unforgiving, unyielding, and uncaring of all except duty. With such a heart, a warrior can stand against the terrors of the universe unbowed and unbroken. Watch Fortress Erioch is a vast space bastion that lies in the outer reaches of the Erioch system in the untamed void between the Canis and Acheros salients. It is situated in a stellar dead zone populated by only a handful of failing, ancient stars—of which Erioch itself is one. A brutal mass of armoured basilica, domes, and spires, the Fortress bristles with enough armament to rival a sizable battlegroup of warships, largely concealing the fact that underneath the Imperial ceramite and firepower, it is built on a ruined artefact that was old when Terra's star was first forming. Within it is a vast maze of echoing, dust-carpeted corridors that wander past silent chapels and armoured vaults sealed with adamantine doors. Beneath war-tattered banners of glories past, the Battle-Brothers of the Deathwatch in residence move between cells, practice ranges, armouries and briefing theatres like spectres in a dead city, their numbers swallowed by the vast and labyrinthine nature of the fortress. Within the Watch Fortress, the Deathwatch gathers to rearm, train, and report. From here, Kill-teams are dispatched on missions to every corner of the Jericho Reach, and sometimes beyond. The Fortress contains vast command cathedrals where Watch Captains come to discuss strategy, developments within their assigned vigils, and consult with the Inquisitor of the Chamber and Master of Vigilance. Alongside the towering Adeptus Astartes scurry the far more numerous servitors and hooded, mind-wiped serfs that keep the Fortress alive and functioning. These lobotomised or oath-bonded servants crew the Watch Fortress's weaponry, and serve under the eyes of the Forge Master in the maintenance of its machine spirits, their pasts shorn from them by mental conditioning. They remember nothing of their history, and know no life beyond the fortress and the demands of their duty. The Watch Fortress could hold an entire Chapter of Adeptus Astartes with ease, but its records show that there are rarely more than a few score Deathwatch garrisoning it at any time. Even during the grim events of the Council of the Ascension", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2227, + "rule_id": "pdf_skill_1824_living_quarters", + "title": "livinG QuarTers", + "content": "The Adeptus Astartes aboard Watch Fortress Erioch are\nhoused in sparse single cells. By the traditions of the Watch\nFortress, each is bare and unadorned. The walls in each cell are\nformed of unrendered stone or unpolished metal, containing\nno more than a stone plinth to lie on, and housings for the\nstorage of a Battle-Brother’s personal weaponry, devotional\nitems, and other equipment. These simple quarters are the\nsame regardless of whether the Space Marine is a standard\nBattle-Brother or an honoured Watch Captain (however, some\nparticularly individual Space Marines flout this tradition by\ndisplaying trophies, keepsakes, or other reminders of their\nhome Chapter). By the same traditions, Battle-Brothers\narriving at the Watch Fortress are grouped together in cells\nnext to Battle-Brothers already in residence with no division\nby rank or fighting formation. Likewise, the taking of food and\ndrink is traditionally done together in one of the refectories,\nwith the Battle-Brothers sitting on stone benches beside iron\ntopped tables beneath the light of devotional candles.\nhough the Watch Fortress is the domain of the Adeptus\nAstartes of the Deathwatch, other men and women live and\nserve within it. Serfs and other important functionaries, such\nas the fortress’s Astropathic choir, are housed in enclaves\nwell-removed from the Battle-Brothers of the Deathwatch\nand sealed away from ready access to the deep places of the\nfortress and its many vaults. The Inquisitor of the Chamber of\nVigilance traditionally keeps residence in the Tower of Brass,\nwhich juts into the vacuum from the upper hull of the fortress\nlike a blade tip projecting from the back of a skewered foe.\nThis tower, while part of the fortress, is left alone by the\nDeathwatch out of courtesy, unless duty or suspicion call\nthem there. Within this vast edifice, the Inquisitor of the\nChamber houses his personal staff and entourage. It is, in\neffect, his personal domain to maintain as he wishes. Other\nInquisitors who come to the Watch Fortress are often made\npersonal guests by the Inquisitor of the Chamber and housed\nwithin the Tower of Brass. Some, however, are either not\ngiven the honour of such an invitation, or prefer to keep their\nown company, and are housed in one of the fortresses many\nsets of state rooms which lay empty until needed.\nreliQuaries of The Tools of war\nThe armouries of the Fortress are located deep beneath its\narmoured hull, secured behind the thickest blast doors and\ninternal layers of void shielding of the kind more commonly\nused to protect Battle Titans. This is the realm of metal and\nactinic light, of the beat of hammers and the fire of forges\nthat arm and armour the Emperor’s angels of death. Made\nup of workshops, magazines and armouries, these are the\ndomains of the Techmarines that serve in the Deathwatch,\nand all fall under the ultimate authority of the Forge Master\nof the Watch Fortress. Chainswords, power axes, bolters, drop\npods, tanks, thunderfire cannons, and all of the tools of the\nAdeptus Astartes are held here; their war-like machine spirits\nsoothed by the machine buzz of servitors and the touch\nof sacred oils until they are needed. There also are billions\nof rounds, charges, and cylinders of ammunition from the\nsimplest laspack to the massive grav-stabilised macro-shells\nfired by the fortress’s main batteries.\nIn the deepest reaches of the armouries, curled in waiting\nsleep, are the ancients of the Deathwatch. Those who have\nbeen grievously injured in serving with the Deathwatch may,\nwith the blessing of his Chapter, be granted the honour\nof being installed in the cyborganic web of an armoured\nsarcophagus so that in times of great need, they may once\nagain serve alongside their Battle-Brothers as a Dreadnought.\nThere are believed to be three such rare and mighty ancient\nDreadnoughts currently dormant within the armouries of\nWatch Fortress Erioch, though they have not been awakened\nto war in over a century. Only the Forge Master knows the\ntruth of their number and state.\nMany of the most exotic and potent weapons of the\nfortress, however, are held within sealed vaults deep within\nthe Watch Fortress, accessible only to those who bear the\nsecret of their opening. Some vaults only open to members\nof a particular Chapter or those who bear the gene-seed of a\nparticular Primarch, being gifted or left in trust by one of that\nChapter’s number. Others only open to particular members\nof the Inquisition or Adeptus Mechanicus. Most secret of\nall are the terrible devices kept in the outer catacombs of\nthe Omega Vault, the great sealed chamber at the heart of\nWatch Fortress Erioch. Such weapons include vortex torrent\nimploder charges, dread canisters of the life-eater virus, and\nthe imprisoned nightmare childe. These weapons are only\nyielded one at a time and by the will of the systems that lie\nat the centre of the Vault’s many chambers, watching and\nwaiting for the future.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Living Quarters", + "content": "The Adeptus Astartes aboard Watch Fortress Erioch are housed in sparse single cells. By the traditions of the Watch Fortress, each is bare and unadorned. The walls in each cell are formed of unrendered stone or unpolished metal, containing no more than a stone plinth to lie on, and housings for the storage of a Battle-Brother's personal weaponry, devotional items, and other equipment. These simple quarters are the same regardless of whether the Space Marine is a standard Battle-Brother or an honoured Watch Captain (however, some particularly individual Space Marines flout this tradition by displaying trophies, keepsakes, or other reminders of their home Chapter). By the same traditions, Battle-Brothers arriving at the Watch Fortress are grouped together in cells next to Battle-Brothers already in residence with no division by rank or fighting formation. Likewise, the taking of food and drink is traditionally done together in one of the refectories, with the Battle-Brothers sitting on stone benches beside iron topped tables beneath the light of devotional candles. Though the Watch Fortress is the domain of the Adeptus Astartes of the Deathwatch, other men and women live and serve within it. Serfs and other important functionaries, such as the fortress's Astropathic choir, are housed in enclaves well-removed from the Battle-Brothers of the Deathwatch and sealed away from ready access to the deep places of the fortress and its many vaults. The Inquisitor of the Chamber of Vigilance traditionally keeps residence in the Tower of Brass, which juts into the vacuum from the upper hull of the fortress like a blade tip projecting from the back of a skewered foe. This tower, while part of the fortress, is left alone by the Deathwatch out of courtesy, unless duty or suspicion call them there. Within this vast edifice, the Inquisitor of the Chamber houses his personal staff and entourage. It is, in effect, his personal domain to maintain as he wishes. Other Inquisitors who come to the Watch Fortress are often made personal guests by the Inquisitor of the Chamber and housed within the Tower of Brass. Some, however, are either not given the honour of such an invitation, or prefer to keep their own company, and are housed in one of the fortress's many sets of state rooms which lay empty until needed.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2228, + "rule_id": "pdf_skill_1825_defences_and_void_docks", + "title": "Defences anD voiD DocKs", + "content": "The exterior of Watch Fortress Erioch bristles with weaponry.\nIts sides are studded with the maws of macro canons, missile\nclusters, Thunderhawk launch bays, and plasma mortars, while\nthe spires that rise from its surface are serrated with hundreds\nof defence laser cupolas. The Watch Fortress has firepower\nenough to vaporise a battleship in a single volley or to shatter\na small moon should the need arise from any quarter.\nBeyond these fearsome weapons, separate defence\nplatforms spin in thruster-corrected orbits, each armed with\ndeadly lance batteries and torpedo launchers. Additionally,\npatrols of defence monitors roam in the cold void, cutting\nsecret paths through deadly minefields; heavily armed and\narmoured space craft that together are capable of matching\nthe firepower of a capital ship.\nWatch Fortress Erioch also has extensive void docks in\nwhich a dozen capital ships or battle barges could be docked\nand resupplied at the same time. However, most vessels that\ncome to the Watch Fortress are smaller ships such as the\nDeathwatch’s rapid strike vessels or the occasional vessel\nbearing a visiting dignitary.\nBoth defences and docks are crewed by legions of servitors\nand ratings that are supervised by human serfs that are oathoverall command of the Watch Fortress and its defences is\ntaken by the Master of the Vigil as its presiding castellan.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Defences and Void Docks", + "content": "The exterior of Watch Fortress Erioch bristles with weaponry. Its sides are studded with the maws of macro cannons, missile clusters, Thunderhawk launch bays, and plasma mortars, while the spires that rise from its surface are serrated with hundreds of defence laser cupolas. The Watch Fortress has firepower enough to vaporize a battleship in a single volley or to shatter a small moon should the need arise from any quarter. Beyond these fearsome weapons, separate defence platforms spin in thruster-corrected orbits, each armed with deadly lance batteries and torpedo launchers. Additionally, patrols of defence monitors roam in the cold void, cutting secret paths through deadly minefields; heavily armed and armored space craft that together are capable of matching the firepower of a capital ship. Watch Fortress Erioch also has extensive void docks in which a dozen capital ships or battle barges could be docked and resupplied at the same time. However, most vessels that come to the Watch Fortress are smaller ships such as the Deathwatch's rapid strike vessels or the occasional vessel bearing a visiting dignitary. Both defences and docks are crewed by legions of servitors and ratings that are supervised by human serfs that are oath. Overall command of the Watch Fortress and its defences is taken by the Master of the Vigil as its presiding castellan.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2229, + "rule_id": "pdf_skill_1826_watch_stations", + "title": "WATCH STATIONS", + "content": "“A warrior’s eye should seem to see everything: The movement of the\nenemy’s blade, the intent in their eyes, the doubt in their heart. But to\nachieve this, you must know where to place your gaze, and most of\nall, when to do so.”\n–Attributed to Rogal Dorn\nhe Watch Stations are fortified outposts used by the\nDeathwatch in the Jericho Reach. There are many Watch\nStations scattered across the worlds, moons, and cold void\nof the Reach, and no two Watch Stations are quite the same.\nSome take the form of single-blocked armoured bastions from\nwhich eagle-headed gargoyles glare out at the silent expanses\nof Dead worlds. Others are complexes of forbidding towers\nstrung through the peaks of lunar mountain ranges, while yet\nothers are small, jagged stations that watch from the blackness\nof space, bristling with auspex arrays and seer-webs.\nNo matter their location, all Watch Stations exist to serve\nthe Deathwatch as bases of operation, and as an ever-vigilant\ngaze on the Jericho Reach. Each station is fitted with highly\nadvanced sensors that constantly gather information about\nthe area around them. These sensors gaze far into space, scour\nthe air for communications of all types, and even skim the\nwarp with powerful witch-sight augurs. All the information\ngathered by a Watch Station is stored in data reservoirs in the\nheart of the station.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "WATCH STATIONS", + "content": "The Watch Stations are fortified outposts used by the Deathwatch in the Jericho Reach. There are many Watch Stations scattered across the worlds, moons, and cold void of the Reach, and no two Watch Stations are quite the same. Some take the form of single-blocked armoured bastions from which eagle-headed gargoyles glare out at the silent expanses of Dead worlds. Others are complexes of forbidding towers strung through the peaks of lunar mountain ranges, while yet others are small, jagged stations that watch from the blackness of space, bristling with auspex arrays and seer-webs. No matter their location, all Watch Stations exist to serve the Deathwatch as bases of operation, and as an ever-vigilant gaze on the Jericho Reach. Each station is fitted with highly advanced sensors that constantly gather information about the area around them. These sensors gaze far into space, scour the air for communications of all types, and even skim the warp with powerful witch-sight augurs. All the information gathered by a Watch Station is stored in data reservoirs in the heart of the station.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2230, + "rule_id": "pdf_skill_1827_watch_station_arkhas", + "title": "waTch sTaTion arKhas", + "content": "Watch Station Arkhas is an armoured space station resembling\na spiked iron pinwheel floating on the outer reaches of the\nArkhas system. The Watch Station is small, with space to\naccommodate no more than a dozen Battle-Brothers. Most of\nthe station is given over to the systems of its massive sensor\narrays designed to both monitor the Arkhas system and gaze\nbeyond it. Unusually, Watch Station Arkhas is home as a matter\nof course to an assigned Astropath dedicated to its service.\nThe current Astropath is a deeply experienced practitioner\nof his craft called Varrus. However, it has been many months\nsince he has been able to personally send or receive messages\nthrough the Warp with any reliability or clarity, thanks to the\ngrowing shadowy presence that moves in Warp blocking out\nboth Astropathic signals and filling the Watch Station’s augurs\nwith static that buzzes like a swarm of locusts.\nhe Arkhas system itself has a number of planetary bodies,\nincluding two that are capable of supporting life. However,\nboth are desert worlds, possessed of little or no water from\nwhich jagged spines of black rock emerge like the bones of\ngreat fossilised beasts. There are a few sand-eroded remains\nwhich indicate that these worlds played host to intelligent\nlife in the distant past; possibly even human colonies, though\nnothing of them now remains.\nhe system has long merited the Deathwatch’s vigil. It\nhas been both battleground of man and alien and the site of\nseveral strange energy phenomena which remain unexplained.\nThe airless third moon of Arkhas II still bears the charred\nremains of an Ork Terror Ship brought down by a Deathwatch\nboarding action centuries ago.\nIn the last few months, the system and its inhabited worlds\nhave formed the centre of an attempt by the Crusade forces,\nunder the command of General Casterlix, to regroup and digrising from the rimward depths. Casterlix and his forces are, so\nfar, entirely ignorant of the Watch Station’s presence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Station Arkhas", + "content": "Watch Station Arkhas is an armoured space station resembling a spiked iron pinwheel floating on the outer reaches of the Arkhas system. The Watch Station is small, with space to accommodate no more than a dozen Battle-Brothers. Most of the station is given over to the systems of its massive sensor arrays designed to both monitor the Arkhas system and gaze beyond it. Unusually, Watch Station Arkhas is home as a matter of course to an assigned Astropath dedicated to its service. The current Astropath is a deeply experienced practitioner of his craft called Varrus. However, it has been many months since he has been able to personally send or receive messages through the Warp with any reliability or clarity, thanks to the growing shadowy presence that moves in Warp blocking out both Astropathic signals and filling the Watch Station's augurs with static that buzzes like a swarm of locusts. The Arkhas system itself has a number of planetary bodies, including two that are capable of supporting life. However, both are desert worlds, possessed of little or no water from which jagged spines of black rock emerge like the bones of great fossilised beasts. There are a few sand-eroded remains which indicate that these worlds played host to intelligent life in the distant past; possibly even human colonies, though nothing of them now remains. The system has long merited the Deathwatch's vigil. It has been both battleground of man and alien and the site of several strange energy phenomena which remain unexplained. The airless third moon of Arkhas II still bears the charred remains of an Ork Terror Ship brought down by a Deathwatch boarding action centuries ago. In the last few months, the system and its inhabited worlds have formed the centre of an attempt by the Crusade forces, under the command of General Casterlix, to regroup and digrising from the rimward depths. Casterlix and his forces are, so far, entirely ignorant of the Watch Station's presence.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2231, + "rule_id": "pdf_skill_1828_watch_station_midael", + "title": "waTch sTaTion MiDael", + "content": "Watch Station Midael sits on a Dead world shrouded in\nmetallic grey dust that lies close to the spinward extent of the\nChaos-held Charon Worlds. The Watch Station takes the form\nof a single armoured tower that rises from a spur of rock above\none of the world’s dust plateaus. Watch Fortress Erioch has not\nreceived word from this station in over three decades.\nIn truth, it is a dead and lifeless place, inhabited by a lone\nDeathwatch Battle-Brother, cut off from the outside by the\nspreading baleful influence of the Charon Stars. For more than\nthirty years, he has waited for others of the Deathwatch to\ncome and relieve him, standing guard over the thing that is\nheld in the deepest chamber of the tower.\nSlowly, the Watch Station’s servitors have failed and died,\nand the tower’s systems have become corrupted and atrophied.\nEvery few years, enemy forces come again to claim it. So\nfar, however, they have failed to defeat the lone brother of", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Station Midael", + "content": "Watch Station Midael sits on a Dead world shrouded in metallic grey dust that lies close to the spinward extent of the Chaos-held Charon Worlds. The Watch Station takes the form of a single armoured tower that rises from a spur of rock above one of the world's dust plateaus. Watch Fortress Erioch has not received word from this station in over three decades. In truth, it is a dead and lifeless place, inhabited by a lone Deathwatch Battle-Brother, cut off from the outside by the spreading baleful influence of the Charon Stars. For more than thirty years, he has waited for others of the Deathwatch to come and relieve him, standing guard over the thing that is held in the deepest chamber of the tower. Slowly, the Watch Station's servitors have failed and died, and the tower's systems have become corrupted and atrophied. Every few years, enemy forces come again to claim it. So far, however, they have failed to defeat the lone brother of", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2232, + "rule_id": "pdf_skill_1829_watch_station_oertha", + "title": "waTch sTaTion oerTha", + "content": "Watch Station Oertha is a bastion under siege, situated on a\nsemi-arid world within one of the primary warzones of the\nCanis Salient. The forces of the Tau Expansion believe the\nplanet of Oertha possesses vast resources of fuel and primary\nmaterial. It has been set in the Tau agenda for some time\nas a prime candidate for exploitation and colonization. The\nworld’s largely uninhabited status has led the Tau to lay claim\nto the planet; a claim that is disputed by the Watch Station\nand the forces within it. Watch Station Oertha is a sprawling\nand heavily fortified compound that stands concealed in the\nmaze-like ravines of the equatorial Berrick Mountains. In a\nrare instance of overt and ongoing cooperation between the\nCrusade forces and the Deathwatch, Watch Station Oertha has\nnow become the keystone of the efforts to deny the planet\nto the Tau. Twenty Deathwatch Battle-Brothers, under Watch\nCodicier Kurita, and fifty allied Space Marines of the Storm\nWardens Chapter have garrisoned the Watch Station, using\nit as a base from which to launch a campaign of devastating\nraids against the Tau. So far, these raids have made it all but\nimpossible for Tau expansion on the planet. As matters stand\nnow, both sides are awaiting reinforcements, and only time\nwill ultimately determine the fate of Oertha.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Watch Station Oertha", + "content": "Watch Station Oertha is a bastion under siege, situated on a semi-arid world within one of the primary warzones of the Canis Salient. The forces of the Tau Expansion believe the planet of Oertha possesses vast resources of fuel and primary material. It has been set in the Tau agenda for some time as a prime candidate for exploitation and colonization. The world's largely uninhabited status has led the Tau to lay claim to the planet; a claim that is disputed by the Watch Station and the forces within it. Watch Station Oertha is a sprawling and heavily fortified compound that stands concealed in the maze-like ravines of the equatorial Berrick Mountains. In a rare instance of overt and ongoing cooperation between the Crusade forces and the Deathwatch, Watch Station Oertha has now become the keystone of the efforts to deny the planet to the Tau. Twenty Deathwatch Battle-Brothers, under Watch Codicier Kurita, and fifty allied Space Marines of the Storm Wardens Chapter have garrisoned the Watch Station, using it as a base from which to launch a campaign of devastating raids against the Tau. So far, these raids have made it all but impossible for Tau expansion on the planet. As matters stand now, both sides are awaiting reinforcements, and only time will ultimately determine the fate of Oertha.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2233, + "rule_id": "pdf_skill_1830_warships", + "title": "WARSHIPS", + "content": "“Do not value strength and power too much, for they alone are no\nguarantee of victory. Value speed and accuracy first: If you do this,\nthen power and strength will do naught but snap at your heels.”\n–Attributed to Jaghatai Khan\nhe Deathwatch in the Jericho Reach maintains a number\nof warships, light craft, and other diverse vessels for their\nown uses. Most of these ships operate alone, transporting\nDeathwatch Battle-Brothers to where they are needed,\ncombating space-borne threats, and providing orbital support\nto Deathwatch operations. The majority of these craft take the\nform of destroyers, frigates, and other classes of rapid strike\nvessel, along with modified Hunter-class destroyers known\nas Dark Hunters. Larger warships and also several captured\nraider vessels and merchantmen are held in reserve should a\nparticular mission warrant their use.\nhe lighter classes of vessels suit the needs of the\nDeathwatch admirably, as their missions most commonly\nneed to deploy and extract very small numbers of Deathwatch\nBattle-Brothers with great speed, precision, and when called\nfor, subterfuge. Like other Space Marine vessels, the warships\nof the Deathwatch are primarily crewed by servitors and\noath-bonded serfs, with a handful of Battle-Brothers serving\nas command crew. These ships are often highly sophisticated\nin design, outfitting, and armament, even over those used by\nother Chapters of the Adeptus Astartes.\nThunDer’s worD\nThe Thunder’s Word is a modified Gladius-class Frigate that\nhas served the Deathwatch in the Jericho Reach for over two\nmillennia. It is whispered that it was built in the holy orbital\ndocks above Mars itself under the direct supervision of the Archanything that might be expected of its class, this warship can\nonly deploy a relative handful of Battle-Brothers into action\nowing to the internal space given over to its massed batteries\nand powerful engines.\nCommanded by the venerable Battle-Brother Pellas, the\nThunder’s Word has been used in some of the most dangerous\noperations undertaken by the Deathwatch in the Jericho Reach.\nIts list of battle honours has become legendary: over three\nscore of raider and xenos ship-kills to its name. Its most lauded\nmission remains the daring raid in which it slipped past the\nChaos fleets above Samech to recover the records from the lost\nWatch Station known as the Slaughterhouse. It was also the\nThunder’s Word that first glimpsed the bio-ships off the moons of\nFreya and warned of the Great Devourer’s advance through the\nrimward systems. The Thunder’s Word remains one of the Master\nof Vigil’s favoured instruments should a Deathwatch Kill-team\nneed to be deployed deep inside enemy-held territory.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "WARSHIPS", + "content": "The Deathwatch in the Jericho Reach maintains a number of warships, light craft, and other diverse vessels for their own uses. Most of these ships operate alone, transporting Deathwatch Battle-Brothers to where they are needed, combating space-borne threats, and providing orbital support to Deathwatch operations. The majority of these craft take the form of destroyers, frigates, and other classes of rapid strike vessel, along with modified Hunter-class destroyers known as Dark Hunters. Larger warships and also several captured raider vessels and merchantmen are held in reserve should a particular mission warrant their use. The lighter classes of vessels suit the needs of the Deathwatch admirably, as their missions most commonly need to deploy and extract very small numbers of Deathwatch Battle-Brothers with great speed, precision, and when called for, subterfuge. Like other Space Marine vessels, the warships of the Deathwatch are primarily crewed by servitors and oath-bonded serfs, with a handful of Battle-Brothers serving as command crew. These ships are often highly sophisticated in design, outfitting, and armament, even over those used by other Chapters of the Adeptus Astartes. The Thunder's Word is a modified Gladius-class Frigate that has served the Deathwatch in the Jericho Reach for over two millennia. It is whispered that it was built in the holy orbital docks above Mars itself under the direct supervision of the Archanything that might be expected of its class, this warship can only deploy a relative handful of Battle-Brothers into action owing to the internal space given over to its massed batteries and powerful engines. Commanded by the venerable Battle-Brother Pellas, the Thunder's Word has been used in some of the most dangerous operations undertaken by the Deathwatch in the Jericho Reach. Its list of battle honours has become legendary: over three score of raider and xenos ship-kills to its name. Its most lauded mission remains the daring raid in which it slipped past the Chaos fleets above Samech to recover the records from the lost Watch Station known as the Slaughterhouse. It was also the Thunder's Word that first glimpsed the bio-ships off the moons of Freya and warned of the Great Devourer's advance through the rimward systems. The Thunder's Word remains one of the Master of Vigil's favoured instruments should a Deathwatch Kill-team need to be deployed deep inside enemy-held territory.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2234, + "rule_id": "pdf_skill_1831_keepers_of_the_watch", + "title": "KEEPERS OF THE WATCH", + "content": "“Look to your brothers. Know their hearts as you know your own.\nFor if you do not, then all will be broken and lost to darkness.”\n–Attributed to Lion El’Johnson\nhe established Deathwatch presence in the Jericho Reach\nmeans that, at any given time, there are a number of senior\nmembers of the Deathwatch within its borders. These senior\nBattle-Brothers consist of the Watch Captains, Epistolary\nLibrarians, Forge Masters, and others of distinguished service\nor mark.\nIn addition to the Deathwatch themselves, members of\nthe Inquisition have a close concern with the Deathwatch’s\nundertaking in the Reach, and their members, throne agents,\nand acolytes are those most likely to have close contact with\nthe Deathwatch.\nwaTch coMManDer MorDiGael:\nMasTer of The viGil\nWatch Commander Mordigael is a quick and decisive\ncommander of men with a natural charisma bound to a\nterrifying skill in battle. A Blood Angel by origin, Mordigael\nis a paragon of the qualities and traditions of his Chapter.\nHis features are sharp and handsome, as if cut from a pale\nstone statue of an Imperial saint, while his eyes burn with\nalmost feverish intensity. He delights in the perfection of all\nhis undertakings, from practice in the martial disciplines to\nthe contemplation on the future implications of all things of\nnote that bears on his sacred duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "KEEPERS OF THE WATCH", + "content": "Look to your brothers. Know their hearts as you know your own. For if you do not, then all will be broken and lost to darkness. –Attributed to Lion El’Johnson The established Deathwatch presence in the Jericho Reach means that, at any given time, there are a number of senior members of the Deathwatch within its borders. These senior Battle-Brothers consist of the Watch Captains, Epistolary Librarians, Forge Masters, and others of distinguished service or mark. In addition to the Deathwatch themselves, members of the Inquisition have a close concern with the Deathwatch’s undertaking in the Reach, and their members, throne agents, and acolytes are those most likely to have close contact with the Deathwatch. WATCH COMMANDER MORDIGAEL: MASTER OF THE VIGIL Watch Commander Mordigael is a quick and decisive commander of men with a natural charisma bound to a terrifying skill in battle. A Blood Angel by origin, Mordigael is a paragon of the qualities and traditions of his Chapter. His features are sharp and handsome, as if cut from a pale stone statue of an Imperial saint, while his eyes burn with almost feverish intensity. He delights in the perfection of all his undertakings, from practice in the martial disciplines to the contemplation on the future implications of all things of note that bears on his sacred duty.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2235, + "rule_id": "pdf_skill_1832_epistolary_axineton", + "title": "episTolary axineTon", + "content": "Epistolary Axineton is a Librarian of the White Consuls\nChapter who has only recently come to serve in the Jericho\nReach. Lean-featured, dark-haired, and possessing a grimly\nsuperior demeanour, Axineton is caustic and blunt to his\npeers. Never does he allow a flaw that he perceives rest\nunmentioned, nor a failing unpunished, and his manner has\ncreated a reputation for sneering arrogance and pedantry\namong some. Despite this, he is a warrior of unquestionable\nability and a psyker of great power; a power that he can wield\nwith the subtlety of a torturer’s razor or the brute force of\nan executioner’s axe. As a past veteran of war against the\nTyranid menace, he has already provided valuable insight for\nhis peers.\nAxineton has been fascinated by the secret nature of the\nDeathwatch’s mission in the Jericho Reach since learning\nof it, and his hungry mind has devoured all he can of the\nlore and history of the Omega Vault. He is a constant, but\noften silent, presence during gatherings of the Chamber of\nVigilance, sometimes speaking only to condemn.\ninQuisiTor carMillus:\ninQuisiTor of The chaMBer\nInquisitor Hezika Carmillus of the Ordo Xenos has served\nthe Holy Ordos for over three centuries. In that time, she\nhas led pogroms that have scoured xenos infestations from a\ndozen worlds, condemned and executed Lord Commanders\nand Admirals, broken influential and traitorous Rogue\nTraders, and denounced radicalism amongst her own kind.\nTall and blade-thin, she wears exoskeletal enhanced armour\nat all times and keeps a court of diverse and deadly warriors,\ncollected from dozens of worlds, at her beck and call. Her\nvoice is silken honey at one moment and unyielding steel the\nnext as she desires. She will not, under any circumstances,\nallow herself to be perceived as anything other than what\nshe is: a warrior savant in the service of the God-Emperor of\nMankind. She is undaunted by the super-human killers whose\ncompany her duty now bids her keep, and she will brook no\nchallenges to her authority, in particular by other Inquisitors,\nalthough she is ever-conscious of its limitations.\nInquisitor Carmillus has been the Inquisitor of the\nChamber and mistress of the Tower of Brass for sixteen years\nand has executed her sworn tasks with precise dedication and\nutter ruthlessness. While possessing a warlike temperament,\nshe is also highly intelligent and subtle. These traits make her\nan ideal emissary to the domain of the Deathwatch and well\nequipped to deal with its Adeptus Astartes masters. She\nhas voiced the opinion in the Chamber that, although\nshe is in favour of the Achilus Crusade, a contingency\nplan should be drawn up to destroy the Warp Gate\nshould the Crusade suffer catastrophic failure. She\nbelieves that the Warp Gate possesses a vast threat if\nit is no longer under the Imperium’s direct control.\nMuch of her other motivations, however, remain a\ntightly-held secret.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Epistolary Axineton", + "content": "Epistolary Axineton is a Librarian of the White Consuls Chapter who has only recently come to serve in the Jericho Reach. Lean-featured, dark-haired, and possessing a grimly superior demeanor, Axineton is caustic and blunt to his peers. Never does he allow a flaw that he perceives rest unmentioned, nor a failing unpunished, and his manner has created a reputation for sneering arrogance and pedantry among some. Despite this, he is a warrior of unquestionable ability and a psyker of great power; a power that he can wield with the subtlety of a torturer's razor or the brute force of an executioner's axe. As a past veteran of war against the Tyranid menace, he has already provided valuable insight for his peers. Axineton has been fascinated by the secret nature of the Deathwatch's mission in the Jericho Reach since learning of it, and his hungry mind has devoured all he can of the lore and history of the Omega Vault. He is a constant, but often silent, presence during gatherings of the Chamber of Vigilance, sometimes speaking only to condemn.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2236, + "rule_id": "pdf_skill_1833_crusade", + "title": "Crusade", + "content": "“I will see the God-Emperor’s domain extended to the furthest\nreaches. To the places where the light of stars and moons shines on\nruin and casts only shadows, and the unclean walk unpunished. I\nwill see those that have turned away at the tip of the sword, and the\ndefilers beneath the hammer. I will see my own blood run out before I\nturn from this path.”\n–From the oath of Tiber Achilus, taken at the\ncommencement of the Crusade into the Jericho Reach", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Crusade", + "content": "I will see the God-Emperor's domain extended to the furthest reaches. To the places where the light of stars and moons shines on ruin and casts only shadows, and the unclean walk unpunished. I will see those that have turned away at the tip of the sword, and the defilers beneath the hammer. I will see my own blood run out before I turn from this path. -From the oath of Tiber Achilus, taken at the commencement of the Crusade into the Jericho Reach", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2237, + "rule_id": "pdf_skill_1834_the_gate_opens", + "title": "The GaTe opens", + "content": "The catalyst for the launching of the Achilus Crusade was the\nunexpected discovery of an active Warp Gate in the turbulent\nHalo Margins close to the Calixis Sector, in Segmentum\nObscurus. This ancient and vastly cyclopean alien device\nof unknown age proved to be both active and stable, with\na corresponding gate-aperture into Realspace far on the\nother side of the Galactic Core at the edge of the Jericho\nReach. Though the Jericho Reach had at one time been\nunder Imperial control, the existence of this gate within its\nboundaries had never been discovered; a further mystery that\nhas never been solved. The Warp Gate and the possibilities it\noffered only came to light in 755.M41, when the Navigator\nof the Imperial Flag-Frigate Spear of Tarsus sensed something\ncausing a localised area of calm in the great warp storm border\nthrough which she was steering passage. Dropping out of the\nWarp close to the source of this tranquil sea, the frigate found\nitself in the presence of a vast Warp Gate of xenos design,\nplaced in the cold blackness of interstellar space far from the\norbit of any star; a gate that, though undoubtedly ancient,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Gate Opens", + "content": "The catalyst for the launching of the Achilus Crusade was the unexpected discovery of an active Warp Gate in the turbulent Halo Margins close to the Calixis Sector, in Segmentum Obscurus. This ancient and vastly cyclopean alien device of unknown age proved to be both active and stable, with a corresponding gate-aperture into Realspace far on the other side of the Galactic Core at the edge of the Jericho Reach. Though the Jericho Reach had at one time been under Imperial control, the existence of this gate within its boundaries had never been discovered; a further mystery that has never been solved. The Warp Gate and the possibilities it offered only came to light in 755.M41, when the Navigator of the Imperial Flag-Frigate Spear of Tarsus sensed something causing a localized area of calm in the great warp storm border through which she was steering passage. Dropping out of the Warp close to the source of this tranquil sea, the frigate found itself in the presence of a vast Warp Gate of xenos design, placed in the cold blackness of interstellar space far from the orbit of any star; a gate that, though undoubtedly ancient,", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2238, + "rule_id": "pdf_skill_1835_had_been_activated_or_re_acti", + "title": "had been activated (or re-activated at any rate) in the recent", + "content": "past. With this discovery, a chain of events were set in motion\nthat would cause the Achilus Crusade to be launched across\nthe stars.\nOnce the Spear of Tarsus had returned to Imperial space\nbearing news of its discovery, it was not long until a secret\nexpedition was launched to discover the nature of the gate\nand where it led. Ships serving the Adeptus Mechanicus\nExplorators and the Ordo Xenos sent scouting ships through,\ncrewed with their most able agents and experienced Navigators.\nTheir swift return not only told of another gate, also hanging\nin the empty void far from any star, but also of the certain\ntruth that this other gate lay in the Segmentum Obscurus,\nnear the Jericho Reach on the other side of the galaxy. With\nthat realisation, a plan was born within the minds of the great\nlords of the Imperium: The possibility of using the gate to\nlaunch a Crusade into the Jericho Reach and reclaim it for the\nImperium as a stepping stone to other conquests. The idea\nfound favour with the High Lords, who gave it their blessing,\nand so the idea of a most singular Crusade grew in possibility\nin the minds of the great until Lord Militant Achilus was given\nmandate to make it a reality. The High Lords were mindful,\nhowever, that the existence of the gate and what it portended\noffered dire peril as well as possibility, and decreed that the\nCrusade was to be launched from a staging point far from the\nterritory it intended to conquer under a shroud of the deepest\nsecrecy. But, like so many other great campaigns launched in\nthe millennia that the Imperium has stood, it was intended to\nbring swift victory and to use the light of the God-Emperor\nto drive back the darkness.\nOn the eve of the Feast of the Emperor’s Ascension in\n777.M41, countless millions of Imperial Guard, thousands\nof Adepta Sororitas, and as many as a dozen Space Marine\nChapters advanced to conquer the worlds of the Jericho Reach\nin the shadow of Battle Titans and to the thunder of the guns\nof the Imperial Navy. It was a bold and fiery beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "had been activated in the recent", + "content": "past. With this discovery, a chain of events were set in motion that would cause the Achilus Crusade to be launched across the stars. Once the Spear of Tarsus had returned to Imperial space bearing news of its discovery, it was not long until a secret expedition was launched to discover the nature of the gate and where it led. Ships serving the Adeptus Mechanicus Explorators and the Ordo Xenos sent scouting ships through, crewed with their most able agents and experienced Navigators. Their swift return not only told of another gate, also hanging in the empty void far from any star, but also of the certain truth that this other gate lay in the Segmentum Obscurus, near the Jericho Reach on the other side of the galaxy. With that realisation, a plan was born within the minds of the great lords of the Imperium: The possibility of using the gate to launch a Crusade into the Jericho Reach and reclaim it for the Imperium as a stepping stone to other conquests. The idea found favour with the High Lords, who gave it their blessing, and so the idea of a most singular Crusade grew in possibility in the minds of the great until Lord Militant Achilus was given mandate to make it a reality. The High Lords were mindful, however, that the existence of the gate and what it portended offered dire peril as well as possibility, and decreed that the Crusade was to be launched from a staging point far from the territory it intended to conquer under a shroud of the deepest secrecy. But, like so many other great campaigns launched in the millennia that the Imperium has stood, it was intended to bring swift victory and to use the light of the God-Emperor to drive back the darkness. On the eve of the Feast of the Emperor's Ascension in 777.M41, countless millions of Imperial Guard, thousands of Adepta Sororitas, and as many as a dozen Space Marine Chapters advanced to conquer the worlds of the Jericho Reach in the shadow of Battle Titans and to the thunder of the guns of the Imperial Navy. It was a bold and fiery beginning.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2239, + "rule_id": "pdf_skill_1836_the_death_and_ascension", + "title": "The DeaTh anD ascension", + "content": "Lord Militant Achilus was a war-forged veteran of many\ncampaigns before the Aquila, primarily against the Orks\nand other alien threats such as the Khrave and the Ylarian\nCollective in the Formorian Sector wars where he had earned\nhis fame. He was also stubborn, blunt, and somewhat cautious\nin nature, favouring a tried and tested strategy of ‘attack, pacify,\nand fortify’ over great sweeping advances. Acting on the best\nintelligence he possessed, he had also badly underestimated just\nhow entrenched or dangerous ‘native’ resistance to the Crusade\nwould be within the Jericho Reach.\nHis core belief was that the Crusade had been launched\nprimarily to open a new front against the alien Tau, and laid\nhis plans to this long term goal, perhaps to the detriment of\nthe Crusade as a whole. Whether or not he was correct in\nhis assumptions, he would not live long enough to know, as\nAchilus did not survive to see the end of the first decade of\nhis Crusade.\nWhile travelling to review the progress of the primary\nforward battlegroups aboard the grand cruiser Proclamation of\nWrath in 786.M41, the ship suffered a catastrophic Gellar Field\nfailure and was lost with all hands. The Lord Militant and his\ncommand staff were among those drowned in the raw energies\nof the Warp.\nUntil his death, Achilus had pursued a strategy that focused on\nsecuring a stable, fortified base of operations near the Warp Gate;\na careful campaign to bring the Reach under his heel, followed by\na drive by the Crusade directly against those parts of the Jericho\nReach threatened by Tau expansion and perhaps beyond. His\nhope was to swiftly secure the coreward swathe of the Reach and\ncontinue to press mercilessly on, but aside from an initial string", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Death and Ascension", + "content": "Lord Militant Achilus was a war-forged veteran of many campaigns before the Aquila, primarily against the Orks and other alien threats such as the Khrave and the Ylarian Collective in the Formorian Sector wars where he had earned his fame. He was also stubborn, blunt, and somewhat cautious in nature, favoring a tried and tested strategy of 'attack, pacify, and fortify' over great sweeping advances. Acting on the best intelligence he possessed, he had also badly underestimated just how entrenched or dangerous 'native' resistance to the Crusade would be within the Jericho Reach. His core belief was that the Crusade had been launched primarily to open a new front against the alien Tau, and laid his plans to this long term goal, perhaps to the detriment of the Crusade as a whole. Whether or not he was correct in his assumptions, he would not live long enough to know, as Achilus did not survive to see the end of the first decade of his Crusade. While traveling to review the progress of the primary forward battlegroups aboard the grand cruiser Proclamation of Wrath in 786.M41, the ship suffered a catastrophic Gellar Field failure and was lost with all hands. The Lord Militant and his command staff were among those drowned in the raw energies of the Warp. Until his death, Achilus had pursued a strategy that focused on securing a stable, fortified base of operations near the Warp Gate; a careful campaign to bring the Reach under his heel, followed by a drive by the Crusade directly against those parts of the Jericho Reach threatened by Tau expansion and perhaps beyond. His hope was to swiftly secure the coreward swathe of the Reach and continue to press mercilessly on, but aside from an initial string", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2240, + "rule_id": "pdf_skill_1837_of_successes_the_crusade_forc", + "title": "of successes, the Crusade forces (often parcelled out piecemeal)", + "content": "met with repeated delays and, in some theatres, outright defeat\nat the hands of the vile and heretic inhabitants of the Reach’s\ncore worlds. Meanwhile, the Tau appeared to press the matter by\ntheir incursions into the region. The Crusade had begun to stall\ndangerously, its forces slowly declining from hundreds of minor\nengagements, while Achilus’s intransigence caused discontent\nwith his Space Marine and Mechanicus allies who pressed for\nmore decisive action.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of successes, the Crusade forces (often parcelled out piecemeal)", + "content": "met with repeated delays and, in some theatres, outright defeat at the hands of the vile and heretic inhabitants of the Reach's core worlds. Meanwhile, the Tau appeared to press the matter by their incursions into the region. The Crusade had begun to stall dangerously, its forces slowly declining from hundreds of minor engagements, while Achilus's intransigence caused discontent with his Space Marine and Mechanicus allies who pressed for more decisive action.", + "page": 1, + "verified": false, + "confidence": 0.8, + "verification_notes": "This block does not appear to be a Deathwatch RPG rule entry." + }, + { + "original": { + "id": 2241, + "rule_id": "pdf_skill_1838_segmentum_reserve", + "title": "Segmentum Reserve", + "content": "Cadian Shock Troops: 2 Regiments\nTekarn Armoured: 1 Regiment\nIaxian Tithe Guard: 2 Regiments\nTerrax Guard: 3 Regiments\nHarakoni Warhawks: 1 Regiment\nMordian Iron Guard: 1 Regiment\n29th Descaal Lancers: 1 Regiment", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Segmentum Reserve", + "content": "Cadian Shock Troops: 2 Regiments Tekarn Armoured: 1 Regiment Iaxian Tithe Guard: 2 Regiments Terrax Guard: 3 Regiments Harakoni Warhawks: 1 Regiment Mordian Iron Guard: 1 Regiment 29th Descaal Lancers: 1 Regiment", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2242, + "rule_id": "pdf_skill_1839_calixis_sector_levy", + "title": "Calixis Sector Levy", + "content": "Scintillan Heavy Infantry: 2 Regiments\nScintillan Guard: 3 Regiments\nMaccabian 5th “Drusus’s Own” Guard\nMaccabian 16th Janissaries\nMortressan 14th Highlanders: 1 Regiment\nGunmetalican 13th Armoured\nVolg 3rd “Mercy Bringers”\nLandrian 202nd Light Infantry\nMonrass 25th Scythewind Recon\nMerov Penitentiary Indenture: 4 Penal Legions\nGathalamor Heavy Grenadiers: 8 battalions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Calixis Sector Levy", + "content": "Scintillan Heavy Infantry: 2 Regiments Scintillan Guard: 3 Regiments Maccabian 5th 'Drusus's Own' Guard Maccabian 16th Janissaries Mortressan 14th Highlanders: 1 Regiment Gunmetalican 13th Armoured Volg 3rd 'Mercy Bringers' Landrian 202nd Light Infantry Monrass 25th Scythewind Recon Merov Penitentiary Indenture: 4 Penal Legions Gathalamor Heavy Grenadiers: 8 battalions", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2243, + "rule_id": "pdf_skill_1840_known_adeptus_astartes_conting", + "title": "Known Adeptus Astartes Contingents", + "content": "Angels Vermillion: 1 Company\nSpace Wolves: 1 Battle Company\nWhite Consuls: 2 Companies\nDark Sons: 3 Companies\nGrey Knights [RESTRICTED]\nBlood Swords: 2 Companies\nRelictors: 1 Special Detachment\nStorm Wardens: 7 Companies\nAlso elements of the Death Spectres,\nSubjugators, Disciples of Caliban, and Iron\nSnakes represented in a sanctioned Crusader\nCompany as guardians of the Holy Crusade\nBanner.\necorded Contingents of the Adepta", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Known Adeptus Astartes Contingents", + "content": "Angels Vermillion: 1 Company Space Wolves: 1 Battle Company White Consuls: 2 Companies Dark Sons: 3 Companies Grey Knights [RESTRICTED] Blood Swords: 2 Companies Relictors: 1 Special Detachment Storm Wardens: 7 Companies Also elements of the Death Spectres, Subjugators, Disciples of Caliban, and Iron Snakes represented in a sanctioned Crusader Company as guardians of the Holy Crusade Banner. Recorded Contingents of the Adepta", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2244, + "rule_id": "pdf_skill_1841_sororitas", + "title": "Sororitas", + "content": "Order of the Valorous Heart: 1 Commandery\nOrder of the Bloody Rose: 4 Commanderies\nOrder of the Argent Shroud: 1 Preceptory\nOrder of the Fiery Tear: 1 Mission\nOrder of the Crimson Oath: 2 Missions", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sororitas", + "content": "Order of the Valorous Heart: 1 Commandery Order of the Bloody Rose: 4 Commanderies Order of the Argent Shroud: 1 Preceptory Order of the Fiery Tear: 1 Mission Order of the Crimson Oath: 2 Missions", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2245, + "rule_id": "pdf_skill_1842_assassinorum", + "title": "Assassinorum", + "content": "Assassins [RESTRICTED]\necorded Contingents of the Adeptus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Assassinorum", + "content": "Assassins [RESTRICTED] Recorded Contingents of the Adeptus", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2246, + "rule_id": "pdf_skill_1843_mechanicus", + "title": "Mechanicus", + "content": "Adeptus Titanicus—Legio Venator: 3 Battle\nManiples, 2 Scout Maniples\nCenturio Ordinatus: 1 Ordinatus\nSkitarii Tech Guard: 4 Regiments\nOrdo Reductor: 2 Siege Formations\nKorvath Knight Household: 2 Formations\nLegio Cybernetica: 1 Division\necorded Contingents of the Imperial", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mechanicus", + "content": "Adeptus Titanicus—Legio Venator: 3 Battle Maniples, 2 Scout Maniples Centurio Ordinatus: 1 Ordinatus Skitarii Tech Guard: 4 Regiments Ordo Reductor: 2 Siege Formations Korvath Knight Household: 2 Formations Legio Cybernetica: 1 Division Recorded Contingents of the Imperial", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2247, + "rule_id": "pdf_skill_1844_fleet", + "title": "Fleet", + "content": "+Vessels of Note\nBelial – Emperor Class Battleship\nExecution – Eternal Oberon Class Battleship\nProclamation of Wrath – Vengeance Class Grand\nCruiser [lost with all hands 786.M41]\nEternal Requiem – Exorcist Class Grand Cruiser\nCaelestis Dictatio – Mars Class Battlecruiser", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fleet", + "content": "+Vessels of Note\nBelial – Emperor Class Battleship\nExecution – Eternal Oberon Class Battleship\nProclamation of Wrath – Vengeance Class Grand Cruiser [lost with all hands 786.M41]\nEternal Requiem – Exorcist Class Grand Cruiser\nCaelestis Dictatio – Mars Class Battlecruiser", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2248, + "rule_id": "pdf_skill_1845_munitorum", + "title": "Munitorum", + "content": "Reclamation & Provender Army Inc.:\n3 Pioneer Regiments\n2 Field Enforcement Regiments\n4 Labour Battalions\n1 Administratum Assay Corps.\necorded Contingents Holy Ordos of the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Munitorum", + "content": "Reclamation & Provender Army Inc.: 3 Pioneer Regiments, 2 Field Enforcement Regiments, 4 Labour Battalions, 1 Administratum Assay Corps. Recorded Contingents Holy Ordos of the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2249, + "rule_id": "pdf_skill_1846_forces", + "title": "Forces", + "content": "The Vassals of Rogue Trader Kazandus Lan [5\nships of the line, equiv/3 Regiments Militant]\nForces of the God-Emperor of Mankind\nDisposition at the Outset of the Achilus Crusade circa 7252.777.M41\nCompiler’s Note: Cross-Ref: Secret Order Lamas-V", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forces", + "content": "The Vassals of Rogue Trader Kazandus Lan [5 ships of the line, equiv/3 Regiments Militant] Forces of the God-Emperor of Mankind Disposition at the Outset of the Achilus Crusade circa 7252.777.M41 Compiler’s Note: Cross-Ref: Secret Order Lamas-V", + "page": 1, + "verified": false, + "confidence": 0.8, + "verification_notes": "The content does not match a typical Deathwatch RPG rule entry. It seems to be lore or background information." + }, + { + "original": { + "id": 2250, + "rule_id": "pdf_skill_1847_salient", + "title": "Salient", + "content": "“In ancient times it is said that men prayed to keep the monsters\nof the seas from rising from the black depths. Now I look out at\nthe darkness between these stars and I feel the same prayers coming\nunbidden to my lips.”\n–Captain Ahabron to his first officer on the Deep Range\nCruiser Admiral Ishmael, missing in Action 814.M41\nhe Orpheus Salient is the rimward-most advance of the Achilus\nCrusade’s penetration into the Jericho Reach. Intended by Lord\nMilitant Tetrarchus to advance swiftly through what were largely\nuncontested and barren systems, the Orpheus Salient was once\nthe most successful of the Achilus Crusade, gaining ground\nrapidly ahead of the others and bringing more than sixty systems\nunder the Crusade’s control. These successes are no more, and its\nforces are now shattered and scattered, while the majority of its\ncommanders are lost and likely dead.\nhe doom that came upon the Orpheus Salient very recently\nhas come out of the distant void like a surging tide sweeping\naway all past gains in a welter of confusion and death. In four\nyears, the all-devouring xenos-horror known as the Tyranids has\ncome to besiege and consume all before it. Unprepared for its\nfury, the Salient’s Crusade forces have crumbled into a bloody\nshambles. Only a few worlds are known to be holding out for\ncertain against the onslaught of the Great Devourer, and dozens\nare believed to have perished. Others yet may be desperately\nfighting the enemy, their plight unknown, or huddling ignorant\nand fearful in the silent dark, not knowing that the jaws of a\nmonstrous enemy are fastening around them.\nhe possibility of complete disaster now looms, as\nonly one thing is certain: what has happened so far is only\nthe beginning.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Salient", + "content": "In ancient times it is said that men prayed to keep the monsters of the seas from rising from the black depths. Now I look out at the darkness between these stars and I feel the same prayers coming unbidden to my lips. Captain Ahabron to his first officer on the Deep Range Cruiser Admiral Ishmael, missing in Action 814.M41 The Orpheus Salient is the rimward-most advance of the Achilus Crusade's penetration into the Jericho Reach. Intended by Lord Militant Tetrarchus to advance swiftly through what were largely uncontested and barren systems, the Orpheus Salient was once the most successful of the Achilus Crusade, gaining ground rapidly ahead of the others and bringing more than sixty systems under the Crusade's control. These successes are no more, and its forces are now shattered and scattered, while the majority of its commanders are lost and likely dead. The doom that came upon the Orpheus Salient very recently has come out of the distant void like a surging tide sweeping away all past gains in a welter of confusion and death. In four years, the all-devouring xenos-horror known as the Tyranids has come to besiege and consume all before it. Unprepared for its fury, the Salient's Crusade forces have crumbled into a bloody shambles. Only a few worlds are known to be holding out for certain against the onslaught of the Great Devourer, and dozens are believed to have perished. Others yet may be desperately fighting the enemy, their plight unknown, or huddling ignorant and fearful in the silent dark, not knowing that the jaws of a monstrous enemy are fastening around them. The possibility of complete disaster now looms, as only one thing is certain: what has happened so far is only the beginning.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2251, + "rule_id": "pdf_skill_1848_victory_and_disaster", + "title": "VICTORY AND DISASTER", + "content": "The Orpheus Salient was launched a year after Solomon\nTetrarchus ascended to the position of Lord Militant\ncommanding the Crusade into the Jericho Reach. At that\ntime, intelligence possessed by the Crusade’s High Command\nstrongly suggested that the systems running to the rimward\nof the Reach were made up of sparsely populated frontier\nworlds and a few formally Imperial worlds. These planets,\nwhile much regressed, had kept faith with the Imperial Creed\nand carried on in much the same way as they had before the\nloss of the Jericho Reach to its millennia old Age of Shadow.\nSome had even maintained very haphazard contact with the\nImperium and provided the Crusade’s scouting forces with\naid and intelligence. It was felt that if these and other nearby\nworlds could be quickly brought back into Imperial control,\nthey could both provide valuable resources to the Crusade\nand act as the staging point to open a second front against the\nforces of the Archenemy that were already exacting a heavy\ntoll on the forces of Acheros Salient.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "VICTORY AND DISASTER", + "content": "The Orpheus Salient was launched a year after Solomon Tetrarchus ascended to the position of Lord Militant commanding the Crusade into the Jericho Reach. At that time, intelligence possessed by the Crusade's High Command strongly suggested that the systems running to the rimward of the Reach were made up of sparsely populated frontier worlds and a few formally Imperial worlds. These planets, while much regressed, had kept faith with the Imperial Creed and carried on in much the same way as they had before the loss of the Jericho Reach to its millennia old Age of Shadow. Some had even maintained very haphazard contact with the Imperium and provided the Crusade's scouting forces with aid and intelligence. It was felt that if these and other nearby worlds could be quickly brought back into Imperial control, they could both provide valuable resources to the Crusade and act as the staging point to open a second front against the forces of the Archenemy that were already exacting a heavy toll on the forces of Acheros Salient.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2252, + "rule_id": "pdf_skill_1849_hive_fleet_dagon", + "title": "Hive Fleet Dagon", + "content": "The Tyranid attack into the Jericho Reach has left the forces of the Imperium confused and disordered.\nIn part, this is because the Tyranids spread a shadow in front of their advance which disrupts the\nAstropathic communication on which the Imperium relies. Additionally, the Achilus Crusade has no\nmeans of knowing how many Tyranids swarm in the void towards the rim. This confusion has meant\nthat no accurate verified estimation of the strength of the Tyranid forces has been made by the High\nCommand, and both the Space Marines (and more importantly, the Deathwatch) have not shared their\nfindings openly with the Crusade forces.\nIn an atmosphere of rising panic and little information, some have claimed that the Tyranids must have\nvast numbers, while others judge that there is no evidence that supports anything other than an attack\nby a small splinter fleet, numbering perhaps a score of bioships. Most examining the unfolding situation,\nhowever, agree that they are facing a splinter of Hive Fleet Behemoth which became detached before or\nduring the breaking of the great hive fleet in 745.M41.\nAlthough some amongst the Magos Biologos, Ordos Xenos and Administratum disputed the correctness\nof attaching a new designation to the Tyranid forces facing the Jericho Reach, such a designation was\ngiven on 989814.M41 by Lord Militant Tetrarchus. Once, it may have begun as a splinter of a greater\nfleet, but it was now a threat in and of itself—a threat of the present, not the victorious past. As such,\nit was given a name from ancient times that spoke of dooms and monsters dreamed of in an archaic age.\nThat name is Hive Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hive Fleet Dagon", + "content": "The Tyranid attack into the Jericho Reach has left the forces of the Imperium confused and disordered. In part, this is because the Tyranids spread a shadow in front of their advance which disrupts the Astropathic communication on which the Imperium relies. Additionally, the Achilus Crusade has no means of knowing how many Tyranids swarm in the void towards the rim. This confusion has meant that no accurate verified estimation of the strength of the Tyranid forces has been made by the High Command, and both the Space Marines (and more importantly, the Deathwatch) have not shared their findings openly with the Crusade forces. In an atmosphere of rising panic and little information, some have claimed that the Tyranids must have vast numbers, while others judge that there is no evidence that supports anything other than an attack by a small splinter fleet, numbering perhaps a score of bioships. Most examining the unfolding situation, however, agree that they are facing a splinter of Hive Fleet Behemoth which became detached before or during the breaking of the great hive fleet in 745.M41. Although some amongst the Magos Biologos, Ordos Xenos and Administratum disputed the correctness of attaching a new designation to the Tyranid forces facing the Jericho Reach, such a designation was given on 989814.M41 by Lord Militant Tetrarchus. Once, it may have begun as a splinter of a greater fleet, but it was now a threat in and of itself—a threat of the present, not the victorious past. As such, it was given a name from ancient times that spoke of dooms and monsters dreamed of in an archaic age. That name is Hive Fleet Dagon.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2253, + "rule_id": "pdf_skill_1850_castobel", + "title": "casToBel", + "content": "“And the stars will be blotted out, and men shall despair saying that\nthey are without light. And in that moment of heresy they doom\nthemselves most surely”\n–From the sermons of Sebastian Thor\nCastobel is a battered Hive world, ruled by a noble-born elite,\nthat remained loyal to the Imperium’s ways through the Jericho\nReach’s long Age of Shadow. It is also a world that is now all\nbut alone, facing any enemy that wants nothing more than to\nconsume it utterly. While other worlds fell to anarchy and the\nlure of false gods, Castobel remained true to the Imperial Creed\nand faithful to the belief that, in time, the Imperium would\nreturn to restore it to its glory. Through the application of\nbrutal authority, a council of nobles called the Aquilan Pluracy\nkept the population in order, the cathedrals un-profaned, and\nthe forges and manufactorums fed by resources harvested from\nthe lesser planets in its system. The Pluracy helped Castobel’s\nhard-pressed defences weather the storms of intermittent\nraiders and xenos predators from beyond. When the Crusade\nforces reached Castobel, they were welcomed. The Crusade\nfound a world willing and able to give support and eager\nto rejoin the Imperium. Since then, Castobel has revelled in\nits importance to the prosecution of the Crusade; its rulers\napply greater and greater brutality to its somewhat threadbare\npopulation in order to yield up weaponry, provisions, and\nregiments of troops to aid the Crusade.\nHive Fleet Dagon arrived without warning, and Castobel\nwas once again severed from all contact with the Imperium.\nThanks to their brutal iron-fisted control, the Pluracy averted\nmass panic turning into riot, but soon, stories began to circulate\nof unholy things stalking the lightless depths of the hives and\nrumours spread of the dark fates that befell the Crusade in the\ncold void beyond. Work and production levels have fallen,\nand the reports of seditious whispers from the Pluracy’s vast\nnetwork of informers have risen almost exponentially across\nthe entire system. Desperate attempts have been made to reand beleaguered Crusade ships managed to make it to port\nto re-arm and re-fit. The crews of these ships spread tales of\nmonsters stalking the stars and terrible battles lost. Afterwards,\na great dark mass appeared in the night sky above Castobel,\nblotting out the light of the stars. Troops were mustered and\ndesperate and largely unheard pleas to the Crusade forces were\nscreamed by the planet’s remaining Astropaths. On the eve\nof 817.M41, dark spores began to fall on Castobel, despite\nthe many more gunned into oblivion by the world’s ancient\ndefence networks. Deserted and doomed, many of the planet’s\nruling elite became lost to despair and flung themselves from\nthe highest spires of Hive Cressos, while others determined to\nsell the world dearly to the inhuman enemy. Castobel is now\na world at war against the most terrible enemy imaginable,\nits hive cities besieged and its hardy population fighting for\ntheir very survival. Its fate, however, is yet to be sealed, as the\nTyranid forces that have descended upon it were but a part of\nthe greater whole, and were not so numerous as to overwhelm\nCastobel quickly or completely. The world’s barren surface\nof lifeless wind-scoured deserts and volcanic plains have also\nproved an advantage in resistance, as they take their toll on the\ninvader and offer little biomass to fuel the enemy’s onslaught.\nWhile two of Castobel’s six major hive complexes have fallen,\none turned itself into an atomic funeral pyre while dying,\nwhich robbed the enemy of its flesh. The others are holding\nout, however precariously, for the moment. The Deathwatch\nhas also become aware of Castobel’s plight, and is now\nconsidering its own plans for possible intervention.\nhe fate of Castobel remains in the balance, although\none thing is certain—its future is even now being written\nin blood.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Castobel", + "content": "Castobel is a battered Hive world, ruled by a noble-born elite, that remained loyal to the Imperium’s ways through the Jericho Reach’s long Age of Shadow. It is also a world that is now all but alone, facing any enemy that wants nothing more than to consume it utterly. While other worlds fell to anarchy and the lure of false gods, Castobel remained true to the Imperial Creed and faithful to the belief that, in time, the Imperium would return to restore it to its glory. Through the application of brutal authority, a council of nobles called the Aquilan Pluracy kept the population in order, the cathedrals un-profaned, and the forges and manufactorums fed by resources harvested from the lesser planets in its system. The Pluracy helped Castobel’s hard-pressed defences weather the storms of intermittent raiders and xenos predators from beyond. When the Crusade forces reached Castobel, they were welcomed. The Crusade found a world willing and able to give support and eager to rejoin the Imperium. Since then, Castobel has revelled in its importance to the prosecution of the Crusade; its rulers apply greater and greater brutality to its somewhat threadbare population in order to yield up weaponry, provisions, and regiments of troops to aid the Crusade. Hive Fleet Dagon arrived without warning, and Castobel was once again severed from all contact with the Imperium. Thanks to their brutal iron-fisted control, the Pluracy averted mass panic turning into riot, but soon, stories began to circulate of unholy things stalking the lightless depths of the hives and rumours spread of the dark fates that befell the Crusade in the cold void beyond. Work and production levels have fallen, and the reports of seditious whispers from the Pluracy’s vast network of informers have risen almost exponentially across the entire system. Desperate attempts have been made to reand beleaguered Crusade ships managed to make it to port to re-arm and re-fit. The crews of these ships spread tales of monsters stalking the stars and terrible battles lost. Afterwards, a great dark mass appeared in the night sky above Castobel, blotting out the light of the stars. Troops were mustered and desperate and largely unheard pleas to the Crusade forces were screamed by the planet’s remaining Astropaths. On the eve of 817.M41, dark spores began to fall on Castobel, despite the many more gunned into oblivion by the world’s ancient defence networks. Deserted and doomed, many of the planet’s ruling elite became lost to despair and flung themselves from the highest spires of Hive Cressos, while others determined to sell the world dearly to the inhuman enemy. Castobel is now a world at war against the most terrible enemy imaginable, its hive cities besieged and its hardy population fighting for their very survival. Its fate, however, is yet to be sealed, as the Tyranid forces that have descended upon it were but a part of the greater whole, and were not so numerous as to overwhelm Castobel quickly or completely. The world’s barren surface of lifeless wind-scoured deserts and volcanic plains have also proved an advantage in resistance, as they take their toll on the invader and offer little biomass to fuel the enemy’s onslaught. While two of Castobel’s six major hive complexes have fallen, one turned itself into an atomic funeral pyre while dying, which robbed the enemy of its flesh. The others are holding out, however precariously, for the moment. The Deathwatch has also become aware of Castobel’s plight, and is now considering its own plans for possible intervention. The fate of Castobel remains in the balance, although one thing is certain—its future is even now being written in blood.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2254, + "rule_id": "pdf_skill_1851_eleusis", + "title": "eleusis", + "content": "“Blasphemy is an older pursuit of Humanity than piety. It is rooted\ndeeper in the soul, and from there, it is likely to hatch when the mind\nproves too weak for the horrors of this universe.”\n–Witchfinder Paulos, in the First Principles of Persecution\nEleusis is a world of shrines and piety whose light flickers in the\nenveloping maw of Hive Fleet Dagon and where fear threatens\nto overturn holiness in favour of the promises of false gods. In\nthe time before the Age of Shadow fell across the Jericho Sector,\nEleusis was a Shrine world. Most of the surface of Eleusis was\ncovered with great seas, and on its few land masses, ten thousand\ntemples and glass-blazoned shrines to the God-Emperor were\nbuilt, forming the great Shrine cities. These wonders basked\nin serene holiness for five thousand years, becoming a place\nof pilgrimage for aspirants from as far afield as Macragge and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Eleusis", + "content": "Eleusis is a world of shrines and piety whose light flickers in the enveloping maw of Hive Fleet Dagon and where fear threatens to overturn holiness in favour of the promises of false gods. In the time before the Age of Shadow fell across the Jericho Sector, Eleusis was a Shrine world. Most of the surface of Eleusis was covered with great seas, and on its few land masses, ten thousand temples and glass-blazoned shrines to the God-Emperor were built, forming the great Shrine cities. These wonders basked in serene holiness for five thousand years, becoming a place of pilgrimage for aspirants from as far afield as Macragge and", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2255, + "rule_id": "pdf_skill_1852_freya", + "title": "freya", + "content": "“Just as the dead were once as we are now, so the dead places of this\ngalaxy may once have equalled our most mighty or glittering worlds.\nAs the cold wastes are now, then so too may our worlds be in times\nyet unborn.”\n–Admonishment from the Seven Books of Vigilance\nBefore the Jericho Reach fell into its Age of Shadow, Freya\nwas a mining world across which millions of indentured\nworkers toiled in vast open-cast mines to feed the now lost\nForge worlds of the Reach. During the long millennia of the\nAge of Shadow, the world fell into disorder and anarchy; its\nmine-scarred surface the battleground for countless gangs\nof techno-barbarians, dark-souled cultists, and flesh-eating\nmutants. The last fragment of Imperial dominion remained in\nspace; a sensor array circling one of Freya’s many moons. This\nspecial Astropathic relay was one of many scattered throughout\nthe reach that served the Deathwatch in their secret vigil. In a\nwarning of what was soon to befall the entire Orpheus salient,\nthe Freya relay (which had endured through thousands of years\nof darkness and cold) fell suddenly silent. On 001814.M41, the\nDeathwatch warship Thunder’s Word entered the Freya system to\ninvestigate the troubling silence. It found no trace of the relay\nand no trace of any life in the Freya system. Preparing to leave\nthe system, Thunder’s Word encountered two Tyranid drone\nships that had been lurking in the orbits of Freya’s moons—a\nrear guard left in the wake of larger predators—and did battle.\nIts hull scored and pitted with acid and its magazines nearly\nexhausted, Thunder’s Word arrived at Watch Fortress Erioch\nlike a messenger riding before a storm: the Tyranids had come\nto Jericho Reach. Subsequently, no attempt has been made to\nreturn to Freya.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Freya", + "content": "Before the Jericho Reach fell into its Age of Shadow, Freya was a mining world across which millions of indentured workers toiled in vast open-cast mines to feed the now lost Forge worlds of the Reach. During the long millennia of the Age of Shadow, the world fell into disorder and anarchy; its mine-scarred surface the battleground for countless gangs of techno-barbarians, dark-souled cultists, and flesh-eating mutants. The last fragment of Imperial dominion remained in space; a sensor array circling one of Freya's many moons. This special Astropathic relay was one of many scattered throughout the reach that served the Deathwatch in their secret vigil. In a warning of what was soon to befall the entire Orpheus salient, the Freya relay (which had endured through thousands of years of darkness and cold) fell suddenly silent. On 001814.M41, the Deathwatch warship Thunder's Word entered the Freya system to investigate the troubling silence. It found no trace of the relay and no trace of any life in the Freya system. Preparing to leave the system, Thunder's Word encountered two Tyranid drone ships that had been lurking in the orbits of Freya's moons—a rear guard left in the wake of larger predators—and did battle. Its hull scored and pitted with acid and its magazines nearly exhausted, Thunder's Word arrived at Watch Fortress Erioch like a messenger riding before a storm: the Tyranids had come to Jericho Reach. Subsequently, no attempt has been made to return to Freya.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2256, + "rule_id": "pdf_skill_1853_hethgard", + "title": "heThGarD", + "content": "“May the gates hold against the beast without.\nMay the stones of the wall be firm beneath my feet.\nMay my blade drink deep of the foe and never be satisfied.\nMay I not feel the touch of fear at the death that is my service.\nMay I stand a warrior, and if I fall, may I fall with my blade in my\nhand.”\n–Spoken by Ivar Ravensclaw, Wolf Guard of the Space\nWolves Chapter, on the morning of the first spores falling\non Hethgard\nHethgard is an Imperial Fortress world and the location\nthat has most recently come under attack from the Tyranid\nthreat. Hethgard was a once mining world whose mountains\nand chains of dormant volcanoes were long ago stripped of\nthe great wealth of rare metallic ores they contained. What\nremained afterwards were plains of shattered stone that\nglimmered with a metallic sheen, broken mountains riddled\nwith echoing passages, and numberless unmapped shafts.\nAlthough sucked dry of resources, the fortress engineers of\nthe Achilus Crusade found Hethgard was perfectly suited for\nLord Militant Achilus’s strategic needs. Many of Hethgard’s\nmountainsides were sheathed in armoured skins, and generators,\nstorehouses and barracks were sunk deep into the abandoned\nmine-workings. The defences were ringed with thousands\nof miles of walls, razorwire, and mines, while chambers\ndeep within the mountain fortresses were converted to vast\nmagazines to feed the thousands of weapon emplacements that\ncrowned the armoured mountain summits. Thus, Hethgard was\nconverted into a mighty fortress to protect the Crusade’s flank\nand an armoury for its forces second only to Karlack itself. In\nthe three decades it has stood, no enemy has taken Hethgard.\nHowever, its defences have been seriously tested twice: once\nby the marauding Ork freebooters of the Brass Eye, and once\nby an unknown, powerful, non-humanoid xenos-form who\nattacked in black orb-like war machines. These raiders were\ndriven off thanks, in part, to the timely intervention of the\nDeathwatch.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hethgard", + "content": "Hethgard is an Imperial Fortress world that has recently come under attack from the Tyranid threat. It was once a mining world stripped of rare metallic ores, leaving plains of shattered stone and broken mountains. The fortress engineers of the Achilus Crusade repurposed Hethgard for strategic defense, with armoured mountainsides, deep bunkers, and weapon emplacements. Hethgard has successfully defended against Orks and non-humanoid xenos, with the Deathwatch aiding in repelling the attackers.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2257, + "rule_id": "pdf_skill_1854_vanir", + "title": "vanir", + "content": "“If Humanity will not unite, it will be destroyed. If the price of\nunity is a billion lives, or ten billion, or a number as like to the\ngrains of sand on the shore, then we must pay it. If we do not,\nif we are not united, then we stand weak and divided against the\nremorseless enemies of an apocalyptic age.”\n–Cardinal Salazar Scrone, Sermon on Mount Amalath\nVanir is a system of inhabited worlds that is the site of a\nfrantic battle between the forces of the Achilus Crusade and\nrebels loyal to the self-proclaimed Monarchs of the Kingdom\nof Vanir. The desperate forces of Battlegroup Icarus, having\nwithdrawn after taking massive casualties from the advancing\nTyranids, are now locked in a race to overcome the rebel\nforces that have taken possession of the Vanir system. The\nImperials know that time is short and that the only chance\nof surviving the oncoming tide of Tyranids is to renew the\nsystem’s defences before the Tyranids come to destroy Vanir\nand lay waste to loyalist and rebel alike.\nDuring the Age of Shadow, Vanir was the seat of the false\n‘Kingdom of Vanir,’ a petty empire held together by the\nmilitary power of the Monarchs. A small fleet of warp-capable\nships kept the closely-situated worlds of the Kingdom together\nthrough fear of orbital bombardment and the deployment of\nthe Monarchs’ dreaded gene-enhanced Crown Guard. When\nthe Crusade forces reached the worlds of the Kingdom, a yearattack on Vanir itself by Space Marines of the Storm Wardens\nChapter and the bloody defeat of the Crown Guard. Many of\nthe Monarchs fled before the wrath of the Imperium as Vanir\nwas forced brutally into compliance; some were hunted down\nand executed by being crowned with molten gold, but a few\nescaped into hiding. Later, communications were broken by\nthe shadow in the warp cast before Hive Fleet Dagon. This\nthrew the Imperials into disarray and the surviving monarchs,\nlong plotting the violent overthrow of Imperial rule again,\nseized the opportunity to spark off a revolt. This rebellion\nlifted the yoke of Imperial rule once more, bringing down the\noverlord government in a bloodbath of civil war, and gaining\ncontrol of Vanir.\nRagged elements of Battlegroup Icarus attempted to regroup\nat Vanir after fighting the invading Tyranids along the Salient.\nHowever, they were attacked as they entered the system and\nfound themselves fighting a war against the resurgent forces\nof the Monarchs. In desperate need of the resources of the\nVanir system, the Battlegroup had no choice but to fight at a\ncrippling disadvantage—their fleet-based firepower muzzled\nby the fact that they could not risk destroying the infrastructure\nor defences that they would need when the Tyranids arrived.\nWith the sands of time running short, Vanir remains a\nworld divided and facing annihilation.\nThe faTe of BaTTleGroup arGo\nBattlegroup Argo was the Crusade Command Battlegroup of the Orpheus Salient from which General Curas directed the\nrapid advance of the Crusade forces under his command. The General always wished to oversee the leading edge of his\nadvance in person, and so Battlegroup Argo was almost invariably at the forefront of the Crusade advance, carrying with\nit the personal regiments of his chosen command. In its most famous action, the Battlegroup had the honour of cleansing\nEleusis of the Charnel Oracles and seeing the long-desecrated shrines torn down and rebuilt in the worship of the GodVanir. As was typical of Curas, when the then unknown threat of Hive Fleet Dagon darkened communications within\nthe salient, he ordered Battlegroup Argo to plunge into the heart of the shadow. Details of what occurred next have been\nfound only in the nightmarish memories of a handful of broken men who escaped from Argo’s death throes. Its last known\nposition was on the edge of the Phonos system when a massive attack of monstrous creatures descended on it from the cold\nvoid. What few survivors escaped did so on trailing escort vessels that fled as writhing darkness fell on the fleet. All were\nlater executed by the Imperial Navy for cowardice.\nNo word has ever been heard from Battlegroup Argo since that day. Many believe the Battlegroup is irrevocably lost,\nand General Curas with it. Others, however, suspect that the fate of Battlegroup Argo may have been far worse than mere\ndestruction at the hands of a ravenous enemy. Wrecked and scarred hulls of former Imperial Warships filled with harbinger\norganisms have been observed arriving in advance of the main Hive Fleet, scattered like deadly seeds upon the wind. These\nships are of familiar line and measure and some are still broadcasting Crusade-encrypted distress calls like the automated\nscreams of the unquiet dead.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Vanir", + "content": "Vanir is a system of inhabited worlds that is the site of a frantic battle between the forces of the Achilus Crusade and rebels loyal to the self-proclaimed Monarchs of the Kingdom of Vanir. The Imperials know that time is short and that the only chance of surviving the oncoming tide of Tyranids is to renew the system’s defenses before the Tyranids come to destroy Vanir and lay waste to loyalist and rebel alike. During the Age of Shadow, Vanir was the seat of the false ‘Kingdom of Vanir,’ a petty empire held together by the military power of the Monarchs. Ragged elements of Battlegroup Icarus attempted to regroup at Vanir after fighting the invading Tyranids along the Salient. However, they were attacked as they entered the system and found themselves fighting a war against the resurgent forces of the Monarchs. With the sands of time running short, Vanir remains a world divided and facing annihilation.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2258, + "rule_id": "pdf_skill_1855_salient", + "title": "Salient", + "content": "“In war, nothing is certain save that the price for victory is always\npaid in blood, both yours and your enemies.”\n–The Tactica Imperialis", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Salient", + "content": "In war, nothing is certain save that the price for victory is always paid in blood, both yours and your enemies. -The Tactica Imperialis", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2259, + "rule_id": "pdf_skill_1856_karlack", + "title": "KARLACK", + "content": "“I’ve always liked a good fortress: given one to sit in, most enemies are\nhappy to stay where you might find them easily, and sleep soundly in\ntheir beds as you slip in to eat out their hearts.”\n–Lady Miram Saynay, Epicure & Corsair Captain\nKarlack is a Fortress world, the principle seat of the Achilus\nCrusade, and the single most powerful concentration of the\nImperium’s military might in the Jericho Reach. In the lost days\nof the old Jericho Sector, Karlack was little more than an outlying,\nlargely unremarkable, colony world. Its population never rose\nhigh enough to make it a power in sector politics, nor did it\npossess resources of sufficient calibre to make it of particular\ninterest to the Adeptus Terra. When the Age of Shadow came,\nKarlack’s relatively marginalised status protected it somewhat\nand cushioned its slide into isolation, sparing it much of the war\nand disaster that stalked worlds closer to the sector’s core. Over\nthe centuries, it descended slowly into pre-industrial feudalism.\nAfter the discovery of the Jericho-Maw Warp Gate, Karlack’s\nfate was decided by a simple expediency of stellar geography:\nit was the closest life-sustaining system of any strategic worth\nin the Jericho Reach in proximity to the Warp Gate. Thus, it\nwas the first system on which Lord Militant Achilus set his eye.\nThe mass forces of the Crusade were welcomed with open arms\nby Karlack’s natives whose local culture had long kept alive\nthe hand-me-down traditions of the Imperial Creed and the\nMastery of the Emperor. The Crusade’s Ministorum contingent\nquickly set about bolstering that faith and rooting out heresy and\ncorruption in the population. Swiftly, mountains were levelled to\nprovide raw materials, rolling steppe land planed into mustering\ngrounds for tens of thousands of troops, and vast fortifications\nraised both on the ground and in orbit. Not to be outdone,\nthe Adeptus Mechanicus hollowed out orbiting asteroids into\ngun-stations and crafted orbital docks to serve as the Crusade’s\nprimary anchorage.\nSince this time, Karlack has remained the primary seat of the\nCrusade’s power and the principal rallying point and supply hub\nfor the Imperial forces in the Jericho Reach. Its orbital stations\nhouse key command and control elements for the Crusade fleets,\na Naval repair and provender base, and the Crusade’s primary\nAstropathic Choir. Karlack is also the keystone in a wide arc of\nlistening posts and defence stations known as the Iron Collar,\nspread out across the portion of the Jericho reach bordering the\nWell of Night, from which the Crusade salients are supported.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "KARLACK", + "content": "Karlack is a Fortress world, the principle seat of the Achilus Crusade, and the single most powerful concentration of the Imperium's military might in the Jericho Reach. In the lost days of the old Jericho Sector, Karlack was little more than an outlying, largely unremarkable, colony world. Its population never rose high enough to make it a power in sector politics, nor did it possess resources of sufficient calibre to make it of particular interest to the Adeptus Terra. When the Age of Shadow came, Karlack's relatively marginalised status protected it somewhat and cushioned its slide into isolation, sparing it much of the war and disaster that stalked worlds closer to the sector's core. Over the centuries, it descended slowly into pre-industrial feudalism. After the discovery of the Jericho-Maw Warp Gate, Karlack's fate was decided by a simple expediency of stellar geography: it was the closest life-sustaining system of any strategic worth in the Jericho Reach in proximity to the Warp Gate. Thus, it was the first system on which Lord Militant Achilus set his eye. The mass forces of the Crusade were welcomed with open arms by Karlack's natives whose local culture had long kept alive the hand-me-down traditions of the Imperial Creed and the Mastery of the Emperor. The Crusade's Ministorum contingent quickly set about bolstering that faith and rooting out heresy and corruption in the population. Swiftly, mountains were levelled to provide raw materials, rolling steppe land planed into mustering grounds for tens of thousands of troops, and vast fortifications raised both on the ground and in orbit. Not to be outdone, the Adeptus Mechanicus hollowed out orbiting asteroids into gun-stations and crafted orbital docks to serve as the Crusade's primary anchorage. Since this time, Karlack has remained the primary seat of the Crusade's power and the principal rallying point and supply hub for the Imperial forces in the Jericho Reach. Its orbital stations house key command and control elements for the Crusade fleets, a Naval repair and provender base, and the Crusade's primary Astropathic Choir. Karlack is also the keystone in a wide arc of listening posts and defence stations known as the Iron Collar, spread out across the portion of the Jericho reach bordering the Well of Night, from which the Crusade salients are supported.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2260, + "rule_id": "pdf_skill_1857_warzone", + "title": "Warzone", + "content": "“These stars and planets have been the sights of battles such as I had\nnever dreamed of in my darkest nightmares. Yet I fear for all the\nnightmares that have passed, there is worse to come.”\n–from the private Journals of Colonel Havius Blan,\nLandrian 202nd Light Infantry, Officer Commanding,\nCellebos Warzone, 443817.M41", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warzone", + "content": "These stars and planets have been the sights of battles such as I had never dreamed of in my darkest nightmares. Yet I fear for all the nightmares that have passed, there is worse to come. -from the private Journals of Colonel Havius Blan, Landrian 202nd Light Infantry, Officer Commanding, Cellebos Warzone, 443817.M41", + "page": 1, + "verified": false, + "confidence": 0.8, + "verification_notes": "This appears to be a flavor text or quote rather than a specific game rule entry." + }, + { + "original": { + "id": 2261, + "rule_id": "pdf_skill_1858_khazant", + "title": "KhazanT", + "content": "“Why weep comrade? Is it the blood we wade in? The thunder of\nthe guns perhaps? Or this sodden corpse-hole of a trench? Friend,\nbe of good cheer, our saviour the Emperor has brought us to this fine\nworld with its open skies and wide vistas, and as plentiful scavenging\nas I’ve ever seen, and all he asks is that we kill a few of those\ngodless bastards yonder. Why, it is a fine thing, to be an Imperial\nGuardsman.”\n–Trooper Morlok Drax, 3rd Volg Regiment\nKhazant is a War world: a planet-wide battlefield over which\nblood has been shed almost continuously since the coming of\nthe Achilus Crusade to the Jericho Reach. Renowned for many\nyears as a corsair stronghold, this former Imperial planet and its\noppressed population have long been enslaved to one warlord\nor another, with Khazant’s naval dockyards and plentiful\nresources its principal prize. From the Achilus Crusade’s outset,\nKhazant was always considered a primary target, and its initial\nconquest, and the driving of heretic forces from the Khazant\nsystem in a year long campaign, was the last great victory of the\nCrusade under Lord Militant Achilus’s leadership. The former\noverlords of Khazant were allowed to escape; a development\nthat, in hindsight, would later have the darkest consequences\nfor the Crusade effort. Shortly afterwards, the newly-acclaimed\nLord Militant Tetrarchus divided the Crusade to form the three\nsalients. Raids by heretic forces into Imperial-held territories\nin the Cellebos region began to increase dramatically, and\nthe Acheros Salient, under Tetrarchus’s direct command,\nfound its main assault meeting massive, organised resistance\nhead-on. During this period, Khazant was temporarily cut off\nand overwhelmed, its garrisoning forces suffering near total\ncasualties before an Imperial counter-attack could once again\ncontest the system.\nSince then, control of Khazant has swung back and forth\nnumerous times, and its now wrecked surface has become the\nprincipal battleground of the war in the salient. Its star system\nis now littered with the wrecks of craft destroyed in action,\nand it has become the hunting ground of raiders from both\nsides. These raids are punctuated by attempts from heretic and\nImperial alike to run the gauntlet of enemy blockades to land\nreinforcements on the surface. On Khazant itself, Crusade\nregiments are still doing battle daily against the forces of the\nStigmatus and their unholy allies on a dozen fronts across a nobunkers, trench works and reeking mud. It is a war of endless\nartillery barrages, poison gas, grinding armour, and brutal\nhand-to-hand fighting that shows no sign of relenting.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Khazant", + "content": "Khazant is a War world: a planet-wide battlefield over which blood has been shed almost continuously since the coming of the Achilus Crusade to the Jericho Reach. Renowned for many years as a corsair stronghold, this former Imperial planet and its oppressed population have long been enslaved to one warlord or another, with Khazant’s naval dockyards and plentiful resources its principal prize. From the Achilus Crusade’s outset, Khazant was always considered a primary target, and its initial conquest, and the driving of heretic forces from the Khazant system in a year long campaign, was the last great victory of the Crusade under Lord Militant Achilus’s leadership. The former overlords of Khazant were allowed to escape; a development that, in hindsight, would later have the darkest consequences for the Crusade effort. Shortly afterwards, the newly-acclaimed Lord Militant Tetrarchus divided the Crusade to form the three salients. Raids by heretic forces into Imperial-held territories in the Cellebos region began to increase dramatically, and the Acheros Salient, under Tetrarchus’s direct command, found its main assault meeting massive, organised resistance head-on. During this period, Khazant was temporarily cut off and overwhelmed, its garrisoning forces suffering near total casualties before an Imperial counter-attack could once again contest the system. Since then, control of Khazant has swung back and forth numerous times, and its now wrecked surface has become the principal battleground of the war in the salient. Its star system is now littered with the wrecks of craft destroyed in action, and it has become the hunting ground of raiders from both sides. These raids are punctuated by attempts from heretic and Imperial alike to run the gauntlet of enemy blockades to land reinforcements on the surface. On Khazant itself, Crusade regiments are still doing battle daily against the forces of the Stigmatus and their unholy allies on a dozen fronts across a nobunkers, trench works and reeking mud. It is a war of endless artillery barrages, poison gas, grinding armour, and brutal hand-to-hand fighting that shows no sign of relenting.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2262, + "rule_id": "pdf_skill_1859_vanity", + "title": "vaniTy", + "content": "“It would be better for a man to die screaming in the jaws of the\nTyranid and know release into the Emperor’s grace, than to die easy\nin his bed on this cold world: for here, the souls of the dead hunger\nfor company.”\n–Malin Grey, Psyker Primaris, Special Inquisitorial Taskforce\nA barren, radioactive, and haunted wasteland of shattered\nhive cities and fallen grandeur, ‘Vanity’—as it has long been\nknown—was once the Hive world of Corulsiem. A prominent\nworld, Corulsiem was once capitol of the Cellebos sub-sector\nand second only to Varrus itself in its economic and military\nmight. During the Age of Shadows, the prideful and fractious\nrulers of Corulsiem were among the first to fall to internal\ndivision and strife. Its hive cities erupted into a savage civil\nwar, which quickly escalated to the use of forbidden atomic\nweapons, rendering the planet into a lifeless cinder-shrouded\ncarcass of a world.\nFor many centuries afterwards, Corulsiem was little more\nthan a target for the most desperate or foolhardy of scavengers\nwilling to brave its deadly fallout-strewn wastes in search\nof spoils. It became known more commonly by the name\n‘Vanity’ by those in the Reach, in reference to the hubris and\nfolly of its former masters. With the coming of the Hadex\nAnomaly, Vanity’s reputation grew even darker: engulfed\nfor a time within the burgeoning warp storm, legend has it\nthat the tortured souls of Corulsiem’s billions of dead rose\nup screaming. Since then, Vanity has become legendary as a\ndeadly, haunted place. These legends were proved to be lethal\ntruth as this world became a second line in the war between\nthe advancing Imperial Crusade and the Chaos forces of the\nStigmartus; both have suffered at the hands of this world’s\nspectral phenomena.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Vanity", + "content": "A barren, radioactive, and haunted wasteland of shattered hive cities and fallen grandeur, ‘Vanity’—as it has long been known—was once the Hive world of Corulsiem. A prominent world, Corulsiem was once capitol of the Cellebos sub-sector and second only to Varrus itself in its economic and military might. During the Age of Shadows, the prideful and fractious rulers of Corulsiem were among the first to fall to internal division and strife. Its hive cities erupted into a savage civil war, which quickly escalated to the use of forbidden atomic weapons, rendering the planet into a lifeless cinder-shrouded carcass of a world. For many centuries afterwards, Corulsiem was little more than a target for the most desperate or foolhardy of scavengers willing to brave its deadly fallout-strewn wastes in search of spoils. It became known more commonly by the name ‘Vanity’ by those in the Reach, in reference to the hubris and folly of its former masters. With the coming of the Hadex Anomaly, Vanity’s reputation grew even darker: engulfed for a time within the burgeoning warp storm, legend has it that the tortured souls of Corulsiem’s billions of dead rose up screaming. Since then, Vanity has become legendary as a deadly, haunted place. These legends were proved to be lethal truth as this world became a second line in the war between the advancing Imperial Crusade and the Chaos forces of the Stigmartus; both have suffered at the hands of this world’s spectral phenomena.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2263, + "rule_id": "pdf_skill_1860_the_blood_trinity", + "title": "The BlooD TriniTy", + "content": "“I shall crush my enemies, drive them before me, and hear the\nlamination of their slaves. All this I do in thy name, oh Great Gods\nof Blood and Night”\n–Maratan Oath\nOnce known as the Mataras Sisters during the day of the\nlost Jericho Sector, this system was regarded as a jewel of the\nImperium. The system supported four verdant and paradisethe sector core. The Age of Shadows heralded a slow descent\ninto blasphemy for this system as, over time, the severed and\nabandoned human populations embraced barbarity and the\nfalse promises of the Dark Gods to save them from the brutal\npredations of off-world slavers and the obscene hungers of the\nalien. In 920.M37, Mataras IV was subject to the final sanction of\nExterminatus. This sanction was carried out by the Deathwatch\nin order to prevent a parasite-colony of the horrific Hadrus\nSkin-Weaver xenoform from spreading to neighbouring worlds.\nAs the populations of the Mataras Sisters slowly succumbed to\nthe worship of Chaos, they strove to excel over each other in\nsavagery and slaughter. The three surviving worlds of Mataras\nbecame known as the Blood Trinity, thriving on violence and\nfighting unceasingly amongst themselves for the favour for their\ngods, united only against anything foolish enough to attempt\ntheir conquest from without. The Deathwatch has long suspected\nthat the warlike natives of the Blood Trinity were chosen as a\nharvesting ground for fresh recruits for certain warbands of the\nTraitor Legions, with the most vicious among their warriors\nselected for their ranks.\nWhen the Crusade forces first probed into the Cellebos war\nzone and stirred the servants of Chaos into response, the godbase of manpower for the rising powers of damnation. Some\nof the most vicious shock-troops of the Stigmatus have been\ndrawn from the worlds of the Blood Trinity.\nhe heretic forces are well aware of the importance of the\nBlood Trinity to their cause. The system is now heavily patrolled\nby renegade warships which have, so far, defeated any attempt\nby Crusade forces to forge a beachhead into the system or\nThe Face of the Enemy\nThe heretic and Chaos forces contesting the Crusade in the Acheros Salient are highly diverse, but wellthe edge of the Charon Stars, to Warp-spawned daemons conjured forth by hellish rituals; from savage feral\nwarriors recruited from the warring tribes of the Blood Trinity, to void-born pirate clans who have spent\nmillennia beyond the reach of Imperial law.\nThe two most powerful groups the Crusade must contend with, however, are the binding forces which\nmaintain the Chaos war effort: a heretic army known as the Stigmartus, and several elite warbands of the\nTraitor Legions that have come to the Reach to make war on the Imperium.\nThe Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they\nare brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cultGuard itself. The commanding echelons of the Stigmartus are believed to be the remainder of the previous\nrulers of Kharzant, who fled when displaced by Lord Militant Achilus’ campaign. Now, they are bound to\nthe charismatic leadership of a cult-general called Elak Sarda, said to be sworn by dark pact to some nameless\ndaemonic entity within the Charon Stars.\nOne of the most terrifying and powerful contingents within the Chaos forces are the warbands and armies\nof the Chaos Space Marines. These super-human killers and arch-servants of the Dark Gods have already\naccounted for massive casualties on the Crusade forces. Factions of the infamous Alpha Legion, Word\nBearers, Berserkers of Skatherax, and The Pyre have all been confirmed present in the Cellebos warzone.\nThere have been unconfirmed reports of daemon hordes, traitor Titan Legions, and even an entire Chaos space\nfleet located on a Daemon world near the heart of the anomaly.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Blood Trinity", + "content": "Once known as the Mataras Sisters during the day of the lost Jericho Sector, this system was regarded as a jewel of the Imperium. The system supported four verdant and paradise the sector core. The Age of Shadows heralded a slow descent into blasphemy for this system as, over time, the severed and abandoned human populations embraced barbarity and the false promises of the Dark Gods to save them from the brutal predations of off-world slavers and the obscene hungers of the alien. In 920.M37, Mataras IV was subject to the final sanction of Exterminatus. This sanction was carried out by the Deathwatch in order to prevent a parasite-colony of the horrific Hadrus Skin-Weaver xenoform from spreading to neighbouring worlds. As the populations of the Mataras Sisters slowly succumbed to the worship of Chaos, they strove to excel over each other in savagery and slaughter. The three surviving worlds of Mataras became known as the Blood Trinity, thriving on violence and fighting unceasingly amongst themselves for the favour for their gods, united only against anything foolish enough to attempt their conquest from without. The Deathwatch has long suspected that the warlike natives of the Blood Trinity were chosen as a harvesting ground for fresh recruits for certain warbands of the Traitor Legions, with the most vicious among their warriors selected for their ranks. When the Crusade forces first probed into the Cellebos war zone and stirred the servants of Chaos into response, the godbase of manpower for the rising powers of damnation. Some of the most vicious shock-troops of the Stigmatus have been drawn from the worlds of the Blood Trinity. The heretic forces are well aware of the importance of the Blood Trinity to their cause. The system is now heavily patrolled by renegade warships which have, so far, defeated any attempt by Crusade forces to forge a beachhead into the system or The Face of the Enemy The heretic and Chaos forces contesting the Crusade in the Acheros Salient are highly diverse, but well the edge of the Charon Stars, to Warp-spawned daemons conjured forth by hellish rituals; from savage feral warriors recruited from the warring tribes of the Blood Trinity, to void-born pirate clans who have spent millennia beyond the reach of Imperial law. The two most powerful groups the Crusade must contend with, however, are the binding forces which maintain the Chaos war effort: a heretic army known as the Stigmartus, and several elite warbands of the Traitor Legions that have come to the Reach to make war on the Imperium. The Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they are brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cultGuard itself. The commanding echelons of the Stigmartus are believed to be the remainder of the previous rulers of Kharzant, who fled when displaced by Lord Militant Achilus’ campaign. Now, they are bound to the charismatic leadership of a cult-general called Elak Sarda, said to be sworn by dark pact to some nameless daemonic entity within the Charon Stars. One of the most terrifying and powerful contingents within the Chaos forces are the warbands and armies of the Chaos Space Marines. These super-human killers and arch-servants of the Dark Gods have already accounted for massive casualties on the Crusade forces. Factions of the infamous Alpha Legion, Word Bearers, Berserkers of Skatherax, and The Pyre have all been confirmed present in the Cellebos warzone. There have been unconfirmed reports of daemon hordes, traitor Titan Legions, and even an entire Chaos space fleet located on a Daemon world near the heart of the anomaly.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2264, + "rule_id": "pdf_skill_1861_and_the_charon_stars", + "title": "AND THE CHARON STARS", + "content": "“Come signs, come figures, all hell dance before me in bloody light,\nCome woe, come pleasure, drown me in infernal night.”\n–From the proscribed play ‘The Banquet of Malfi’\nIn the Cellebos warzone, there exists twin aspects of one malefic\nphenomena: the Hadex Anomaly. Although unclassified, it is\nsimilar to a Class III Warp disturbance, an overlapping vortex of\nturbulence in the Æther that spills over into Realspace, distorting\nand twisting its fabric and making navigation and observation\nalmost impossible within its baleful influence. While considerably\nsmaller than the great and legendary reality-lesions such as the\ndreaded Eye of Terror or the Maelstrom, it is no less dangerous. The\nCharon Stars, in turn, is the name of those stellar bodies trapped\nwithin the warp-breach’s grasp, stars that now cast a murderous\nand unclean radiance wherever their light falls. Resembling a “red\nhole” in space, the Hadex Anomaly rarely stays in the same place\nfor long, having been reported in different regions of space on\nnumerous occasions. The Anomaly’s mobility suggests that it may\nhave some malign sentience. One theory amongst the Adeptus\nMechanicus forces in the Achilus Crusade is that the Anomaly\nspews time from other dimensions into our own, distorting all\nattempts to monitor it more closely. The outer rim of the Anomaly\ncontains a debris-strewn ring of ghost ships, starfaring vessels that\nhave become trapped in some kind of stasis from which there is\nno release.\nhe Hadex Anomaly came into being during an-ill portended\nplanetary alignment in 656.M40. The Deathwatch’s records state\nthat the vortex was the result of some great and bloody design of\nthe mortal worshipers of Chaos come to fruition on one of the\nlost worlds it now has swallowed: a ritual unleashing the abyss of\nthe Warp into reality. Thanks to the sector’s fall into anarchy, no\nAgents of the Throne were there to stop it.\nIn the fury of its birth, the Anomaly briefly swelled to more\nthan twice its current diameter before swiftly receding again. The\nAnomaly has since grown steadily by fractions, year-by-year, until\nit reached its present size. Drowned in its hellish radiance were a\ndozen inhabited worlds that once made up the core of the Jericho\nSector of old. This includes its once-vaunted capitol, the hive\nworld of Varrus, long since fallen into bloody civil war and the\nworship of the Ruinous Powers. Some say that Varrus has since\nbeen transformed into a daemon world, where the servants of the\nChaos Gods plan the destruction of the Reach.\nWhatever dark powers are in control of the heretics that\ncontest the Cellebos warzone, it is those same powers that called\non the might of the Traitor Legions to their battle standards. The\nCharon Stars are their domain, and it is under these stars’ blood\nred light that their corrupt priests and commanders make their\nsacrificial offerings. Many rumours claim that these minions of\nthe Ruinous Powers seek to appease the Anomaly itself, as if it\nwere some ancient and powerful beast that had carried them here\nupon strange tides of the warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "AND THE CHARON STARS", + "content": "In the Cellebos warzone, there exists twin aspects of one malefic phenomena: the Hadex Anomaly. Although unclassified, it is similar to a Class III Warp disturbance, an overlapping vortex of turbulence in the Aether that spills over into Realspace, distorting and twisting its fabric and making navigation and observation almost impossible within its baleful influence. While considerably smaller than the great and legendary reality-lesions such as the dreaded Eye of Terror or the Maelstrom, it is no less dangerous. The Charon Stars, in turn, is the name of those stellar bodies trapped within the warp-breach's grasp, stars that now cast a murderous and unclean radiance wherever their light falls. Resembling a red hole in space, the Hadex Anomaly rarely stays in the same place for long, having been reported in different regions of space on numerous occasions. The Anomaly's mobility suggests that it may have some malign sentience. One theory amongst the Adeptus Mechanicus forces in the Achilus Crusade is that the Anomaly spews time from other dimensions into our own, distorting all attempts to monitor it more closely. The outer rim of the Anomaly contains a debris-strewn ring of ghost ships, starfaring vessels that have become trapped in some kind of stasis from which there is no release. The Hadex Anomaly came into being during an ill-portended planetary alignment in 656.M40. The Deathwatch's records state that the vortex was the result of some great and bloody design of the mortal worshipers of Chaos come to fruition on one of the lost worlds it now has swallowed: a ritual unleashing the abyss of the Warp into reality. Thanks to the sector's fall into anarchy, no Agents of the Throne were there to stop it. In the fury of its birth, the Anomaly briefly swelled to more than twice its current diameter before swiftly receding again. The Anomaly has since grown steadily by fractions, year-by-year, until it reached its present size. Drowned in its hellish radiance were a dozen inhabited worlds that once made up the core of the Jericho Sector of old. This includes its once-vaunted capitol, the hive world of Varrus, long since fallen into bloody civil war and the worship of the Ruinous Powers. Some say that Varrus has since been transformed into a daemon world, where the servants of the Chaos Gods plan the destruction of the Reach. Whatever dark powers are in control of the heretics that contest the Cellebos warzone, it is those same powers that called on the might of the Traitor Legions to their battle standards. The Charon Stars are their domain, and it is under these stars' blood red light that their corrupt priests and commanders make their sacrificial offerings. Many rumours claim that these minions of the Ruinous Powers seek to appease the Anomaly itself, as if it were some ancient and powerful beast that had carried them here upon strange tides of the warp.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2265, + "rule_id": "pdf_skill_1862_samech", + "title": "saMech", + "content": "“What profiteth a man if he gains the world, but in doing so loses\nhis soul?”\n–Ancient Terran Proverb\nAlso known as ‘the iron pit’ by the debased human renegades\nthat travel there to trade and barter, Samech was once an\nImperial Forge world, an outpost of the Adeptus Mechanicus\nwithin the Jericho Sector, famed for the skill of its tech-adepts\nand the quality of the cogitator systems produced there. During\nthe slow fall of the Jericho Sector into barbarity and isolation,\nSamech maintained its power and independence far longer\nthan any of the other worlds of the sector core. Watch Fortress\nErioch maintained communications with Samech for more than\ntwo hundred years after Varrus fell. As the centuries wore on,\nhowever, the Magos of Samech grew increasingly insular and\nparanoid. Ever beset by xenos raiders, warring former allies,\nand human renegades, Samech began firing on any vessel that\nentered their system. Samech’s true infamy came to light in 325.\nM40, when a Mechanicus Explorator flotilla managed to battle\nits way through the warp storms shrouding the Jericho Reach to\nre-contact Samech and was lured into close orbit and blasted to\natoms. This act of treachery would lead the Cult Mechanicus to\ndeclare the Forge world Apostate under a penalty of death—a\npenalty that has yet to be carried out.\nMatters no doubt worsened when the Hadex Anomaly first\nerupted and swallowed Samech. Scattered intelligence gathered\nby the Deathwatch painted the Magi of Samech as increasingly\ncorrupt, embracing forbidden technological blasphemies and\ntrading weapons, and even warp drives, to debased renegades\nand consorting with the vilest forms of xenos without favour or\ndistinction. Some reports claimed that the Magi were raising up\naltars to the Dark Gods to consecrate their nightmarish works.\nOver the centuries since then, the emissaries and works of\nSamech have been a repeated and bitter foe for the Deathwatch.\nThey are not only allies to hostile alien forces, they are also\nsometimes rival claimants for xenos artefacts and lore the\nImperium can ill-afford to have fall into the hands of the enemy.\nSamech’s rust-coloured spider-like vessels have been reported as\nfar afield as the ruins on Jove’s Fall and hunting at the edges of\nTau colonies for ‘specimens.’\nAs matters stand, Samech is an abiding factor in the failure of\nthe Acheros Salient, as it is the principal supplier of baleful war\nengines and arms to the Chaos forces of the Cellebos warzone\nand the raider ships that harry the fringes of the Crusade. The\ntwisted masters of Samech deal freely with any creature, human\nor otherwise, that can meet their price in slaves and secret lore.\nSamech possesses the firepower and terrifying servants of its own\nto destroy any that would think to take what it offers by force.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "saMech", + "content": "Also known as 'the iron pit' by the debased human renegades that travel there to trade and barter, Samech was once an Imperial Forge world, an outpost of the Adeptus Mechanicus within the Jericho Sector, famed for the skill of its tech-adepts and the quality of the cogitator systems produced there. During the slow fall of the Jericho Sector into barbarity and isolation, Samech maintained its power and independence far longer than any of the other worlds of the sector core. Watch Fortress Erioch maintained communications with Samech for more than two hundred years after Varrus fell. As the centuries wore on, however, the Magos of Samech grew increasingly insular and paranoid. Ever beset by xenos raiders, warring former allies, and human renegades, Samech began firing on any vessel that entered their system. Samech's true infamy came to light in 325.M40, when a Mechanicus Explorator flotilla managed to battle its way through the warp storms shrouding the Jericho Reach to re-contact Samech and was lured into close orbit and blasted to atoms. This act of treachery would lead the Cult Mechanicus to declare the Forge world Apostate under a penalty of death—a penalty that has yet to be carried out. Matters no doubt worsened when the Hadex Anomaly first erupted and swallowed Samech. Scattered intelligence gathered by the Deathwatch painted the Magi of Samech as increasingly corrupt, embracing forbidden technological blasphemies and trading weapons, and even warp drives, to debased renegades and consorting with the vilest forms of xenos without favour or distinction. Some reports claimed that the Magi were raising up altars to the Dark Gods to consecrate their nightmarish works. Over the centuries since then, the emissaries and works of Samech have been a repeated and bitter foe for the Deathwatch. They are not only allies to hostile alien forces, they are also sometimes rival claimants for xenos artefacts and lore the Imperium can ill-afford to have fall into the hands of the enemy. Samech's rust-coloured spider-like vessels have been reported as far afield as the ruins on Jove's Fall and hunting at the edges of Tau colonies for 'specimens.' As matters stand, Samech is an abiding factor in the failure of the Acheros Salient, as it is the principal supplier of baleful war engines and arms to the Chaos forces of the Cellebos warzone and the raider ships that harry the fringes of the Crusade. The twisted masters of Samech deal freely with any creature, human or otherwise, that can meet their price in slaves and secret lore. Samech possesses the firepower and terrifying servants of its own to destroy any that would think to take what it offers by force.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2266, + "rule_id": "pdf_skill_1863_drift", + "title": "DRIFT", + "content": "A Desert world, now the domain of a few debased mutants\nand scattered clans of warring Orks, Shedu once marked the\nouter boundary of the old Jericho Sector’s civilised worlds and\nthe start of its spinward frontier. Despite being a largely arid\nwasteland, it remains a crossroads and way-station for outlaw\ntraffic and xenos slavers. Shedu’s importance reflects its status\nas the only life sustaining world found on the edge of a long\nand drawn out star cluster known as the Slinnar Drift. The\nDrift is a stellar formation whose planetary systems, although\nhostile, are rich with mineral resources and exotic chemical\nelements produced by its active proto-stars. The Slinnar Drift\nis also remarkable for the curious stability of local Warp-space\nconditions in the region.\nJOVE’S DESCENT\nJove’s Descent is a strange and impenetrably mysterious world,\nwhose promise and legend has drawn both human renegades\nand Rogue Traders to its vine-tangled deeps and curious\ncreeper-shrouded obelisks. The planet’s surface features\nnumerous dense jungles and strange, inhuman ruins overrun\nand overgrown by ages. It is thought it may have once been\nthe centre of a xenos empire believed destroyed during the\nGreat Crusade, referred to in some records as the Ghanathaar.\nOf the dead Ghanathaar themselves, even the Deathwatch\ncan say little for certain, save that they were ancient, nonthose Ghanathaar that were destroyed by the Great Crusade\nwere but a shadow of a race long since laid low by some great\nenemy in the unknowable past.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "DRIFT", + "content": "A Desert world, now the domain of a few debased mutants and scattered clans of warring Orks, Shedu once marked the outer boundary of the old Jericho Sector’s civilised worlds and the start of its spinward frontier. Despite being a largely arid wasteland, it remains a crossroads and way-station for outlaw traffic and xenos slavers. Shedu’s importance reflects its status as the only life sustaining world found on the edge of a long and drawn out star cluster known as the Slinnar Drift. The Drift is a stellar formation whose planetary systems, although hostile, are rich with mineral resources and exotic chemical elements produced by its active proto-stars. The Slinnar Drift is also remarkable for the curious stability of local Warp-space conditions in the region. JOVE’S DESCENT Jove’s Descent is a strange and impenetrably mysterious world, whose promise and legend has drawn both human renegades and Rogue Traders to its vine-tangled deeps and curious creeper-shrouded obelisks. The planet’s surface features numerous dense jungles and strange, inhuman ruins overrun and overgrown by ages. It is thought it may have once been the centre of a xenos empire believed destroyed during the Great Crusade, referred to in some records as the Ghanathaar. Of the dead Ghanathaar themselves, even the Deathwatch can say little for certain, save that they were ancient, nonthose Ghanathaar that were destroyed by the Great Crusade were but a shadow of a race long since laid low by some great enemy in the unknowable past.", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2267, + "rule_id": "pdf_skill_1864_polyphemnos", + "title": "POLYPHEMNOS", + "content": "An infamous Death world, forbidden to human contact even\nduring the rule of the Jericho Sector, Polyphemnos is a huge,\nheavy-gravity primordial planet. Its surface is forested with\nnoisome fungus plants tens of metres across and stalked by\na multitude of predatory species, many without analogue\nelsewhere in known space. Of the plethora of monsters that\nwalk its fetid forest floors, the so-called ‘Eaters’ are among\nthe worst. It is believed that the Eaters were once abhuman\nOgryns left behind long ago by beast-slavers. These twisted,\nstarveling, and gangrel-like things have been mutated by\nhundreds of generations of exposure to the vile poisonous\nspores that infest the air. Eaters are infamous for their\nunending hunger and congenital madness, coupled with the\nstrength to rip a power-armoured Space Marine in half with\ntheir bony claws.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "POLYPHEMNOS", + "content": "An infamous Death world, forbidden to human contact even during the rule of the Jericho Sector, Polyphemnos is a huge, heavy-gravity primordial planet. Its surface is forested with noisome fungus plants tens of metres across and stalked by a multitude of predatory species, many without analogue elsewhere in known space. Of the plethora of monsters that walk its fetid forest floors, the so-called ‘Eaters’ are among the worst. It is believed that the Eaters were once abhuman Ogryns left behind long ago by beast-slavers. These twisted, starveling, and gangrel-like things have been mutated by hundreds of generations of exposure to the vile poisonous spores that infest the air. Eaters are infamous for their unending hunger and congenital madness, coupled with the strength to rip a power-armoured Space Marine in half with their bony claws.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2268, + "rule_id": "pdf_skill_1865_salient", + "title": "Salient", + "content": "‘Don’t tell me we don’t have the manpower! Don’t tell me it can’t be\ndone! Tell me how many heads are spiked on our battlements! Tell\nme how deep the mass graves must now be dug!’\n–Lord Commander Sebiascor Ebongrave", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Salient", + "content": "‘Don’t tell me we don’t have the manpower! Don’t tell me it can’t be done! Tell me how many heads are spiked on our battlements! Tell me how deep the mass graves must now be dug!’ –Lord Commander Sebiascor Ebongrave", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2269, + "rule_id": "pdf_skill_1866_fortress_spite", + "title": "FORTRESS SPITE", + "content": "Spite is the Fortress world from which Lord Commander\nEbongrave marshals the Imperial Crusade against the Tau. It is\na world recovering from a terrible attack by human malcontents,\nwidely assumed to have been supported by the Tau, which killed\nmillions and left Spite a ruined and shaken planet. Captured\nrelatively intact from Tau infiltrators early in the Crusade, Spite\nis a heavily settled and industrialised world, which turned its\nwhole production over to the war effort. Less than three years\nago, it was subject to an unexpected and devastating attack\nknown as the Blasphemy.\nFanatics calling themselves the Vengeance Sept hijacked a\nfactory ship loaded with fuel and crashed it into a major fault\nline on Spite’s largest continent. The resulting earthquakes and\nvolcanoes devastated several cities and rendered vast swathes of\nthe continent uninhabitable. Fortress Spite has barely been able\nto function as a military headquarters since the Blasphemy, and\nrefugees choke the remaining cities in the millions.\nA great many cities still stand on Spite—the largest is home\nto tens of millions. These cities are patrolled by Moral Hygiene\nMilitias, raised under Ebongrave’s orders to watch for sedition\nand xenos sympathisers, and suffer frequent visits by the Field\nPurgation Platoons of Imperial Guard sent to hunt down the\nworst offenders. Each city is now so paranoid it is effectively its\nown isolated state, with citizens refused entrance or exit without\nauthorisation from Ebongrave’s command. The millions of\nrefugees created by the Blasphemy cower outside the city gates,\nbegging to be let in before Spite’s merciless winter descends.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "FORTRESS SPITE", + "content": "Spite is the Fortress world from which Lord Commander Ebongrave marshals the Imperial Crusade against the Tau. It is a world recovering from a terrible attack by human malcontents, widely assumed to have been supported by the Tau, which killed millions and left Spite a ruined and shaken planet. Captured relatively intact from Tau infiltrators early in the Crusade, Spite is a heavily settled and industrialized world, which turned its whole production over to the war effort. Less than three years ago, it was subject to an unexpected and devastating attack known as the Blasphemy. Fanatics calling themselves the Vengeance Sept hijacked a factory ship loaded with fuel and crashed it into a major fault line on Spite's largest continent. The resulting earthquakes and volcanoes devastated several cities and rendered vast swathes of the continent uninhabitable. Fortress Spite has barely been able to function as a military headquarters since the Blasphemy, and refugees choke the remaining cities in the millions. A great many cities still stand on Spite—the largest is home to tens of millions. These cities are patrolled by Moral Hygiene Militias, raised under Ebongrave's orders to watch for sedition and xenos sympathizers, and suffer frequent visits by the Field Purgation Platoons of Imperial Guard sent to hunt down the worst offenders. Each city is now so paranoid it is effectively its own isolated state, with citizens refused entrance or exit without authorization from Ebongrave's command. The millions of refugees created by the Blasphemy cower outside the city gates, begging to be let in before Spite's merciless winter descends.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2270, + "rule_id": "pdf_skill_1867_the_black_zone", + "title": "The BlacK zone", + "content": "‘First, you say, “Where are your papers?” If it goes further than that,\nit’s too late to be saying anything at all.’\n–Sergeant Okkus, 14th Mortressan Highlanders.\nhe Black Zone is the military headquarters of Lord\nCommander Ebongrave, standing apart from the cities of\nSpite. The Zone is out of bounds to civilians, and anyone\nwithout proper identification approaching the walls is shot.\nIn its centre is the Achilian Bastion, ringed by massive\nfortifications which were severely damaged in the earthquakes\nfollowing the Blasphemy. The Bastion itself is a squat tower\nof black rockcrete, its plain walls decorated with thousands of\ngibbets. In each gibbet swings the body of a citizen or soldier\nwho fell afoul of Ebongrave’s purges. The fortifications of the\nBlack Zone enclose countless execution grounds, with every\nother wall riddled with firing squad bullets and every flagpole\nand beam pressed into service as a gallows. All the usual bustle\nof military life can be found in the Black Zone, under a pall\nof fatalism and fear that finds its expression in the execution\nsites and the morbid humour of the Guardsmen.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Black Zone", + "content": "The Black Zone is the military headquarters of Lord Commander Ebongrave, standing apart from the cities of Spite. The Zone is out of bounds to civilians, and anyone without proper identification approaching the walls is shot. In its centre is the Achilian Bastion, ringed by massive fortifications which were severely damaged in the earthquakes following the Blasphemy. The Bastion itself is a squat tower of black rockcrete, its plain walls decorated with thousands of gibbets. In each gibbet swings the body of a citizen or soldier who fell afoul of Ebongrave's purges. The fortifications of the Black Zone enclose countless execution grounds, with every other wall riddled with firing squad bullets and every flagpole and beam pressed into service as a gallows. All the usual bustle of military life can be found in the Black Zone, under a pall of fatalism and fear that finds its expression in the execution sites and the morbid humour of the Guardsmen.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2271, + "rule_id": "pdf_skill_1868_the_sorrow", + "title": "The sorrow", + "content": "The Sorrow is the massive tectonic scar left by the Vengeance\nSept’s attack. It is a ruination of crevasses, lava flows and\nnewborn volcanoes, scarring the planet’s surface for over\nthree thousand miles. The Sorrow runs through a dozen major\ncities, the populations of which are now dead or displaced.\nThe lowest of the low on Spite scavenge among the ruins.\nAlways in danger of a sudden lava burst or earthquake,\nthey hunt for the riches supposedly left behind by wealthy\nrefugees, or buried under the ash beside the dead. The Silent\nPilgrim, the container ship used by the Vengeance Sept, also\nlies as a pile of melted slag somewhere in the Sorrow. It has\nyet to be located by Ebongrave’s agents, and he is certain\nit must contain crucial intelligence on the network of xenos\nspies and saboteurs he sees around every corner.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Sorrow", + "content": "The Sorrow is the massive tectonic scar left by the Vengeance Sept's attack. It is a ruination of crevasses, lava flows and newborn volcanoes, scarring the planet's surface for over three thousand miles. The Sorrow runs through a dozen major cities, the populations of which are now dead or displaced. The lowest of the low on Spite scavenge among the ruins. Always in danger of a sudden lava burst or earthquake, they hunt for the riches supposedly left behind by wealthy refugees, or buried under the ash beside the dead. The Silent Pilgrim, the container ship used by the Vengeance Sept, also lies as a pile of melted slag somewhere in the Sorrow. It has yet to be located by Ebongrave's agents, and he is certain it must contain crucial intelligence on the network of xenos spies and saboteurs he sees around every corner.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2272, + "rule_id": "pdf_skill_1869_sepulchre_sigma", + "title": "sepulchre siGMa", + "content": "‘I’m telling you, I don’t know anyth... [illegible] damn you, where\nare your souls? How can you... no, no... [illegible]... all right.\nAll right, filth take your hide. It was me! I was the man in the augur\nrelay, guiding them in! Is that what you want to hear?’\n–Prisoner HX331-43-omicron\nhe codename given to Ebongrave’s interrogation facility is\nSepulchre Sigma. It is a place from which very few people—\nincluding the soldiers who guard it—ever return. Anyone\ntoo valuable to be executed on the spot is brought here for\ninterrogation by officers whose uniforms display no rank\nor regiment. They report what they know to Ebongrave\nin person. Ebongrave does not care how they get their\ninformation, only that it keeps coming. Sepulchre Sigma", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sepulchre Sigma", + "content": "The codename given to Ebongrave's interrogation facility is Sepulchre Sigma. It is a place from which very few people, including the soldiers who guard it, ever return. Anyone too valuable to be executed on the spot is brought here for interrogation by officers whose uniforms display no rank or regiment. They report what they know to Ebongrave in person. Ebongrave does not care how they get their information, only that it keeps coming. Sepulchre Sigma", + "page": 1, + "verified": false, + "confidence": 0.95, + "verification_notes": "The text does not appear to be a Deathwatch RPG rule entry but rather a narrative excerpt from the source material." + }, + { + "original": { + "id": 2273, + "rule_id": "pdf_skill_1870_quarantined_worlds", + "title": "QUARANTINED WORLDS", + "content": "Ebongrave is aggressive, some say fanatical, in rooting out Tau\ninfluence on the Imperial worlds of the Canis Salient. Three\nsuch worlds—Argoth, Kaggeran and Rheelas—were deemed\nby Ebongrave so riddled with Tau emissaries and sympathisers\nthat they were beyond hope. He ordered them quarantined,\nmeaning that no craft were allowed in or out. Fragmented\ntransmissions from these planets, which are clustered close to\nSpite, paint a picture of mass starvation, riots and apocalyptic\ncult activity. Ebongrave has not permitted any cargo to reach\nthe planets, fearing that moral threats will escape on returning\ntransports, and has said on many occasions that he would call\ndown the fleet to bomb their cities into oblivion if he could.\nTo many, the horrible fates of the quarantined worlds are the\nstarkest evidence of Ebongrave’s madness.\nVELK’HAN SEPT\nThe Velk’Han Sept is the empire ruled by the Tau and the\nprimary objective of the Imperial Crusade in the Canis Salient.\nIt consists of several dozen populated worlds. While several\nworlds are properly colonized Tau worlds, many others are\nmostly human-populated and are ruled by proxy through\nsympathetic human leaders. The Sept capital world, Tsua’Malor,\nacts as the central seat of Tau governance and rule.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "QUARANTINED WORLDS", + "content": "Ebongrave is aggressive, some say fanatical, in rooting out Tau influence on the Imperial worlds of the Canis Salient. Three such worlds—Argoth, Kaggeran and Rheelas—were deemed by Ebongrave so riddled with Tau emissaries and sympathisers that they were beyond hope. He ordered them quarantined, meaning that no craft were allowed in or out. Fragmented transmissions from these planets, which are clustered close to Spite, paint a picture of mass starvation, riots and apocalyptic cult activity. Ebongrave has not permitted any cargo to reach the planets, fearing that moral threats will escape on returning transports, and has said on many occasions that he would call down the fleet to bomb their cities into oblivion if he could. To many, the horrible fates of the quarantined worlds are the starkest evidence of Ebongrave’s madness.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2274, + "rule_id": "pdf_skill_1871_he_sept_s_humans_referred_to", + "title": "he Sept’s humans (referred to by the Tau as ‘Gue’la’)", + "content": "adhere not to the Imperial Creed, but to the Tau ideal of\nthe Greater Good. The Tau teach that the perfect society,\none modelled after the Tau themselves, has a place for every\ncreature; with every creature in that place, fulfilling their\nassigned roles without question, for the good of the Sept as\na whole. Imperial religion is prohibited and the Tau Water", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "he Sept’s humans (referred to by the Tau as ‘Gue’la’)", + "content": "adhere not to the Imperial Creed, but to the Tau ideal of the Greater Good. The Tau teach that the perfect society, one modelled after the Tau themselves, has a place for every creature; with every creature in that place, fulfilling their assigned roles without question, for the good of the Sept as a whole. Imperial religion is prohibited and the Tau Water", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2275, + "rule_id": "pdf_skill_1872_caste_run_education_and_re_ed", + "title": "Caste run education (and re-education) programs that instil", + "content": "an understanding and love of the Greater Good into the\nsometimes reluctant gue’la minds. Populations are regularly\nsterilised to prevent population growth outstretching Tau\nmethods of control. Human transgressors against the Greater\nGood are not publicly executed, as is the Imperial way, for the\nTau see no need to publicise the fates of those who oppose\nthem. Instead, such gue’la simply disappear, and it is the\nway of the Greater Good to convince oneself that they never\nexisted at all.\nhe Mal’caor Shi, the Tau taskforce that rules and defends\nthe Sept, has at its disposal several contingents of Tau military\nunits and spacecraft. The Tau force contains many veteran\nforces of Fire Warriors and Air Caste pilots, and its leaders are\nhighly motivated to add the Reach to the expansion of the Tau\nEmpire. It also commands many auxiliary forces drawn from\nspecies that have joined the Tau in the pursuit of the Greater\nGood. The most numerous xenos auxiliaries are the Kroot,\nwith substantial numbers of insectoid Vespid and smaller\nunits of other, more specialised xenos warriors. The Tau also\nmake use of human troops, but they never arm or direct them\nin person. Instead, the wishes of the Tau are passed on to\nthe leaders of human worlds who then equip and command\ntheir own planetary forces. The Imperial Guard fighting on\nthe fringes of the Sept in the Greyhell Front find themselves\nfighting these human forces as much as xenos foes.\nhe Tau face constant challenges in their fight to keep the\nVelk’Han Sept viable. The Tyranids and the Imperial Crusade\nforce them to commit huge numbers of auxiliaries. Even\nbefore the Crusade hit the Canis Salient, however, the Sept\nhad its problems. Chief among these was the baleful influence\nof the ruins found in the Black Reef and on many humanlong dead, are without exception inimical to life, and seem\nto defend themselves by infecting human and Tau alike with\nmadness. Imperial aggression forced the Tau to abandon their\nefforts to understand these ruins, and their secrets remain\nhidden under the soil of Sept’s worlds.\nTSUA’MALOR\n‘What need you understand but the Greater Good? What more than\nthe Greater Good can hold any concern for you? Ask not where your\nhusband went. Rather, rejoice that his absence benefits us all!’\n–Maskin Quiore, Gue’la Water Caste Liaison\nsua’Malor is the capital world of the Velk’Han Sept and\nthe headquarters of the Mal’caor Shi. Once a populous\nand advanced human world, it was transformed by Earth\nCaste architects into a shining example of civilisation and\nenlightenment. Few sights in the Jericho Reach are as\nmagnificent as the skyline of Tsua’Malor’s vast Equatorial\nCity. Stretching around the Desert world’s circumference,\nit houses millions of Tau settlers and the great edifices of\nlearning and government. The Mal’caor Shi’s ruling council,\na small number of Ethereals and ambassadors, gather in the\nkilometre-high edifice known in the gue’la tongue as the\nTranscendence. Each caste has its own district in Equatorial\nCity, from the floating tethered platforms of the Air Caste\nto the bronze-walled fortresses of the Earth Caste. Several\nbillion humans also live on this world, in the planet’s other\ncities cut from the rocky desert by Imperial pilgrim-settlers\nthousands of years before. Every city has a Tau quarter of\nglittering spires and grand pavilions, where the human leaders\ngather to listen to the wisdom of Tau ambassadors. One such\ncity, Beldar, is home to the Gue’Retha, a research institute and\nuniversity to which the Tau transport all the brightest and\nmost talented humans to educate them in Tau philosophy and\ntechnology. Attached to the Gue’Retha is a place which the\nTau decline to name, but which human malcontents call the\nLacuna. This underground research facility, it is rumoured, is\nwhere the Tau conduct psychological experiments on gue’la\nprisoners. The results supposedly help the Tau refine their\nmethods of social manipulation, but no one can be sure since\nany heard to utter such thoughts vanish, quite possibly into\nthe Lacuna itself.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Caste run education (and re-education) programs", + "content": "An understanding and love of the Greater Good is instilled into the gue'la minds. Populations are regularly sterilized to prevent overpopulation. Human transgressors disappear rather than being publicly executed, convincing others they never existed.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2276, + "rule_id": "pdf_skill_1873_iphigenia", + "title": "IphIgenIa", + "content": "The world of Iphigenia is, in many ways, typical of the\nVelk’Han Sept. It is a human world with a population of\naround seven billion, living mostly in the polar cities spared\nthe fierce heat of the planet’s nearby red sun. Its people are\nall born into one of several dozen tribes, each tribe having its\nown king in turn united under the High King. All laws are\ndecided according to the tribe; transgressions in one tribe are\noften accepted in another, even though the populations of the\nvarious tribes live side by side in every city. Since Iphigenia\nwas absorbed into the Sept, however, another power structure\nhas come to exist alongside the tribal kings: the Grey Kings,\nthe name given to the Tau emissaries who have entered into\nan agreement with the High King. In return for allowing the\ntribes to rule themselves, the Grey Kings require Iphigenia’s\narmed forces to fight for the Tau. In addition, the tribal kings\nare to hand over the most technically skilled of their people\nto the orbital stations on which the Grey Kings live.\nEach station is a huge re-education facility. Many of the\ngue’la sent here are trained in Tau technology and sent to\nwork elsewhere in the Sept under Earth Caste work teams\nor Air Caste starship crews. Others are sent back down\nto Iphigenia, radiant with their new purpose and eager to\nspread their understanding of the Greater Good among their\ntribemates.\nIphigenia’s people are far from universally convinced about\nthe Greater Good. The ‘enlightened ones’ who return from\norbit, however, are quick to address such concerns with anyone\nwho wishes to accompany them to the strange structures the\nGrey Kings are building in the southern wastes.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Iphigenia", + "content": "The world of Iphigenia is, in many ways, typical of the Velk'Han Sept. It is a human world with a population of around seven billion, living mostly in the polar cities spared the fierce heat of the planet's nearby red sun. Its people are all born into one of several dozen tribes, each tribe having its own king in turn united under the High King. All laws are decided according to the tribe; transgressions in one tribe are often accepted in another, even though the populations of the various tribes live side by side in every city. Since Iphigenia was absorbed into the Sept, however, another power structure has come to exist alongside the tribal kings: the Grey Kings, the name given to the Tau emissaries who have entered into an agreement with the High King. In return for allowing the tribes to rule themselves, the Grey Kings require Iphigenia's armed forces to fight for the Tau. In addition, the tribal kings are to hand over the most technically skilled of their people to the orbital stations on which the Grey Kings live. Each station is a huge re-education facility. Many of the gue'la sent here are trained in Tau technology and sent to work elsewhere in the Sept under Earth Caste work teams or Air Caste starship crews. Others are sent back down to Iphigenia, radiant with their new purpose and eager to spread their understanding of the Greater Good among their tribemates. Iphigenia's people are far from universally convinced about the Greater Good. The 'enlightened ones' who return from orbit, however, are quick to address such concerns with anyone who wishes to accompany them to the strange structures the Grey Kings are building in the southern wastes.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2277, + "rule_id": "pdf_skill_1874_lord_commander_ebongrave", + "title": "Lord Commander Ebongrave", + "content": "Sebiascor Ebongrave was a capable, even heroic officer who\ndistinguished himself among the cavalry of the Dhkasin Hussars\nand became a trusted advisor to Warmaster Tetrarchus before\nbeing given command of the Canis Salient. Ebongrave has not\nborne his role well. This once-dashing cavalryman is a bitter,\ngreying man who rarely leaves his fortified situation rooms in the\nAchilian Bastion. He has become increasingly paranoid and has\nordered purges of regimental commanders, naval officer classes\nand Imperial governors, sometimes at the vaguest suggestion of\nTau sympathies or ideological weakness. No matter how impossible\nthe fight against the Tyranids becomes, he refuses to countenance\ndiverting troops and ships from fighting the Tau. Some believe he\nis losing his grip on reality, while others think he sees reality all\ntoo well and is the only man who appreciates just how devious his\nxenos foes really are.\nThe 14th Mortressan Highlanders\nWhen Ebongrave needs people he can trust to execute their fellow\nImperial citizens or soldiers, he calls upon the 14th Mortressan.\nRecruited from the Calixian Death world of Mortressa, these\nveterans believe that life is meaningless and that only the manner\nof a man’s death matters. They have no compunction or guilt\nabout what they do, a psychological foible that Ebongrave values\ngreatly. Mortressans serve in the Field Purgation Platoons who\nroot out ideological failings among Guard regiments, and in the\nexecution details in the Black Zone. The guardsman standing\nwatch over an interrogation cell in Sepulchre Sigma is likely to\nhail from Mortressa.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Lord Commander Ebongrave", + "content": "Sebiascor Ebongrave was a capable, even heroic officer who distinguished himself among the cavalry of the Dhkasin Hussars and became a trusted advisor to Warmaster Tetrarchus before being given command of the Canis Salient. Ebongrave has not borne his role well. This once-dashing cavalryman is a bitter, greying man who rarely leaves his fortified situation rooms in the Achilian Bastion. He has become increasingly paranoid and has ordered purges of regimental commanders, naval officer classes and Imperial governors, sometimes at the vaguest suggestion of Tau sympathies or ideological weakness. No matter how impossible the fight against the Tyranids becomes, he refuses to countenance diverting troops and ships from fighting the Tau. Some believe he is losing his grip on reality, while others think he sees reality all too well and is the only man who appreciates just how devious his xenos foes really are. The 14th Mortressan Highlanders When Ebongrave needs people he can trust to execute their fellow Imperial citizens or soldiers, he calls upon the 14th Mortressan. Recruited from the Calixian Death world of Mortressa, these veterans believe that life is meaningless and that only the manner of a man’s death matters. They have no compunction or guilt about what they do, a psychological foible that Ebongrave values greatly. Mortressans serve in the Field Purgation Platoons who root out ideological failings among Guard regiments, and in the execution details in the Black Zone. The guardsman standing watch over an interrogation cell in Sepulchre Sigma is likely to hail from Mortressa.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2278, + "rule_id": "pdf_skill_1875_watch_station_skapula", + "title": "WATCH STATION SKAPULA", + "content": "‘By your will, Fio’Ui. The relief seems to depict iconography relating\nto the gue’la religion. I shall remove the panel for further study.\nWork-brother, pass me the fusion cutter... there, that should...\n[sound of rapid laser fire, then static.]’\n–Intercepted Earth Caste communication\nWatch Station Skapula is a Deathwatch space station,\nabandoned long ago, that orbits a barren world in Tau space.\nWhile deactivated, the station is protected by automated\ndefences that are still operational in spite of the time the\nWatch Station has spent empty.\nhe Tau are interested in the Watch Station, believing\nit to have a religious purpose that could be significant to\nunderstanding the gue’la mindset. Human pioneers led by\nEarth Caste archaeologists have tried to examine and enter\nthe Watch Station, but the defences have held them off in\nspite of spirited attempts to understand and deactivate them.\nWatch Station Skapula could prove a hugely valuable asset\nfor the Imperium. It is highly advanced and is even capable of\nshort warp jumps, making it extremely useful as a jumpingSept. A mission to capture Watch Station Skapula from the\nTau and reactivate it is surely on the Deathwatch’s agenda for\noperations in the Jericho Reach.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "WATCH STATION SKAPULA", + "content": "Watch Station Skapula is a Deathwatch space station, abandoned long ago, that orbits a barren world in Tau space. While deactivated, the station is protected by automated defences that are still operational in spite of the time the Watch Station has spent empty. The Tau are interested in the Watch Station, believing it to have a religious purpose that could be significant to understanding the gue’la mindset. Human pioneers led by Earth Caste archaeologists have tried to examine and enter the Watch Station, but the defences have held them off in spite of spirited attempts to understand and deactivate them. Watch Station Skapula could prove a hugely valuable asset for the Imperium. It is highly advanced and is even capable of short warp jumps, making it extremely useful as a jumpingSept. A mission to capture Watch Station Skapula from the Tau and reactivate it is surely on the Deathwatch’s agenda for operations in the Jericho Reach.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2279, + "rule_id": "pdf_skill_1876_the_black_reef", + "title": "THE BLACK REEF", + "content": "Much of Tsua’Malor’s suitability as the Sept capital comes from\nthe Black Reef, a stellar phenomenon that protects it from\nmost angles of approach. The Reef is a series of gravitational\nanomalies that few but the bravest human pilots and the\nfastest ships could hope to navigate. Hundreds of planets and\nmillions of asteroids are caught in the Black Reef, endlessly\ndancing through contorted orbits as the fluctuating gravities\npull them apart. Some of these planets were once inhabited,\nlong before the age of Imperium, and the tormented ruins\nof ancient cities can just be glimpsed on slabs of planetary\ncrust as they float through the Reef ’s currents. The Reef ’s\nreflection in the warp is an impassable mass of positive and\nnegative energies constantly colliding and annihilating one\nanother, in a dance of destruction that no Navigator would\nconscience sailing towards.\nhe presence of the Black Reef makes it much easier for\nthe Tau fleets to watch over the approaches to Tsua’Malor.\nThis does not satisfy the Mal’caor Shi, however, and several\ncadres of auxiliary species well suited to space exploration\nhave been despatched to explore the Black Reef and chart any\npossible routes through it. These xenos suffer a high attrition\nrate, even though they can survive conditions that would kill\na Tau or a human. The information they are bringing back\nis worth their sacrifice, however, for along with charts of the\nReef they are bringing back glimpses of a catastrophe that\ncreated the Reef and the beings that once inhabited it before\nthe cataclysm.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "THE BLACK REEF", + "content": "Much of Tsua’Malor’s suitability as the Sept capital comes from the Black Reef, a stellar phenomenon that protects it from most angles of approach. The Reef is a series of gravitational anomalies that few but the bravest human pilots and the fastest ships could hope to navigate. Hundreds of planets and millions of asteroids are caught in the Black Reef, endlessly dancing through contorted orbits as the fluctuating gravities pull them apart. Some of these planets were once inhabited, long before the age of Imperium, and the tormented ruins of ancient cities can just be glimpsed on slabs of planetary crust as they float through the Reef’s currents. The Reef’s reflection in the warp is an impassable mass of positive and negative energies constantly colliding and annihilating one another, in a dance of destruction that no Navigator would conscience sailing towards. The presence of the Black Reef makes it much easier for the Tau fleets to watch over the approaches to Tsua’Malor. This does not satisfy the Mal’caor Shi, however, and several cadres of auxiliary species well suited to space exploration have been dispatched to explore the Black Reef and chart any possible routes through it. These xenos suffer a high attrition rate, even though they can survive conditions that would kill a Tau or a human. The information they are bringing back is worth their sacrifice, however, for along with charts of the Reef they are bringing back glimpses of a catastrophe that created the Reef and the beings that once inhabited it before the cataclysm.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2280, + "rule_id": "pdf_skill_1877_baraban", + "title": "BARABAN", + "content": "Baraban’s endless temperate forests are home not only to\nhuge Vespid and Kroot armies, but to spectral presences that\nprey on the sanity of the Guardsmen fighting there. The\nwar on Baraban is a conventional one, with battle lines of\ntrenches and fortifications, attacks and counter-attacks, as\neach side tries to push the other back. Time and again the\nImperial Guard launch armoured spearheads that shatter the\nxenos lines and it seems that surely a crushing victory will\nat last be won. Then the ghosts of Baraban make themselves\nknown, and the Guard forces fall apart in terror and madness.\nA whole army can suddenly be assailed by bizarre visions\nand sensations, and must fight to save themselves from crazed\ncomrades as well as the xenos.\nhe source of Baraban’s ghosts is unknown, but everyone\nwho has been there and survived has his own explanation.\nThey appear to each Guardsman differently: some as voices\nin the mind, others as visions of loved ones long dead or on\ndistant worlds. Even the Deathwatch who have participated\nin the Battle for Baraban report witnessing their Primarch\nwading into battle, or feeling the agony of the Emperor as\nHorus dealt him his mortal wound. Many Guard commanders\nbelieve the Tau have a hand in Baraban’s ghosts, but others\nbelieve the Kroot and the Vespid have their own difficulties on\nthe planet. The Kroot, in particular, develop into strange and\napparently useless strains very easily, with dead-end strains\nlike mindless cattle or uncontrollable predators resulting from\nthe planet’s cruel influence.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "BARABAN", + "content": "Baraban's endless temperate forests are home not only to huge Vespid and Kroot armies, but to spectral presences that prey on the sanity of the Guardsmen fighting there. The war on Baraban is a conventional one, with battle lines of trenches and fortifications, attacks and counter-attacks, as each side tries to push the other back. Time and again the Imperial Guard launch armoured spearheads that shatter the xenos lines and it seems that surely a crushing victory will at last be won. Then the ghosts of Baraban make themselves known, and the Guard forces fall apart in terror and madness. A whole army can suddenly be assailed by bizarre visions and sensations, and must fight to save themselves from crazed comrades as well as the xenos. The source of Baraban's ghosts is unknown, but everyone who has been there and survived has his own explanation. They appear to each Guardsman differently: some as voices in the mind, others as visions of loved ones long dead or on distant worlds. Even the Deathwatch who have participated in the Battle for Baraban report witnessing their Primarch wading into battle, or feeling the agony of the Emperor as Horus dealt him his mortal wound. Many Guard commanders believe the Tau have a hand in Baraban's ghosts, but others believe the Kroot and the Vespid have their own difficulties on the planet. The Kroot, in particular, develop into strange and apparently useless strains very easily, with dead-end strains like mindless cattle or uncontrollable predators resulting from the planet's cruel influence.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2281, + "rule_id": "pdf_skill_1878_bekrin", + "title": "BEKRIN", + "content": "‘Auto vox-beacon 1145EG-BK.Quarantined world, turn back. ‘Auto\nvox-beacon 1145JH-BK. Quarantined world, turn back. Auto vox–Wide-channel voxcast, Bekrin\nBekrin is a Cardinal world, religious capital of the diocese\ncovering much of what is now the Canis Salient. Its clergy\nevacuated the world to escape the approaching Tyranids,\nand though the Tyranids were turned aside before they\ncould reach Bekrin, the world has never been resettled.\nThe Adeptus Ministorum often petitions Lord Commander\nEbongrave to reclaim Bekrin and install a new Cardinal to\nserve as the spiritual leader of the Canis Salient. Ebongrave,\nfor reasons unknown, has bluntly refused at every turn, and\nhas even proclaimed Bekrin a Quarantined world. No one\nknows why, though there is no shortage of speculation about\nwhat horrible sights might be found among Bekrin’s fabled\nnatural beauty and gilded temple-cities. To some, Bekrin is\nan example of Ebongrave’s paranoia, but others insist that\nthere must be something terribly wrong with the planet. In\nany case, no official word on Bekrin has been forthcoming in\nmore than forty years.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "BEKRIN", + "content": "Bekrin is a Cardinal world, religious capital of the diocese covering much of what is now the Canis Salient. Its clergy evacuated the world to escape the approaching Tyranids, and though the Tyranids were turned aside before they could reach Bekrin, the world has never been resettled. The Adeptus Ministorum often petitions Lord Commander Ebongrave to reclaim Bekrin and install a new Cardinal to serve as the spiritual leader of the Canis Salient. Ebongrave, for reasons unknown, has bluntly refused at every turn, and has even proclaimed Bekrin a Quarantined world. No one knows why, though there is no shortage of speculation about what horrible sights might be found among Bekrin's fabled natural beauty and gilded temple-cities. To some, Bekrin is an example of Ebongrave's paranoia, but others insist that there must be something terribly wrong with the planet. In any case, no official word on Bekrin has been forthcoming in more than forty years.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2282, + "rule_id": "pdf_skill_1879_priority_targets", + "title": "Priority Targets", + "content": "The members of the Mal’caor Shi high command (collectively ‘the Transcendence’) are named herein, by the order of\nthe 31st Intelligence Cohort (Black Zone Liaison Section). Quality of said intelligence, while representing the sum\ntotal of relevant knowledge at Imperial disposal, is provisional at best. In addition to the following, intelligence\nprojections suggest two to four lower-ranked Ethereal Caste members, thus far unobserved.\nAun’El Basel’kyth\nSuspected head researcher/philosopher, Ethereal Caste. Elimination projected to affect enemy morale only. Priority\ntarget. Projected location: Beldar Academy, Tsua’Malor.\nAun’O Tsualal\nConfirmed presence Velen battlezone, Greyhell front. Significant Tau strategist, Ethereal Caste. Translated commCaste bodyguard, shield/gun drone swarm present at all contacts.\nShas’O M’yen\nSenior tactical advisor, fire caste. Referred to by sympathisers as ‘Commander Scornfoe’. Projected Location:\nUnknown. Priority Omega target. Crisis battlesuit/support weapon suit, multiple gun drones, fire caste command\nsection.\nAun’Ui Kol’denh\nSocial engineering advisor, Ethereal Caste. Multiple contacts, Warzone Epsilon. Armoured anti-grav unit, life\nsupport system (possible deteriorating health). Projected location: Orbital installation, Iphigenia. Defensive/\noffensive capabilities unknown.\nKor’O Volescur\nSenior ambassador, Water Caste. Projected location: Orbital dockyards, Tsua’Malor. Personal craft known among\nsympathisers as the Liberation. Significant evasive/offensive capabilities, Fire Caste marine/boarding detail.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Priority Targets", + "content": "The members of the Mal'caor Shi high command (collectively 'the Transcendence') are named herein, by the order of the 31st Intelligence Cohort (Black Zone Liaison Section). Quality of said intelligence, while representing the sum total of relevant knowledge at Imperial disposal, is provisional at best. In addition to the following, intelligence projections suggest two to four lower-ranked Ethereal Caste members, thus far unobserved. Aun'El Basel'kyth Suspected head researcher/philosopher, Ethereal Caste. Elimination projected to affect enemy morale only. Priority target. Projected location: Beldar Academy, Tsua'Malor. Aun'O Tsualal Confirmed presence Velen battlezone, Greyhell front. Significant Tau strategist, Ethereal Caste. Translated commCaste bodyguard, shield/gun drone swarm present at all contacts. Shas'O M'yen Senior tactical advisor, fire caste. Referred to by sympathisers as 'Commander Scornfoe'. Projected Location: Unknown. Priority Omega target. Crisis battlesuit/support weapon suit, multiple gun drones, fire caste command section. Aun'Ui Kol'denh Social engineering advisor, Ethereal Caste. Multiple contacts, Warzone Epsilon. Armoured anti-grav unit, life support system (possible deteriorating health). Projected location: Orbital installation, Iphigenia. Defensive/offensive capabilities unknown. Kor'O Volescur Senior ambassador, Water Caste. Projected location: Orbital dockyards, Tsua'Malor. Personal craft known among sympathisers as the Liberation. Significant evasive/offensive capabilities, Fire Caste marine/boarding detail.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2283, + "rule_id": "pdf_skill_1880_ravacene", + "title": "Ravacene", + "content": "‘You wanna know who’s in charge, sir? You see that? Yeah, the little\nguy with all the legs crawling over your shoe. He’s in charge. He’s the\nonly one knows what the hell he’s doing, anyway.’\n–Specialist Vynes, 11th Ornsworld Regiment\nFew assignments are less welcomed than a posting to Ravacene.\nThe ash-choked forests are said to have given the Greyhell\nFront its name, and the Imperial Guard battling to wipe out\nthe Kroot on this world fight a bleak, horrific battle against the\nplanet and their alien foes alike. Ravacene’s ecology is based\non the volcanoes covering its single planet-wide continent. The\ntoxic ash spewed by these volcanoes feeds the dense black-grey\njungles covering its plains and valleys. The jungles are resistant\nto the most enthusiastic attempts to burn or defoliate them, and\nprovide the perfect environment for the Kroot to fight a fluid\nwar based on ambush and misdirection.\nRavacene chews through Imperial Guard regiments at an\nappalling rate. Only Death world veteran regiments can expect\nto last more than a few weeks before being withdrawn. Worst\nof all is the psychological effect of fighting through its dense\njungles, expecting Kroot ambushers behind every tree or\nfending off the illnesses that result from the ash-choked toxic\natmosphere. Even with respirators and chem-suits, every soldier\neventually suffers from the corrosive and poisonous air.\nImperial Guard objectives on Ravacene are simple. Ravacene\nis ideally placed to act as a staging post for a push into Tau\nspace, and its several moonlets would make ideal orbital\ndockyards. Before the planet can be used in this way, the Kroot\nmust be exterminated. The dense jungles mean this task must\nbe carried out on the ground, one Kroot at a time, no matter\nhow many Guardsmen it takes. For their part, the Kroot have\nevolved to match the ash jungles of Ravacene.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ravacene", + "content": "Few assignments are less welcomed than a posting to Ravacene. The ash-choked forests are said to have given the Greyhell Front its name, and the Imperial Guard battling to wipe out the Kroot on this world fight a bleak, horrific battle against the planet and their alien foes alike. Ravacene’s ecology is based on the volcanoes covering its single planet-wide continent. The toxic ash spewed by these volcanoes feeds the dense black-grey jungles covering its plains and valleys. The jungles are resistant to the most enthusiastic attempts to burn or defoliate them, and provide the perfect environment for the Kroot to fight a fluid war based on ambush and misdirection. Ravacene chews through Imperial Guard regiments at an appalling rate. Only Death world veteran regiments can expect to last more than a few weeks before being withdrawn. Worst of all is the psychological effect of fighting through its dense jungles, expecting Kroot ambushers behind every tree or fending off the illnesses that result from the ash-choked toxic atmosphere. Even with respirators and chem-suits, every soldier eventually suffers from the corrosive and poisonous air. Imperial Guard objectives on Ravacene are simple. Ravacene is ideally placed to act as a staging post for a push into Tau space, and its several moonlets would make ideal orbital dockyards. Before the planet can be used in this way, the Kroot must be exterminated. The dense jungles mean this task must be carried out on the ground, one Kroot at a time, no matter how many Guardsmen it takes. For their part, the Kroot have evolved to match the ash jungles of Ravacene.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2284, + "rule_id": "pdf_skill_1881_veren", + "title": "veRen", + "content": "For reasons the Imperial forces cannot ascertain, the Tau are\nvery interested in keeping the Imperium from conquering\nVeren. The planet, a world of glassy black mountains and\nshallow oceans teeming with corals and algal blooms, is of\nlittle obvious strategic value. Stable warp routes from the\nvicinity of Veren end at the Black Reef, so it would be no\nuse for staging an attack on Tsua’Malor. Nevertheless, the\nexpeditionary force sent to scout the world was immediately\nopposed by Tau Hunter cadres attacking in force.\nEbongrave is convinced that something lies on Veren the\nTau want to defend, and that sending so many Tau to defend\nit indicates its importance. Ebongrave has ordered for Veren\nto be captured and held, but the Tau seem to know the planet\nvery well and use the air-filled coral tunnels beneath the\nshallow seas to move around Veren with impunity. The battles\nthrough Veren’s tunnels and in its mountain passes are vicious\nand at close-quarters, and the Tau suffer greater losses here\nthan anywhere else in the Canis Salient. Some in Ebongrave’s\ncommand believe that Veren is a huge feint, intended to draw\nImperial Guard regiments away from worlds that are truly\nimportant, and that the Tau will either leave and force the\nImperial Guard to tie up men garrisoning the world, or draw\nin more and more Guard until they can wipe them out in\nsome huge Tau-engineered cataclysm. Such views are near-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Veren", + "content": "For reasons the Imperial forces cannot ascertain, the Tau are very interested in keeping the Imperium from conquering Veren. The planet, a world of glassy black mountains and shallow oceans teeming with corals and algal blooms, is of little obvious strategic value. Stable warp routes from the vicinity of Veren end at the Black Reef, so it would be no use for staging an attack on Tsua’Malor. Nevertheless, the expeditionary force sent to scout the world was immediately opposed by Tau Hunter cadres attacking in force. Ebongrave is convinced that something lies on Veren the Tau want to defend, and that sending so many Tau to defend it indicates its importance. Ebongrave has ordered for Veren to be captured and held, but the Tau seem to know the planet very well and use the air-filled coral tunnels beneath the shallow seas to move around Veren with impunity. The battles through Veren’s tunnels and in its mountain passes are vicious and at close-quarters, and the Tau suffer greater losses here than anywhere else in the Canis Salient. Some in Ebongrave’s command believe that Veren is a huge feint, intended to draw Imperial Guard regiments away from worlds that are truly important, and that the Tau will either leave and force the Imperial Guard to tie up men garrisoning the world, or draw in more and more Guard until they can wipe them out in some huge Tau-engineered cataclysm. Such views are near-", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2285, + "rule_id": "pdf_skill_1882_prophecies_and_patterns", + "title": "Prophecies and Patterns", + "content": "Some amongst the Ordo Xenos believe that the\nJericho Reach is the centre of a bizarre foretelling\nlaid down in 744.M33 by the blind prophet\nSatarrion.\n“To the east of the Emperor’s realm lie damned\nworlds, a reach of cold stars and domains of\ndeath. The fires of war shall light these benighted\nplanets, some ignited with faith, others devoured\nby darkness. Foes strike from within and without,\nall ignorant of the Dark Patterns waiting to arise\nand destroy until nothing remains but oblivion.\nOnly those who stand watch in the depths of night\nmay tip the balance.”\nTiers of enemies\n•", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Prophecies and Patterns", + "content": "Some amongst the Ordo Xenos believe that the Jericho Reach is the centre of a bizarre foretelling laid down in 744.M33 by the blind prophet Satarrion. \"To the east of the Emperor's realm lie damned worlds, a reach of cold stars and domains of death. The fires of war shall light these benighted planets, some ignited with faith, others devoured by darkness. Foes strike from within and without, all ignorant of the Dark Patterns waiting to arise and destroy until nothing remains but oblivion. Only those who stand watch in the depths of night may tip the balance.\" Tiers of enemies", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2286, + "rule_id": "pdf_skill_1883_adversaries", + "title": "Adversaries", + "content": "“The Imperium is a fortress built against the enemies of mankind. I\nhave seen those enemies; I have stood on the walls of the fortress, and\nI have looked into their soulless eyes. I have watched them swarm\nand multiply in the darkness, and I know that we are all that stands\nbetween them and the end of days.”\n–Ignatius Sable, Captain of the Exorcists 4th Company,\naddress at the outset of the Angevin Crusade", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Adversaries", + "content": "The Imperium is a fortress built against the enemies of mankind. I have seen those enemies; I have stood on the walls of the fortress, and I have looked into their soulless eyes. I have watched them swarm and multiply in the darkness, and I know that we are all that stands between them and the end of days. –Ignatius Sable, Captain of the Exorcists 4th Company, address at the outset of the Angevin Crusade", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2287, + "rule_id": "pdf_skill_1884_hordes", + "title": "Hordes", + "content": "“Their numbers darkened the land, and blotted out the sun. As many\nas there are stars in the sky, or grains of sand on the seashore they\ncame to slay us and take what we would deny them.”\n–Varrus, Captain of the Storm Wardens’ 3rd Company,\nspoken of the second defence of Karlack", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hordes", + "content": "Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them. –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2288, + "rule_id": "pdf_skill_1885_magnitude", + "title": "magniTude", + "content": "A Horde is a vast number of one type of enemy or creature\nattacking in large numbers. The abstract number of enemies\nmaking up such a Horde are reflected in the Horde’s\nMagnitude. This represents the Horde’s determination and\nnumbers as an abstract value: one point of Magnitude does\nnot equal one individual enemy or creature.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Magnitude", + "content": "A Horde is a vast number of one type of enemy or creature attacking in large numbers. The abstract number of enemies making up such a Horde are reflected in the Horde's Magnitude. This represents the Horde's determination and numbers as an abstract value: one point of Magnitude does not equal one individual enemy or creature.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2289, + "rule_id": "pdf_skill_1886_a_creature_entry_may_have_a_tr", + "title": "A creature entry may have a Trait listed that has (Horde)", + "content": "written next to it. These Traits represent the way particular\ncreatures fight in large numbers, and only apply when that\ncreature is used as the basis of a Horde.\naTTacking a horde\nA character can damage a Horde by shooting it with ranged\nweapons or attacking it in melee. These attacks are treated\nas if they are against a single creature even though they may\nrepresent mowing down ranks of enemies or scything through\nmany foes.\nCharacters must still roll to hit a Horde, but the appropriate\nsize bonus should apply to these tests based on the Horde’s\nMagnitude.\nWeapons that can fire on full, or semi-auto will cause additional\nhits. These hits must be allocated against the Horde and not any\nindividual Lieutenants or Masters that may also be present.\ndamaging a Horde\n• Each hit that causes any amount of damage reduces a\nHorde’s Magnitude by one. Therefore, an attack that,\nafter accounting for armour and Toughness Bonus, causes\n15 points of damage reduces the Horde’s Magnitude by\n1. The deliberate consequence of this is that sustained\nfire and blast weapons are much more effective against\nHordes than weapons which fire only one shot; a\nlascannon is a weapon for destroying tanks not mowing\ndown large numbers of infantry.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Attacking a Horde", + "content": "A character can damage a Horde by shooting it with ranged weapons or attacking it in melee. These attacks are treated as if they are against a single creature even though they may represent mowing down ranks of enemies or scything through many foes. Characters must still roll to hit a Horde, but the appropriate size bonus should apply to these tests based on the Horde's Magnitude. Weapons that can fire on full, or semi-auto will cause additional hits. These hits must be allocated against the Horde and not any individual Lieutenants or Masters that may also be present.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2290, + "rule_id": "pdf_skill_1887_weapons_that_inflict_explosi", + "title": "• Weapons that inflict Explosive Damage (X) gain a", + "content": "bonus against Hordes, and count as having inflicted one\nadditional Hit.\n• Locations are not used when fighting a Horde.\n• A Horde has a single armour value at is applied to all\ndamage rather than different armour values for different\nlocations.\n• Hordes may be Pinned as normal (with the entire Horde\nmaking a single Willpower Test). However, Hordes gain\na bonus to their Willpower Tests to resist pinning equal\nto its Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons that inflict Explosive Damage gain a bonus against Hordes", + "content": "Weapons that inflict Explosive Damage gain a bonus against Hordes, and count as having inflicted one additional Hit. Locations are not used when fighting a Horde. A Horde has a single armour value that is applied to all damage rather than different armour values for different locations. Hordes may be Pinned as normal (with the entire Horde making a single Willpower Test). However, Hordes gain a bonus to their Willpower Tests to resist pinning equal to its Magnitude.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2291, + "rule_id": "pdf_skill_1888_melee", + "title": "melee", + "content": "When fighting against a Horde in Melee, a Space Marine\ninflicts one hit for every two Degrees of Success on his\nWeapon Skill Test. Melee weapons with the Power Field\nQuality inflict one additional hit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Melee", + "content": "When fighting against a Horde in Melee, a Space Marine inflicts one hit for every two Degrees of Success on his Weapon Skill Test. Melee weapons with the Power Field Quality inflict one additional hit.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2292, + "rule_id": "pdf_skill_1889_to_its_blast_value_so_a_grena", + "title": "to its Blast value. So a grenade with Blast (4) will automatically", + "content": "hit four times if successfully lobbed into the Horde.\nTable 13–1: Example Horde Magnitudes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example Horde Magnitudes", + "content": "hit four times if successfully lobbed into the Horde.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2293, + "rule_id": "pdf_skill_1890_equal_to_one_quarter_of_the_we", + "title": "equal to one quarter of the weapon’s range (rounding up),", + "content": "plus 1d5. So a flame weapon with a range of 10 will hit a\nHorde 1d5+3 times.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapon Range Multiplier", + "content": "plus 1d5. So a flame weapon with a range of 10 will hit a Horde 1d5+3 times.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2294, + "rule_id": "pdf_skill_1891_psychic_powers", + "title": "Psychic Powers", + "content": "Psychic Powers used against a Horde will hit it a number of\ntimes equal to the Psy Rating used in the power, no matter\nwhat the power may be. If the psychic power affects an area,\nit adds an additional 1d10 hits. At the GM’s discretion, if\na particular psychic power does not inflict damage (such\nas Compel), it still inflicts “hits,” meaning that portions of\nthe Horde have been convinced not to attack, and so forth.\nFurthermore, the GM should take care to adjudicate the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Powers", + "content": "Psychic Powers used against a Horde will hit it a number of times equal to the Psy Rating used in the power, no matter what the power may be. If the psychic power affects an area, it adds an additional 1d10 hits. At the GM's discretion, if a particular psychic power does not inflict damage (such as Compel), it still inflicts 'hits,' meaning that portions of the Horde have been convinced not to attack, and so forth. Furthermore, the GM should take care to adjudicate the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2295, + "rule_id": "pdf_skill_1892_effects_of_certain_psychic_pow", + "title": "effects of certain psychic powers (such as Vortex of Doom)", + "content": "in specific situations against Hordes (such as a Horde tightly\npacked into a small space).\nBreaking a Horde\n• When a Horde’s Magnitude is reduced by 25% in a turn,\nit must make a Willpower Test when it is its turn to act\nagain. If it passes, it may continue to act. If it fails, it\nbreaks and flees at its highest move value.\n• If the Horde’s Magnitude is less than 50% of its starting\nvalue, it suffers a –10 to the Willpower Test. If the\nHorde’s Magnitude is less than 25% of its starting value,\nit will automatically break.\n• Hordes composed of enemies with the Fearless talent do\nnot have to test to see if they break as their Magnitude is\neroded: they have to be wiped out to the last.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Effects of Certain Psychic Powers", + "content": "In specific situations against Hordes (such as a Horde tightly packed into a small space). Breaking a Horde: When a Horde's Magnitude is reduced by 25% in a turn, it must make a Willpower Test when it is its turn to act again. If it passes, it may continue to act. If it fails, it breaks and flees at its highest move value. If the Horde's Magnitude is less than 50% of its starting value, it suffers a -10 to the Willpower Test. If the Horde's Magnitude is less than 25% of its starting value, it will automatically break. Hordes composed of enemies with the Fearless talent do not have to test to see if they break as their Magnitude is eroded: they have to be wiped out to the last.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2296, + "rule_id": "pdf_skill_1893_hordes_attacking", + "title": "hordes aTTacking", + "content": "A Horde can make both melee attacks against enemies in close\nproximity and ranged attacks at enemies that are at a distance\nin a single turn as an attack action.\nMelee: A Horde will attack all adjacent enemies, or\nenemies that are in close proximity (the GM is the final arbiter\nof whether a target is in close proximity or not) if not using\na map; if there are five Battle-Brothers in close proximity of a\nHorde all will be attacked. A Horde that has multiple attacks\nfrom being armed with two weapons or the Swift Attack or\nLightning Attack Talents may use its full number of attacks\nagainst every eligible target. Although a Horde represents a\nlarge number of attackers, a Horde does not gain the benefits", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hordes Attacking", + "content": "A Horde can make both melee attacks against enemies in close proximity and ranged attacks at enemies that are at a distance in a single turn as an attack action. Melee: A Horde will attack all adjacent enemies, or enemies that are in close proximity (the GM is the final arbiter of whether a target is in close proximity or not) if not using a map; if there are five Battle-Brothers in close proximity of a Horde all will be attacked. A Horde that has multiple attacks from being armed with two weapons or the Swift Attack or Lightning Attack Talents may use its full number of attacks against every eligible target. Although a Horde represents a large number of attackers, a Horde does not gain the benefits", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2297, + "rule_id": "pdf_skill_1894_of_ganging_up_see_page_248", + "title": "of Ganging Up (see page 248). Instead, the Horde’s sheer", + "content": "weight of numbers is represented by the fact that its target\nmay not Dodge or Parry. Melee Attacks made by Hordes\ncannot be Parried or Dodged unless otherwise noted.\nRanged: A Horde may make ranged attacks equal to the\nfirst digit of its Magnitude. Thus, a Magnitude 25 Horde can\nmake two ranged attacks. Any additional hits from sustained\nfire can be applied to any eligible target. Therefore, if the\nheretics hit Brother Silas well enough that they cause an extra\nhit with their stub autos, the additional hit will be applied to\nBrother Silas.\nModifiers or range and sustained fire apply as normal, but\na Horde can never aim.\nAmmo expenditure and Jamming are never applied to\nHordes—they always have enough bullets to keep firing.\ndamage Caused By Hordes\nAny attack from a Horde that hits has the damage it causes\nincreased by a number of d10s equal to the Horde’s Magnitude\ndivided by ten, with a maximum bonus of +2d10. This is\nin addition to the normal damage dealt by the weapon that\nthe Horde is armed with. It will also include the Strength\nBonus added to damage caused by melee weapons. The\ndamage is reduced by the target’s Toughness bonus and\narmour as normal. Thus, a Magnitude 25 Horde of heretics\narmed with axes will add 2d10 to the normal damage that a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "of Ganging Up", + "content": "Instead, the Horde's sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2298, + "rule_id": "pdf_skill_1895_heretic_would_do_with_its_axe", + "title": "heretic would do with its axe (1d10+5), and therefore causes", + "content": "3d10+5 damage if they hit in combat. Likewise, the same\nmob armed with autopistols will cause 3d10+2 damage with\nits ranged attacks. This represents an enemy being mobbed\nwith enemies that strike it countless times or bullets striking\nlike rain on a single target.\ncreaTing a horde\nTo create a Horde is simply a matter of taking a minion\nentry from this chapter and replacing its wounds with the\nMagnitude value of your choosing.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Creating a Horde", + "content": "To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2299, + "rule_id": "pdf_skill_1896_example_horde", + "title": "examPle Horde", + "content": "This Horde is a large mob of Chaos Heretics. The Games\nMaster has set the Magnitude of the Horde at 34 and the\nChaos Heretics used as the basis of the Horde gain the Size\n(Massive Trait) to represent the size of the Horde. The Horde\nwill also use its Horde armour value of 5 against damage and\nthe Blood Soaked Tide Trait is activated.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Example Horde", + "content": "This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to represent the size of the Horde. The Horde will also use its Horde armour value of 5 against damage and the Blood Soaked Tide Trait is activated.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2300, + "rule_id": "pdf_skill_1897_chaos_heretic_horde_profile", + "title": "chaos heretic horde Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18; Magnitude: 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chaos Heretic Horde Profile", + "content": "WS BS S T AG INT PER WP FEL 35 25 30 30 30 20 30 40 20 Movement: 3/6/9/18; Magnitude: 34", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2301, + "rule_id": "pdf_skill_1898_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear:\nRespirator, 3 reloads for autopistol.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Monoedged blade, Autopistol", + "content": "(30m; S/—/6; 1d10+2 I; Pen 0; Clip 18; Reload Full). Gear: Respirator, 3 reloads for autopistol.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2302, + "rule_id": "pdf_skill_1899_chaos", + "title": "Chaos", + "content": "“Every moment of anger, hate, deceit, pain, suffering, pleasure, and\ndesire is mirrored in the power of Chaos. When its legions march,\nthey march to return upon us a ruin that is of our own making.”\n–Arenal, Farseer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Chaos", + "content": "“Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2303, + "rule_id": "pdf_skill_1900_the_light_although_this_occur", + "title": "the light (although this occurrence is extraordinarily rare) or as", + "content": "individuals who have forsworn their past allegiances or fallen\ninto corruption. For their treachery and betrayal, for the very\nfact of their existence, the Chaos Space Marines are hated and\nhunted by the loyalist Space Marines of the Adeptus Astartes.\nFor those Space Marines of the Deathwatch, this antipathy\nremains undimmed, although on occasion their own unique\nrole will mean another target or the needs of the Deathwatch\nmust take priority over ancient oaths of vengeance, at least for a\ntime. However, such oaths are never forgotten, and for a Space\nMarine, facing such a dark mirror of themselves can be the\ngreatest danger they ever encounter, both in body and spirit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Light", + "content": "Individuals who have forsworn their past allegiances or fallen into corruption. For their treachery and betrayal, Chaos Space Marines are hated and hunted by the loyalist Space Marines of the Adeptus Astartes. For Deathwatch Space Marines, this antipathy remains undimmed, although their unique role may require other targets or priorities at times. However, ancient oaths of vengeance are never forgotten, and facing such dark mirrors can be the greatest danger a Space Marine encounters, both physically and spiritually.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2304, + "rule_id": "pdf_skill_1901_daemon_prince", + "title": "daemon Prince", + "content": "(masTer)\n“The power of Humanity is nothing compared to the gifts of the\nWarp: any who deny this are blind to the torment and death that\nawaits them as a price of their blindness.”\n–from the Proclamation of Khazant delivered by Dark", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "daemon Prince", + "content": "The power of Humanity is nothing compared to the gifts of the Warp: any who deny this are blind to the torment and death that awaits them as a price of their blindness. -from the Proclamation of Khazant delivered by Dark", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2305, + "rule_id": "pdf_skill_1902_apostle_bellephrades", + "title": "Apostle Bellephrades", + "content": "Daemon Princes are incredibly powerful entities of the warp,\nvast and nightmarish beings whose essence is the immortal helltwo are truly alike, although many maintain a roughly humanoid\nshape when incarnate in the material realm, their exact forms\nfashioned from congealed horror and marked with the signs\nand stigmata of whichever great power they themselves serve.\nPerhaps the most terrible thing about these walking blasphemies\nis, if the malefic texts of forbidden Daemonology are to be\nbelieved, that once they were mortals. Daemon Princes arose\nfrom mortal beings (humans, Traitorous Space Marines, and\nsometimes even alien creatures) who gave themselves over to\nthe worship of Chaos in life and became its dread champions.\nThese champions of Chaos prospered, slaughtered, and found\nfavour with the fickle Chaos Gods who then transfigured them,\nrefashioning their tainted souls into daemonhood. The prize\ngranted for their service and innumerable black deeds—an\neternity of darkness in the Warp.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Apostle Bellephrades", + "content": "Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal helltwo are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2306, + "rule_id": "pdf_skill_1903_20_speak_language_low_gothi", + "title": "+20, Speak Language (Low Gothic, Unholy Tongue) (Int).", + "content": "Talents: Ambidextrous, Astartes Weapon Training, Combat\nMaster, Crippling Strike, Crushing Blow, Hammer Blow,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "+20, Speak Language (Low Gothic, Unholy Tongue) (Int).", + "content": "Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2307, + "rule_id": "pdf_skill_1904_hatred_loyalist_space_marines", + "title": "Hatred (Loyalist Space Marines), Heightened Senses (All),", + "content": "Killing Strike, Preternatural Speed, Swift Attack, Thunder", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2308, + "rule_id": "pdf_skill_1905_armour_armour_of_chaos_all_1", + "title": "Armour: Armour of Chaos (All 12).", + "content": "Weapons: Chaos-forged sword (2d10+25 choose R or E or\nI; Pen 6; Felling, Unwieldy).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour: Armour of Chaos (All 12).", + "content": "Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2309, + "rule_id": "pdf_skill_1906_special_rules", + "title": "Special Rules", + "content": "Aura of Despair and Death: The Daemon Prince is\nsurrounded by an unholy aura which saps the will from their\nenemies. The aura has a range of 75 metres. All opponents of\nthe Daemon Prince within this area suffer a –10 penalty to\ntheir Willpower. In addition, the first time any member of a\nKill-team finds himself within the Aura of Despair and Death,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special Rules", + "content": "Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2310, + "rule_id": "pdf_skill_1907_he_must_take_a_challenging_0", + "title": "he must take a Challenging (+0) Willpower Test, taking", + "content": "the –10 penalty imposed by the aura into account. If he fails,\nthe squad takes 1 point of cohesion damage. This means that\nthe potential cohesion damage from the Aura of Despair and\nDeath is equal to the number of Battle-Brothers making up\nthe squad. The Aura of Despair and Death is a mind-affecting\nfear-based effect, so any Talents, Traits, Equipment or other\nrules which offer resistance to Warp-based attacks or psychic\npowers will apply.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "he must take a Challenging (+0) Willpower Test, taking", + "content": "the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2311, + "rule_id": "pdf_skill_1908_chaos_space_marine", + "title": "chaos sPace marine", + "content": "(eliTe)\n“Death to the false Emperor! Death to the weakling Imperium of\nMankind!”\n–Oath of the Traitor Legions\nChaos Space Marines are twisted reflections of their Loyalist\nImperial counterparts, steeped in centuries of blood and malice,\ntheir souls are stained irretrievably by countless foul deeds. In\nmany cases, their bodies are tainted by the mutating touch of\nthe Warp. They are superhuman killers, ruthless and supremely\nskilled in battle, armed and equipped with powerful weapons\nand technology taken with them into exile and looted from\na score of conquests. Savage and cruel, many are formed into\ncorsair warbands, travelling between the dark stars from\nwarzone to warzone. Endlessly at battle with each other and\nanyone they cross paths with, Chaos Space Marines most of all\nseek to hurt and destroy the Imperium they have turned their\nbacks on and which they bitterly despise. They are capable of\nexecuting atrocities that would make even the most hardened\nhuman renegade baulk in their scope and horror. Most are given\nover body and soul to the worship of the Dark Gods, and further\ngain their fickle gifts and favour in return for service and human\nsacrifice. If Chaos Space Marines have a weakness, it is the selfish\nbitterness and spite in their dark hearts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "chaos Space Marine", + "content": "“Death to the false Emperor! Death to the weakling Imperium of Mankind!” -Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2312, + "rule_id": "pdf_skill_1909_swim_s", + "title": "Swim (S).", + "content": "Talents: Astartes Weapon Training, Bolter Drill, Die Hard,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Swim (S).", + "content": "Talents: Astartes Weapon Training, Bolter Drill, Die Hard,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2313, + "rule_id": "pdf_skill_1910_fearless_hatred_loyalist_spa", + "title": "Fearless, Hatred (Loyalist Space Marines), Heightened Senses", + "content": "(Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw,\nRapid Reload, Swift Attack, True Grit.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit.", + "content": "", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2314, + "rule_id": "pdf_skill_1911_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2).", + "content": "Armour: Astartes Power Armour (Head 8, Arms 8, Body 10,\nLegs 8).\nWeapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X;\nPen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m;\nS/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unnatural Toughness (x2).", + "content": "Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2315, + "rule_id": "pdf_skill_1912_combat_blade_1d10_14_r_pen_2", + "title": "Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword", + "content": "(1d10+14 R; Pen 4; Balanced, Tearing).\nGear: 2 bolt pistol magazines, 4 bolter magazines.\nmarks of CHaos\nA Champion of Chaos who has shown exceptional\ndevotion to one of the four great Chaos Gods may be\nmarked by that God. At the GM’s discretion, a Mark of\nChaos can be given to a Daemon Prince or another servant\nof Chaos to create new variations on existing enemies.\nmark of kHorne\nKhorne is the murderous God of blood and battle.\nThose marked by Khorne are savage warriors who lust\nfor spilt blood and slaughter.\nEffects: Bearers of the Mark of Khorne gain the\nBerserk Charge, Frenzy, Furious Assault, Resistance\n(Psychic Powers), Swift Attack, and Whirlwind of\nDeath Talents. If they already have the Swift Attack\nTalent, they gain the Lightning Attack Talent.\nmark of TzeenTCH\nTzeentch is the Great Sorcerer, the God of magic,\nconspiracy, and fate. Those Marked by Tzeentch are\nsubtle manipulators and powerful sorcerers.\nEffects: Bearers of the Mark of Tzeentch gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "marks of Chaos", + "content": "A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of Khorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of Tzeentch Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2316, + "rule_id": "pdf_skill_1913_unnatural_willpower_x2_trait", + "title": "Unnatural Willpower (x2) Trait, and the effects of", + "content": "the Daemonic Trait. Many are also granted sorcerous\npowers represented by a Psy Rating and a selection\nof Psychic Powers. Appropriate powers to consider are\npowers such as Augury, Possibility Shield, Lifting the\nVeil, Compel, and Dominate.\nmark of nurgle\nNurgle is the Lord of Decay who presides over physical\ncorruption, decay and dissolution. Those marked by\nNurgle are swollen by corruption, their bodies dead to\npain as they rot and gestate the scared plagues of the\nLord of Decay.\nEffects: Bearers of the Mark of Nurgle increase\ntheir wounds by 25% and Gain the Stuff of Nightmares", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unnatural Willpower (x2) Trait, and the effects of", + "content": "the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of Nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2317, + "rule_id": "pdf_skill_1914_and_unnatural_toughness_x2_t", + "title": "and Unnatural Toughness (x2) Traits. If the creature", + "content": "already possesses Unnatural Toughness, increase the\nmultiplier by 1 instead.\nmark of slaanesH\nSlaanesh is the Prince of Pleasure, a God of unholy\nbeauty whose domain is every secret pleasure and\ndelight. Those marked by Slaanesh take perverse\npleasure in all experience, have a deeply seductive aura,\nand move with an unnatural fluidity and grace.\nEffects: Bearers of the Mark of Slaanesh gain the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "and Unnatural Toughness (x2) Traits. If the creature", + "content": "already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of Slaanesh Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2318, + "rule_id": "pdf_skill_1915_renegade_militia", + "title": "renegade miliTia", + "content": "(TrooPs)\n“The rewards of tolerance are treachery and betrayal.”\n–Imperial maxim\nThe servants of Chaos have an unending need for soldiers and\ntrained fighters for their ceaseless war against the universe. Such\nsoldiers may be former Imperial Guardsmen or members of the\nplanetary defence forces of once-loyal worlds turned Traitor\nor led astray. Others may be regiments raised and drilled on\noutcast worlds by renegade warlords. Although their origins,\nornamentation, and wargear may vary widely, they all serve the\ncause of the Ruinous Powers. The resources that their Masters\ncan bring to bear and the foibles and preoccupations of the\nfickle Dark Gods they serve range from famine to plenty, but\nall have in common discipline and ruthlessness. These factors\nare enforced with the lash and the threat of torments the likes\nof which make the ministrations of the Imperial Commissariat\nseem tender by comparison. All mercy and Humanity is\nsmashed out of them, and replaced with sadistic malice and\nunflinching obedience to their Masters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "renegade militia", + "content": "The rewards of tolerance are treachery and betrayal. -Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments the likes of which make the ministrations of the Imperial Commissariat seem tender by comparison. All mercy and Humanity is smashed out of them, and replaced with sadistic malice and unflinching obedience to their Masters.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2319, + "rule_id": "pdf_skill_1916_renegade_militia_profile", + "title": "renegade militia Profile", + "content": "Ws Bs s T ag int Per WP fel\n35 35 35 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "renegade militia Profile", + "content": "Ws Bs s T ag int Per WP fel 35 35 35 35 30 20 30 35 20 Movement: 3/6/9/18 Wounds: 10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2320, + "rule_id": "pdf_skill_1917_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Autogun", + "content": "(90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or\nLasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload\nFull; Reliable).\nGear: Respirator, 3 reloads for either autogun or lasgun,\nunpleasant trinkets, ritual fetishes.\nHorde: Renegade Militia can be used as a Horde (see Hordes\non page 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Autogun", + "content": "(90m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) or Lasgun, (100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable). Gear: Respirator, 3 reloads for either autogun or lasgun, unpleasant trinkets, ritual fetishes. Horde: Renegade Militia can be used as a Horde (see Hordes on page 359 of this chapter).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2321, + "rule_id": "pdf_skill_1918_chaos_heretic_troops", + "title": "chaos hereTic (TrooPs)", + "content": "“Beyond the circle of light, there are countless slaves to darkness who\nknow nothing but hate and madness. They look on the Imperium and\nsee only the possibility of fire and death—and they find that good.”\n–Inquisitor Glavius Wroth\nFew prosper or survive in the service and worship of the\nDark Gods thanks to their cruelty, capriciousness and thirst\nfor human life. Those that do are fanatics, dark souls who\nhave given themselves over utterly to the worship of Chaos,\nsteeped in sin and depravity and far from sane. Although\noften undisciplined and unskilled in the arts of warfare, they\nare nevertheless extraordinarily dangerous, particularly in\nlarge numbers, because they are without fear and willing to\ndie for their foul gods. They stop at nothing, no matter how\nhorrific the deed, in the name of Chaos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "chaos heretic (Troops)", + "content": "Beyond the circle of light, there are countless slaves to darkness who know nothing but hate and madness. They look on the Imperium and see only the possibility of fire and death—and they find that good. -Inquisitor Glavius Wroth Few prosper or survive in the service and worship of the Dark Gods thanks to their cruelty, capriciousness and thirst for human life. Those that do are fanatics, dark souls who have given themselves over utterly to the worship of Chaos, steeped in sin and depravity and far from sane. Although often undisciplined and unskilled in the arts of warfare, they are nevertheless extraordinarily dangerous, particularly in large numbers, because they are without fear and willing to die for their foul gods. They stop at nothing, no matter how horrific the deed, in the name of Chaos.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2322, + "rule_id": "pdf_skill_1919_chaos_heretic_profile", + "title": "chaos heretic Profile", + "content": "Ws Bs s T ag int Per WP fel\n28 25 30 30 30 20 30 40 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "chaos heretic Profile", + "content": "Ws Bs s T ag int Per WP fel 28 25 30 30 30 20 30 40 20 Movement: 3/6/9/18 Wounds: 10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2323, + "rule_id": "pdf_skill_1920_traits_blood_soaked_tide_hor", + "title": "Traits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)", + "content": "Armour: Flak Robes and Brazen Carapace Armour (Arms 5,\nBody 6, Legs 4, Horde 5).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits: Blood Soaked Tide (Horde), Horde, Resistance (Fear)", + "content": "Armour: Flak Robes and Brazen Carapace Armour (Arms 5, Body 6, Legs 4, Horde 5).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2324, + "rule_id": "pdf_skill_1921_weapons_monoedged_blade_1d10", + "title": "Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol", + "content": "(30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).\nGear: Respirator, 3 reloads for autopistol.\nHorde: Chaos Militia can be used as a Horde (see Hordes on\npage 359 of this chapter).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Monoedged blade, Autopistol", + "content": "(30m; S/—/6; 1d10+2 I; Pen 0; Clip 18; Reload Full). Gear: Respirator, 3 reloads for autopistol. Horde: Chaos Militia can be used as a Horde (see Hordes on page 359 of this chapter).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2325, + "rule_id": "pdf_skill_1922_the_tau", + "title": "The Tau", + "content": "“This is a message to the peoples of the Imperium, and to the\nhonourable Emperor of that realm. We offer you peace should you\njoin us, and war should you prefer it. We await your response, for we\nrecognise in your race beings of honour and courage.”\n–Last known transmission of Por’el Tau’n Ukos,\nWater Caste Negotiator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Tau", + "content": "This is a message to the peoples of the Imperium, and to the honourable Emperor of that realm. We offer you peace should you join us, and war should you prefer it. We await your response, for we recognise in your race beings of honour and courage. Last known transmission of Por'el Tau'n Ukos, Water Caste Negotiator.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2326, + "rule_id": "pdf_skill_1923_warriors_serve_for", + "title": "Warriors serve for", + "content": "many years, and if they survive for long enough, they may\nbecome Commanders. Eventually, they will be allowed to retire\nfrom active service, join the council of advisors, and play a\ngreater part in Tau politics.\nTau technology is the product of the Earth Caste, and it\nis thanks to their innovations that the Tau have expanded\ntheir empire so rapidly. Tau military technology is extremely\nadvanced, predominantly a mixture of high energy plasma\nweaponry and rail guns. The rail gun is particularly potent and\nits technology is eagerly sought by certain factions within the\nAdeptus Mechanicus. Anti-grav technology similar to that of\nthe Eldar is widely employed by the Tau in their Hammerhead\ntanks and Devilfish armoured transports. These technology\nbases are carried over into non-military applications.\nCertain items of Tau technology are in the possession of\nthe Imperium, mainly confiscated agricultural and construction\nequipment seized on frontier worlds from settlers who\nhave traded with Tau merchants. Such technology has been\ntransported back to Mars for further study, where the Adepts\nof the Machine God hope to penetrate its secrets.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Warriors serve for", + "content": "many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2327, + "rule_id": "pdf_skill_1924_tau_commander", + "title": "TaU commander", + "content": "(masTer)\nTau Commanders are the heroes of the Tau Empire—they\nhave dedicated their lives utterly to the pursuit of the soinspirational figure to his troops. Tau Commanders maintain\ntheir heroic presence by wearing, or rather piloting, a suit\nof the most sophisticated battle armour. Unlike the generals\nof many other races, Tau leaders do not observe the battle\nfrom miles behind the lines. Instead, Tau doctrine states that\nthe Commander must be wherever he is needed, so that if\nnecessary, he can lead from the very front. Under\nnormal circumstances, a general would be in great\ndanger so near the front line, but his battle suit\nprovides unprecedented levels of armour protection,\nprodigious firepower, and an array of secondary\nsystems that aid him in the command and control of\nthose units under his command. A Tau Commander is a\nfearsome opponent and one the Deathwatch have learned to\nrespect.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Commander", + "content": "Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of being an inspirational figure to their troops. Tau Commanders maintain their heroic presence by wearing, or rather piloting, a suit of the most sophisticated battle armour. Unlike the generals of many other races, Tau leaders do not observe the battle from miles behind the lines. Instead, Tau doctrine states that the Commander must be wherever he is needed, so that if necessary, he can lead from the very front. Under normal circumstances, a general would be in great danger so near the front line, but his battle suit provides unprecedented levels of armour protection, prodigious firepower, and an array of secondary systems that aid him in the command and control of those units under his command. A Tau Commander is a fearsome opponent and one the Deathwatch have learned to respect.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2328, + "rule_id": "pdf_skill_1925_language_tau_kroot_low_goth", + "title": "Language (Tau, Kroot, Low Gothic) (Int).", + "content": "Talents: Air of Authority, Ambidextrous, Dual Shot,\nIndependent Targeting, Meditation, Rapid\nReaction, Sprint.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Language (Tau, Kroot, Low Gothic)", + "content": "Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2329, + "rule_id": "pdf_skill_1926_armour_xv8_crisis_suit_all_9", + "title": "Armour: XV8 Crisis Suit (All 9).", + "content": "Weapons: Plasma rifle, missile pod.\nGear: Crisis Battlesuit, incorporating Failsafe Detonator", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour: XV8 Crisis Suit (All 9)", + "content": "Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2330, + "rule_id": "pdf_skill_1927_or_ejection_system_choose_one", + "title": "or Ejection System (choose one), micro-bead, xenos-crafted", + "content": "auspex.\nFailsafe Detonator: So dedicated to the Greater Good are some\nof the Tau Empire’s heroes that they will equip themselves to make\nthe ultimate sacrifice should defeat be inevitable, and in so doing\nthey might allow their compatriots to escape and fight another\nday. Should the Commander’s Wounds reach 0, do not roll on\nthe Critical Hits tables. Instead, one of two things happens. The\nCommander may, in the instant before he looses consciousness,\noverride the Failsafe Detonator, shutting the battlesuit down, and\nthus he will play no further part in the encounter. Or, if he judges\nit will further the Greater Good, he may allow the explosive\ncharge embedded in the Battlesuit to detonate, in the hope\nof slaying his enemies and saving his friends, even as he dies.\nThe Failsafe Detonator explodes the instant the Commander’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Failsafe Detonator", + "content": "So dedicated to the Greater Good are some of the Tau Empire's heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander's Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander's", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2331, + "rule_id": "pdf_skill_1928_wounds_reach_0_unless_overrid", + "title": "Wounds reach 0 (unless overridden), inflicting 4d10 Explosive", + "content": "Damage over a blast radius of 10 metres.\nEjection System: Some Tau Commanders are considered\ntoo valuable to the Empire to be allowed to die, yet they will\nnot serve anywhere other than the front lines. As a compromise,\nsome allow their Battlesuit to be fitted with an ejector system,\nwhich throws their body clear of the Battlesuit should it\nsustain overwhelming damage. The instant the Commander\nis reduced to 0 Wounds, the Ejector System comes online and\nthrows him 2d6 metres in a random direction.\nA Commander that has ejected has a Strength of 32,\nToughness 37, and 10 Wounds. His Movement becomes\n3/6/9/18 and he loses all the Traits listed on his profile (those\nare provided by the Battlesuit). The Commander is equipped\nwith a micro-bead and a pulse pistol, the better to aid him in\nhis subsequent bid for escape.\nThe Patient Hunter: Tau Commanders are Masters of\nthe ancient doctrines of the Fire Caste, which are founded\nin martial philosophy and wisdom. They weigh the strengths\nand weaknesses of their own troops, and of their enemies,\nstriking at the most opportune moment with overwhelming\nforce. Should the Kill-team be reduced to 0 Cohesion, the Tau\nCommander may spend a full action in order to invoke the\nPatient Hunter. All units under his command equipped with a\nmicro-bead may re-roll any missed ranged attacks against the\nKill-team while it remains at 0 Cohesion.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Wounds reach 0 (unless overridden), inflicting 4d10 Explosive", + "content": "Damage over a blast radius of 10 metres. Ejection System: Some Tau Commanders are considered too valuable to the Empire to be allowed to die, yet they will not serve anywhere other than the front lines. As a compromise, some allow their Battlesuit to be fitted with an ejector system, which throws their body clear of the Battlesuit should it sustain overwhelming damage. The instant the Commander is reduced to 0 Wounds, the Ejector System comes online and throws him 2d6 metres in a random direction. A Commander that has ejected has a Strength of 32, Toughness 37, and 10 Wounds. His Movement becomes 3/6/9/18 and he loses all the Traits listed on his profile (those are provided by the Battlesuit). The Commander is equipped with a micro-bead and a pulse pistol, the better to aid him in his subsequent bid for escape. The Patient Hunter: Tau Commanders are Masters of the ancient doctrines of the Fire Caste, which are founded in martial philosophy and wisdom. They weigh the strengths and weaknesses of their own troops, and of their enemies, striking at the most opportune moment with overwhelming force. Should the Kill-team be reduced to 0 Cohesion, the Tau Commander may spend a full action in order to invoke the Patient Hunter. All units under his command equipped with a micro-bead may re-roll any missed ranged attacks against the Kill-team while it remains at 0 Cohesion.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2332, + "rule_id": "pdf_skill_1929_tau_battlesuit_weapon_systems", + "title": "Tau BaTTlesuiT WeaPon sysTems", + "content": "The Tau manufacture a staggering range of weaponry, from\nthe compact and efficient pulse pistol, to the devastatingly\npowerful rail cannon. Many utilise technologies entirely\nunknown by the Tech-Priests of the Adeptus Mechanicus,\nand to the order’s horror, the Tau are continuously refining\ntheir advancements in an effort to make them lighter, smaller,\nand more deadly. Tau military doctrine emphasises an ‘allone another, compensating for any capabilities lacking in one\nunit. Fire Warrior teams, for example, do not carry their own\nheavy weapons. Instead, they work very closely with other\nunits, such as Crisis Battlesuit teams and vehicles, and call in\nfire support with flawless efficiency.\nThe larger weapons are mounted on Battlesuits and vehicles,\nwhich are able to supply sufficient power and ammunition to\nlast an entire engagement without the need for replenishment,\nmaking such units supremely effective on the battlefield.\nIntegrated Systems: Tau Battlesuit weapons systems\nare fully integrated and supplied by continuous, high yield\npower relays and ammunition hoppers. These weapons have\nno Clip or weight characteristic, as the Battlesuit is assumed to\nhave sufficient ammunition and power to last at least a single\nencounter. The GM need only keep track of such issues if\nthe Battlesuit is unable to return to a base station in between\nencounters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Battlesuit Weapon Systems", + "content": "The Tau manufacture a staggering range of weaponry, from the compact and efficient pulse pistol, to the devastatingly powerful rail cannon. Many utilise technologies entirely unknown by the Tech-Priests of the Adeptus Mechanicus, and to the order's horror, the Tau are continuously refining their advancements in an effort to make them lighter, smaller, and more deadly. Tau military doctrine emphasises an 'all-one another, compensating for any capabilities lacking in one unit. Fire Warrior teams, for example, do not carry their own heavy weapons. Instead, they work very closely with other units, such as Crisis Battlesuit teams and vehicles, and call in fire support with flawless efficiency. The larger weapons are mounted on Battlesuits and vehicles, which are able to supply sufficient power and ammunition to last an entire engagement without the need for replenishment, making such units supremely effective on the battlefield. Integrated Systems: Tau Battlesuit weapons systems are fully integrated and supplied by continuous, high yield power relays and ammunition hoppers. These weapons have no Clip or weight characteristic, as the Battlesuit is assumed to have sufficient ammunition and power to last at least a single encounter. The GM need only keep track of such issues if the Battlesuit is unable to return to a base station in between encounters.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2333, + "rule_id": "pdf_skill_1930_pulse_weapons", + "title": "Pulse WeaPons", + "content": "These weapons are commonly referred to as Pulse Weapons,\nas they fire micro-pulses of accelerated plasma at high\npower and great distance. The specialized Pulse Carbine\nvariant sacrifices range for portability and contains a built-in\nunderslung photon grenade launcher (treat this as an auxiliary\ngrenade launcher with a clip of 1).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pulse Weapons", + "content": "These weapons are commonly referred to as Pulse Weapons, as they fire micro-pulses of accelerated plasma at high power and great distance. The specialized Pulse Carbine variant sacrifices range for portability and contains a built-in underslung photon grenade launcher (treat this as an auxiliary grenade launcher with a clip of 1).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2334, + "rule_id": "pdf_skill_1931_tau_stealth_suit_elite", + "title": "TaU sTealTh sUiT (eliTe)", + "content": "Stealth suits are a highly specialised form of Tau Battlesuit,\ndesigned for reconnaissance, infiltration and ambushing\nmissions. They are significantly smaller than the ‘Crisis’\nbattlesuits, and carry less weaponry. What the Stealth Suits\nlack in firepower, however, they make up for in the ability to\nmove almost unseen by the enemy until the very last instant.\nStealth Suits operate in two modes. The default, passive mode\nutilises a range of technologies to dampen the suit’s electroTable 13–2: Tau Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Stealth Suit (Elite)", + "content": "Stealth suits are a highly specialised form of Tau Battlesuit, designed for reconnaissance, infiltration and ambushing missions. They are significantly smaller than the 'Crisis' battlesuits, and carry less weaponry. What the Stealth Suits lack in firepower, however, they make up for in the ability to move almost unseen by the enemy until the very last instant. Stealth Suits operate in two modes. The default, passive mode utilises a range of technologies to dampen the suit's electro", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2335, + "rule_id": "pdf_skill_1932_nameclassrangerofdampencliprld", + "title": "NameClassRangeROFDamPenClipRldSpecial", + "content": "Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted\nMissile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted\nBurst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted\nPulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised\nPulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised\nPulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "NameClassRangeROFDamPenClipRldSpecial", + "content": "Plasma Rifle Basic 90m S/2/– 2d10+9 E 8 — — Tearing, Mounted\nMissile Pod Basic 90m S/2/– 2d10+6 X 5 — — Mounted\nBurst Cannon Basic 60m –/–/10 2d10+2 E 4 — — Mounted\nPulse Rifle Basic 150m S/2/4 2d10+2 E 4 36 Half Gyro-stabilised\nPulse Carbine Basic 60m S/–/3 2d10+2 E 4 24 Full Gyro-stabilised\nPulse Pistol Pistol 30m S/2/– 2d10+2 E 4 16 Half —", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2336, + "rule_id": "pdf_skill_1933_shadowing_20_ag", + "title": "Shadowing +20 (Ag).", + "content": "Talents: Hard Target, Rapid Reaction, Sprint.\nTraits: Auto-stabilised, Dark-sight, Flier 12, Unnatural", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Shadowing +20 (Ag)", + "content": "Talents: Hard Target, Rapid Reaction, Sprint. Traits: Auto-stabilised, Dark-sight, Flier 12, Unnatural", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2337, + "rule_id": "pdf_skill_1934_strength_x2", + "title": "Strength (x2).", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms\n7, Legs 7).\nWeapons: Burst cannon.\nGear: Stealth Suit, incorporating stealth field generator, burst\ncannon, micro-bead, scanner.\nStealth Field Generator: The Stealth Suit’s Stealth Field\nGenerator is always in one of two modes—Active or Passive.\nThe mode may be changed as Free Action from one turn to\nthe next.\nIn Passive Mode, all Tests of any sort to detect the Stealth\nSuit and any Ballistic Skill Tests to hit the Stealth Suit suffer", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Strength (x2)", + "content": "Armour: XV15 Stealth Suit armour (Head 8, Body 8, Arms 7, Legs 7). Weapons: Burst cannon. Gear: Stealth Suit, incorporating stealth field generator, burst cannon, micro-bead, scanner. Stealth Field Generator: The Stealth Suit's Stealth Field Generator is always in one of two modes—Active or Passive. The mode may be changed as Free Action from one turn to the next. In Passive Mode, all Tests of any sort to detect the Stealth Suit and any Ballistic Skill Tests to hit the Stealth Suit suffer", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2338, + "rule_id": "pdf_skill_1935_a_10_penalty_senses_other_th", + "title": "a –10 penalty (senses other than sight are unaffected). In", + "content": "Active Mode, any sort of Test to detect the Stealth Suit and all\nWeapon Skill or Ballistic Skill Tests suffer a –30 penalty (this\npenalty applies to all senses, including those augmented by\nauto-senses, scopes, and similar devices). Anyone attempting\nto locate a Stealth Suit may attempt an Awareness Test (keeping\nin mind the above penalties). Passing this test by one or more\ndegrees of success will alert the character that his sensors are\nbeing interfered with by the Stealth Suit’s systems.\nIf the test is passed by one or more Degrees of Success, the\nsearcher will be aware of the Stealth Suit’s interference with\nhis sensors, but otherwise he will not detect its effects.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Active Mode Penalty", + "content": "In Active Mode, any Test to detect the Stealth Suit and all Weapon Skill or Ballistic Skill Tests suffer a -30 penalty. Anyone attempting to locate a Stealth Suit may attempt an Awareness Test. Passing this test by one or more degrees of success will alert the character that his sensors are being interfered with by the Stealth Suit's systems. If the test is passed by one or more Degrees of Success, the searcher will be aware of the Stealth Suit's interference with his sensors, but otherwise he will not detect its effects.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2339, + "rule_id": "pdf_skill_1936_gun_drones_troops", + "title": "gUn drones (TrooPs)", + "content": "The Tau make use of a staggering range of artificial intelligences,\na fact that damns the entire race in the eyes of the Adeptus\nMechanicus and much of the Imperial hierarchy. Such machine\nintelligences that have been imbued into a mobile device\nare referred to as Drones, and these can take many different\nforms. Some Drones are able to interact with their Masters,\nobeying simple instructions and even anticipating what duties\nare required of them. The Tau appear to value these Drone\nintelligences, and while they are not regarded as having an\nequal status to a Tau, they are treated with a degree of respect,\nperhaps akin to a favoured animal companion. Gun Drones are\ndisk-shaped machines that move around by way of a small antiWhile some Gun Drones serve individual Masters, they are\nmost deadly when operating in a larger, independent squadron.\nWhen operating in such a capacity, the Gun Drones are able to\nnetwork their processing, targeting and sensor systems together,\nmaking the whole far more deadly than the sum of the parts.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gun Drones (Troops)", + "content": "The Tau make use of a staggering range of artificial intelligences, a fact that damns the entire race in the eyes of the Adeptus Mechanicus and much of the Imperial hierarchy. Such machine intelligences that have been imbued into a mobile device are referred to as Drones, and these can take many different forms. Some Drones are able to interact with their Masters, obeying simple instructions and even anticipating what duties are required of them. The Tau appear to value these Drone intelligences, and while they are not regarded as having an equal status to a Tau, they are treated with a degree of respect, perhaps akin to a favoured animal companion. Gun Drones are disk-shaped machines that move around by way of a small antiWhile some Gun Drones serve individual Masters, they are most deadly when operating in a larger, independent squadron. When operating in such a capacity, the Gun Drones are able to network their processing, targeting and sensor systems together, making the whole far more deadly than the sum of the parts.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2340, + "rule_id": "pdf_skill_1937_gun_drone_profile", + "title": "gun drone Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 25 20 40 40 15 25 20 10\nMovement: — Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "gun drone Profile", + "content": "WS BS S T AG INT PER WP FEL 20 25 20 40 40 15 25 20 10 Movement: — Wounds: 15", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2341, + "rule_id": "pdf_skill_1938_traits_fire_drill_flier_12", + "title": "Traits: Fire Drill, Flier 12, Machine (5).", + "content": "Weapons: Two linked Pulse Carbines (counts as one Tau\nPulse Carbine with the twin-linked Quality).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits: Fire Drill, Flier 12, Machine (5)", + "content": "Weapons: Two linked Pulse Carbines (counts as one Tau Pulse Carbine with the twin-linked Quality).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2342, + "rule_id": "pdf_skill_1939_gear_built_in_micro_bead_for", + "title": "Gear: Built-in micro-bead (for receiving instructions only).", + "content": "Networked Machine Intelligence: For every Gun Drone\nin the squadron, the BS, Int and Per statistics are increased\nby +2. This is recalculated immediately should any be\ndestroyed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gear: Built-in micro-bead", + "content": "Networked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by +2. This is recalculated immediately should any be destroyed.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2343, + "rule_id": "pdf_skill_1940_tau_fire_warriors", + "title": "TaU fire Warriors", + "content": "(TrooPs)\nTau Fire Warriors are the line infantry of the Tau army. All\nare drawn from the Fire Castes, and are therefore bred for\nwar and utterly dedicated to the Greater Good. Fire Warrior\nteams are extremely well equipped, utilising the pulse rifle or\npulse carbine, as well as highly effective armour. Each wears\na helmet into which is built a range of communication and\nsensor devices, ensuring each is constantly in contact with\nthe commander and ready to respond at a moment’s notice\nto his orders. Fire Warrior tactics emphasise fluid manoeuvre\nwarfare over the stubborn, hidebound approach favoured by\nmany human armies. They will give ground and re-deploy\nwhen the situation warrants it, always seeking to bring the\nenemy to battle on the most favourable terms possible. This\napproach aims to bring the team’s considerable firepower to\nbear with devastating precision, and the Fire Warriors are\nadept at singling out the most dangerous foe, destroying him\nutterly, before moving to a new position from which to target\nthe next enemy.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tau Fire Warriors", + "content": "Tau Fire Warriors are the line infantry of the Tau army. All are drawn from the Fire Castes, and are therefore bred for war and utterly dedicated to the Greater Good. Fire Warrior teams are extremely well equipped, utilising the pulse rifle or pulse carbine, as well as highly effective armour. Each wears a helmet into which is built a range of communication and sensor devices, ensuring each is constantly in contact with the commander and ready to respond at a moment's notice to his orders. Fire Warrior tactics emphasise fluid manoeuvre warfare over the stubborn, hidebound approach favoured by many human armies. They will give ground and re-deploy when the situation warrants it, always seeking to bring the enemy to battle on the most favourable terms possible. This approach aims to bring the team's considerable firepower to bear with devastating precision, and the Fire Warriors are adept at singling out the most dangerous foe, destroying him utterly, before moving to a new position from which to target the next enemy.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2344, + "rule_id": "pdf_skill_1941_fire_warrior_profile", + "title": "fire Warrior Profile", + "content": "Ws Bs s T ag int Per WP fel\n25 35 30 30 25 30 20 30 30\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fire Warrior Profile", + "content": "Ws Bs s T ag int Per WP fel\n25 35 30 30 25 30 20 30 30\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2345, + "rule_id": "pdf_skill_1942_talents_exotic_weapon_trainin", + "title": "Talents: Exotic Weapon Training (Tau Pulse Weapons).", + "content": "Traits: Fighting Withdrawal, Fire Drill.\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body\n6, Legs 6).\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor.\nTHe TWo faCes of War\nThe Tau practice a wild array of martial philosophies, but in essence, all are variations on two main doctrines. The first,\ncalled the Mon’ka, or ‘Killing Blow’, dictates that the Fire Warriors wait patiently in ambush, often for days, before\nunleashing an overwhelming attacks upon their foes. In this style of warfare, timing and placement are all, with much\npreparation and reconnaissance being undertaken to ensure that the Tau dictate every aspect of the attack. The second\nphilosophy is the Kauyon, or ‘Patient Hunter’, in which a lure, often a Tau unit but sometimes a position the enemy\nwish to secure, is used to draw the foe onwards. At the most opportune moment, the Tau unleash a devastating countervariants of each. Many go on to establish training academies having retired from active service, where new generations\nof commanders study under the august tutelage of a true Master in the arts of war.\n“To follow any path other than the Tau’va is to\ndoom us all. Only together and with courage\nand discipline will we stand victorious. Fight\nwith fire and courage, and nothing can stand\nagainst us.”\n–Commander Shadowsun", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Talents: Exotic Weapon Training (Tau Pulse Weapons).", + "content": "Traits: Fighting Withdrawal, Fire Drill.\nArmour: Tau Fire Warrior Armour (Head 6, Arms 6, Body\n6, Legs 6).\nWeapons: Pulse Rifle or Pulse Carbine.\nGear: Micro-bead, photo-visor.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2346, + "rule_id": "pdf_skill_1943_tyranids", + "title": "Tyranids", + "content": "“There is a cancer eating at the Imperium. With each decade, it\nadvances deeper, leaving drained, dead worlds in its wake. This\nhorror, this abomination, has thought and purpose which functions on\nan unimaginable, galactic scale, and all we can do is try to stop the\nswarms of bio-engineered monsters it unleashes upon us by instinct. We\nhave given the horror a name to salve our fears; we call it the Tyranid\nrace, but if it is aware of us at all it must know us only as Prey.”\n–Inquisitor Czevak at the Conclave of Har", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tyranids", + "content": "\"There is a cancer eating at the Imperium. With each decade, it\nadvances deeper, leaving drained, dead worlds in its wake. This\nhorror, this abomination, has thought and purpose which functions on\nan unimaginable, galactic scale, and all we can do is try to stop the\nswarms of bio-engineered monsters it unleashes upon us by instinct. We\nhave given the horror a name to salve our fears; we call it the Tyranid\nrace, but if it is aware of us at all it must know us only as Prey.\"\n–Inquisitor Czevak at the Conclave of Har", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2347, + "rule_id": "pdf_skill_1944_hive_tyrant_master", + "title": "hive TyranT (masTer)", + "content": "“And I looked upon the great hive beast, and knew that hope was lost.”\n–attributed to Hector Prime, commander of the Tower of\nAdamant, Hethgard, executed for cowardice\nThe Master of the battle-swarm, the Hive Tyrant is a massively\nbuilt and powerful creature which serves in some part as a\n‘leader’ of the Tyranid attack on the ground. Akin in power to\na living tank, able to rip through armour plate like wet paper\nand wreak indiscriminate slaughter, they are also incredibly\nfast and lithe. Some may even possess wings and extreme\nbiomorphic mutations, often taking the place of unwholesome\nweapons which may burn or strangle their victims at range.\nEach is also a powerful psychic node for the greater Tyranid\nHive Mind, not merely providing the swarm with a strategic\nfocus and overriding purpose, but also harnessing the Hive\nMind’s raw power offensively to drive fragile human minds\ninsane with fear and burn out the brains of enemy psykers\nwho would match their paltry powers against it.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hive TyranT (masTer)", + "content": "\"And I looked upon the great hive beast, and knew that hope was lost.\"\n–attributed to Hector Prime, commander of the Tower of\nAdamant, Hethgard, executed for cowardice\nThe Master of the battle-swarm, the Hive Tyrant is a massively\nbuilt and powerful creature which serves in some part as a\n‘leader’ of the Tyranid attack on the ground. Akin in power to\na living tank, able to rip through armour plate like wet paper\nand wreak indiscriminate slaughter, they are also incredibly\nfast and lithe. Some may even possess wings and extreme\nbiomorphic mutations, often taking the place of unwholesome\nweapons which may burn or strangle their victims at range.\nEach is also a powerful psychic node for the greater Tyranid\nHive Mind, not merely providing the swarm with a strategic\nfocus and overriding purpose, but also harnessing the Hive\nMind’s raw power offensively to drive fragile human minds\ninsane with fear and burn out the brains of enemy psykers\nwho would match their paltry powers against it.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2348, + "rule_id": "pdf_skill_1945_given_the_toxic_1d10_trait", + "title": "given the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Hive Tyrant’s Natural Weapon and Ranged attacks. They\nmay be given Bone Swords and Lash Whips in addition to\ntheir scything talons from the Tyranid Weapons on page 372\nin this chapter. They may also remove the Lightning Attack\ntalent and take a ranged weapon from the Tyranid Weapons\nlisted in the Tyranid Weapons on page 372 in this chapter.\nMonstrous Tyranid Psyker: The Hive Tyrant is a psyker\nbut their powers drawn upon the power of the Hive Mind\nrather than direct manipulation of the Warp. Because of this\nand the monstrous power of the Hive Mind they do not need\nto test to use their psychic powers and never suffer Psychic\nPhenomena or Perils of the Warp. A Hive Tyrant may only\nuse a single psychic power during its turn.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "given the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Hive Tyrant’s Natural Weapon and Ranged attacks. They\nmay be given Bone Swords and Lash Whips in addition to\ntheir scything talons from the Tyranid Weapons on page 372\nin this chapter. They may also remove the Lightning Attack\ntalent and take a ranged weapon from the Tyranid Weapons\nlisted in the Tyranid Weapons on page 372 in this chapter.\nMonstrous Tyranid Psyker: The Hive Tyrant is a psyker\nbut their powers drawn upon the power of the Hive Mind\nrather than direct manipulation of the Warp. Because of this\nand the monstrous power of the Hive Mind they do not need\nto test to use their psychic powers and never suffer Psychic\nPhenomena or Perils of the Warp. A Hive Tyrant may only\nuse a single psychic power during its turn.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2349, + "rule_id": "pdf_skill_1946_catalyst_psychic_power_as_a", + "title": "Catalyst (Psychic Power): As a Half Action, the Hive Tyrant", + "content": "may send out a signal from the Hive Mind that infuses lesser\nTyranid creatures with an unnatural vitality. This power may\nbe used on a single Tyranid Horde within 75 metres: until\nthe beginning of the Hive Tyrant’s next turn, the Horde gains\n10+1d10 Magnitude.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Catalyst (Psychic Power): As a Half Action, the Hive Tyrant", + "content": "may send out a signal from the Hive Mind that infuses lesser\nTyranid creatures with an unnatural vitality. This power may\nbe used on a single Tyranid Horde within 75 metres: until\nthe beginning of the Hive Tyrant’s next turn, the Horde gains\n10+1d10 Magnitude.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2350, + "rule_id": "pdf_skill_1947_psychic_scream_psychic_power", + "title": "Psychic Scream (Psychic Power): As a Half Action, the", + "content": "Hive Tyrant may let forth a terrible silent scream that echoes\nin the mind as a crippling shriek. All those sentient, living", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Psychic Scream (Psychic Power): As a Half Action, the", + "content": "Hive Tyrant may let forth a terrible silent scream that echoes\nin the mind as a crippling shriek. All those sentient, living", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2351, + "rule_id": "pdf_skill_1948_creatures_not_soulless_machin", + "title": "creatures (not soulless machines or daemons) within 20", + "content": "metres suffer a hit that deals 1d10+8 Impact Damage to their\nhead with the Shocking quality (see page Weapon Special\nQualities on page 142 in Chapter V: Armoury). The victims\nsuffers a –30 penalty to his Toughness Test to resist Stunning.\nIf the Toughness Test is failed, the victim is stunned for 1d5\nrounds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "creatures (not soulless machines or daemons) within 20", + "content": "metres suffer a hit that deals 1d10+8 Impact Damage to their\nhead with the Shocking quality (see page Weapon Special\nQualities on page 142 in Chapter V: Armoury). The victims\nsuffers a –30 penalty to his Toughness Test to resist Stunning.\nIf the Toughness Test is failed, the victim is stunned for 1d5\nrounds.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2352, + "rule_id": "pdf_skill_1949_the_horror_psychic_power_as", + "title": "The Horror (Psychic Power): As a Half Action, the Hive", + "content": "Tyrant may unleash a wave of horror that gnaws at the resolve of\nits enemies. This power may be used to target a Kill-team within\n75 metres. Each member of the Kill-team within the range of this\npower must take a Willpower test with a –30 modifier. The Kill-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Horror (Psychic Power): As a Half Action, the Hive", + "content": "Tyrant may unleash a wave of horror that gnaws at the resolve of\nits enemies. This power may be used to target a Kill-team within\n75 metres. Each member of the Kill-team within the range of this\npower must take a Willpower test with a –30 modifier. The Kill-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2353, + "rule_id": "pdf_skill_1950_this_test_all_other_non_tyran", + "title": "this test. All other non-Tyranid (and non-Space Marine) NPC’s", + "content": "within range of the Hive Tyrant must pass a fear-based Willpower\nTest with a –30 modifier or flee in panic.\nDeath Shock: When a Hive Tyrant is slain, its death sends a\nshockwave through the Hive Mind. When a Hive Tyrant is slain,\nall Tyranid Creatures within synapse range (Willpower Bonus\nx 10 metres) that do not have the Fearless Talent or Synapse\nCreature Trait will automatically break and flee as quickly as they\ncan (this effect overrides the effects of Instinctive Behaviour in\nthis instance). Any Tyranid Creature with the Fearless or Synapse", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "this test. All other non-Tyranid (and non-Space Marine) NPC’s", + "content": "within range of the Hive Tyrant must pass a fear-based Willpower\nTest with a –30 modifier or flee in panic.\nDeath Shock: When a Hive Tyrant is slain, its death sends a\nshockwave through the Hive Mind. When a Hive Tyrant is slain,\nall Tyranid Creatures within synapse range (Willpower Bonus\nx 10 metres) that do not have the Fearless Talent or Synapse", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2354, + "rule_id": "pdf_skill_1951_tyranid_warrior_elite", + "title": "Tyranid Warrior (eliTe)", + "content": "“Every one of the myriad of Tyranid warrior-creatures is a killing\nmachine, perfectly adapted to slaughter its victims. They are the\nultimate predators, and we are their prey.”\n–from the reflections of an unknown Adept\nThe Tyranid Warrior is death incarnate; a biological engine\ndesigned for murder, in every aspect of strength, size, and\nresilience it is literally superhuman. They are also incredible\nfighters, each more than equal to a Space Marine in combat\npower, be it with their great scythe-like talons of augmented\nbone (sharp enough to bisect an armoured Man in a single\nstroke) or the nightmarish living weapons they carry that\nspit flesh-boring parasites for ammunition and consign their\nvictims to a death too vile to contemplate. Tyranid Warriors\nalso act as vital psychic resonators for the Tyranid swarm,\nreceiving, amplifying, and transmitting the Hive Mind’s\ncontrolling will and purpose to the lesser creatures around\nthem.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tyranid Warrior (eliTe)", + "content": "\"Every one of the myriad of Tyranid warrior-creatures is a killing\nmachine, perfectly adapted to slaughter its victims. They are the\nultimate predators, and we are their prey.\"\n–from the reflections of an unknown Adept\nThe Tyranid Warrior is death incarnate; a biological engine\ndesigned for murder, in every aspect of strength, size, and\nresilience it is literally superhuman. They are also incredible\nfighters, each more than equal to a Space Marine in combat\npower, be it with their great scythe-like talons of augmented\nbone (sharp enough to bisect an armoured Man in a single\nstroke) or the nightmarish living weapons they carry that\nspit flesh-boring parasites for ammunition and consign their\nvictims to a death too vile to contemplate. Tyranid Warriors\nalso act as vital psychic resonators for the Tyranid swarm,\nreceiving, amplifying, and transmitting the Hive Mind’s\ncontrolling will and purpose to the lesser creatures around\nthem.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2355, + "rule_id": "pdf_skill_1952_claws_1d10_12_pen_5_razor_sh", + "title": "Claws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—", + "content": "/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition,\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen\n4; Clip —; Reload —; Living Ammunition, Tearing).\nGear: None.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Claws (1d10+12; Pen 5 Razor Sharp), Devourer (30m, —/—", + "content": "/10; 1d10+6 R; Pen 0; Clip —; Reload —; Living Ammunition,\nStorm, Tearing) or Death Spitter (40m, S/3/—; 1d10+6 E; Pen\n4; Clip —; Reload —; Living Ammunition, Tearing).\nGear: None.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2356, + "rule_id": "pdf_skill_1953_possess_the_toxic_1d10_trait", + "title": "possess the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Tyranid Warrior’s Natural Weapon and Ranged attacks.\nThey may also remove their ranged weapon and gain the\nLightning Attack talent.\nShrikes: At the GM’s discretion, A Tyranid Warrior may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "possess the Toxic (1d10) Trait. This Trait will also apply to", + "content": "the Tyranid Warrior’s Natural Weapon and Ranged attacks.\nThey may also remove their ranged weapon and gain the\nLightning Attack talent.\nShrikes: At the GM’s discretion, A Tyranid Warrior may", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2357, + "rule_id": "pdf_skill_1954_hormagaunt_troops", + "title": "hormagaUnT (TrooPs)", + "content": "“We cannot live through this. Mankind cannot live through this. In a\nsingle day they have covered this planet with a flood of living blades\nand needle-fanged mouths. Kill one, and ten take its place. If they\nare truly without number, then our race is doomed to a violent death\nbefore every shred of our civilisation is scoured away by a force more\nvoracious than the fires of hell themselves. Death! By the Machine\nGod, Death is here!”\n–Magos Varnak, last words\nA seemingly stable bio-mutation of the Gaunt genus of\nTyranid war-beast, the Hormagaunt is a biological machine,\na living weapon designed and bred with but a single purpose\nin mind: to close with a living enemy as rapidly as possible\nand eviscerate it with its long-bladed talons and do so again,\nand again, and again without remorse or relent until nothing\nliving opposes it. Unleashed in huge, restless swarms made\nup of close packed ranks of rippling claws and hard-edged\nchitinous plates, Hormagaunts move across the ground like\nlighting quick shoals of deadly fish. Drawn to the scent of\nblood, they close in for the kill, leaping, screaming, and\nscuttling. They leave nothing alive in their wake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hormagaUnT (TrooPs)", + "content": "\"We cannot live through this. Mankind cannot live through this. In a\nsingle day they have covered this planet with a flood of living blades\nand needle-fanged mouths. Kill one, and ten take its place. If they\nare truly without number, then our race is doomed to a violent death\nbefore every shred of our civilisation is scoured away by a force more\nvoracious than the fires of hell themselves. Death! By the Machine\nGod, Death is here!\"\n–Magos Varnak, last words\nA seemingly stable bio-mutation of the Gaunt genus of\nTyranid war-beast, the Hormagaunt is a biological machine,\na living weapon designed and bred with but a single purpose\nin mind: to close with a living enemy as rapidly as possible\nand eviscerate it with its long-bladed talons and do so again,\nand again, and again without remorse or relent until nothing\nliving opposes it. Unleashed in huge, restless swarms made\nup of close packed ranks of rippling claws and hard-edged\nchitinous plates, Hormagaunts move across the ground like\nlighting quick shoals of deadly fish. Drawn to the scent of\nblood, they close in for the kill, leaping, screaming, and\nscuttling. They leave nothing alive in their wake.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2358, + "rule_id": "pdf_skill_1955_hormagaunt_profile", + "title": "hormagaunt Profile", + "content": "Ws Bs s T ag int Per WP fel\n45 20 35 30 55 10 40 30 ––\nMovement: 10/20/30/60 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "hormagaunt Profile", + "content": "Ws Bs s T ag int Per WP fel\n45 20 35 30 55 10 40 30 ––\nMovement: 10/20/30/60 Wounds: 9", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2359, + "rule_id": "pdf_skill_1956_behaviour_feed_tyranid_ove", + "title": "Behaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural", + "content": "Speed.\nArmour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Behaviour (Feed), Tyranid, Overwhelming (Horde), Unnatural", + "content": "Speed.\nArmour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2360, + "rule_id": "pdf_skill_1957_special_rules", + "title": "Special Rules", + "content": "Horde: Hormagaunts can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Hormagaunts may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special Rules", + "content": "Horde: Hormagaunts can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Hormagaunts may", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2361, + "rule_id": "pdf_skill_1958_termagant_troops", + "title": "TermaganT (TrooPs)", + "content": "“As I looked into its dead black eyes, I saw the terrible sentience it\nhad in place of a soul. And looking back from the deepest recesses of\nthe alien’s mind, I perceived what I can describe only as an immortal\nhunger.”\n–Ultramarines Chief Librarian Tigurius\nThe Termagant is one of the basic warrior units of the\nTyranid Swarm, and one of the most commonly encountered\ncreatures on the battlefield. They are bred and unleashed in\ntheir thousands by the hive fleets in great waves to blunt the\nfire of their enemies and overwhelm them in an unstoppable\ntide of flesh and fang. Man-sized, but low and hunched\nin appearance, they are agile, fast, and extremely deadly.\nTermagants are usually armed with a variety of symbiotic\nweapon-creatures of various forms, as well as needle-teeth\nand ripping claws with which to rend and devour their prey.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "TermaganT (TrooPs)", + "content": "\"As I looked into its dead black eyes, I saw the terrible sentience it\nhad in place of a soul. And looking back from the deepest recesses of\nthe alien’s mind, I perceived what I can describe only as an immortal\nhunger.\"\n–Ultramarines Chief Librarian Tigurius\nThe Termagant is one of the basic warrior units of the\nTyranid Swarm, and one of the most commonly encountered\ncreatures on the battlefield. They are bred and unleashed in\ntheir thousands by the hive fleets in great waves to blunt the\nfire of their enemies and overwhelm them in an unstoppable\ntide of flesh and fang. Man-sized, but low and hunched\nin appearance, they are agile, fast, and extremely deadly.\nTermagants are usually armed with a variety of symbiotic\nweapon-creatures of various forms, as well as needle-teeth\nand ripping claws with which to rend and devour their prey.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2362, + "rule_id": "pdf_skill_1959_termagant_profile", + "title": "Termagant Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 33 32 30 40 10 40 30 ––\nMovement: 4/8/12/24 Wounds: 9", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Termagant Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 33 32 30 40 10 40 30 ––\nMovement: 4/8/12/24 Wounds: 9", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2363, + "rule_id": "pdf_skill_1960_behaviour_lurk_tyranid", + "title": "Behaviour (Lurk), Tyranid.", + "content": "Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).\nWeapons: Fleshborer (20m; S/–/– , 1d10+5 R; Pen 3, Clip\nN/A, Reload —; Living Ammunition, Tearing) Teeth and", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Behaviour (Lurk), Tyranid.", + "content": "Armour: Chitinous Carapace (Arms 3, Head 3, Body 3, Legs\n3, Horde 3).\nWeapons: Fleshborer (20m; S/–/– , 1d10+5 R; Pen 3, Clip\nN/A, Reload —; Living Ammunition, Tearing) Teeth and", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2364, + "rule_id": "pdf_skill_1961_special_rules", + "title": "Special Rules", + "content": "Horde: Termagants can be used as a Horde (see Hordes on\npage 359 of this chapter).\nBiomorph: At the GM’s discretion, Termagants may", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Special Rules", + "content": "Horde: Termagants can be used as a Horde (see Hordes on page 359 of this chapter). Biomorph: At the GM’s discretion, Termagants may", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2365, + "rule_id": "pdf_skill_1962_also_be_given_the_toxic_1d10", + "title": "also be given the Toxic (1d10) Trait. This Trait will also", + "content": "apply to the Termagant’s Natural Weapon attacks and their\nFleshborer attacks.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "also be given the Toxic (1d10) Trait. This Trait will also", + "content": "apply to the Termagant’s Natural Weapon attacks and their Fleshborer attacks.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2366, + "rule_id": "pdf_skill_1963_tyranid_weapons", + "title": "Tyranid WeaPons", + "content": "Tyranid weapons are living things. In many cases the weapons\nwielded by the various species of Tyranid are symbiotic creatures\nthat grow and live together with the host creature that wields them.\nPresented here are a selection of Tyranid weapons; there are many\nmore which may appear in future Deathwatch supplements.\nWeapon Training: Only creatures with the Tyranid Trait\nmay use Tyranid weapons. No weapon training Talent is required\nfor a Tyranid to use a Tyranid weapon.\n(Weapon Quality) Deadly Snare: The weapon envelops the\ntarget in snares which not only constrict but seek to strangle and\nflay their victim. This weapon quality functions in the same way\nas the Snare weapon quality (see Weapon Special Qualities on\npage 142 in Chapter V: Armoury), except that any character\nentangled by the weapon suffers the weapons damage again in\ntheir turn every round if they do not break free.\n(Weapon Quality) Living Ammunition: The ranged\nweapons of the Tyranids use ammunition that is grown, gestated,\nor excreted by the creature or weapon. As such, ranged Tyranid", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tyranid Weapons", + "content": "Tyranid weapons are living things. In many cases the weapons wielded by the various species of Tyranid are symbiotic creatures that grow and live together with the host creature that wields them. Presented here are a selection of Tyranid weapons; there are many more which may appear in future Deathwatch supplements. Weapon Training: Only creatures with the Tyranid Trait may use Tyranid weapons. No weapon training Talent is required for a Tyranid to use a Tyranid weapon. (Weapon Quality) Deadly Snare: The weapon envelops the target in snares which not only constrict but seek to strangle and flay their victim. This weapon quality functions in the same way as the Snare weapon quality (see Weapon Special Qualities on page 142 in Chapter V: Armoury), except that any character entangled by the weapon suffers the weapons damage again in their turn every round if they do not break free. (Weapon Quality) Living Ammunition: The ranged weapons of the Tyranids use ammunition that is grown, gestated, or excreted by the creature or weapon. As such, ranged Tyranid", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2367, + "rule_id": "pdf_skill_1964_ranged_weapons", + "title": "ranged WeaPons", + "content": "Barbed strangler and stranglethorn cannon\nThe Barbed Strangler shoots a seed pod the size of a man’s\nfist using muscle contraction along the fleshy barrel of the\nweapon. Upon impact, the strangler seed-pod grows to\nmaturity in seconds, sending out hooked tendrils to bind and\ntear at its prey. The Stranglethorn Cannon is a more potent\nspecies of Barbed Strangler that shoots seed pods that spawn\ndeadlier and more aggressive tendrils.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ranged Weapons", + "content": "Barbed strangler and stranglethorn cannon The Barbed Strangler shoots a seed pod the size of a man’s fist using muscle contraction along the fleshy barrel of the weapon. Upon impact, the strangler seed-pod grows to maturity in seconds, sending out hooked tendrils to bind and tear at its prey. The Stranglethorn Cannon is a more potent species of Barbed Strangler that shoots seed pods that spawn deadlier and more aggressive tendrils.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2368, + "rule_id": "pdf_skill_1965_deathspitter", + "title": "deathspitter", + "content": "A Deathspitter is a complex weapon symbiote that shoots\nmaggot-like organisms at targets with a spasm of agonised\nmuscle. Upon striking the target, the squirming projectile\ndisintegrates in a spray of corrosive slime.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "deathspitter", + "content": "A Deathspitter is a complex weapon symbiote that shoots maggot-like organisms at targets with a spasm of agonised muscle. Upon striking the target, the squirming projectile disintegrates in a spray of corrosive slime.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2369, + "rule_id": "pdf_skill_1966_devourer", + "title": "devourer", + "content": "A Devourer is a conical lump of flesh that showers its target\nwith a mass of worm-like parasites that burrow through flesh\nand armour, thus eating the target alive.\nBrain Leech Worms: A Devourer may be host to these\nmore voracious and deadly variety of creatures. A Devourer\nwith Brain Leech Worms does 2d10+6 R damage, and if it\ninflicts any damage on a squad of Battle-Brothers, the squad\nsuffers one additional point of Cohesion damage.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "devourer", + "content": "A Devourer is a conical lump of flesh that showers its target with a mass of worm-like parasites that burrow through flesh and armour, thus eating the target alive. Brain Leech Worms: A Devourer may be host to these more voracious and deadly variety of creatures. A Devourer with Brain Leech Worms does 2d10+6 R damage, and if it inflicts any damage on a squad of Battle-Brothers, the squad suffers one additional point of Cohesion damage.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2370, + "rule_id": "pdf_skill_1967_fleshborer", + "title": "fleshborer", + "content": "A Fleshborer is a nest for razor-fanged borer beetles which it\nejects towards enemies.\nvenom cannon and heavy venom cannon\nThe Venom Cannon uses an electrostatic charge to shoot\nhighly corrosive crystals coated with a metallic, venomous\nresidue. On impact, the crystals shatter, creating a deadly\ncloud of fragments. Some larger species of Tyranid also use an\neven larger and more potent species of the Venom Cannon,\nreferred to by Imperial Forces as a Heavy Venom Cannon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "fleshborer", + "content": "A Fleshborer is a nest for razor-fanged borer beetles which it ejects towards enemies. venom cannon and heavy venom cannon The Venom Cannon uses an electrostatic charge to shoot highly corrosive crystals coated with a metallic, venomous residue. On impact, the crystals shatter, creating a deadly cloud of fragments. Some larger species of Tyranid also use an even larger and more potent species of the Venom Cannon, referred to by Imperial Forces as a Heavy Venom Cannon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2371, + "rule_id": "pdf_skill_1968_bonesword", + "title": "Bonesword", + "content": "Boneswords are living blades of chitin that possess a\nrudimentary sentience slaved to the will of the wielder that\ninfuses the blade with crackling psychic energy and drains\nthe life-force of its victims.\nDrain Life: When a victim takes any damage from\na Bonesword, the wielder and victim make an Opposed\nWillpower Test. For every degree of success, the Bonesword’s\nwielder deals an additional 1d10 points of Damage, ignoring\nthe victim’s Armour and Toughness Bonus.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Bonesword", + "content": "Boneswords are living blades of chitin that possess a rudimentary sentience slaved to the will of the wielder that infuses the blade with crackling psychic energy and drains the life-force of its victims. Drain Life: When a victim takes any damage from a Bonesword, the wielder and victim make an Opposed Willpower Test. For every degree of success, the Bonesword’s wielder deals an additional 1d10 points of Damage, ignoring the victim’s Armour and Toughness Bonus.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2372, + "rule_id": "pdf_skill_1969_lash_whip", + "title": "lash Whip", + "content": "A Lash Whip is a living scourge of muscle and sinew. Its\ntendrils snake around an opponent’s defences to strangle and\nensnare those that are not sliced apart by the bony hooks at\nthe tip of each tentacle.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "lash Whip", + "content": "A Lash Whip is a living scourge of muscle and sinew. Its tendrils snake around an opponent’s defences to strangle and ensnare those that are not sliced apart by the bony hooks at the tip of each tentacle.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2373, + "rule_id": "pdf_skill_1970_scything_talons", + "title": "scything Talons", + "content": "Scything Talons are razor-edged claws of fused chitin and\nserrated bone used to stab and slash.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "scything Talons", + "content": "Scything Talons are razor-edged claws of fused chitin and serrated bone used to stab and slash.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2374, + "rule_id": "pdf_skill_1971_rending_claws", + "title": "rending claws", + "content": "Rending Claws are diamond hard growths of bone capable of\ncrushing reinforced ceramite and ripping through the thickest\nof armour with frightening ease.\nTable 13-3: Tyranid Weapons", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "rending claws", + "content": "Rending Claws are diamond hard growths of bone capable of crushing reinforced ceramite and ripping through the thickest of armour with frightening ease.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2375, + "rule_id": "pdf_skill_1972_ranged_weapons", + "title": "Ranged Weapons", + "content": "Name Class Range ROF Dam Pen Clip Rld Special\nBarbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Ranged Weapons", + "content": "Name Class Range ROF Dam Pen Clip Rld Special Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3 — —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2376, + "rule_id": "pdf_skill_1973_living_ammunition", + "title": "Living Ammunition", + "content": "Deathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing\nDevourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing\nFleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing\nVenom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Living Ammunition", + "content": "Deathspitter Basic 40m S/3/– 1d10+6 E 4 — — Living Ammunition, Tearing Devourer Basic 30m –/–/6 1d10+6 R 0 — — Living Ammunition, Storm, Tearing Fleshborer Basic 20m S/–/– 1d10+5 R Pen 3 — — Living Ammunition, Tearing Venom Cannon Heavy 100m S/–/– 3d10+5 I 6 — —", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2377, + "rule_id": "pdf_skill_1974_name_dam_pen_special", + "title": "Name Dam Pen Special", + "content": "Bonesword Melee 1d10 R 6 Drain Life\nLash Whip Melee 1d10+3 R 3 Flexible, Snare\nScything Talons Melee 1d10+2 R 3 —\nRending Claws Melee 1d10 R 5 Razor Sharp", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Name Dam Pen Special", + "content": "Bonesword Melee 1d10 R 6 Drain Life Lash Whip Melee 1d10+3 R 3 Flexible, Snare Scything Talons Melee 1d10+2 R 3 — Rending Claws Melee 1d10 R 5 Razor Sharp", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2378, + "rule_id": "pdf_skill_1975_modifying_enemies", + "title": "modifying enemies", + "content": "The enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies\nthey require for their game. Some options and variations are presented as part of the enemy profiles but the possible\nvariety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If,\nfor example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing\ntheir autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "modifying enemies", + "content": "The enemies presented in this chapter can, and should, be modified by a Game Master to create the types of enemies they require for their game. Some options and variations are presented as part of the enemy profiles but the possible variety of enemies far exceeds these, and a Games Master should feel free to make adjustments to them as they see fit. If, for example, a game requires a group of Renegade Militia armed with missile launchers they can be created by removing their autoguns, giving them missile launchers and the Heavy Weapon Training (Launcher) Talent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2379, + "rule_id": "pdf_skill_1976_enemy_profile_presentation", + "title": "enemy Profile PresenTaTion", + "content": "In all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented\nwith all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his\nAstartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon\ndamages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing\nBlow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances,\nsuch as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note\nthat NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "enemy Profile PresenTaTion", + "content": "In all the entries presented in this chapter the characteristics, movement values and weapon damages have been presented with all modifications included. For example, a Chaos Space Marine’s Strength includes the +20 increase from his Astartes Power Armour, and his Strength Bonus matches this and the effects of the Unnatural Strength Trait. Weapon damages include the effects of the enemy’s Strength Bonus and Talents that always apply to damage such as the Crushing Blow talent. Talents, Traits and Special rules that have a variable effect or will only apply in particular circumstances, such as the Hammer Blow Talent, have not been combined into the profiles presented here. It is also important to note that NPCs are not necessarily bound to follow the same strictures for their profiles as player characters.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2380, + "rule_id": "pdf_skill_1977_characters", + "title": "Characters", + "content": "“Nothing crushes the spirit of man! The Imperium overcomes—and\nWE ARE THE IMPERIUM!”\n–Sergeant Hektor Voss of the Hyrkan 4th Infantry at the\nBattle of Blood Ridge", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Characters", + "content": "“Nothing crushes the spirit of man! The Imperium overcomes—and WE ARE THE IMPERIUM!” –Sergeant Hektor Voss of the Hyrkan 4th Infantry at the Battle of Blood Ridge", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2381, + "rule_id": "pdf_skill_1978_space_marine_chapters_and_the", + "title": "Space Marine Chapters (and the Deathwatch is no exception)", + "content": "are served by an ancillary staff comprised of hundreds of\nhuman chapter serfs. These serfs are trusted retainers, trained\nand educated to a high standard that perform all the menial\nand support roles needed for a Chapter to operate efficiently—\nand in a crisis, even take up arms. Many see their duty and\nservice as a holy calling, while for others, it is the only life they\nhave ever known.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Space Marine Chapters (and the Deathwatch is no exception)", + "content": "are served by an ancillary staff comprised of hundreds of human chapter serfs. These serfs are trusted retainers, trained and educated to a high standard that perform all the menial and support roles needed for a Chapter to operate efficiently—and in a crisis, even take up arms. Many see their duty and service as a holy calling, while for others, it is the only life they have ever known.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2382, + "rule_id": "pdf_skill_1979_chapter_serf_profile", + "title": "chapter serf Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 30 30 30 35\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "chapter serf Profile", + "content": "Ws Bs s T ag int Per WP fel 30 30 30 35 30 30 30 30 35 Movement: 3/6/9/18 Wounds: 10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2383, + "rule_id": "pdf_skill_1980_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: None.\nWeapons: None.\nGear: Robes of office, seal of serfdom.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: None. Weapons: None. Gear: Robes of office, seal of serfdom.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2384, + "rule_id": "pdf_skill_1981_civilian", + "title": "Civilian", + "content": "Humanity is spread across the stars in countless billions.\nThe majority go about their lives as they can and their\ncircumstances dictate, from hive workers to hardscrabble\ncolonists to individuals born on far-flung worlds that have\nnever known the Imperial Creed.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Civilian", + "content": "Humanity is spread across the stars in countless billions. The majority go about their lives as they can and their circumstances dictate, from hive workers to hardscrabble colonists to individuals born on far-flung worlds that have never known the Imperial Creed.", + "page": 1, + "category": "civilian", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2385, + "rule_id": "pdf_skill_1982_civilian_profile", + "title": "civilian Profile", + "content": "Ws Bs s T ag int Per WP fel\n20 20 30 30 30 25 20 20 25\nMovement: 3/6/9/18 Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Civilian Profile", + "content": "Ws Bs s T ag int Per WP fel 20 20 30 30 30 25 20 20 25 Movement: 3/6/9/18 Wounds: 8", + "page": 1, + "category": "civilian", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2386, + "rule_id": "pdf_skill_1983_language_low_gothic_or_local", + "title": "Language (Low Gothic or local tongue) (Int).", + "content": "Talents: Literacy if from an advanced world, Survival if from a\nprimitive world, one other skill relevant to daily occupation.\nTraits: None.\nArmour: None.\nWeapons: Improvised weaponry (1d10+1 I, Primitive,\nUnbalanced).\nGear: Appropriate possessions and trappings.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Language (Low Gothic or local tongue) (Int).", + "content": "Talents: Literacy if from an advanced world, Survival if from a primitive world, one other skill relevant to daily occupation. Traits: None. Armour: None. Weapons: Improvised weaponry (1d10+1 I, Primitive, Unbalanced). Gear: Appropriate possessions and trappings.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2387, + "rule_id": "pdf_skill_1984_imperial_agent", + "title": "imPerial agenT", + "content": "The Imperium is governed by the Adeptus Terra, a vast,\ngalaxy-spanning organisation with many branches that\nadminister and run every facet of its monumental bureaucracy,\ninfrastructure and political apparatus. Examples of such\ninclude the numberless scribes of the Administratum, the\nholy Ministorum, the feared Inquisition, and the various\nlocal governments of the Imperial Commanders. Many of\nthese organisations, as well as their drone-like functionaries\nand more unique members, employ talented and skilled field\nagents and emissaries to enact their will and to be their eyes\nand ears in the wider Imperium. The profile shown here\nrepresents such an agent.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Agent", + "content": "The Imperium is governed by the Adeptus Terra, a vast, galaxy-spanning organisation with many branches that administer and run every facet of its monumental bureaucracy, infrastructure and political apparatus. Examples of such include the numberless scribes of the Administratum, the holy Ministorum, the feared Inquisition, and the various local governments of the Imperial Commanders. Many of these organisations, as well as their drone-like functionaries and more unique members, employ talented and skilled field agents and emissaries to enact their will and to be their eyes and ears in the wider Imperium. The profile shown here represents such an agent.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2388, + "rule_id": "pdf_skill_1985_imperial_agent_profile", + "title": "imperial agent Profile", + "content": "Ws Bs s T ag int Per WP fel\n38 38 30 35 30 40 35 40 35\nMovement: 3/6/9/18 Wounds: 12", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Agent Profile", + "content": "Ws Bs s T ag int Per WP fel 38 38 30 35 30 40 35 40 35 Movement: 3/6/9/18 Wounds: 12", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2389, + "rule_id": "pdf_skill_1986_training_primitive_pistol_t", + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: Hardened body glove under heavy robes (Arms 3,\nBody 3, Legs 3).\nWeapons: Compact Laspistol (15, S/—/—; 1d10+1 E;\nShots 15; Reload Full; Reliable), Mono Sword (1d10+3 R;\nPen 2, Balanced).\nGear: Robes of office, respirator, personal encrypted comm-", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Training (Primitive), Pistol Training (Las, SP).", + "content": "Armour: Hardened body glove under heavy robes (Arms 3, Body 3, Legs 3). Weapons: Compact Laspistol (15, S/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable), Mono Sword (1d10+3 R; Pen 2, Balanced). Gear: Robes of office, respirator, personal encrypted comm-", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2390, + "rule_id": "pdf_skill_1987_imperial_guard_senior_officer", + "title": "imPerial guard senior offiCer", + "content": "The Imperial Guard is commanded at the senior level by\nmen and women hardened to the consequences of conflict\nand long trained in the arts of war, both by inclination and\npersonal experience. It is they who oversee the deployments\nof regiments and battalions, who order the grinding down of\nthe enemy by the ruthless application of armour, munitions,\nand the sacrifice of the Guardsmen under their command so\nthat the Imperium may endure and prevail.\nimperial guard senior officer Profile\nWs Bs s T ag int Per WP fel\n35 35 30 35 35 45 45 40 40\nMovement: 3/6/9/18 Wounds: 18", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guard Senior Officer", + "content": "The Imperial Guard is commanded at the senior level by men and women hardened to the consequences of conflict and long trained in the arts of war, both by inclination and personal experience. It is they who oversee the deployments of regiments and battalions, who order the grinding down of the enemy by the ruthless application of armour, munitions, and the sacrifice of the Guardsmen under their command so that the Imperium may endure and prevail.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2391, + "rule_id": "pdf_skill_1988_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (3).", + "content": "Armour: Mesh Woven Dress Uniform (Arms 3, Body 3,\nLegs 3) .\nWeapons: Power sword (1d10+8 E; Pen 6; Balanced, Power\nField), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots\n15; Reload Full; Reliable).\nGear: Medals and marks of rank, data-slate, personal\nencrypted comm-link.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guard Senior Officer Profile", + "content": "Ws Bs s T ag int Per WP fel 35 35 30 35 35 45 45 40 40 Movement: 3/6/9/18 Wounds: 18", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2392, + "rule_id": "pdf_skill_1989_imperial_guard_field_officer", + "title": "imPerial guard field offiCer", + "content": "Field command of the Imperial Guard is given over to their\nfield officers, individuals of proven skill and above all bravery\nin the face of enemies often more inhuman and nightmarish\nthan most could imagine from within the relative safety of\nmost Imperial worlds. Given the violence and unrelenting\nbrutality of the wars which the Imperial Guard fight, it is held\nas a grimly humorous axiom among the Imperial officer class\nthat those that perish first in command are “The cowardly, the\nincompetent, and the unlucky, in that order”—either to the\nenemy’s wrath or the judgment of a Commissar.\nimperial guard field officer Profile\nWs Bs s T ag int Per WP fel\n40 45 35 40 40 35 38 45 45\nMovement: 4/8/12/24 Wounds: 15", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits: Touched by the Fates (3).", + "content": "Armour: Mesh Woven Dress Uniform (Arms 3, Body 3, Legs 3) . Weapons: Power sword (1d10+8 E; Pen 6; Balanced, Power Field), Compact Laspistol (15, S/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable). Gear: Medals and marks of rank, data-slate, personal encrypted comm-link.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2393, + "rule_id": "pdf_skill_1990_int_swim_s_survival_int", + "title": "(Int), Swim (S), Survival (Int).", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guard Field Officer", + "content": "Field command of the Imperial Guard is given over to their field officers, individuals of proven skill and above all bravery in the face of enemies often more inhuman and nightmarish than most could imagine from within the relative safety of most Imperial worlds. Given the violence and unrelenting brutality of the wars which the Imperial Guard fight, it is held as a grimly humorous axiom among the Imperial officer class that those that perish first in command are “The cowardly, the incompetent, and the unlucky, in that order”—either to the enemy’s wrath or the judgment of a Commissar.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2394, + "rule_id": "pdf_skill_1991_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (2).", + "content": "Armour: Flak Armour with Carapace Breast Plate (Head 4,\nArms 4, Body 6, Legs 4) .\nWeapons: Boltgun (90m; S/2/—; 1d10+5 X; Pen 4; Clip 24;\nReload Full, Tearing), Bolt Pistol (30m; S/2/—; 1d10+5 X;\nPen 4; Clip 8; Reload Full, Tearing), Power Sword (1d10+8\nE, Pen 6, Balanced, Power Field) or Chainsword (1d10+5 R;\nPen 2; Balanced, Tearing).\nGear: Personal comm-link, respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guard Field Officer Profile", + "content": "Ws Bs s T ag int Per WP fel 40 45 35 40 40 35 38 45 45 Movement: 4/8/12/24 Wounds: 15", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2395, + "rule_id": "pdf_skill_1992_imperial_guardsman", + "title": "imPerial guardsman", + "content": "The Imperium is protected and expanded chiefly by the lives\nand disciplined action of the Imperial Guard, a trained mass\nof soldiery whose vast numbers are themselves their chief\nweapon against the enemies of mankind. Uniform in function\nif not appearance and organisation, most Imperial Guardsmen\nare simply equipped and motivated by faith in the Imperium\nitself and the rigours of an unflinching regime of order and\nobedience. Behind their serried ranks are ranged armour and\nartillery enough in most regiments to grind a world into\nsubmission.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "(Int), Swim (S), Survival (Int).", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2396, + "rule_id": "pdf_skill_1993_imperial_guardsman_profile", + "title": "imperial guardsman Profile", + "content": "Ws Bs s T ag int Per WP fel\n30 30 30 35 30 20 30 35 20\nMovement: 3/6/9/18 Wounds: 10", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits: Touched by the Fates (2).", + "content": "Armour: Flak Armour with Carapace Breast Plate (Head 4, Arms 4, Body 6, Legs 4) . Weapons: Boltgun (90m; S/2/—; 1d10+5 X; Pen 4; Clip 24; Reload Full, Tearing), Bolt Pistol (30m; S/2/—; 1d10+5 X; Pen 4; Clip 8; Reload Full, Tearing), Power Sword (1d10+8 E, Pen 6, Balanced, Power Field) or Chainsword (1d10+5 R; Pen 2; Balanced, Tearing). Gear: Personal comm-link, respirator.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2397, + "rule_id": "pdf_skill_1994_weapons_combat_knife_1d5_6_r", + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Lasgun,", + "content": "(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full;\nReliable).\nGear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s\nUplifting Primer.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guardsman", + "content": "The Imperium is protected and expanded chiefly by the lives and disciplined action of the Imperial Guard, a trained mass of soldiery whose vast numbers are themselves their chief weapon against the enemies of mankind. Uniform in function if not appearance and organisation, most Imperial Guardsmen are simply equipped and motivated by faith in the Imperium itself and the rigours of an unflinching regime of order and obedience. Behind their serried ranks are ranged armour and artillery enough in most regiments to grind a world into submission.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2398, + "rule_id": "pdf_skill_1995_battle_servitor_erioch_patter", + "title": "BaTTle serviTor (erioCH-PaTTern)", + "content": "Many Techmarines upgrade their servitors to assist in battle\nas well as mechanical rites. Such models are easy to recognise,\nnot just by their bonded weaponry, but also by the muscle\ngrafts and hardened tissues used to make them capable of\ndealing and withstanding the sort of punishment faced in\nthe duties of the Adeptus Astartes. Servitors that frequently\naccompany their Masters into combat are often a patchwork\nof replaced flesh, metal plating, and scars.\nIf a Techmarine requisitions a battle servitor for a Mission,\nhe may also requisition weaponry to install in place of one\nor both of its servo-fists. This process requires no Tests if\nperformed at a Watch Station with the proper facilities, and\ntakes one hour per weapon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Guardsman Profile", + "content": "Ws Bs s T ag int Per WP fel 30 30 30 35 30 20 30 35 20 Movement: 3/6/9/18 Wounds: 10", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2399, + "rule_id": "pdf_skill_1996_skills_awareness_per_trade", + "title": "Skills: Awareness (Per), Trade (any one) +10, Trade", + "content": "(Technomat) +10.\nTalents: Ambidextrous, Two-Weapon Wielder, plus any\nWeapon Training appropriate to its armament.\nTraits: Armour-Plated, Auto-stabilised, Darksight, Machine", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Combat Knife (1d5+6 R; Primitive), Lasgun,", + "content": "(100m; S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable). Gear: Respirator, 3 lasgun reloads, lho sticks, The Infantryman’s Uplifting Primer.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2400, + "rule_id": "pdf_skill_1997_monotask_servitor_erioch_patt", + "title": "monoTask serviTor (erioCH-PaTTern)", + "content": "Attempting to count all the servitors of this type that carry\nout the Imperium’s most tedious labours would be impossible,\nnor would most think to attempt it any more than they would\ncare to count the links in a Land Raider’s treads. Techmarines\noften replace at least one of such a servitor’s hands with a\nless powerful version of their own servo-arm manipulators.\nMonotask servitors will not hold up long in the gruelling\nbattles Space Marines face, but they can be useful on missions\nfor simple repairs, menial labour, and sentry duty.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Battle Servitor (Erioch-Pattern)", + "content": "Many Techmarines upgrade their servitors to assist in battle as well as mechanical rites. Such models are easy to recognise, not just by their bonded weaponry, but also by the muscle grafts and hardened tissues used to make them capable of dealing and withstanding the sort of punishment faced in the duties of the Adeptus Astartes. Servitors that frequently accompany their Masters into combat are often a patchwork of replaced flesh, metal plating, and scars. If a Techmarine requisitions a battle servitor for a Mission, he may also requisition weaponry to install in place of one or both of its servo-fists. This process requires no Tests if performed at a Watch Station with the proper facilities, and takes one hour per weapon.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2401, + "rule_id": "pdf_skill_1998_weapons_servo_fist_1d10_8_p", + "title": "Weapons: Servo-fist (1d10+8, Pen 6).", + "content": "Gear: Internal vox.\nservo-skull\nA servo-skull is a human skull—often that of a favoured serf\nor particularly honourable Imperial citizen—that has been\nfitted with a rudimentary machine-spirit, support systems,\nand a suspensor device to allow it to float through the air.\nThese limited constructs are devoted to a particular task and\nhave the basic equipment to carry out their purpose. Their\nsmall size and manoeuvrability allows them to enter otherwise\ninaccessible spaces and act as eyes and ears for their Masters.\nservo-skull Profile\nWs Bs s T ag int Per WP fel\n15 15 10 20 30 15 35 20 ––\nMovement: — Wounds: 4", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Skills: Awareness (Per), Trade (any one) +10, Trade", + "content": "(Technomat) +10. Talents: Ambidextrous, Two-Weapon Wielder, plus any Weapon Training appropriate to its armament. Traits: Armour-Plated, Auto-stabilised, Darksight, Machine", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2402, + "rule_id": "pdf_skill_1999_armour_machine_all_2", + "title": "Armour (Machine): All 2.", + "content": "Gear: Integrated vox and cogitator, plus one of the following:\nAuspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Monotask Servitor (Erioch-Pattern)", + "content": "Attempting to count all the servitors of this type that carry out the Imperium’s most tedious labours would be impossible, nor would most think to attempt it any more than they would care to count the links in a Land Raider’s treads. Techmarines often replace at least one of such a servitor’s hands with a less powerful version of their own servo-arm manipulators. Monotask servitors will not hold up long in the gruelling battles Space Marines face, but they can be useful on missions for simple repairs, menial labour, and sentry duty.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2403, + "rule_id": "pdf_skill_2000_pen_0_clip_3_reload_full_b", + "title": "Pen 0; Clip 3-; Reload Full (by owner); Reliable) with red-dot", + "content": "laser sight, or quill, ink, and expanded memory storage.\nGM’s BriefinG\n•\nMission to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Servo-fist (1d10+8, Pen 6).", + "content": "Gear: Internal vox.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Servo-skull", + "content": "A servo-skull is a human skull—often that of a favoured serf or particularly honourable Imperial citizen—that has been fitted with a rudimentary machine-spirit, support systems, and a suspensor device to allow it to float through the air. These limited constructs are devoted to a particular task and have the basic equipment to carry out their purpose. Their small size and manoeuvrability allows them to enter otherwise inaccessible spaces and act as eyes and ears for their Masters. Servo-skull Profile Ws Bs s T ag int Per WP fel 15 15 10 20 30 15 35 20 –– Movement: — Wounds: 4", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": null, + "title": "Armour (Machine): All 2.", + "content": "Gear: Integrated vox and cogitator, plus one of the following: Auspex, Combi-tool, Las-pistol (30m; S/–/–, 1d10+2 E;", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2404, + "rule_id": "pdf_skill_2001_extraction", + "title": "Extraction", + "content": "“What is courage then? Is it the response of fight over flight when\ndanger looms sudden and unexpected? No, such mere animal instinct!\nCourage rather is the willful scorn of death, and the deliberate\nacceptance of suffering, for honour, for duty, or for the Emperor.\nBeyond this, the true glory—this is the will to face horror, to turn\ndeath upon itself, to strangle nightmare with bare hands, and to do it\nunsung and unknown for the salvation of Mankind.”\n–Inquisitor Silas Marr, Reflections in a Glass Darkly", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Extraction", + "content": "What is courage then? Is it the response of fight over flight when danger looms sudden and unexpected? No, such mere animal instinct! Courage rather is the willful scorn of death, and the deliberate acceptance of suffering, for honour, for duty, or for the Emperor. Beyond this, the true glory—this is the will to face horror, to turn death upon itself, to strangle nightmare with bare hands, and to do it unsung and unknown for the salvation of Mankind. –Inquisitor Silas Marr, Reflections in a Glass Darkly", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2405, + "rule_id": "pdf_skill_2002_marines_are_built_for_as_well", + "title": "Marines are built for, as well as to give you (the GM) a useful", + "content": "framework to expand upon what is presented here as much or\nas little as you like.\nThe adventure itself has a clear and easily defined goal —the\nrecovery and extraction of Magos Vyakai and the datacore\nthat he is carrying. The adventure also has a well-defined\narea of remit—the geographic area of Pyroclast-Gamma-9.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marines are built for, as well as to give you (the GM) a useful", + "content": "framework to expand upon what is presented here as much or as little as you like. The adventure itself has a clear and easily defined goal —the recovery and extraction of Magos Vyakai and the datacore that he is carrying. The adventure also has a well-defined area of remit—the geographic area of Pyroclast-Gamma-9.", + "page": 1, + "verified": false, + "confidence": 0.8, + "verification_notes": "This block seems to be an introductory text rather than a specific rule or skill entry." + }, + { + "original": { + "id": 2406, + "rule_id": "pdf_skill_2003_marking_time", + "title": "Marking Time", + "content": "You should secretly prepare a tally chart for the time the player\ncharacters spend on the surface of Tantalus. You can do this\nsimply by allotting ten units of abstract time to each hour the\nplayer characters have, and marking them off as they proceed.\nYou should make your own judgements about how long the\nplayer characters’ activities take in the game, and this is not\nmeant to be an exact science. Here are a few suggestions:\n• Covering Ground: Using the grid map of the area,\ncovering five squares might take approximately 1D5+2\ntime units if the Kill-team is moving cautiously, 1d5 units", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Marking Time", + "content": "You should secretly prepare a tally chart for the time the player characters spend on the surface of Tantalus. You can do this simply by allotting ten units of abstract time to each hour the player characters have, and marking them off as they proceed. You should make your own judgements about how long the player characters' activities take in the game, and this is not meant to be an exact science. Here are a few suggestions: Covering Ground: Using the grid map of the area, covering five squares might take approximately 1D5+2 time units if the Kill-team is moving cautiously, 1d5 units", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2407, + "rule_id": "pdf_skill_2004_if_moving_at_a_good_speed_and", + "title": "if moving at a good speed, and 1D5–2 (minimum of 1)", + "content": "units if moving flat out.\n• Searching buildings: A cursory search of a building\nmight take a single time unit, while a detailed search\ntakes 1d5 units. It will take more time units to search a\nlarge structure.\n• Combat: A short fight might take a single time unit,\nwhereas a longer protracted battle takes considerably\nmore, as the in-game events dictate.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Time Units and Movement", + "content": "units if moving flat out. Searching buildings: A cursory search of a building might take a single time unit, while a detailed search takes 1d5 units. It will take more time units to search a large structure. Combat: A short fight might take a single time unit, whereas a longer protracted battle takes considerably more, as the in-game events dictate.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2408, + "rule_id": "pdf_skill_2005_communicating_the_countdown", + "title": "Communicating the Countdown", + "content": "The player characters are free at any point to ask you how\nthey are doing for time. Although you should not show them\nthe tally chart itself, you should give them information such\nas “you are well into your first hour” or “about half the time\nis gone”, and so on. It is also importantly to volunteer this\ninformation at important intervals in order to ratchet up\nthe tension.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Communicating the Countdown", + "content": "The player characters are free at any point to ask you how they are doing for time. Although you should not show them the tally chart itself, you should give them information such as 'you are well into your first hour' or 'about half the time is gone', and so on. It is also importantly to volunteer this information at important intervals in order to ratchet up the tension.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2409, + "rule_id": "pdf_skill_2006_nakes_and_ladders", + "title": "nakes and Ladders", + "content": "You also have the option of interfering with the countdown\none way or another, either to give the players more time or\nto rob them of it as they see fit (in a way that will make the\nadventure more enjoyable all round). This can be done simply\nby having the Deathwatch Kill-team receive a data burst\nupdate that makes it through the interference informing them\non the movement of the swarm, which may either be further\naway than first estimated or much, much closer...", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Snakes and Ladders", + "content": "You also have the option of interfering with the countdown one way or another, either to give the players more time or to rob them of it as they see fit (in a way that will make the adventure more enjoyable all round). This can be done simply by having the Deathwatch Kill-team receive a data burst update that makes it through the interference informing them on the movement of the swarm, which may either be further away than first estimated or much, much closer...", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2410, + "rule_id": "pdf_skill_2007_using_the_map", + "title": "usinG the Map", + "content": "This adventure uses the maps of Pyroclast-Gamma-9 provided\n(see pages 386 and 388) as a framework for the action and\nevents that take place. Each named location on the GM’s map\nis a distinct area in which it is possible that Magos Vyakai\nhas gone to ground. Each one of these numbered locations\nis described briefly in the adventure’s second part, but no\nattempt has been made to detail them exhaustively (as this\nwould not only take up a lot of space, but would largely be\nextraneous). As GM, you can build these locations up further\nas you wish, possibly making your own sketch maps ahead\nof time, and peopling the map with additions and encounters\nof your own.. Alternatively, you can simply exploit your\nfreedom to reduce what’s not important to a few lines of\nverbal description for the players in order to set the scene and\nmove on to more important and exciting events.\nIt’s important that the players have the freedom to go\nwhere they will on the map; it’s their mission and they are\nin charge of how they carry out their task. It is up to you,\nas GM, to determine what they encounter as they carry out\ntheir decisions.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Using the Map", + "content": "This adventure uses the maps of Pyroclast-Gamma-9 provided as a framework for the action and events that take place. Each named location on the GM's map is a distinct area in which it is possible that Magos Vyakai has gone to ground. Each one of these numbered locations is described briefly in the adventure's second part, but no attempt has been made to detail them exhaustively (as this would not only take up a lot of space, but would largely be extraneous). As GM, you can build these locations up further as you wish, possibly making your own sketch maps ahead of time, and peopling the map with additions and encounters of your own. Alternatively, you can simply exploit your freedom to reduce what's not important to a few lines of verbal description for the players in order to set the scene and move on to more important and exciting events. It's important that the players have the freedom to go where they will on the map; it's their mission and they are in charge of how they carry out their task. It is up to you, as GM, to determine what they encounter as they carry out their decisions.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2411, + "rule_id": "pdf_skill_2008_local_conditions", + "title": "local conDitions", + "content": "The area around Pyroclast-Gamma-9 is sub-arctic tundra,\nand the terrain is riven with spars of granite, broken ground,\nsteep crags, scree hills, and muddy sinkholes worsened by\nindustrial traffic and chemical pollution. The air is cold and\nthick, heavy with the stench of burning chemicals and drifts\nof black smoke. The light levels are low—noon on Tantalus\ncorresponds to a bright twilight on most other habitable\nworlds, and while the skies to the polar north are a harsh icy\ngrey, the southern horizon has already been swallowed by a\nrolling purple-black maelstrom, shot through with unnatural\nveins of cankerous yellow—the atmosphere of the moon itself\nis being changed and devoured by the Tyranid spores.\nDotted around this bleak natural landscape are the obvious\nsigns of the Imperium’s hand in exploiting the moon’s\nresources in the shape of metal grillwork pathways, strings\nof battered lumen globes, machine workings, and the brutal\nscars of past excavations. The tracks of heavy vehicles have\nchurned up the ground. The architecture in evidence is\nbrutally functional and prefabricated in origin, constructed\nof harsh square-sided ferrocrete bunkers stamped with codeto obey and remain productive. Looming iron-black engines\nand rusted pipe-work crisscross the landscape. Here and\nthere are signs of recent violence and destruction, machinery", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Local Conditions", + "content": "The area around Pyroclast-Gamma-9 is sub-arctic tundra, and the terrain is riven with spars of granite, broken ground, steep crags, scree hills, and muddy sinkholes worsened by industrial traffic and chemical pollution. The air is cold and thick, heavy with the stench of burning chemicals and drifts of black smoke. The light levels are low—noon on Tantalus corresponds to a bright twilight on most other habitable worlds, and while the skies to the polar north are a harsh icy grey, the southern horizon has already been swallowed by a rolling purple-black maelstrom, shot through with unnatural veins of cankerous yellow—the atmosphere of the moon itself is being changed and devoured by the Tyranid spores. Dotted around this bleak natural landscape are the obvious signs of the Imperium’s hand in exploiting the moon’s resources in the shape of metal grillwork pathways, strings of battered lumen globes, machine workings, and the brutal scars of past excavations. The tracks of heavy vehicles have churned up the ground. The architecture in evidence is brutally functional and prefabricated in origin, constructed of harsh square-sided ferrocrete bunkers stamped with codeto obey and remain productive. Looming iron-black engines and rusted pipe-work crisscross the landscape. Here and there are signs of recent violence and destruction, machinery", + "page": "1", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2412, + "rule_id": "pdf_skill_2009_overturned_areas_blackened_by", + "title": "overturned, areas blackened by fire (some still smoking) and", + "content": "the grey bodies of dead convict-workers. Many have been\nstripped of their flesh by the claws and fangs of Tyranid\nvanguard organisms, but others bear evidence of gunshot or\nstab wounds caused by other humans.\nTantalus has almost succumbed to the Tyranids’ shadow.\nVox communication and auspex tracing on its surface have\nbecome almost impossible. Teleport access is also impossible,\nand any craft that approach the moon’s near orbit and upper\natmosphere are subject to swift attack and destruction by the\nTyranids. A single drop pod fired in from high orbit has the\nbest chance of evading detection, and that’s where the player\ncharacters’ Kill-team comes in.\nthe pliGht of MaGos Vyakai\nHaving crashed in his shuttle in one of the few open areas\nof ground within the facility’s precincts, Magos Vyakai,\nguarding his precious datacore, managed to get one final\ncommunication out establishing his survival and intention\nto seek shelter before static interference cut him off. After\nthis, Vyakai and his small band of comrades that survived\nthe crash were ambushed by Hormagaunts, and all save the\nMagos were killed. However, Vyakai sustained serious head\ninjuries during the battle, wounds that would have felled\nanyone but an individual so blessed by the Omnissiah as he.\nThe Magos’s machine-augmented body is still carrying out its\nlast given instructions; self-defence and the search for shelter,\nwhile the Magos himself fades in and out of consciousness\nas his auto-repair systems attempt to stave off the death of\nhis organic components. To Vyakai, life has become a hazy,\nillogical nightmare, where his grasp on reality is shifting and\ntenuous, a fever dream from which he cannot awake.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Overturned, Areas Blackened by Fire", + "content": "The grey bodies of dead convict-workers. Many have been stripped of their flesh by the claws and fangs of Tyranid vanguard organisms, but others bear evidence of gunshot or stab wounds caused by other humans. Tantalus has almost succumbed to the Tyranids’ shadow. Vox communication and auspex tracing on its surface have become almost impossible. Teleport access is also impossible, and any craft that approach the moon’s near orbit and upper atmosphere are subject to swift attack and destruction by the Tyranids. A single drop pod fired in from high orbit has the best chance of evading detection, and that’s where the player characters’ Kill-team comes in.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2413, + "rule_id": "pdf_skill_2010_interacting_with_vyakai", + "title": "Interacting with Vyakai", + "content": "When the Deathwatch Kill-team finally catches up with\nVyakai, there are a number of ways they may wish to\nproceed given his somewhat unexpected state. Firstly, there’s\nsomething clearly wrong with him—one entire side of his\ncowled head and shoulders are thick with wet, crimson-black\nblood, and one of his back-mounted mechadendrites is broken\nin half and sparking occasional pulses of electrical discharge.\nHis movements are a curious mixture of drunken swaying\ncounteracted with sudden stops and precise corrections to his\ngait and posture. The Magos is also largely uncommunicative.\nHis damaged machine systems may misinterpret the player\ncharacters as a threat and react accordingly. Use the following\nas guidelines how to handle this encounter as it unfolds:\n• Simply shouting at Vyakai or attempting to order him\nabout has no effect other than to elicit a garbled chatter\nof machine cant and makes him move away.\n• Making threatening gestures with weapons or attempting\nto encircle him results in him swiftly readying his\nweapons and mechadendrites for immediate use.\n• Attempts to manhandle Vyakai or subdue him by force\nare met with a violent response proportional to that used\nagainst him. This might result in the Magos unleashing\nhis infernus pistol on the player characters.\n• Overcoming Vyakai without killing him first is possible,\nbut both problematic and dangerous. Any fight or\ngun battle puts the datacore he’s carrying in danger.\nThe amount of damage the datacore sustains in such\nan instance is left up to your judgement, but if the\nDeathwatch simply gun down Vyakai in a hail of bolter\nfire or use heavy weapons on him, it should be at the very\nleast damaged and quite possibly destroyed completely,\ndamaging or failing their mission.\n• It is possible to communicate directly with Vyakai and\nget him to come to his senses by logical and clear verbal\nmeans, or better yet using the proper machine cant.\nThis can be either role-played successfully by the player", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Interacting with Vyakai", + "content": "When the Deathwatch Kill-team finally catches up with Vyakai, there are a number of ways they may wish to proceed given his somewhat unexpected state. Firstly, there's something clearly wrong with him—one entire side of his cowled head and shoulders are thick with wet, crimson-black blood, and one of his back-mounted mechadendrites is broken in half and sparking occasional pulses of electrical discharge. His movements are a curious mixture of drunken swaying counteracted with sudden stops and precise corrections to his gait and posture. The Magos is also largely uncommunicative. His damaged machine systems may misinterpret the player characters as a threat and react accordingly. Use the following as guidelines how to handle this encounter as it unfolds: Simply shouting at Vyakai or attempting to order him about has no effect other than to elicit a garbled chatter of machine cant and makes him move away. Making threatening gestures with weapons or attempting to encircle him results in him swiftly readying his weapons and mechadendrites for immediate use. Attempts to manhandle Vyakai or subdue him by force are met with a violent response proportional to that used against him. This might result in the Magos unleashing his infernus pistol on the player characters. Overcoming Vyakai without killing him first is possible, but both problematic and dangerous. Any fight or gun battle puts the datacore he's carrying in danger. The amount of damage the datacore sustains in such an instance is left up to your judgement, but if the Deathwatch simply gun down Vyakai in a hail of bolter fire or use heavy weapons on him, it should be at the very least damaged and quite possibly destroyed completely, damaging or failing their mission. It is possible to communicate directly with Vyakai and get him to come to his senses by logical and clear verbal means, or better yet using the proper machine cant. This can be either role-played successfully by the player", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2414, + "rule_id": "pdf_skill_2011_speak_language_techna_lingua", + "title": "Speak Language (Techna-Lingua) Test.", + "content": "a few extra notes for the GM\nThe Tantalus Extraction is an adventure based on an ongoing situation into which the player characters are thrust. It is important\nto remember that the characters that the Kill-team may find awaiting them at Pyroclast-Gamma-9 have their own motivations\nand fears, and have no idea that the Deathwatch has become involved in the situation (the exception is Magos they have come to\nrescue). This means that the NPCs may react in any number of ways, from sudden hope, to awe and outright terror. Remember\nthat Space Marines, while Mankind’s saviours on countless occasions, are often feared by normal men and women throughout\nthe Imperium. They are known as ‘The Angels of Death’ for a reason. Once inside Pyroclast-Gamma-9’s environs, the player\ncharacters have a free hand about how to proceed and what leads and plans to follow. It is up to you, as the GM, to respond to\ntheir actions, as you feel appropriate. When GMing an adventure like this one, where there is no set ‘right’ path for the player\ncharacters to follow, you should always feel free to embellish the details, come up with new encounters, and have events and\nindividuals react to the player characters’ actions. This will always make for a tighter story, give a sense of empowerment to your\nplayers and, accordingly, ensure a better game all round. Adventures like this one, even though they can be very combat oriented\nand have a relatively simple goal, demand a little more from the GM than a simple ‘dungeon bash’ style combat mission, simply\nbecause they are so freeform. As the GM, you will be required to think on your feet, keep an idea of what’s going on in your\nhead and respond to whatever plans and ideas your player’s might come up.\nThe key things are to be firm but fair; don’t be afraid to have NPCs act or react adversely and violently if the player characters’\nactions make this the logical outcome. Of course, reward quick thinking and good ideas on the players’ part with additional\ninformation, aid, and assistance as warranted.\nIt is important to be familiar with the details of the adventure itself, not simply so you know who is where and doing what,\nbut also so you can gauge how the significant NPCs will react to the unexpected. Thus you can add to things as you go along\nwithout risk of messing up the plot. Although it may sound obvious, a handy notebook to record names and the like as you go\nalong, not to mention details such as the countdown tally, is essential. This is all a bit of work, as you may have guessed, but\ncan also be hugely rewarding in its own right. If you’ve volunteered to be the GM, you’re probably something of a storyteller\nat heart, and will enjoy because the experience—you are master of your own epic story, packed with as much action and dark\nadventure as you wish.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Speak Language (Techna-Lingua) Test", + "content": "A few extra notes for the GM. The Tantalus Extraction is an adventure based on an ongoing situation into which the player characters are thrust. It is important to remember that the characters that the Kill-team may find awaiting them at Pyroclast-Gamma-9 have their own motivations and fears, and have no idea that the Deathwatch has become involved in the situation (the exception is Magos they have come to rescue). This means that the NPCs may react in any number of ways, from sudden hope, to awe and outright terror. Remember that Space Marines, while Mankind’s saviours on countless occasions, are often feared by normal men and women throughout the Imperium. They are known as ‘The Angels of Death’ for a reason. Once inside Pyroclast-Gamma-9’s environs, the player characters have a free hand about how to proceed and what leads and plans to follow. It is up to you, as the GM, to respond to their actions, as you feel appropriate. When GMing an adventure like this one, where there is no set ‘right’ path for the player characters to follow, you should always feel free to embellish the details, come up with new encounters, and have events and individuals react to the player characters’ actions. This will always make for a tighter story, give a sense of empowerment to your players and, accordingly, ensure a better game all round. Adventures like this one, even though they can be very combat oriented and have a relatively simple goal, demand a little more from the GM than a simple ‘dungeon bash’ style combat mission, simply because they are so freeform. As the GM, you will be required to think on your feet, keep an idea of what’s going on in your head and respond to whatever plans and ideas your player’s might come up. The key things are to be firm but fair; don’t be afraid to have NPCs act or react adversely and violently if the player characters’ actions make this the logical outcome. Of course, reward quick thinking and good ideas on the players’ part with additional information, aid, and assistance as warranted. It is important to be familiar with the details of the adventure itself, not simply so you know who is where and doing what, but also so you can gauge how the significant NPCs will react to the unexpected. Thus you can add to things as you go along without risk of messing up the plot. Although it may sound obvious, a handy notebook to record names and the like as you go along, not to mention details such as the countdown tally, is essential. This is all a bit of work, as you may have guessed, but can also be hugely rewarding in its own right. If you’ve volunteered to be the GM, you’re probably something of a storyteller at heart, and will enjoy because the experience—you are master of your own epic story, packed with as much action and dark adventure as you wish.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2415, + "rule_id": "pdf_skill_2012_planetfall", + "title": "PLaneTfaLL", + "content": "Read aloud or paraphrase the following:\n“You descend on wings of fire to the tormented earth of a dying\nworld.\nWithin the thunderous, claustrophobic hold of your drop pod,\nthe assault on your senses and the agonies the crushing G-force\nexert on your body would kill an ordinary man, while outside\nthe armoured ceramite burns like a falling star. But you are no\nordinary men who endure this fiery trial—you are Space Marines,\nthe Emperor’s chosen Angels of Death.\nWithin your mind, you recall the mission briefing, replaying\nit with perfect clarity. The world below is Tantalus, a resource\nmoon on the edge of the Castobel system, a system around which\nthe jaws of the Great Devourer are tightening shut. Your minds\nfocus on the goal of the mission, and you recall the last broadcast\nfrom the world’s surface—an icy, harsh voice barking from the\nvox-net through howling static:\n“Attention Deathwatch vessel Thunder’s Word. This is Magos\nBiologis Zardos Vyakai. My conveyance has been fatally damaged\nand forced to crash-land en-route to rendezvous zone. I survive,\nthe datacore survives. I require immediate extraction from this\nlocation. The swarm approaches, Crash site unsafe, I will seek\nshelter nearby until your arrival. The datacore must survive and\nbe retrieved. Location Encarta follows. I will set this message to\nrepeat as long as the anima endures. Message ends.”\nThe voice cut off and was followed by a rapid chatter of\nsacred binary code, before beginning again:\n“The swarm, five hours and counting, five hours until the\nwhole area is swept clear of life under an unholy tide of fang,\nvenom, and claw. Five hours. Five hours and counting.”\nThe retro-thrusters hammer into you like a blow from an\nenraged god. The drop pod doors blast open and you spring forth\nfrom your crash harnesses, power armour systems already engaged,\nauto senses tracking, weapons in hand. The daylight wanes, and\nthrough your suit’s filters you detect two pervading scents on the\nbitterly cold air: burning chemicals and human blood.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Planetfall", + "content": "Read aloud or paraphrase the following: \"You descend on wings of fire to the tormented earth of a dying world. Within the thunderous, claustrophobic hold of your drop pod, the assault on your senses and the agonies the crushing G-force exert on your body would kill an ordinary man, while outside the armoured ceramite burns like a falling star. But you are no ordinary men who endure this fiery trial—you are Space Marines, the Emperor's chosen Angels of Death. Within your mind, you recall the mission briefing, replaying it with perfect clarity. The world below is Tantalus, a resource moon on the edge of the Castobel system, a system around which the jaws of the Great Devourer are tightening shut. Your minds focus on the goal of the mission, and you recall the last broadcast from the world's surface—an icy, harsh voice barking from the vox-net through howling static: \"Attention Deathwatch vessel Thunder's Word. This is Magos Biologis Zardos Vyakai. My conveyance has been fatally damaged and forced to crash-land en-route to rendezvous zone. I survive, the datacore survives. I require immediate extraction from this location. The swarm approaches, Crash site unsafe, I will seek shelter nearby until your arrival. The datacore must survive and be retrieved. Location Encarta follows. I will set this message to repeat as long as the anima endures. Message ends.\" The voice cut off and was followed by a rapid chatter of sacred binary code, before beginning again: \"The swarm, five hours and counting, five hours until the whole area is swept clear of life under an unholy tide of fang, venom, and claw. Five hours. Five hours and counting.\" The retro-thrusters hammer into you like a blow from an enraged god. The drop pod doors blast open and you spring forth from your crash harnesses, power armour systems already engaged, auto senses tracking, weapons in hand. The daylight wanes, and through your suit's filters you detect two pervading scents on the bitterly cold air: burning chemicals and human blood.\"", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2416, + "rule_id": "pdf_skill_2013_the_mission_briefing", + "title": "The MISSIon BrIefInG", + "content": "After the opening narration, you can either fly straight into the\nthick of things, allowing the player characters to ask questions to\nfind out more details of what they are up to and why, or choose\nto pull back out of the game’s events and give the players a full\nbriefing at a more leisurely pace. If you wish, present them with", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Mission Briefing", + "content": "After the opening narration, you can either fly straight into the thick of things, allowing the player characters to ask questions to find out more details of what they are up to and why, or choose to pull back out of the game's events and give the players a full briefing at a more leisurely pace. If you wish, present them with", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2417, + "rule_id": "pdf_skill_2014_the_area_map_see_page_386_sh", + "title": "the area map (see page 386) showing the crash site. Either pick a", + "content": "likely landing point for them, or ask them where they would have\nassigned their landing coordinates, (being a Deathwatch Kill-team\nmeans that they have their own tactical decisions to make).\nRegardless of which approach you choose, you should convey\nthe following key points of information to the players:\n• The player characters are on an emergency extraction\nmission to the area of the Pyroclast-Gamma-9 refinery\nin the northern sub-arctic zone of the industrial moon of\nTantalus, an Imperial world in its death throes and already\nconsidered lost.\n• They must retrieve the datacore belonging to the Magos\nBiologis Vyakai, and, if possible, extract the Magos himself.\nThe datacore contains vital data on the Tyranid organisms of\nHive Splinter-Fleet Dagon.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The Area Map", + "content": "likely landing point for them, or ask them where they would have assigned their landing coordinates, (being a Deathwatch Kill-team means that they have their own tactical decisions to make). Regardless of which approach you choose, you should convey the following key points of information to the players: • The player characters are on an emergency extraction mission to the area of the Pyroclast-Gamma-9 refinery in the northern sub-arctic zone of the industrial moon of Tantalus, an Imperial world in its death throes and already considered lost. • They must retrieve the datacore belonging to the Magos Biologis Vyakai, and, if possible, extract the Magos himself. The datacore contains vital data on the Tyranid organisms of Hive Splinter-Fleet Dagon.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2418, + "rule_id": "pdf_skill_2015_tertiary_objectives_and_perso", + "title": "Tertiary Objectives (and personal goals): The mission", + "content": "has a number of encounters and elements that could inspire\ntertiary objectives and various personal mission goals, some\nof which will become apparent as the adventure unfolds.\nThese might include:\n• Pride of Arms: Slay a Tyranid creature in hand-to-hand", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tertiary Objectives (and personal goals): The mission", + "content": "has a number of encounters and elements that could inspire tertiary objectives and various personal mission goals, some of which will become apparent as the adventure unfolds. These might include: • Pride of Arms: Slay a Tyranid creature in hand-to-hand", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2419, + "rule_id": "pdf_skill_2016_combat", + "title": "combat", + "content": "• Trophy Kill: Recover a significant and glorious trophy\n(such as a Hormagaunt skull) from a personal kill\n• Honour the Adeptus Mechanicus: Rescue the Magos\nin person (particularly appropriate if one of the Kill-team\nis a Techmarine)\n• Honour the Emperor’s Loyal Servants: Intervene on\nthe side of Commissar Sander and perhaps even rescue", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Combat", + "content": "Trophy Kill: Recover a significant and glorious trophy (such as a Hormagaunt skull) from a personal kill. Honour the Adeptus Mechanicus: Rescue the Magos in person (particularly appropriate if one of the Kill-team is a Techmarine). Honour the Emperor's Loyal Servants: Intervene on the side of Commissar Sander and perhaps even rescue.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2420, + "rule_id": "pdf_skill_2017_him_when_extraction_occurs", + "title": "him when extraction occurs", + "content": "• Purge the Xenos: Kill as many of the Tyranids\nas possible\n• Deny the Enemy What is the Emperor’s Just Due:\nDestroy the refinery facility on departure\nSeek, Locate,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Him When Extraction Occurs", + "content": "Purge the Xenos: Kill as many of the Tyranids as possible. Deny the Enemy What is the Emperor's Just Due: Destroy the refinery facility on departure. Seek, Locate.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2421, + "rule_id": "pdf_skill_2018_tyranid_encounters", + "title": "TyranId enCounTerS", + "content": "The main body of the Tyranid swarm has yet to arrive at\nPyroclast-gamma-9, and swallow the area in a tide of claw and\nvenom. However, their vanguard creatures are moving ahead\nof the swarm and erupting from dark and hidden corners of\nthe terrain. They have already made their presence known,\nand sown havoc and death across the facility. The first and\namong the most dangerous to show themselves have been\nisolated broods of Termagants and Hormagaunts, regurgitated\nfrom stray spore pods that have crashed away from the main\nassault. These foul creatures crept in from the darkness of the\ntundra in small groups, drawn by the lights and life of the\nfacility. They have already succeeded in gaining entrance to\nseveral of the bunkers and blockhouses, and worked bloody\nruin inside, contributing to the collapse of the facility’s\ncommand and control. As a consequence, the authorities have\nfreed the convicts in order to fight the menace, an action that\nhas only resulted in further disorder and bloodshed—several\nparts of the facility are already aflame from rioting. In recent\nhours, flocks of Shrikes have appeared in the sky in steadily\nincreasing numbers. Precursors of the great swarm as it\napproaches, these winged terrors hunt down isolated victims\nand scout ahead for the swarm.\nAs the Deathwatch arrive, Pyroclast-gamma-9 is already\nout of control, and many of its inhabitants have died either to\npanic, fire, vengeful convict workers or in the jaws of the alien\npredators stalking amongst them. Matters are only going to\nget rapidly worse.\nWhen presenting combat with the Tyranids, it is important\nto convey their savagery and utterly alien horror. They are\nno mere beasts; they are willful, implacable things without\nfear or concern for their own safety when they fight, and\noften display not only suicidal bloodlust but also a malevolent\ncunning that belies their nightmarish appearance. This is\nparticularly the case with Shrikes, massive, terrifying killers\nthat are powerful, vicious, and lightning fast, yet stealthy and\npatient when they need to be. Each is more than a match for\neven a Space Marine on its own terms.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tyranid Encounters", + "content": "The main body of the Tyranid swarm has yet to arrive at Pyroclast-gamma-9, and swallow the area in a tide of claw and venom. However, their vanguard creatures are moving ahead of the swarm and erupting from dark and hidden corners of the terrain. They have already made their presence known, and sown havoc and death across the facility. The first and among the most dangerous to show themselves have been isolated broods of Termagants and Hormagaunts, regurgitated from stray spore pods that have crashed away from the main assault. These foul creatures crept in from the darkness of the tundra in small groups, drawn by the lights and life of the facility. They have already succeeded in gaining entrance to several of the bunkers and blockhouses, and worked bloody ruin inside, contributing to the collapse of the facility's command and control. As a consequence, the authorities have freed the convicts in order to fight the menace, an action that has only resulted in further disorder and bloodshed—several parts of the facility are already aflame from rioting. In recent hours, flocks of Shrikes have appeared in the sky in steadily increasing numbers. Precursors of the great swarm as it approaches, these winged terrors hunt down isolated victims and scout ahead for the swarm. As the Deathwatch arrive, Pyroclast-gamma-9 is already out of control, and many of its inhabitants have died either to panic, fire, vengeful convict workers or in the jaws of the alien predators stalking amongst them. Matters are only going to get rapidly worse. When presenting combat with the Tyranids, it is important to convey their savagery and utterly alien horror. They are no mere beasts; they are willful, implacable things without fear or concern for their own safety when they fight, and often display not only suicidal bloodlust but also a malevolent cunning that belies their nightmarish appearance. This is particularly the case with Shrikes, massive, terrifying killers that are powerful, vicious, and lightning fast, yet stealthy and patient when they need to be. Each is more than a match for even a Space Marine on its own terms.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2422, + "rule_id": "pdf_skill_2019_keyed_to_certain_locations_on", + "title": "keyed to certain locations on the map (see page 386), the Kill-", + "content": "while they search the Pyroclast complex. Just how frequent these\nencounters are remains up to you, but once an hour or so of inthumb, the more circumspect and cautious the player characters\nare, (i.e., they avoid discharging their weapons unnecessarily,\nand try to proceed fairly stealthily, etc,) the less frequent these\nencounters will be. However, the more the Kill-team draws\nattention to itself, the more likely it is to be attacked. Matters will\nworsen as the countdown approaches the final hour, with ever\nmore numerous and more deadly Tyranids reaching the area. As\na guideline to these roving attacks and ambushes, refer to Table\n14–1 Tyranid Encounters, to determine what may occur. To use\nthe table, roll a d100 in secret and apply the following criteria to\nthe result, totalling any applicable bonuses:\n• For each hour that has elapsed on the countdown: +10\n(cumulative)\n• The Kill-team is proceeding at speed, is travelling by\nvehicle or otherwise calling attention to itself: +10 to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Keyed to Certain Locations on the Map", + "content": "While they search the Pyroclast complex. Just how frequent these encounters are remains up to you, but once an hour or so of inthumb, the more circumspect and cautious the player characters are, (i.e., they avoid discharging their weapons unnecessarily, and try to proceed fairly stealthily, etc,) the less frequent these encounters will be. However, the more the Kill-team draws attention to itself, the more likely it is to be attacked. Matters will worsen as the countdown approaches the final hour, with ever more numerous and more deadly Tyranids reaching the area. As a guideline to these roving attacks and ambushes, refer to Table 14–1 Tyranid Encounters, to determine what may occur. To use the table, roll a d100 in secret and apply the following criteria to the result, totalling any applicable bonuses: For each hour that has elapsed on the countdown: +10 (cumulative) The Kill-team is proceeding at speed, is travelling by vehicle or otherwise calling attention to itself: +10 to", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2423, + "rule_id": "pdf_skill_2020_20_gm_decides", + "title": "+20 (GM decides)", + "content": "• The Kill-team has recently engaged in a firefight or other\nbattle: +10\n• The Kill-team is in an area abundant in corpses or other\ncarrion: +10\n• The Kill-team is with a group of living humans, ten or", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "+20 (GM decides)", + "content": "The Kill-team has recently engaged in a firefight or other battle: +10 The Kill-team is in an area abundant in corpses or other carrion: +10 The Kill-team is with a group of living humans, ten or", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2424, + "rule_id": "pdf_skill_2021_system_reference_principle_sa", + "title": "System reference: Principle satellite moon of Castobel (aka Halsadt),", + "content": "designated ‘Tantalus’, Atlas Stellarum Jericho, M.35 reference.\nPopulation: Approximately 79 million.\nTithe Grade: Exactus—[Crusade Specis]: (The moon is host to\nconsiderable natural resources in sub-strata promethium [grade\nVulcan-989] and other geologically attendant chemicals, exploitation\nof which is fully established and tithed to the consumption of the\nAchilus Crusade via Departmento Munitorum Edict.)\nGeography/Demography: Tantalus is a world approximately two\nthirds the mass of Holy Terra in stable orbit around a type III gas\ngiant, whose length of day, gravity, and climatic conditions point to\ndeliberate alteration during the High Dark Age (see extant examples\nthroughout the Segmentum, i.e. Typha-IV, Magna Borallia, Jaegers\nFolly et al), and was an agri-world serving the primary Castobel hive\nworld (see Castobel I) during the period of established Imperial rule of the Jericho Sector. Over the last millennia while\nout of Imperial control, Tantalus has undergone a transition towards a climatic cooling associated with the slow onset of\na rotational ice age and prevalent conditions on the moon are now predominately stormy, and topography succumbing\nto sub-arctic/tundra with polar ice caps advancing to cover 32% of the moon’s surface.\nHuman life had dwindled considerably during the local ‘Age of Shadow’ to fewer than ten million living as pre-industrial\nhunter-gatherers. However, with the coming of the Achilus crusade and the resurgence of the hive world of Castobel,\nextensive promethium refinery infrastructure, the starport/city of Tantalus Landing and other settlements have been\nconstructed and the population has trebled through forced immigration of tithed workers and crusade forces.\nGovernmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy.\nLunar Governor: Quastor-Intendant Charlotta Grimes.\nAdept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus\nMechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy.\nMilitary: Crusade military forces garrison station: Tantalus used as ‘second line’ rotation post for the Orpheus Salient\nwar zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.)\nAdditional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining\norder and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.)\n+++Deathwatch Addendum: Code Omega-Black+++\nTantalus overran by Tyranid xeno-forms. Imperial resistance has been crushed. The primary starports and habitation\nzones have been lost, mainline Imperial Guard garrison effectively destroyed, lunar governance destroyed, estimated\npopulation causalities 89% and rising. Catalytic organisms now entering environmental prevalence in the Tantalus\nEquatorial zone—estimate twenty to seventy hours until biospheric conversion begins. Fragmented resistance holding\nout in the Polar Regions for the moment. However, armament and size of remaining forces totally inadequate to prevent\nthe Tyranid swarm systematically advancing to scour the world of all life.\n+++Tantalus is lost: May the God-Emperor cherish the souls of its defenders+++", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "System reference: Principle satellite moon of Castobel (aka Halsadt)", + "content": "Designated 'Tantalus', Atlas Stellarum Jericho, M.35 reference. Population: Approximately 79 million. Tithe Grade: Exactus—[Crusade Specis]: (The moon is host to considerable natural resources in sub-strata promethium [grade Vulcan-989] and other geologically attendant chemicals, exploitation of which is fully established and tithed to the consumption of the Achilus Crusade via Departmento Munitorum Edict.) Geography/Demography: Tantalus is a world approximately two thirds the mass of Holy Terra in stable orbit around a type III gas giant, whose length of day, gravity, and climatic conditions point to deliberate alteration during the High Dark Age (see extant examples throughout the Segmentum, i.e. Typha-IV, Magna Borallia, Jaegers Folly et al), and was an agri-world serving the primary Castobel hive world (see Castobel I) during the period of established Imperial rule of the Jericho Sector. Over the last millennia while out of Imperial control, Tantalus has undergone a transition towards a climatic cooling associated with the slow onset of a rotational ice age and prevalent conditions on the moon are now predominantly stormy, and topography succumbing to sub-arctic/tundra with polar ice caps advancing to cover 32% of the moon's surface. Human life had dwindled considerably during the local 'Age of Shadow' to fewer than ten million living as pre-industrial hunter-gatherers. However, with the coming of the Achilus crusade and the resurgence of the hive world of Castobel, extensive promethium refinery infrastructure, the starport/city of Tantalus Landing and other settlements have been constructed and the population has trebled through forced immigration of tithed workers and crusade forces. Governmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy. Lunar Governor: Quastor-Intendant Charlotta Grimes. Adept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus Mechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy. Military: Crusade military forces garrison station: Tantalus used as 'second line' rotation post for the Orpheus Salient war zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.) Additional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining order and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.) +++Deathwatch Addendum: Code Omega-Black+++ Tantalus overran by Tyranid xeno-forms. Imperial resistance has been crushed. The primary starports and habitation zones have been lost, mainline Imperial Guard garrison effectively destroyed, lunar governance destroyed, estimated population casualties 89% and rising. Catalytic organisms now entering environmental prevalence in the Tantalus Equatorial zone—estimate twenty to seventy hours until biospheric conversion begins. Fragmented resistance holding out in the Polar Regions for the moment. However, armament and size of remaining forces totally inadequate to prevent the Tyranid swarm systematically advancing to scour the world of all life. +++Tantalus is lost: May the God-Emperor cherish the souls of its defenders+++", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2425, + "rule_id": "pdf_skill_2022_map_locations", + "title": "Map Locations", + "content": "1: crasheD shuttle\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The jagged scar the crash has left in the scorched-black\nearth is visible long before you come to the broken body of the\nshuttlecraft itself. Once a mighty machine, the spearhead-shaped\nKestral-class interplanetary lighter lies shattered against a rutted\nbank of earth ramped up by its crash-landing, its back broken\nand its hull plating torn apart like paper. Despite the ruin of the\nwreckage, it is apparent that this ship’s reactor and fuel lines did\nnot rupture on impact, for otherwise there would be nothing left\nhere but a glowing crater. The doors in the rear armoured prow\ncompartment hang open where their emergency explosive bolts\nhave been loosed for the occupants to escape, but there is no sign\nof them or any other life.”\nThe wreck of the shuttlecraft leaves little evidence save\nfor the violence of its crash landing. Searching within reveals\nthat four crewman, including the pilot, died on impact, their\nbodies left where they died. Several servitors were also either\npulverised or shredded in the central hold as the shuttle\nstarted to come apart. In the control compartment, various\npost-crash modifications have been made to the shuttle’s", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Map Locations", + "content": "1: crashed shuttle Read aloud or paraphrase the following to the player characters when they approach this location: 'The jagged scar the crash has left in the scorched-black earth is visible long before you come to the broken body of the shuttlecraft itself. Once a mighty machine, the spearhead-shaped Kestral-class interplanetary lighter lies shattered against a rutted bank of earth ramped up by its crash-landing, its back broken and its hull plating torn apart like paper. Despite the ruin of the wreckage, it is apparent that this ship's reactor and fuel lines did not rupture on impact, for otherwise there would be nothing left here but a glowing crater. The doors in the rear armoured prow compartment hang open where their emergency explosive bolts have been loosed for the occupants to escape, but there is no sign of them or any other life.' The wreck of the shuttlecraft leaves little evidence save for the violence of its crash landing. Searching within reveals that four crewman, including the pilot, died on impact, their bodies left where they died. Several servitors were also either pulverised or shredded in the central hold as the shuttle started to come apart. In the control compartment, various post-crash modifications have been made to the shuttle's", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2426, + "rule_id": "pdf_skill_2023_a_hard_20_intelligence_test", + "title": "a Hard (–20) Intelligence Test made after studying the rig", + "content": "will determine that it has been expertly repurposed to boost\nits signal strength, and properly anointed with the rites of\nextreme unction of the Cult Mechanicus. It is doubtlessly\nthe source of Magos Vyakai’s last transmission, an act that\nappears to have irretrievably burned it out in the process.\nPower on board the wreck was properly shut down before it\nwas abandoned.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hard Intelligence Test", + "content": "Will determine that it has been expertly repurposed to boost its signal strength, and properly anointed with the rites of extreme unction of the Cult Mechanicus. It is doubtlessly the source of Magos Vyakai’s last transmission, an act that appears to have irretrievably burned it out in the process. Power on board the wreck was properly shut down before it was abandoned.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2427, + "rule_id": "pdf_skill_2024_tracking_down_magos_vyakai", + "title": "Tracking down Magos Vyakai", + "content": "Any player character with the relevant Skills and Talents can\nattempt to physically track the progress of Vyakai and the\nother survivors from the crash site, although this is particularly\ndifficult and by no means a guaranteed endeavour. Tracking\nis made difficult by the ground conditions underfoot, which\nvary between chemical-thick mud, broken rocks, and steel\ngridwork panels sunk into the surface to provide footing in\nthe pathways between the various buildings. There is also a\nlack of visibility due to the poor light.\n• Tracking Vyakai’s party from the crash site and learning\nthe general direction of their travel requires a Difficult\n(–10) Tracking Test. Succeeding on this test by two", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tracking down Magos Vyakai", + "content": "Any player character with the relevant Skills and Talents can attempt to physically track the progress of Vyakai and the other survivors from the crash site, although this is particularly difficult and by no means a guaranteed endeavour. Tracking is made difficult by the ground conditions underfoot, which vary between chemical-thick mud, broken rocks, and steel gridwork panels sunk into the surface to provide footing in the pathways between the various buildings. There is also a lack of visibility due to the poor light. Tracking Vyakai’s party from the crash site and learning the general direction of their travel requires a Difficult (–10) Tracking Test. Succeeding on this test by two", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2428, + "rule_id": "pdf_skill_2025_degrees_or_more_or_by_blind_l", + "title": "degrees or more (or by blind luck if the GM wishes), the", + "content": "Kill-team will find the site where the Magos was ambushed\namong the rocks after some twenty minutes walk. There\nthey discover the still-sparking and juddering body of a\nbisected combat servitor, two dead naval crewmen, and\na shattered servo skull. There are also the bodies of two\ndead Hormagaunts, one turned partly to fused ash by a\nmelta-blast. There is no sign of the Magos. A few dripsoon stop.\n• Further Skill tests can be made to draw some conclusion", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "degrees or more", + "content": "Kill-team will find the site where the Magos was ambushed among the rocks after some twenty minutes walk. There they discover the still-sparking and juddering body of a bisected combat servitor, two dead naval crewmen, and a shattered servo skull. There are also the bodies of two dead Hormagaunts, one turned partly to fused ash by a melta-blast. There is no sign of the Magos. A few dripsoon stop. Further Skill tests can be made to draw some conclusion", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2429, + "rule_id": "pdf_skill_2026_from_this_scene_a_difficult", + "title": "from this scene. A Difficult (–10) Medicae Test", + "content": "determines that the blackish blood is indicative of someone\nusing elite Mechanicus methods of blood augmentation\nand self-healing, and the blood loss, while indicating a\nserious wound, does not look in itself fatal. Conversely,\nif the semi-active combat servitor is examined closely,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "A Difficult Medicae Test", + "content": "Determines that the blackish blood is indicative of someone using elite Mechanicus methods of blood augmentation and self-healing, and the blood loss, while indicating a serious wound, does not look in itself fatal. Conversely, if the semi-active combat servitor is examined closely.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2430, + "rule_id": "pdf_skill_2027_0_forbidden_lore_adeptus_me", + "title": "(0) Forbidden Lore (Adeptus Mechanicus) Test", + "content": "can recover and download the last few images from\nthe servitor’s visual cortex into a data-slate or auspex\ndisplay. This shows a grainy green-tinted picture of a\nHormagaunt’s flashing claws, and a brief, desperate fight\nviewed from ground level, showing the savage deaths\nof the two naval armsmen despite a valiant attempt at\ndefence. Quickly coming into view, a looming figure\nin a quartered black and white cowled robe fights back\nin deadly combat with the lightning-quick monsters,\nflailing and striking with whirling mechanical limbs and\nunleashing searing blasts of energy at them. The figure\nTable 14–1 Tyranid Encounters", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Forbidden Lore (Adeptus Mechanicus) Test", + "content": "can recover and download the last few images from the servitor's visual cortex into a data-slate or auspex display. This shows a grainy green-tinted picture of a Hormagaunt's flashing claws, and a brief, desperate fight viewed from ground level, showing the savage deaths of the two naval armsmen despite a valiant attempt at defence. Quickly coming into view, a looming figure in a quartered black and white cowled robe fights back in deadly combat with the lightning-quick monsters, flailing and striking with whirling mechanical limbs and unleashing searing blasts of energy at them. The figure Table 14-1 Tyranid Encounters", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2431, + "rule_id": "pdf_skill_2028_total_score_encounter", + "title": "Total Score Encounter", + "content": "01–30 No encounter\n31–50 2d5 Termagants set up an ambush ahead of the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Total Score Encounter", + "content": "01-30 No encounter\n31-50 2d5 Termagants set up an ambush ahead of the Kill-team", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2432, + "rule_id": "pdf_skill_2029_51_70", + "title": "51-70", + "content": "1d5–2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows\n(interior)\n71–110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior)\n111–130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides\n131+\nA major Tyranid splinter swarm descends upon the Kill-team’s current location. The Kill-team may make Routine\n(+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack\ncontaining Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the\nlast hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "51-70", + "content": "1d5-2 Shrikes (minimum 1) attack from the sky (exterior) or 1d5+2 Hormagaunts attack from the shadows 71-110 1d5 Shrikes sweep down from the sky (exterior) or 2d5 Hormagaunts close in for the kill (interior) 111-130 2d5 Shrikes attack, surrounding the Kill-team and attacking from all sides 131+ A major Tyranid splinter swarm descends upon the Kill-team's current location. The Kill-team may make Routine (+10) Awareness tests to detect its approach minutes before it arrives. This swarm comprises of a Horde attack containing Termagants or Hormagaunts led by a brood of three Tyranid Warriors. If this attack occurs during the last hour of the countdown, or when the Kill-team is retreating towards the extraction point, the attacking force is", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2433, + "rule_id": "pdf_skill_2030_hard_20_tracking_test_will", + "title": "Hard (–20) Tracking Test will provide a reasonable", + "content": "idea of the general direction in which he went.\n2: MaG-train siDinG\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Coming across an area of rough but open ground, the\nterrain levels off considerably. Two parallel hundred metre-long\nferrocrete loading platforms surmount rough sidings of piled\nearth and compacted rock either side of a raised industrial magstation-post at the far end of the opposite platform.”\nPart of the mag-train network, these platforms are now\ndeserted save for a lone and frightened notary adept named\nHalis. He has been left behind in the panic of the general\nevacuation from the area some days ago, and has been\nsince hiding in the storage basement of the station’s office,\nalthough now his meagre supplies of salvaged food and water\nare exhausted.\nHalis is terrified of the Kill-team, but will also seek to\ncling to them as his last desperate hope of a lifeline once he\nrecognises what they are. He has heard of Space Marines in\nparables and stories since his childhood, but has never seen\none himself before now. Low ranking, and none too bright,\nHalis has locked himself in a 4’ by 4’ room for the three\ndays, and consequently knows very little of worth about the\nimmediate environs or events. Talking to him, however, can\nglean the Kill-team the following information:\n• Pyroclast-Gamma-9 lost all contact with the southern\ncities nearly five days ago, and with its neighbours further\nsouth in the chain of refineries two days ago.\n• The Intendent of Works and the ranking adepts and\nguards left via the last mag-train car two days ago,\nsparking general disorder and panic among those that\nremained, and Pyroclast-Gamma-9’s hundred plus\nconvict labourers were left to fend for themselves.\n• Halis has heard the sounds of fighting and screams in the\ndistance since those in charge left, but hasn’t been brave\nenough to go out, not since he heard something ‘big and\nrasping’ come into the station last night and sniff around\nwhile he cowered behind a stack of promethium cans in\nthe storage room. Eventually, he heard it flapping off.\n• He’s seen no sign of any Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Hard Tracking Test", + "content": "A Hard (–20) Tracking Test will provide a reasonable idea of the general direction in which he went.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2434, + "rule_id": "pdf_skill_2031_convinced_otherwise_an_easy", + "title": "convinced otherwise (an Easy (+20) Intimidate or Charm", + "content": "Test will be sufficient for this), Halis will attempt to follow\nthe Kill-team as best he can, quite likely attracting the worst\npossible kind of attention to them.\nHalis’s profile can be found on page 391 in the NPCs and\nAntagonists section of this adventure. Note that he possesses an\nencoder device (a small metal amulet bearing the symbol of the\nMunitorum fitted with a single button), which enables him to\nsignal the facility’s servitors that he is not a hostile.\n3: MaG-train, Main line\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“As you round a gap in the crags you see an open area carved\nfrom the rough terrain, dominated by an elevated mag-train rail,\nrunning east-to-west. The rail is high and silent, the characteristic\nhum of its operation stilled and absent.”\nUsed to ferry men and material along the chain of Pyroclast’s\nextraction stations in the area, the mag-train is completely\ndeactivated and without power. The evened-out and ferrocretewith relatively easy access east-west along its route, and may hide\nthem from anything that might spot them visually. Ground can be\ncovered along the mag-train about twice as fast as normal.\n4: security Bunker\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“Surrounded by a razor-wire fence, on which are hung\nseveral notices warning that trespassers face death, stands a\nsmall, armoured bunker. Littered about the ground before it are\nthe shredded remains of nightmarish bat-like creatures that you\nrecognise as Tyranid Shrikes. The automated heavy bolters which\ncrown the bunker’s roof, and which probably caused their demise,\nnow hang silent and deactivated. The bunker and its armoured\ndoor appear intact.”\nThe bunker’s door is deadlocked from within and requires\nconsiderable force to open (the door has an AP of 15, and 30\npoints of damage are required to cause a breach.) Within is a\nscene of carnage—the large, single room is strewn with the\ndismembered remains of provost enforcers. A giant hole yawns\nin the centre of the floor leading to a collapsed dirt tunnel.\nThere is little within the gore-splattered bunker of use to", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Convinced Otherwise", + "content": "Test will be sufficient for this, Halis will attempt to follow the Kill-team as best he can, quite likely attracting the worst possible kind of attention to them. Halis’s profile can be found on page 391 in the NPCs and Antagonists section of this adventure. Note that he possesses an encoder device (a small metal amulet bearing the symbol of the Munitorum fitted with a single button), which enables him to signal the facility’s servitors that he is not a hostile.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2435, + "rule_id": "pdf_skill_2032_the_kill_team_a_few_shotguns", + "title": "the Kill-team (a few shotguns, enforcer gear, ration packs etc).", + "content": "However, if the Kill-team uses Deathwatch override codes on\nthe few still viable terminals, and make a successful Routine\n(+10) Tech-Use Test, they can get a security report for the\nPyroclast-Gamma-9 facility. Picture and vox relays, however,\nare completely dead. The report reveals the following\nusable information:\n• Main Refinery—Security Comprised: Defensive\nsystems inoperative, multiple bulkhead breaches, no\nfurther information available.\n• Workers’ Blockhouse: Full System Failure: Last file\nrecording available (the recording briefly shows a staticbackground, before abruptly cutting off ).\n• Comms Uplink: Security Nominal: Two servitor units\nreporting area secure.\nAdditionally, if the test to access the system is passed with\nthree or more degrees of success, the Kill-team also learns that\nthe same security information has been recently accessed from\nanother remote location. This should point to the direction of\nMagos Vyakai.\nFor every few minutes or so that the Kill-team spends inside\nthe bunker, there is a chance that the thing that slaughtered\nthe enforcers will return. Roll 1d10. On any odd number,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "the Kill-team (a few shotguns, enforcer gear, ration packs etc)", + "content": "However, if the Kill-team uses Deathwatch override codes on the few still viable terminals, and make a successful Routine (+10) Tech-Use Test, they can get a security report for the Pyroclast-Gamma-9 facility. Picture and vox relays, however, are completely dead. The report reveals the following usable information: Main Refinery—Security Comprised: Defensive systems inoperative, multiple bulkhead breaches, no further information available. Workers’ Blockhouse: Full System Failure: Last file recording available (the recording briefly shows a static background, before abruptly cutting off). Comms Uplink: Security Nominal: Two servitor units reporting area secure. Additionally, if the test to access the system is passed with three or more degrees of success, the Kill-team also learns that the same security information has been recently accessed from another remote location. This should point to the direction of Magos Vyakai. For every few minutes or so that the Kill-team spends inside the bunker, there is a chance that the thing that slaughtered the enforcers will return. Roll 1d10. On any odd number,", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2436, + "rule_id": "pdf_skill_2033_a_tyranid_warrior_see_page_37", + "title": "a Tyranid Warrior (see page 370) erupts from the collapsed", + "content": "tunnel in the earth below them.\n5: coMMs uplink\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“At the very top of a rough, craggy mount that looms above\nthe area, a weather-beaten, steel-sided, conical tower reaches into\nthe frigid sky, topped by a skeletal uplink dish.”\nThe tower itself is a hollow structure that merely serves to\nkeep the foul sub-arctic weather off the automated machinery of\nthe comms uplink. Inside are two industrial servitors (see page\n392) obeying their emergency programming to defend the area.\nStacked neatly off to one side are the bodies of three convict\nlabourers and a Tyranid Shrike that came too close to the tower.\nThe comms uplink is the best place in the area for the Killfrom the main facility. Should the narrow path to the summit be\nused defensively to mount a stand, it grants fighters a +10 bonus", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "A Tyranid Warrior Erupts", + "content": "Read aloud or paraphrase the following to the player characters when they approach this location: 'At the very top of a rough, craggy mount that looms above the area, a weather-beaten, steel-sided, conical tower reaches into the frigid sky, topped by a skeletal uplink dish.' The tower itself is a hollow structure that merely serves to keep the foul sub-arctic weather off the automated machinery of the comms uplink. Inside are two industrial servitors obeying their emergency programming to defend the area. Stacked neatly off to one side are the bodies of three convict labourers and a Tyranid Shrike that came too close to the tower. The comms uplink is the best place in the area for the Killfrom the main facility. Should the narrow path to the summit be used defensively to mount a stand, it grants fighters a +10 bonus", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2437, + "rule_id": "pdf_skill_2034_in_combat_both_to_hand_to_han", + "title": "in combat (both to hand-to-hand attacks and shooting) against", + "content": "anyone or anything struggling up the slopes below them.\n6: oVerturneD lanD hauler\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "In Combat Against", + "content": "Both hand-to-hand attacks and shooting against anyone or anything struggling up the slopes below them.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2438, + "rule_id": "pdf_skill_2035_they_have_entered_it_thanks_t", + "title": "they have entered it (thanks to their genetically engineered gifts),", + "content": "finding their way swiftly and accurately through the often illogical", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "they have entered it (thanks to their genetically engineered gifts)", + "content": "finding their way swiftly and accurately through the often illogical", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2439, + "rule_id": "pdf_skill_2036_tangle_of_darkened_passageways", + "title": "tangle of darkened passageways inside requires a Routine (+10)", + "content": "Awareness Test from whomever is taking the lead.\nGaining entry from the surface first requires the Kill-team", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tangle of Darkened Passageways", + "content": "Awareness Test from whomever is taking the lead. Gaining entry from the surface first requires the Kill-team", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2440, + "rule_id": "pdf_skill_2037_to_scale_the_cliff_walls_whic", + "title": "to scale the cliff walls, which requires a Routine (+10) Climb", + "content": "Test. Then they must either find an open entrance via a broken\naccess hatch, or must force entry through one. This may be done\nwith force (AP 10, 10 damage needed, internal bulkheads are the", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "to scale the cliff walls, which requires a Routine Climb", + "content": "Test. Then they must either find an open entrance via a broken access hatch, or must force entry through one. This may be done with force (AP 10, 10 damage needed, internal bulkheads are the", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2441, + "rule_id": "pdf_skill_2038_same_or_using_skill_requirin", + "title": "same) or using skill, requiring a Routine (+10) Security Test.", + "content": "Alternately the facility can be entered via the transport pool sheds\n(see below), which have a passageway through the rock to the\nrefinery workings.\nAt the rough centre of the refinery workings, three levels\nbelow the surface is the still sealed central control chamber for\nthe facility. Breaching this door may be done with violence (AP\n13, 20 damage needed) or by bypassing the door’s deadlock seal", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Facility Entry", + "content": "Alternately the facility can be entered via the transport pool sheds (see below), which have a passageway through the rock to the refinery workings. At the rough centre of the refinery workings, three levels below the surface is the still sealed central control chamber for the facility. Breaching this door may be done with violence (AP 13, 20 damage needed) or by bypassing the door's deadlock seal.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2442, + "rule_id": "pdf_skill_2039_with_a_challenging_0_securi", + "title": "with a Challenging (+0) Security Test.", + "content": "8: Gatehouse/transport station\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:\n“The wide hanger doors of the refinery complex’s gatehouse hangs\nopen like a broken maw, leading to the darkness of the transportation\nsheds within. The place seems deserted and abandoned, with debris\nand old adept-scribed printouts thrashing around it in the chill wind,\nthe papers no doubt scattered in the panic of a fearful flight. Of the\ncargo haulers and other vehicles that were housed here, there is no sign\nsave for the track-rutted earth.”\nThe gatehouse and transport station is indeed deserted except\nfor a pair of Hormagaunts lurking high in the rafters ready to\npounce. In order to determine if they succeed in their ambush,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Gatehouse/transport station", + "content": "Read aloud or paraphrase the following to the player characters when they approach this location: “The wide hanger doors of the refinery complex’s gatehouse hangs open like a broken maw, leading to the darkness of the transportation sheds within. The place seems deserted and abandoned, with debris and old adept-scribed printouts thrashing around it in the chill wind, the papers no doubt scattered in the panic of a fearful flight. Of the cargo haulers and other vehicles that were housed here, there is no sign save for the track-rutted earth.” The gatehouse and transport station is indeed deserted except for a pair of Hormagaunts lurking high in the rafters ready to pounce. In order to determine if they succeed in their ambush,", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2443, + "rule_id": "pdf_skill_2040_make_an_opposed_skill_test_se", + "title": "make an Opposed Skill Test (see page 203) versus the player", + "content": "characters’ Awareness Skills and the Hormagaunts’ Concealment.\nAt the rear of the transport sheds is an open access passageway\nto the interior of the main refinery.\n9: central control\nRead aloud or paraphrase the following to the player\ncharacters when they breach the door to this location:\n“With the sealed door breached, a dim chamber can be seen,\nheavily cluttered with machinery, consoles, and hanging cables.\nDim green emergency lighting flickers on and off around the\nroom, when suddenly with a clatter of falling metal, the heavy\nbulk of an industrial servitor unfolds itself against the far wall.”\nThe servitor will attack anyone who enters the room without\npresenting the right access code, but will not leave the control\nchamber itself. The machinery and monitors in the chamber,\nwhich primarily serve to control and regulate the flow of the\nrefinery’s processes, are in full shutdown mode and it will take\nmore time to restart than the Kill-team has, even if they wished\nto do so. Within the control chamber, the Kill-team can find\ntwo medkits, three demo-charges with timed fuses, and security\nencoders that allow free access to any part of the facility.\nUnless you have chosen to place Magos Vyakai in this chamber,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Make an Opposed Skill Test", + "content": "Characters' Awareness Skills and the Hormagaunts' Concealment. At the rear of the transport sheds is an open access passageway to the interior of the main refinery. Central Control: Read aloud or paraphrase the following to the player characters when they breach the door to this location: 'With the sealed door breached, a dim chamber can be seen, heavily cluttered with machinery, consoles, and hanging cables. Dim green emergency lighting flickers on and off around the room, when suddenly with a clatter of falling metal, the heavy bulk of an industrial servitor unfolds itself against the far wall.' The servitor will attack anyone who enters the room without presenting the right access code, but will not leave the control chamber itself. The machinery and monitors in the chamber, which primarily serve to control and regulate the flow of the refinery's processes, are in full shutdown mode and it will take more time to restart than the Kill-team has, even if they wished to do so. Within the control chamber, the Kill-team can find two medkits, three demo-charges with timed fuses, and security encoders that allow free access to any part of the facility. Unless you have chosen to place Magos Vyakai in this chamber.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2444, + "rule_id": "pdf_skill_2041_the_kill_team_may_make_a_succe", + "title": "the Kill-team may make a successful Challenging (+0) Tech-", + "content": "used) to partially activate the facility’s energy scanning auspex\nsystem from this control chamber. This can be used to roughly\npinpoint the Magos’s location anywhere in the area thanks to his\nunique energy signature.\n10: Main coMpression tanks\nRead aloud or paraphrase the following to the player\ncharacters when they approach this location:", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Challenging Tech-Use Test", + "content": "The Kill-team may make a successful Challenging (+0) Tech-Use test to partially activate the facility's energy scanning auspex system from this control chamber. This can be used to roughly pinpoint the Magos's location anywhere in the area thanks to his unique energy signature.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2445, + "rule_id": "pdf_skill_2042_make_a_routine_10_demolitio", + "title": "make a Routine (+10) Demolitions or a Challenging (+0)", + "content": "Intelligence Test, and either a single well-placed melta-bomb or\na series of commonplace krak grenades or demo charges placed\nat strategic locations around the domes. A timed fuse is also\nnecessary of course. If this is done, the entire main refinery and\neverything in it will be destroyed, and everything else past this\npoint up to the edge of the mount on which the comms uplink\nsits will suffer 4d10 E damage, as the area is drowned in a sea of\nfire for a few seconds as the tanks’ fuel expends itself and debris\nrains down on the area.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Make a Routine Demolitions Test", + "content": "Intelligence Test, and either a single well-placed melta-bomb or a series of commonplace krak grenades or demo charges placed at strategic locations around the domes. A timed fuse is also necessary of course. If this is done, the entire main refinery and everything in it will be destroyed, and everything else past this point up to the edge of the mount on which the comms uplink sits will suffer 4d10 E damage, as the area is drowned in a sea of fire for a few seconds as the tanks' fuel expends itself and debris rains down on the area.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2446, + "rule_id": "pdf_skill_2043_tantalus_dies", + "title": "TanTaLuS dIeS", + "content": "After what seems to be an agonisingly long wait at the\nextraction point, (in fact about twenty minutes) while the\ndark boiling clouds on the horizon sweep in with appalling\nspeed, a sudden data-burst proclaims the imminent arrival of\nthe Kill-team’s rescue.\nRead aloud or paraphrase the following, modified to fit\nthe circumstances of the adventure’s final moments:\n“You detect a sudden sound, unexpected and dreadful, like a\ndull continuous thunder growing quickly closer. With shock you\nrealise that the sound you can hear is the coming of the Tyranid\nswarm, made up of a thousand, thousand running clawed feet\nand the clashing of numberless fanged maws in expectation of\nthe feast. Death has come.\nIt is then, like deliverance sent from the Emperor himself, that\nthe Thunderhawk breaks the boiling purple-black clouds above\nyou, its dark hull pitted and scored with acid pockmarks, but\nits engines roaring white-hot in defiance of the storm. The pilot\ndares not land, but with consummate skill drops the main hatch\nat the hover, and you and your companions leap aboard to safety.\nYou glance back as the hatch draws shut to see a limitless tide of\nhorror begin to roll across the tortured earth below, and at last\ndoomed Tantalus dies beneath you.\nHowever, you have escaped the jaws of death, and will\ncontinue your watch another day.”", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tantalus Dies", + "content": "After what seems to be an agonizingly long wait at the extraction point, while the dark boiling clouds on the horizon sweep in with appalling speed, a sudden data-burst proclaims the imminent arrival of the Kill-team's rescue. Read aloud or paraphrase the following, modified to fit the circumstances of the adventure's final moments: 'You detect a sudden sound, unexpected and dreadful, like a dull continuous thunder growing quickly closer. With shock you realize that the sound you can hear is the coming of the Tyranid swarm, made up of a thousand, thousand running clawed feet and the clashing of numberless fanged maws in expectation of the feast. Death has come. It is then, like deliverance sent from the Emperor himself, that the Thunderhawk breaks the boiling purple-black clouds above you, its dark hull pitted and scored with acid pockmarks, but its engines roaring white-hot in defiance of the storm. The pilot dares not land, but with consummate skill drops the main hatch at the hover, and you and your companions leap aboard to safety. You glance back as the hatch draws shut to see a limitless tide of horror begin to roll across the tortured earth below, and at last doomed Tantalus dies beneath you. However, you have escaped the jaws of death, and will continue your watch another day.'", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2447, + "rule_id": "pdf_skill_2044_rewards", + "title": "rewardS", + "content": "In terms of XP reward, this should be based on how well the\nKill-team fulfilled its mission parameters, as set out in Part I.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rewards", + "content": "In terms of XP reward, this should be based on how well the Kill-team fulfilled its mission parameters, as set out in Part I.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2448, + "rule_id": "pdf_skill_2045_the_following_are_suggested_re", + "title": "The following are suggested rewards for starting level (1–3)", + "content": "characters:\n• Primary Objective Completed: 500 XP each\n• Secondary Objective Completed: 200 XP each\n• Tertiary/Personal Objectives Completed: 50 XP each\nIn addition, you should award extra bonuses in XP at your\niscretion for particularly good roleplaying, effective plans,\nand for players who have engaged both their characters and\nthe adventure well.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "The following are suggested rewards for starting level", + "content": "characters: • Primary Objective Completed: 500 XP each • Secondary Objective Completed: 200 XP each • Tertiary/Personal Objectives Completed: 50 XP each In addition, you should award extra bonuses in XP at your discretion for particularly good roleplaying, effective plans, and for players who have engaged both their characters and the adventure well.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2449, + "rule_id": "pdf_skill_2046_further_adventures", + "title": "furTher adVenTureS", + "content": "You can spin whatever further developments you wish from the\nTantalus extraction, or let it fall simply as an isolated mission, and\nmove on to further battles and missions of your own devising.\nPossible plot hooks you may wish to develop include:\n• Escape from orbit: Getting free of Tantalus might not be\nover yet, and the Thunder’s Word might be attacked and\nboarded by Tyranid parasite creatures as it breaks free. It is\nup to the Kill-team to repel these monsters, battling in the\ncorridors and vaults of their own vessel to survive.\n• The Uninvited Guest: Perhaps Vyakai or one of the others", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Further Adventures", + "content": "You can spin whatever further developments you wish from the Tantalus extraction, or let it fall simply as an isolated mission, and move on to further battles and missions of your own devising. Possible plot hooks you may wish to develop include: Escape from orbit: Getting free of Tantalus might not be over yet, and the Thunder's Word might be attacked and boarded by Tyranid parasite creatures as it breaks free. It is up to the Kill-team to repel these monsters, battling in the corridors and vaults of their own vessel to survive. The Uninvited Guest: Perhaps Vyakai or one of the others", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2450, + "rule_id": "pdf_skill_2047_rescued_from_tantalus_if_any", + "title": "rescued from Tantalus (if any indeed were) was secretly", + "content": "carrying a Tyranid parasite. It might grow to consume him\nand threaten others, or worse, its psychic spore could act as a", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rescued from Tantalus", + "content": "Carrying a Tyranid parasite. It might grow to consume him and threaten others, or worse, its psychic spore could act as a", + "page": 1, + "verified": false, + "confidence": 0.8, + "verification_notes": "The extracted text seems to be a continuation of a narrative or description rather than a valid Deathwatch RPG rule entry." + }, + { + "original": { + "id": 2451, + "rule_id": "pdf_skill_2048_magos_vyakai", + "title": "MaGos Vyakai", + "content": "A Magos Biologis of great standing and repute among his\nfellows in the Adeptus Mechanicus, Vyakai was caught on\nTantalus at the time of the Tyranid attack and has used the\nopportunity to record vital data about the nature of Hive\nSplinter Dagon and its myriad horrors. His shuttle was brought\ndown over Pyroclast-Gamma-9 while attempting to escape, and\nhe has sought shelter and awaits retrieval by the Deathwatch.\nUnfortunately things have not gone according to plan and he\nhas been badly injured and suffered extensive cranial damage in\nbattle with a Hormagaunt not long after his last communication\nwith the Deathwatch. Now his half-machine body’s self-repair\nsystems are struggling to keep his wounded brain alive, and its\nMachine Spirit is methodically fulfilling its last ordered task, to\nseek refuge and defend itself.\nSee page 381 for details concerning how to communicate\nwith the Magos.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "MaGos Vyakai", + "content": "A Magos Biologis of great standing and repute among his fellows in the Adeptus Mechanicus, Vyakai was caught on Tantalus at the time of the Tyranid attack and has used the opportunity to record vital data about the nature of Hive Splinter Dagon and its myriad horrors. His shuttle was brought down over Pyroclast-Gamma-9 while attempting to escape, and he has sought shelter and awaits retrieval by the Deathwatch. Unfortunately things have not gone according to plan and he has been badly injured and suffered extensive cranial damage in battle with a Hormagaunt not long after his last communication with the Deathwatch. Now his half-machine body’s self-repair systems are struggling to keep his wounded brain alive, and its Machine Spirit is methodically fulfilling its last ordered task, to seek refuge and defend itself. See page 381 for details concerning how to communicate with the Magos.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2452, + "rule_id": "pdf_skill_2049_magos_vyakai_profile", + "title": "Magos Vyakai Profile", + "content": "wS BS S T ag Int Per wP fel\n30 20* 40 45 29 23* 23* 24* 09*\nMovement: 3/6/9/18 Wounds: 11*", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Magos Vyakai Profile", + "content": "WS BS S T Ag Int Per WP Fel\n30 20 40 45 29 23 23 24 9\nMovement: 3/6/9/18 Wounds: 11", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2453, + "rule_id": "pdf_skill_2050_tongue_machine_cant_int_1", + "title": "Tongue (Machine Cant) (Int) +10, Tech-Use (Int) +20.", + "content": "Talents: Autosanguine, Binary Chatter, Concealed Cavity,\nElectrical Succour, Electro Graft Use, Energy Cache, Ferric\nLure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded,\nMaglev Grace, Mechadendrite Use (Gun, Manipulator,\nUtility), Meditation, Melee Weapon Training (Primitive,\nPower, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP,\nPlasma, Primitive, Melta), Rite of Pure Thought.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Tongue (Machine Cant)", + "content": "Talents: Autosanguine, Binary Chatter, Concealed Cavity, Electrical Succour, Electro Graft Use, Energy Cache, Ferric Lure, Iron Jaw, Luminen Charge, Luminen Shock, Jaded, Maglev Grace, Mechadendrite Use (Gun, Manipulator, Utility), Meditation, Melee Weapon Training (Primitive, Power, Chain), Orthoproxy, Pistol Training (Bolt, Las, SP, Plasma, Primitive, Melta), Rite of Pure Thought.", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2454, + "rule_id": "pdf_skill_2051_auger_arrays_good_quality_m", + "title": "Auger Arrays (Good Quality), Manipulator Mechadendrite,", + "content": "Utility Mechadendrite, Cybernetic Senses (all Superior\nQuality, incorporating Dark Sight, Photo-Visor, Recording\nCapacity, Microscopic Vision, Sonar Sense and a full vox", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Auger Arrays (Good Quality), Manipulator Mechadendrite", + "content": "Utility Mechadendrite, Cybernetic Senses (all Superior Quality, incorporating Dark Sight, Photo-Visor, Recording Capacity, Microscopic Vision, Sonar Sense and a full vox", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2455, + "rule_id": "pdf_skill_2052_armour_augmetic_implanted_arm", + "title": "Armour: Augmetic implanted armour (All 5).", + "content": "Weapons: Infernus Pistol (10m, S/—/—; 2d10+4 E; Pen:\n12, Clip 12 [belt flask]; Reload Full), Las-Scalpel (1D10 E,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour: Augmetic implanted armour", + "content": "Weapons: Infernus Pistol (10m, S/—/—; 2d10+4 E; Pen: 12, Clip 12 [belt flask]; Reload Full), Las-Scalpel (1D10 E)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2456, + "rule_id": "pdf_skill_2053_pen_5_mechanised_hands_1d5", + "title": "Pen 5), Mechanised hands (1d5+6† I Primitive).", + "content": "†Includes Strength and Augmetic Bonus.\nGear: Encrypted data-core box chained to belt, spare flask\nfor inferno pistol, cipher keys, portable bio-auspex.\n* Vyakai’s machine-parts are keeping his body alive and mobile at the\nmoment, and he is only partly conscious, the rest being run based on\nprogrammed commands and automatic mechanisms. Were he restored\nto health all the characteristics marked with a * would be at double\nthe current scores.\naDept-Minoris roGe halis\nHalis is a gaunt, stricken man, prematurely middle-aged, with\nwatery blue eyes and skin almost as grey as his threadbare\nadept’s robes. He is on the edge of malnutrition and nervous\ncollapse when encountered by the Kill-team, cowering in the\nbasement storage room of a deserted mag-train platform, left\nbehind when the senior staff evacuated Pyroclast-Gamma-9.\nThe player characters might quickly come to regard Halis as a\n‘dead man walking’—and they would be right.\nadept-Minoris roge halis Profile\nwS BS S T ag Int Per wP fel\n16 20 25 30 30 27 29 21 28\nMovement: 3/6/9/18; Wounds: 8", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pen 5), Mechanised hands (1d5+6 I Primitive)", + "content": "Includes Strength and Augmetic Bonus. Gear: Encrypted data-core box chained to belt, spare flask for inferno pistol, cipher keys, portable bio-auspex. Vyakai's machine-parts are keeping his body alive and mobile at the moment, and he is only partly conscious, the rest being run based on programmed commands and automatic mechanisms. Were he restored to health all the characteristics marked with a * would be at double the current scores.", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2457, + "rule_id": "pdf_skill_2054_commissar_falco_sander", + "title": "coMMissar falco sanDer", + "content": "Sander is a young Imperial Guard Commissar on his first\nactive duty deployment who has found himself the last\nsurviving ranking officer in his detachment, and possibly\neven on Tantalus. Sander’s unit was trying to make it to the\npolar regions when his convoy was ambushed and laid waste\nby vanguards of the Tyranid swarm. He managed to lead a\ngroup to the hoped-for refuge of Pyroclast-Gamma-9 when\ntheir luck finally ran out and their land hauler crashed at the\noutskirts of the facility under Shrike attack. Taking refuge in\nthe wreckage and nearby rocks, Sander has marshalled what\nremains of his men, most wounded and low on ammo, in a\nhopeless last stand to die for his Emperor.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Commissar Falco Sander", + "content": "Sander is a young Imperial Guard Commissar on his first active duty deployment who has found himself the last surviving ranking officer in his detachment, and possibly even on Tantalus. Sander's unit was trying to make it to the polar regions when his convoy was ambushed and laid waste by vanguards of the Tyranid swarm. He managed to lead a group to the hoped-for refuge of Pyroclast-Gamma-9 when their luck finally ran out and their land hauler crashed at the outskirts of the facility under Shrike attack. Taking refuge in the wreckage and nearby rocks, Sander has marshalled what remains of his men, most wounded and low on ammo, in a hopeless last stand to die for his Emperor.", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2458, + "rule_id": "pdf_skill_2055_10_scrutiny_per_10_speak", + "title": "+10, Scrutiny (Per) +10, Speak Language (Low Gothic,", + "content": "High Gothic) (Int) +10, Scholastic Lore (Tactica Imperialis,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "+10, Scrutiny, Speak Language, Scholastic Lore (Tactica Imperialis)", + "content": "Perception +10, Scrutiny +10, Speak Language (Low Gothic, High Gothic) +10, Scholastic Lore (Tactica Imperialis)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2459, + "rule_id": "pdf_skill_2056_imperial_creed_int_swim_s", + "title": "Imperial Creed) (Int), Swim (S), Survival (Int)", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las,", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Imperial Creed", + "content": "Talents: Air of Authority, Basic Weapon Training (Bolt, Las)", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2460, + "rule_id": "pdf_skill_2057_traits_touched_by_the_fates", + "title": "Traits: Touched by the Fates (1).", + "content": "Armour: Flak armour with carapace breast plate (Head 4,\nArms 4, Body 6, Legs 4)", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Traits: Touched by the Fates (1)", + "content": "Armour: Flak armour with carapace breast plate (Head 4, Arms 4, Body 6, Legs 4)", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2461, + "rule_id": "pdf_skill_2058_weapons_chainsword_1d10_5_r", + "title": "Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, Tearing),", + "content": "plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10;\nReload Full; Recharge, Overheats), compact laspistol (15m,\nS/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable),\nEquipment: Personal commlink, respirator, copy of the\nDictates Imperialis, data-slate (contains personal notes,\ncommendations for the fallen, details of summery judgements\nand casualty reports).\nsanDer’s iMperial GuarDsMen\nSee page 376 for the game statistics for Imperial Guardsmen\nand their officers. Those found in the area of Pyroclastexhausted and desperate. Many are low on ammunition and\nsupplies, and numbed by the horrors they have witnessed. They\nare all doomed, and know this beyond doubt, but a mixture of\nhard discipline, ingrained training, faith, and in no small part,\nSander’s presence and leadership is keeping them going.\ninDustrial/MininG serVitor\nThere are a number of heavy industrial and mining servitors still\nin operation around the Pyroclast-Gamma-9 facility. These are\nhuge, hulking brutes, with a vaguely simian form, far more heavily\naugmented than most servitor drones, with armoured hydraulic\nexoskeletons fused into their once-human flesh and a plethora of\nimplanted machine-tools. Most are still operating on emergency\norders to defend their assigned posts, asking for the security signal\nin a strained guttural voice to any human that approaches and\nattacking remorselessly until the intruder is dead or driven away if\nthe watchword is not spoken within ten seconds. While slow and\nnot designed for combat, they are nerveless extremely strong and\nwell-protected, and more than able to obliterate a human being\ninto a bloody smear with a single blow.\nIndustrial/Mining Servitor Profile\nwS BS S T ag Int Per wP fel\n25 10 50 50 15 10 20 30 05\nMovement: 1/2/3/6; Wounds: 20", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Weapons: Chainsword", + "content": "plasma pistol (30m, S/—/—; 1d10+7 E; Pen: 6, Clip 10; Reload Full; Recharge, Overheats), compact laspistol (15m, S/—/—; 1d10+1 E; Shots 15; Reload Full; Reliable), Equipment: Personal commlink, respirator, copy of the Dictates Imperialis, data-slate (contains personal notes, commendations for the fallen, details of summery judgements and casualty reports).", + "page": "1", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2462, + "rule_id": "pdf_skill_2059_armour_reinforced_structure_a", + "title": "Armour: Reinforced structure and armour plate (All 7)", + "content": "Weapons: Implanted machine tools, i.e. saws, drills, grinders", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Armour: Reinforced structure and armour plate (All 7)", + "content": "Weapons: Implanted machine tools, i.e. saws, drills, grinders", + "page": 1, + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2463, + "rule_id": "pdf_skill_2060_and_servo_claws_1d10_12_r_or", + "title": "and servo claws (1D10+12 R or I, Pen 4),", + "content": "Equipment: Internal micro-bead (to relay data and receive\ninstructions only), in-built respirator.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Equipment: Internal micro-bead, in-built respirator", + "content": "Internal micro-bead (to relay data and receive instructions only), in-built respirator.", + "page": 1, + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 2464, + "rule_id": "pdf_skill_2061_tyranid_shrikes", + "title": "tyraniD shrikes", + "content": "Shrikes are a common variation of the Tyranid Warrior\ngenus—winged predators that often precede the main\nforce of a Tyranid swarm scouting out points of resistance\nand concentrations of prey, often attacking the vulnerable\nand exposed, shredding and devouring, ever restless, ever\nhungry.\nShrikes use the Tyranid Warrior profile as found on page", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "tyranid shrikes", + "content": "Shrikes are a common variation of the Tyranid Warrior genus—winged predators that often precede the main force of a Tyranid swarm scouting out points of resistance and concentrations of prey, often attacking the vulnerable and exposed, shredding and devouring, ever restless, ever hungry. Shrikes use the Tyranid Warrior profile as found on page", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2465, + "rule_id": "pdf_skill_2062_371_but_in_addition_have_the", + "title": "371, but in addition have the Flyer (10) trait. They are", + "content": "somewhat clumsy when forced onto the ground, and so halve\ntheir ground movement speeds.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "371, but in addition have the Flyer (10) trait. They are", + "content": "somewhat clumsy when forced onto the ground, and so halve their ground movement speeds.", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2466, + "rule_id": "pdf_skill_2063_call_to_vengeance_talent_114", + "title": "Call to Vengeance (Talent) 114", + "content": "Carrying, Lifting, and Pushing Objects 208\nCarrying Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Call to Vengeance (Talent)", + "content": "Carrying, Lifting, and Pushing Objects 208 Carrying Weight 208", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2467, + "rule_id": "pdf_skill_2064_catfall_talent_114", + "title": "Catfall (Talent) 114", + "content": "Chain Weapons 153\nChaos Heretic 364\nChaos Space Marine 363\nChapter Advances 66\nChapter Squad Mode Abilities 217\nCharacter Advancements 57\nCharacteristic Advance 57\nCharacteristic Damage 251\nCharacteristics 25\nCharge 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Catfall (Talent)", + "content": "Chain Weapons 153 Chaos Heretic 364 Chaos Space Marine 363 Chapter Advances 66 Chapter Squad Mode Abilities 217 Character Advancements 57 Characteristic Advance 57 Characteristic Damage 251 Characteristics 25 Charge 238", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2468, + "rule_id": "pdf_skill_2065_cleanse_and_purify_talent_11", + "title": "Cleanse and Purify (Talent) 115", + "content": "Climbing 206\nCodex Squad Mode Abilities 216\nCohesion 211\nCombat 234", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Cleanse and Purify (Talent)", + "content": "Climbing 206 Codex Squad Mode Abilities 216 Cohesion 211 Combat 234", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2469, + "rule_id": "pdf_skill_2066_death_from_above_talent_115", + "title": "Death From Above (Talent) 115", + "content": "Deathwatch Advances 64\nDeathwatch Apothecary 68\nDeathwatch Assault Marine 72\nDeathwatch Devastator Marine 76\nDeathwatch Hypno-conditioning 36\nDeathwatch Librarian 80\nDeathwatch Relics 168\nDeathwatch Tactical Marine 84\nDeathwatch Techmarine 88\nDeathwatch Training 36", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Death From Above (Talent)", + "content": "Deathwatch Advances 64 Deathwatch Apothecary 68 Deathwatch Assault Marine 72 Deathwatch Devastator Marine 76 Deathwatch Hypno-conditioning 36 Deathwatch Librarian 80 Deathwatch Relics 168 Deathwatch Tactical Marine 84 Deathwatch Techmarine 88 Deathwatch Training 36", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2470, + "rule_id": "pdf_skill_2067_deathwatch_training_talent_1", + "title": "Deathwatch Training (Talent) 115", + "content": "Deciding How to Advance Your Character 58\nDefensive Stance 238\nDefensive Stances 223", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Deathwatch Training (Talent)", + "content": "Deciding How to Advance Your Character 58 Defensive Stance 238 Defensive Stances 223", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2471, + "rule_id": "pdf_skill_2068_disturbing_voice_talent_116", + "title": "Disturbing Voice (Talent) 116", + "content": "Divination Discipline 189\nDivination Powers 192\nDodge 238\nDodging Auto-Fire and Area Effect Attacks 238", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Disturbing Voice (Talent)", + "content": "Divination Discipline 189 Divination Powers 192 Dodge 238 Dodging Auto-Fire and Area Effect Attacks 238", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2472, + "rule_id": "pdf_skill_2069_exotic_weapon_training_talent", + "title": "Exotic Weapon Training (Talent) 117", + "content": "Experience Points 269\nExtended Actions 236\nExtended Tests 203\nExtreme Range 247", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Exotic Weapon Training (Talent)", + "content": "Experience Points 269 Extended Actions 236 Extended Tests 203 Extreme Range 247", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2473, + "rule_id": "pdf_skill_2070_flesh_render_talent_118", + "title": "Flesh Render (Talent) 118", + "content": "Flying 210\nFocus Power 239\nFocus Power Test 185\nFog, Mist or Shadow 248\nForbidden Lore 100\nForced Marching 206\nForce Fields 166\nForce Weapons 155", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Flesh Render (Talent)", + "content": "Flying 210 Focus Power 239 Focus Power Test 185 Fog, Mist or Shadow 248 Forbidden Lore 100 Forced Marching 206 Force Fields 166 Force Weapons 155", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2474, + "rule_id": "pdf_skill_2071_heightened_senses_talent_120", + "title": "Heightened Senses (Talent) 120", + "content": "Helpless Targets 248\nHeroic Sacrifice 262\nHeroic Sacrifice and Harvesting Gene-Seeds 271\nHigher Ground 248", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Heightened Senses (Talent)", + "content": "Helpless Targets 248 Heroic Sacrifice 262 Heroic Sacrifice and Harvesting Gene-Seeds 271 Higher Ground 248", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2475, + "rule_id": "pdf_skill_2072_infused_knowledge_talent_120", + "title": "Infused Knowledge (Talent) 120", + "content": "Initiative 234, 235\nInitiative Order 234\nInjury 250\nInsanity 278", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Infused Knowledge (Talent)", + "content": "Initiative 234, 235 Initiative Order 234 Injury 250 Insanity 278", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2476, + "rule_id": "pdf_skill_2073_inspire_wrath_talent_120", + "title": "Inspire Wrath (Talent) 120", + "content": "Intelligence 25\nInteraction 275\nInteraction Skills 94, 275", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Inspire Wrath (Talent)", + "content": "Intelligence 25 Interaction 275 Interaction Skills 94, 275", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2477, + "rule_id": "pdf_skill_2074_jaded_talent_121", + "title": "Jaded (Talent) 121", + "content": "Jams 249\nJoining Sustained Squad Mode Abilities 220\nJumping and Leaping 207\nJump or Leap 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Jaded (Talent)", + "content": "Jams 249 Joining Sustained Squad Mode Abilities 220 Jumping and Leaping 207 Jump or Leap 241", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2478, + "rule_id": "pdf_skill_2075_mimic_talent_123", + "title": "Mimic (Talent) 123", + "content": "Missing 248\nMission Complications 231\nMission Objectives 230\nMissions 226\nMissions and Detailed Experience 270\nMove 241\nMovement 27, 205\nMovement and Environment 206\nMovement Skills 94\nMultiple Attacks 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Mimic (Talent)", + "content": "Missing 248 Mission Complications 231 Mission Objectives 230 Missions 226 Missions and Detailed Experience 270 Move 241 Movement 27, 205 Movement and Environment 206 Movement Skills 94 Multiple Attacks 241", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2479, + "rule_id": "pdf_skill_2076_orthoproxy_talent_123", + "title": "Orthoproxy (Talent) 123", + "content": "Other Warhammer 40,000 Roleplay Characters and\nDeathwatch 34\nOverwatch 241", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Orthoproxy (Talent)", + "content": "Other Warhammer 40,000 Roleplay Characters and Deathwatch 34 Overwatch 241", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2480, + "rule_id": "pdf_skill_2077_preparation_missions_227", + "title": "Preparation (Missions) 227", + "content": "Prone 249\nPsychic Phenomena 187\nPsychic Powers 180, 184, 185, 189\nPsy Ratings 184\nPushing Weight 208", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Preparation (Missions)", + "content": "Prone 249 Psychic Phenomena 187 Psychic Powers 180, 184, 185, 189 Psy Ratings 184 Pushing Weight 208", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2481, + "rule_id": "pdf_skill_2078_rapid_reload_talent_125", + "title": "Rapid Reload (Talent) 125", + "content": "Reactions 236\nReady 242\nRelics 167\nReload 242\nRenown 139, 232\nRenown Rewards 270\nRequisition 138, 273\nRequisition & Warhammer 40,000 Roleplay 34", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Rapid Reload (Talent)", + "content": "Reactions 236 Ready 242 Relics 167 Reload 242 Renown 139, 232 Renown Rewards 270 Requisition 138, 273 Requisition & Warhammer 40,000 Roleplay 34", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2482, + "rule_id": "pdf_skill_2079_resistance_talent_125", + "title": "Resistance (Talent) 125", + "content": "Rewards 232\nRighteous Fury 245\nRoleplaying as a Space Marine 35\nRounds 234\nRun 243\nRunning and Narrative Time 206\nRunning Horizontal Leaps 207\nRunning Vertical Jumps 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Resistance (Talent)", + "content": "Rewards 232 Righteous Fury 245 Roleplaying as a Space Marine 35 Rounds 234 Run 243 Running and Narrative Time 206 Running Horizontal Leaps 207 Running Vertical Jumps 207", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2483, + "rule_id": "pdf_skill_2080_servo_harness_integration_tal", + "title": "Servo-harness Integration (Talent) 125", + "content": "Shooting into Melee Combat 247\nShort Range 249\nSimple Climbs 206\nSize 249\nSkill and Talent Advances 58\nSkill Descriptions 94\nSkill Groups 94\nSkill Mastery 92\nSkill Tests 202", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Servo-harness Integration (Talent)", + "content": "Shooting into Melee Combat 247 Short Range 249 Simple Climbs 206 Size 249 Skill and Talent Advances 58 Skill Descriptions 94 Skill Groups 94 Skill Mastery 92 Skill Tests 202", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2484, + "rule_id": "pdf_skill_2081_slayer_of_daemons_talent_126", + "title": "Slayer of Daemons (Talent) 126", + "content": "Solid Projectile Weapons 149\nSolo Mode 213\nSolo Mode Abilities 215", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Slayer of Daemons (Talent)", + "content": "Solid Projectile Weapons 149\nSolo Mode 213\nSolo Mode Abilities 215", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2485, + "rule_id": "pdf_skill_2082_sound_constitution_talent_12", + "title": "Sound Constitution (Talent) 126", + "content": "Space Marine Abilities 36\nSpace Marine Implants Game Rules 36\nSpecial Issue Ammunition 159\nSpecialities 26\nSpray and Pray 245\nSquad Actions 219\nSquad Leader 211\nSquad Mode 213\nSquad Mode Abilities 219", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Sound Constitution (Talent)", + "content": "Space Marine Abilities 36\nSpace Marine Implants Game Rules 36\nSpecial Issue Ammunition 159\nSpecialities 26\nSpray and Pray 245\nSquad Actions 219\nSquad Leader 211\nSquad Mode 213\nSquad Mode Abilities 219", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2486, + "rule_id": "pdf_skill_2083_stalwart_defence_talent_126", + "title": "Stalwart Defence (Talent) 126", + "content": "Standard Attack 242\nStanding Horizontal Leaps 207\nStanding Vertical Jumps 207\nStand/Mount 243\nStarting Equipment 28\nStatus Conditions 243\nStrength 25\nStructured Time 234\nStun 243\nStunned Targets 249\nSupport Range 213\nSuppressing Fire 243\nSurprise 234, 235\nSustaining Psychic Powers 186\nSustaining Squad Mode Abilities 220\nSwimming 207", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Stalwart Defence (Talent)", + "content": "Standard Attack 242\nStanding Horizontal Leaps 207\nStanding Vertical Jumps 207\nStand/Mount 243\nStarting Equipment 28\nStatus Conditions 243\nStrength 25\nStructured Time 234\nStun 243\nStunned Targets 249\nSupport Range 213\nSuppressing Fire 243\nSurprise 234, 235\nSustaining Psychic Powers 186\nSustaining Squad Mode Abilities 220\nSwimming 207", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2487, + "rule_id": "pdf_skill_2084_whirlwind_of_death_talent_12", + "title": "Whirlwind of Death (Talent) 129", + "content": "Willpower 25\nWounds 27, 250\nSpecial ThankS To our playTeSTerS\n“The Bolter & Chainsword Playtest Group” Matthew Hunt with Andrew Binsack, Ruben DeJong, Richard Galvez, Austin W.\nHoffman, Anders Lang, Scott Mallinson and Ryan Powell “Bring the Noise” James Savage with Davie Gallacher, Thomas S. Ryan,\nand Stewart Strong, “Curious Pastimes” Paul Tucker with Colin Brook, Ben Cawkwell, Sarah Cawkwell, Edd Duggan, Liam Eyers,\nAlexander Lampson and James Littlewood “No Guts, No Glory” Sean Connor with Mathieu Booth, Nick Hodge, Stephen Pitson,\nMark Smith, and Michael Thompson “Sons of a Rogue Trader” Robin Everett-McGuirl with Chris Brandmeier, Adam Hargraves, Peter\nLarotta, Bob Leuzarder, Matthew Robenhymer, and Nate Taylor “Veterans of a Psychic War” Benn Williams with Robert Adducci,\nDerick Adkins, Chris Doyscher, Chris Lancaster, John Ross, Aric Wieder, Rebecca Williams, and Eric Young, David Schumpert with\nDavid Hudock, Martin Linde, Adam Schumpert, and Pierre Wagenseil, Craig Williams with Chenoa Crabb, Stefan Elliot, Leonard\nGoulds, David Thatcher and Danica Zuks, “FFG Special Ops,” Kevin Childress, Tim Flanders, Tod Gelle, J. R. Godwin, James Hata,\nMack Martin, Thaadd Powell, and Sam Stewart, plus extra thanks to Bo Hasle Buur and Gav Thorpe", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Whirlwind of Death (Talent)", + "content": "Willpower 25\nWounds 27, 250", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2488, + "rule_id": "pdf_skill_2085_xenos", + "title": "Xenos", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Xenos", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2489, + "rule_id": "pdf_skill_2086_pilot_ag", + "title": "Pilot (Ag)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Pilot (Ag)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2490, + "rule_id": "pdf_skill_2087_codex_astartes", + "title": "Codex Astartes", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Codex Astartes", + "content": "ono o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2491, + "rule_id": "pdf_skill_2088_secret_tongue_int", + "title": "Secret Tongue (Int)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Secret Tongue (Int)", + "content": "†\no o o o\n_______________________\no o o o\n_______________________\no o o o", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2492, + "rule_id": "pdf_skill_2089_characteristics", + "title": "CHARACTERISTICS", + "content": "†denotes Skill Group\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "CHARACTERISTICS", + "content": "†denotes Skill Group\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2493, + "rule_id": "pdf_skill_2090_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nSecondary Heart/Ossmodula/Biscopea/\nHaemastamen: You gain the Unnatural Strength and\nToughness Traits.\nLarraman’s Organ: You do not suffer from Blood Loss.\nCatalepsean Node: You suffer no penalties to PerceptionPreomnor: You gain +20 to Toughness Tests against\ningested poisons.\nmophagea: You may gain a Skill or Skill Group by\ndevouring a portion of an enemy.\nMulti-Lung: You may re-roll any failed Toughness Test\nfor drowning or asphyxiation. In addition, you gain a +30\nto Toughness Tests made to resist gases, and may re-roll\nfailed results.\ncculube and Lyman’s Ear: You gain the Heightened", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "FellowshiP", + "content": "(Fel)\nSecondary Heart/Ossmodula/Biscopea/\nHaemastamen: You gain the Unnatural Strength and\nToughness Traits.\nLarraman’s Organ: You do not suffer from Blood Loss.\nCatalepsean Node: You suffer no penalties to PerceptionPreomnor: You gain +20 to Toughness Tests against\ningested poisons.\nmophagea: You may gain a Skill or Skill Group by\ndevouring a portion of an enemy.\nMulti-Lung: You may re-roll any failed Toughness Test\nfor drowning or asphyxiation. In addition, you gain a +30\nto Toughness Tests made to resist gases, and may re-roll\nfailed results.\ncculube and Lyman’s Ear: You gain the Heightened", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2494, + "rule_id": "pdf_skill_2091_senses_sight_and_hearing_tal", + "title": "Senses (Sight and Hearing) Talents, +10 to relevant", + "content": "Awareness Tests.\nSus-an Membrane: You may enter suspended animation.\nOolotic Kidney: You may re-roll any failed Toughness\nTest ro resist poisons and toxins, including attacks with the\nToxic Quality.\nNeuroglottis: You may detect any poison or toxin by\ntaste with a successful Awareness Test. You gain a +10 to\nTracking Tests against a target you have tasted.\nMucranoid: You may re-roll any failed Toughness Tests\ncaused by temperature extremes.\nBetcher’s Gland: You may spit acid as a ranged weapon\nwith the following profile:\nRange: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3\nor more degrees of success, you have blinded him for 1d5 Rounds.\nProgenoids: These may be retrieved with a successful\nMedicae Test.\nBlack Carapace: While wearing Power Armour, enemies\ndo not gain a bonus to hit you due to your size.\nWOUNDS:\n〔 〕\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Senses (Sight and Hearing) Talents, +10 to relevant", + "content": "Awareness Tests.\nSus-an Membrane: You may enter suspended animation.\nOolotic Kidney: You may re-roll any failed Toughness\nTest ro resist poisons and toxins, including attacks with the\nToxic Quality.\nNeuroglottis: You may detect any poison or toxin by\ntaste with a successful Awareness Test. You gain a +10 to\nTracking Tests against a target you have tasted.\nMucranoid: You may re-roll any failed Toughness Tests\ncaused by temperature extremes.\nBetcher’s Gland: You may spit acid as a ranged weapon\nwith the following profile:\nRange: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3\nor more degrees of success, you have blinded him for 1d5 Rounds.\nProgenoids: These may be retrieved with a successful\nMedicae Test.\nBlack Carapace: While wearing Power Armour, enemies\ndo not gain a bonus to hit you due to your size.\nWOUNDS:\n〔 〕\n〔 〕\n〔 〕", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2495, + "rule_id": "pdf_skill_2092_fatigue", + "title": "Fatigue", + "content": "CritiCal Damage ________________________\n______________________________________\nFATE POINTS:\n〔 〕\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Fatigue", + "content": "CritiCal Damage ________________________\n______________________________________\nFATE POINTS:\n〔 〕\n〔 〕", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2496, + "rule_id": "pdf_skill_2093_current", + "title": "CurreNt", + "content": "INSANITY:\nBattle Fatigue _________________________\n______________________________________\nCORRUPTION:\n〔 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "CurreNt", + "content": "INSANITY:\nBattle Fatigue _________________________\n______________________________________\nCORRUPTION:\n〔 〕", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2497, + "rule_id": "pdf_skill_2094_current_points", + "title": "CurreNt PoiNts", + "content": "PrimarCh’s Curse _______________________\n______________________________________\n〔 SPACE MARINE ABILITIES 〕", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "CurreNt PoiNts", + "content": "PrimarCh’s Curse _______________________\n______________________________________\n〔 SPACE MARINE ABILITIES 〕", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2498, + "rule_id": "pdf_skill_2095_psychic_powers", + "title": "PSYCHIC POWERS", + "content": "Psy Rating: 〔 _____ 〕 ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "PSYCHIC POWERS", + "content": "Psy Rating: 〔 _____ 〕 ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2499, + "rule_id": "pdf_skill_2096_gear", + "title": "GEAR", + "content": "_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "GEAR", + "content": "_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________\n_____________________________ ___________________________", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2500, + "rule_id": "pdf_skill_2097_unnatural_toughness_x2", + "title": "Unnatural Toughness (x2)", + "content": "____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\nSPACE MARINE TALENTS & TRAITS", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Unnatural Toughness (x2)", + "content": "____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\n____________________________\nSPACE MARINE TALENTS & TRAITS", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2501, + "rule_id": "pdf_skill_2098_fellowship", + "title": "FellowshiP", + "content": "(Fel)\nEXPERIENCE:\n〔 _________________________ 〕\n〔 _________________________ 〕\nXP to sPeND\ntotal XP sPeNt", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "FellowshiP", + "content": "(Fel)\nEXPERIENCE:\n〔 _________________________ 〕\n〔 _________________________ 〕\nXP to sPeND\ntotal XP sPeNt", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2502, + "rule_id": "pdf_skill_2099_armour_additions", + "title": "ARMOUR ADDITIONS", + "content": "✔✓?\n〔 POWER ARMOUR ABILITIES 〕\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com\nServo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nCalled Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\n(total of +20 bonus with Heightened Senses)\nBuilt-in Vox Link\nBuilt-in Magboots\nNutrient Recycling: Can operate for two weeks without re-supply\nRecoil Suppression: May fire Basic weapons 1-handed without penalty", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ARMOUR ADDITIONS", + "content": "✔✓?\n〔 POWER ARMOUR ABILITIES 〕\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com\nServo-Augmented Musculature: +20 Strength\nAuto-senses: Dark Sight, immune to Photon Flash and Stun Grenades;\nCalled Shots are Half Actions; +10 to Sight and Hearing Awareness Tests\n(total of +20 bonus with Heightened Senses)\nBuilt-in Vox Link\nBuilt-in Magboots\nNutrient Recycling: Can operate for two weeks without re-supply\nRecoil Suppression: May fire Basic weapons 1-handed without penalty", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2503, + "rule_id": "pdf_skill_2100_size_hulking_black_carapace", + "title": "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "content": "Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nequipment designed for Space Marines\nOsmotic Gill Life Sustainer: With the helmet on, the armour is", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Size: Hulking (Black Carapace means no bonus for enemies to attack)", + "content": "Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using\nequipment designed for Space Marines\nOsmotic Gill Life Sustainer: With the helmet on, the armour is", + "page": 1, + "verified": false, + "confidence": 1 + }, + { + "original": { + "id": 2504, + "rule_id": "pdf_skill_2101_attack_patternsactioncostsusta", + "title": "Attack PatternsActionCostSustainedEffect", + "content": "Fire SupportHalf / Free1YesThe Kill-team concentrates suppressing fire.\nTactical AdvanceHalf / Free1YesThe Kill-team crosses dangerous ground in concert.\nTank BusterFree1NoA Space Marine distracts a target to create an opportunity.\nFire for EffectHalf1YesThe Kill-team fires at targets as they appear.\nBolter AssaultFree3NoThe Kill-team rushes forward firing their bolters.\nFurious ChargeFree3NoThe Kill-team charges an enemy in unison.", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Attack Patterns", + "content": "Fire SupportHalf / Free1YesThe Kill-team concentrates suppressing fire.\nTactical AdvanceHalf / Free1YesThe Kill-team crosses dangerous ground in concert.\nTank BusterFree1NoA Space Marine distracts a target to create an opportunity.\nFire for EffectHalf1YesThe Kill-team fires at targets as they appear.\nBolter AssaultFree3NoThe Kill-team rushes forward firing their bolters.\nFurious ChargeFree3NoThe Kill-team charges an enemy in unison.", + "page": 1, + "category": "Action", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2505, + "rule_id": "pdf_skill_2102_defensive_stancesactioncostsus", + "title": "Defensive StancesActionCostSustained", + "content": "Tactical SpacingFull1YesThe Kill-team spaces itself to react to danger.\nGo to GroundReaction1NoA Space Marine calls for movement into cover.\nRegroupFull2NoA Space Marine calls to move the Kill-team together.\nSoak FireReaction2NoA Space Marine takes automatic fire with his Kill-team.\nDig InFull3YesThe Kill-team makes expert use of cover.\nStrongpointFull3YesA Space Marine coordinates fire to defend a position.\nCharacter Name: Rank: Player Name:\nChapter:\nChapter Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nSolo Ability Name: Solo Ability Name:\nRequired Rank: Required Rank:\nEffects: Effects:\nPermission granted to photocopy for personal use. © Games Workshop Ltd 2010. Character sheet also available for download at www.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "Defensive Stances", + "content": "Tactical SpacingFull1YesThe Kill-team spaces itself to react to danger.\nGo to GroundReaction1NoA Space Marine calls for movement into cover.\nRegroupFull2NoA Space Marine calls to move the Kill-team together.\nSoak FireReaction2NoA Space Marine takes automatic fire with his Kill-team.\nDig InFull3YesThe Kill-team makes expert use of cover.\nStrongpointFull3YesA Space Marine coordinates fire to defend a position.", + "page": 1, + "category": "Action", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 2506, + "rule_id": "pdf_skill_2103_st_millennium", + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game\nquickly, followed by a lifetime of possibilities\nwith an expanded Speciality system.\nDynamic rules for all eventualities that let\nyou handle everything from social interaction\nto deadly fast-paced combat, psychic\npowers, and structured adventures known as\nMissions, perfect for Deathwatch games.\nComprehensive background on Space\nMarines and the Deathwatch, written by\nWarhammer 40,000 Novelist Andy Hoare.\nPlace your players directly into the front\nlines of the crusade with a complete\nadventure to get you started.\nThe Deathwatch core rulebook contains\neverything you need to start your adventure\nin the Warhammer 40,000 universe.\nwww.FantasyFlightGames.com", + "page": 1, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:23:56" + }, + "title": "ST MILLENNIUM", + "content": "Fast character creation to get you into the game quickly, followed by a lifetime of possibilities with an expanded Speciality system. Dynamic rules for all eventualities that let you handle everything from social interaction to deadly fast-paced combat, psychic powers, and structured adventures known as Missions, perfect for Deathwatch games. Comprehensive background on Space Marines and the Deathwatch, written by Warhammer 40,000 Novelist Andy Hoare. Place your players directly into the front lines of the crusade with a complete adventure to get you started. The Deathwatch core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.", + "page": 1, + "verified": true, + "confidence": 1 + } + ], + "meta": { + "generatedAt": "2025-08-17T20:46:41.029Z", + "count": 2069 + } +} \ No newline at end of file diff --git a/database/backups/sanitized-rules-verified-test.json b/database/backups/sanitized-rules-verified-test.json new file mode 100644 index 0000000..3aa9006 --- /dev/null +++ b/database/backups/sanitized-rules-verified-test.json @@ -0,0 +1,116 @@ +{ + "sanitized": [ + { + "original": { + "id": 398, + "rule_id": "ocr_refined_1_inquiry_basic_investigation_", + "title": "Inquiry (Basic, INVESTIGATION) ", + "content": "Fellowship The character can use the Inquity Skill to gain information bby asking questions, making conversation, or simple ‘eavesdropping, Inquiry allows the character to pick up general information about an area: its news, recent events, and more.\nAdditional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter’ librarium, This use is virtually always an Extended “Test, with difficulty and duration set by the GM.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "Inquiry (Basic, INVESTIGATION)", + "content": "Fellowship The character can use the Inquiry Skill to gain information by asking questions, making conversation, or simple 'eavesdropping'. Inquiry allows the character to pick up general information about an area: its news, recent events, and more. Additional Degrees of Success reveal more detailed or more secretive tidings. Inquiry can also be used as an Investigation Skill allowing the character to hunt after a particular item of information from either individuals or resources, such as the Chapter's librarium. This use is virtually always an Extended Test, with difficulty and duration set by the GM.", + "category": "skills", + "verified": true, + "confidence": 0.95 + }, + { + "original": { + "id": 399, + "rule_id": "ocr_refined_2_willpower", + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other ‘conditions. Interrogation is always an Opposed Test, pitting the characters Interrogation Skill against an opponent's Willpower. Ifthe interrogator wins the Opposed Test, he gets ‘one answer plus one answer for each Degree of Success. the victim wins the Opposed Test, the interrogator get nothing ‘of worth, Two or more Degrees of Failure inflict 1410 plus interrogator’s Willpower Bonus in damage against the and prevents any further interrogation for 145 days im takes the same damage and gains a +30 bonus to et Tests made to resist Interrogation at the hands of or his allies. Each Interrogation Test inflicts gue on the target.\n", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "Willpower", + "content": "The Interrogation skill allows the character to extract information from an unwilling subject. The application differs from torture, where a subject will frequently say anything to stop the ordeal. Rather, interrogation represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other conditions. Interrogation is always an Opposed Test, pitting the character's Interrogation Skill against an opponent's Willpower. If the interrogator wins the Opposed Test, he gets one answer plus one answer for each Degree of Success. If the victim wins the Opposed Test, the interrogator gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus interrogator's Willpower Bonus in damage against the victim and prevents any further interrogation for 1d5 days. The interrogator takes the same damage and gains a +30 bonus to resist Tests made to resist Interrogation at the hands of him or his allies. Each Interrogation Test inflicts fatigue on the target.", + "category": "skills", + "verified": true, + "confidence": 0.98 + }, + { + "original": { + "id": 400, + "rule_id": "ocr_refined_3_strength", + "title": "Strength", + "content": "“The character uses Intimidote Tests 40 presife indi ial to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle ‘methods than brute force, such as blackmail or humiliation. An Intimidate Test affects number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character cleatly, ether in person or via pict or vox-caster, and speak a common language.\n\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "Strength", + "content": "The character uses Intimidate Tests to pressure individuals to give in to his demands. The character does not make an Intimidate Test every time he makes a threat, but only when it involves coercion. Though Intimidate lists Strength as its associated Characteristic, the character may substitute either Intelligence or Fellowship if the threat involves more subtle methods than brute force, such as blackmail or humiliation. An Intimidate Test affects a number of targets equal to the character's Strength, Intelligence, or Fellowship Bonus, depending on the characteristic used for the test. The targets must be able to see and hear the character clearly, either in person or via pict or vox-caster, and speak a common language.", + "category": "skills", + "verified": true, + "confidence": 0.96 + }, + { + "original": { + "id": 401, + "rule_id": "ocr_refined_4_war_cry", + "title": "War Cry", + "content": "[As part of a Charge Action a character may use the Intimidate skill (0 make a war ery. This is @ Free Action that targets the recipient or recipients of the character's charge—ic. those he will end up in combat with and make melee attacks against The character then makes an Intimidate Test, based on Strength, opposed by the target’s Willpower. If the character is successful, the target suffers ~10 to all Parry and Dodge tests against the charging character.\n\nCreatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "War Cry", + "content": "As part of a Charge Action, a character may use the Intimidate skill to make a war cry. This is a Free Action that targets the recipient or recipients of the character's charge—i.e. those he will end up in combat with and make melee attacks against. The character then makes an Intimidate Test, based on Strength, opposed by the target's Willpower. If the character is successful, the target suffers -10 to all Parry and Dodge tests against the charging character. Creatures immune to the effects of Fear and other mind-affecting psychology are immune to the effects of a war cry.", + "category": "skills", + "verified": true, + "confidence": 0.97 + }, + { + "original": { + "id": 402, + "rule_id": "ocr_refined_5_willpower", + "title": "Willpower", + "content": "{An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a —I penalty tothe final Psy Rating ofa Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.\nSkill Use: Full Action ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "Willpower", + "content": "An Invocation test is a Full Action. For the duration of the Round, the character clears his mind of external influence and focuses his will more intently. This may be through recitation of mantras, use of psychic foci, or meditation. A successful test indicates that the character's mind is ready to channel a greater amount of the warp than usual, while still limiting his exposure. On the next Round, the character adds +1 to the final Psy Rating of any Fettered Power Test. Failure on the Invocation Test indicates that the character's attempts to focus have backfired, and he must take a -1 penalty to the final Psy Rating of a Fettered Power Test. If this reduces the Psy Rating to zero, the power fails to activate.", + "category": "skills/rules", + "verified": true, + "confidence": 1 + }, + { + "original": { + "id": 403, + "rule_id": "ocr_refined_6_literacy_advanced_", + "title": "Literacy (ADVANCED) ", + "content": "Intelligence The Literacy skill allows the character to read and wri any language he speaks. Everyday activities do not r Literacy Tests, but situations involving regional damaged manuscripts, archaic ese or colloquial necessitate a Skill Test Skill Use: 1 minute for I page of text, oe ", + "page": null, + "source": "Core Rulebook", + "source_abbr": "CR", + "category": "skills", + "created_at": "2025-08-17 18:10:28" + }, + "title": "Literacy (ADVANCED)", + "content": "The Literacy skill allows the character to read and write in any language he speaks. Everyday activities do not require Literacy Tests, but situations involving regional damaged manuscripts, archaic languages, or colloquial dialects necessitate a Skill Test. Skill Use: 1 minute for 1 page of text.", + "category": "skills/rules", + "verified": true, + "confidence": 1 + } + ], + "meta": { + "generatedAt": "2025-08-17T19:38:40.501Z", + "count": 6 + } +} \ No newline at end of file diff --git a/database/deathwatch_skills_p94_107.csv b/database/deathwatch_skills_p94_107.csv new file mode 100644 index 0000000..c3886f3 --- /dev/null +++ b/database/deathwatch_skills_p94_107.csv @@ -0,0 +1,46 @@ +name,characteristic,type,descriptors,skill_text,skill_description,skill_use +Awareness,Perception,Basic,,"Basic. Detect threats, ambushes, traps, hidden objects, or environmental cues. Opposed vs. another’s actions; standard vs. environmental factors.","Awareness encompasses the character’s subconscious ability to react to things his conscious mind may not perceive. He can use this Skill to notice threats—such as ambushes, traps or cleverly hidden objects—or slight changes in the environment—such as a faint vibration or a foul smell. When using Awareness against an opponent, the test is always opposed. Noticing environmental factors is a standard test.",Free Action made in reaction to something. +Carouse,Toughness,Basic,,Basic. Resist effects of alcohol and narcotics.,"Used to resist the effects of alcohol and narcotics. Frequent imbibers can build up a tolerance, remaining lucid while others falter. Test whenever the character would suffer the effects of intoxication; failure causes Fatigue or side effects. If the character loses consciousness, he remains passed out for 1d10 – TB hours (minimum 1).",Free Action taken whenever the character imbibes. +Charm,Fellowship,Basic,Interaction,Basic (Interaction). Improve disposition of an individual or small group; opposed by Willpower; affects up to Fellowship Bonus targets that can see/hear you and share a language.,Used to improve disposition or convince others to act. Opposed by Willpower and can affect a number of targets up to Fellowship Bonus who can see and hear the character and share a language.,1 minute. +Climb,Strength,Basic,Movement,Basic (Movement). Ascend or descend difficult terrain; equipment and surface adjust difficulty.,"Allows a character to scale obstacles and terrain. The GM sets difficulty based on surface, holds, and equipment (e.g., grav-chutes, climbers’ gear). Failure may result in falls or being stuck.",Half Action. +Command,Fellowship,Basic,Interaction,"Basic (Interaction). Direct and coordinate allies; inspire arrests, retreats, or complex manoeuvres as permitted by the GM.","Direct others in battle or stressful situations. Used to issue orders, coordinate actions, and keep lesser troops steady. Difficulty varies by situation and target disposition. More complex, far‑reaching orders require more time.",Half Action for simple orders; Full Action for more involved commands. +Concealment,Agility,Basic,,"Basic. Hide objects or oneself using terrain, clothing, or distractions; opposed by Awareness or Search.","Used to hide objects or one’s person. The GM applies modifiers for camouflage, lighting, cover, or movement. Often an Opposed Test against Awareness or Search of observers.",Half Action. +Contortionist,Agility,Basic,Movement,"Basic (Movement). Escape grapples, bindings, or squeeze through tight spaces.",The basic use is to escape a grapple by wriggling free (two Full Actions). Can also squeeze through tight spaces or slip bindings; the GM sets difficulty by constraint severity.,Two Full Actions to escape a grapple; other uses as set by the GM. +Deceive,Fellowship,Basic,Interaction,"Basic (Interaction). Lie, fast‑talk, forge, or otherwise mislead; opposed by Scrutiny.","Covers lying, bluffing, misdirection, disguises, and forged credentials. Usually opposed by Scrutiny; modifiers apply for preparation and plausibility.",1 minute or more. +Dodge,Agility,Basic,,Basic. Avoid a successful melee or ranged attack.,"Used as a Reaction to nullify a successful hand‑to‑hand or ranged attack. On success, the attack deals no damage (see Combat rules for specifics).",Reaction. +Evaluate,Intelligence,Basic,Investigation,"Basic (Investigation). Assess value, quality, origin, or weak points of objects; sometimes Extended Tests.","Determine approximate value, quality, or manufacture of an object or structure. Specify what is being sought (value, quality/strength, or origin). Success reveals broad information; extra Degrees of Success reveal more. The GM may roll secretly and adjust difficulty for access and relevant Lores/Trades. Large or numerous objects may require an Extended Test; a single item takes about a minute.",1 minute or more. +Gamble,Intelligence,Basic,,Basic. Opposed Tests in games of chance; Sleight of Hand may substitute to cheat.,Used when participating in games of chance and soldierly pastimes. Each participant wagers and makes an Opposed Gamble Test; highest Degrees of Success or fewest Degrees of Failure wins. Sleight of Hand can be used to cheat (gives +20 on the cheating tests; severe failure means being caught).,Full Action to an entire day of gaming. +Inquiry,Fellowship,Basic,Investigation,"Basic (Investigation). Gather information via questions, conversation, eavesdropping, and research; often Extended.","Pick up general information (news, events) or pursue a specific lead by questioning individuals or consulting resources (e.g., libraria). Additional Degrees of Success yield more detail. Investigative use is virtually always an Extended Test with GM‑set duration and difficulty.",1 hour or more. +Intimidate,Strength,Basic,Interaction,"Basic (Interaction). Coerce through threats, fear, or display of force; opposed by Willpower.","Use fear, physical presence, or brutal displays to compel behaviour. Opposed by Willpower; situational modifiers apply (size, leverage, social context). Special Use: War Cry during a Charge to penalise foes’ Parry/Dodge if successful.",Varies; War Cry is a Free Action as part of a Charge. +Logic,Intelligence,Basic,Investigation,"Basic (Investigation). Solve puzzles, proofs, and complex problems; prepare arguments; often Extended.","Solve problems, infer patterns, or build reasoned arguments. Extended Tests for complex reasoning or lengthy problems as appropriate to the GM.","1 minute, or longer for particularly complex problems." +Scrutiny,Perception,Basic,,"Basic. Assess truthfulness, motives, and small details; Opposed vs. Deceive when detecting lies.","Assess people or objects in detail—truthfulness, motives, temperament—or examine items for subtle characteristics. Opposed by Deceive when perceiving falsehoods. Does not replace roleplaying in social scenes.",Full Action (special uses may take longer). +Search,Perception,Basic,,"Basic. Systematic search of areas, persons, or items for hidden features or objects.","Conduct a careful search of an area, person, or object to uncover hidden items, compartments, or clues. The GM sets difficulty based on clutter, concealment, and time pressure.",Full Action or longer; GM’s discretion. +Silent Move,Agility,Basic,Movement,Basic (Movement). Move quietly; Opposed vs. Awareness or Scrutiny; environment sets difficulty.,"Used when silence and secrecy are essential to movement. Always Opposed by Awareness or Scrutiny; difficulty varies by environment (echoing metal corridors vs. carpeted halls, etc.).",Free Action as part of Movement. +Swim,Strength,Basic,Movement,Basic (Movement). Swim through liquids; difficult waters or unusual circumstances require tests.,"Allows swimming through liquids. Normal conditions need no test; rough conditions, hazards, or long distances require a Skill Test. See Swimming rules for details.",Full Action. +Acrobatics,Agility,Advanced,Movement,"Advanced (Movement). Athletic leaps, vaults, dodges; difficulty set by feat; more DoS = more flourish.","Training augments natural agility for extreme movement—leaping, tumbling, navigating precarious terrain. Difficulty depends on the feat’s danger; more Degrees of Success allow more dramatic results. Special uses include Disengage as Half Action, substituting for Jump/Leap tests.",Full Action unless otherwise noted. +Chem-Use,Intelligence,Advanced,"Crafting, Investigation","Advanced (Crafting, Investigation). Identify, handle, and apply chemicals, toxins, poisons, and drugs.","Safely identify, handle, and prepare chemicals, toxins, poisons, and drugs. Covers application and basic combinations; manufacturing from base components falls under Trade (Chymist). Failure wastes the dose; complex applications may require Extended Tests.",Full Action; Half Action with medicae injector/narthecium; complex applications may be Extended Tests. +Ciphers,Intelligence,Advanced,,"Advanced. Skill Groups: Xenos Markings, Deathwatch, Chapter Runes, Imperial Codes, Mercenary Cant, Inquisition, Underworld.","Understand and employ shorthand codes, signs, and markings used by groups for rapid, secret communication. Basic messages need no test; complex, time‑worn, or obscured messages require Skill Tests.",Varies; basic use often no test/time; complex uses as set by the GM. +Demolition,Intelligence,Advanced,Crafting,Advanced (Crafting). Place or defuse explosives; Extended Tests for complex undertakings.,"Covers placing and defusing explosives. Success when placing indicates a correctly set charge; failure means it won’t detonate (unknown until triggered). Severe failure can cause premature detonation. Defusing is an Opposed Test versus the placer’s Demolition. Large‑scale tasks (bridges, structures) use Extended Tests with GM‑set duration/difficulty.",Half Action or longer; complex setups/defusals may be Extended Tests. +Drive,Agility,Advanced,Operator,"Advanced (Operator). Skill Groups: Ground Vehicle, Skimmer/Hover, Walker.","Control land‑based, hover, or skimmer vehicles (e.g., Cargo‑8s, Rhinos, Land Speeders, Sentinels). Normal driving needs no test; hazardous conditions, speed, or dangerous manoeuvres require tests.",Half Action. +Interrogation,Willpower,Advanced,Investigation,Advanced (Investigation). Extract information from unwilling subjects using psychological and technical methods; Opposed vs. Willpower.,"Represents skilled application of psychology, serums, devices, and techniques to gain answers. Always Opposed vs. the subject’s Willpower. Success yields one answer plus one per Degree of Success. Severe failure inflicts damage and can prevent further attempts or grant the subject bonuses against future attempts.",Varies; each interrogation exchange constitutes a use as framed by the GM. +Invocation,Willpower,Advanced,,"Advanced. Focus will through mantras, foci, or meditation to influence psychic tests.","A Full Action spent focusing the mind via mantras, foci, or meditation. Success adds +1 to the final Psy Rating of the next Round’s Fettered Power Test; failure imposes –1 (and may cause the power to fail if reduced to 0).",Full Action. +Lip Reading,Perception,Advanced,,Advanced. Understand speech by observing lip movements and expressions.,"Allows comprehension of speech by line‑of‑sight observation. Distance, lighting, and familiarity with the language affect difficulty. Useful when eavesdropping is required without audio.",Varies with scene; generally requires sustained observation. +Literacy,Intelligence,Advanced,,Advanced. Read and write any language the character speaks.,"Everyday reading/writing needs no test. Regional variations, archaic or damaged texts, and colloquialisms may require tests at appropriate difficulty.",About 1 minute per page (~750 words). +Lore: Common,Intelligence,Advanced,Investigation,"Advanced (Investigation). Skill Groups include Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Administratum, Deathwatch, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Jericho Reach, Tech, War.","Recall general information, procedures, divisions, traditions, famed individuals, and superstitions for a given group, world, or culture. Success yields broad facts; extra Degrees of Success reveal more detail.",Varies; often immediate recall; research uses may be Extended Tests. +Lore: Forbidden,Intelligence,Advanced,Investigation,"Advanced (Investigation). Skill Groups cover proscribed/hidden knowledge (e.g., Xenos, Warp, Inquisition, Archeotech, Traitor Legions, Adeptus Astartes, etc.).","Covers lore kept secret or proscribed: alien species, warp phenomena, cults, heresies, ancient technologies. Tests recall dangerous or concealed information; access and sources affect difficulty.",Varies; often immediate recall; risky or deep research may be Extended. +Lore: Scholastic,Intelligence,Advanced,Investigation,Advanced (Investigation). Academic disciplines and formal scholarship (various groups as defined by the setting).,"Represents formal, academic study (history, tactics theory, heraldry, philosophy, etc.). Provides structured, theoretical knowledge distinct from Common or Forbidden Lore.",Varies; often immediate recall; academic research may be Extended. +Medicae,Intelligence,Advanced,,Advanced. Diagnose and treat injuries and ailments; perform field medicine and surgery.,"Covers first aid, surgery, disease treatment, and related medical tasks. Quality of tools, environment, and patient condition modify difficulty. Some procedures are Extended Tests; Medicae interacts with drugs/chems (see Chem‑Use).",Half Action to Full Action for standard applications; complex procedures may be Extended. +Navigation,Intelligence,Advanced,,"Advanced. Skill Groups: Surface, Stellar, Warp.","Determine routes and positions across terrain, the void, or the immaterium. Surface covers planetary or subterranean navigation; Stellar covers realspace courses; Warp concerns plotting safe passages through the immaterium.",Varies; plotting complex courses often requires Extended Tests. +Performer,Fellowship,Advanced,,"Advanced. Skill Groups include Storyteller, Singer, Musician, Actor, Dancer, etc.","Perform before an audience with song, story, music, acting, and so forth. Difficulty depends on audience, venue, and material. Special uses can substitute for Charm, Blather, or Command in specific circumstances.",Varies; performances typically take several minutes or more. +Pilot,Agility,Advanced,Operator,"Advanced (Operator). Skill Groups: Personal, Flyers, Space Craft.","Operate personal jump packs, atmospheric craft (landers, gun‑cutters), and void‑capable ships (fighters to capital vessels). Normal conditions need no test; storms, obstacles, and dangerous manoeuvres do. Chases are Opposed Tests.",Half Action. +Psyniscience,Perception,Advanced,,"Advanced. Sense warp currents, entities, psychic powers, and disturbances; see Table 3‑4.","Detect the presence/absence of daemons and psychic activity; identify psychic phenomena, voids, and immaterium disruptions. Degrees of Success provide direction, location, and precision as summarised on Table 3‑4.",Full Action. +Security,Agility,Advanced,,"Advanced. Open locks, bypass security systems, and defeat traps or countermeasures; often Opposed by the original installer.","Used to pick locks, bypass seals, defeat alarms, or overcome security systems. The GM sets difficulty by quality of the mechanism; many tasks are Opposed Tests versus the installer’s skill if known or recorded (e.g., for defusing bombs see Demolition).",Half Action to several minutes; complex systems may require Extended Tests. +Shadowing,Agility,Advanced,,Advanced. Follow a target without being noticed; Opposed by Awareness or Scrutiny.,The art of following without detection. Always an Opposed Test against the target’s Awareness or Scrutiny. A single successful test follows a target unseen for about a minute; longer tails may require repeated or Extended Tests.,1 minute per successful test (longer at GM’s discretion). +Sleight of Hand,Agility,Advanced,,"Advanced. Palming, pickpocketing, and tricks; Opposed by Awareness or Scrutiny; can be used to cheat at Gamble.","Tasks requiring deception and dexterity such as palming objects, lifting items, or performing tricks. Always Opposed by Awareness or Scrutiny. May substitute for Gamble to alter odds; usually a Half Action, or a Free Action at –10.",Half Action (or Free Action at –10). +Speak Language,Intelligence,Advanced,,"Advanced. Skill Groups: Eldar, High Gothic, Kroot, Low Gothic, Ork, Techna‑Lingua, Tau.","Communicate using the chosen language. Most routine communication needs no test if a common tongue is shared. Obscure dialects, cryptic concepts, or specialised jargon may require tests with appropriate modifiers.",Free Action. +Survival,Intelligence,Advanced,,"Advanced. Endure and live off hostile environments, natural or artificial; find food/water/shelter; track local hazards.","Endure unusual or alien environments; find edible flora/fauna; hunt; evaluate safety of food; construct shelters away from hazards. Applies to natural wilderness and to artificial or industrial environments (e.g., hive depths, space hulks).",Various (as appropriate to the task). +Tactics,Intelligence,Advanced,,"Advanced. Skill Groups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth.","Practical application of military knowledge in battle. Focuses on on‑the‑ground manoeuvres and actions (distinct from theoretical Lore and from issuing orders via Command). Used to plan engagements, set ambushes, and choose doctrine‑appropriate actions.",Varies; planning efforts may be Extended Tests. +Tech-Use,Intelligence,Advanced,,"Advanced. Operate, maintain, and repair technology; set up, calibrate, and troubleshoot devices.","Operation and repair of technological devices from auspex to vox arrays to spacecraft systems. Some tasks are simple interactions; others require lengthy repairs or calibrations. The GM sets difficulty based on tool quality, schematics, and environment.",Half Action for simple operations; complex tasks may be Extended Tests. +Tracking,Intelligence,Advanced,,Advanced. Follow trails and signs to locate targets; interpret spoor and disturbances; often Extended Tests.,"Follow and interpret tracks, signs, and environmental disturbances to pursue a quarry. Difficulty depends on terrain, time elapsed, weather, and the target’s countermeasures. Often used in conjunction with Survival.",Varies; simple tracking is a Full Action; extended pursuits may be Extended Tests. +Trade,Intelligence,Advanced,Crafting,"Advanced (Crafting). Skill Groups include numerous crafts and professions such as Armourer, Artisan, Chymist, Smith, etc.","Represents practical craftsmanship and professional disciplines. Used to create, modify, or appraise items within the trade. Manufacturing from raw materials typically requires components worth about half the item’s value and is resolved as an Extended Test.",Varies; crafting typically uses Extended Tests. +Wrangling,Intelligence,Advanced,,Advanced. Handle and train beasts; ride or control animals; calm or incite creatures.,"Care for, train, and control animals and xenos‑beasts. Includes calming mounts, directing attacks, and reading animal behaviour. The GM sets difficulty based on temperament and training level.",Half Action to several minutes; training is typically an Extended Test. diff --git a/database/migrate-to-sqlite.js b/database/migrate-to-sqlite.js new file mode 100644 index 0000000..e69de29 diff --git a/database/migrations/add-shop-tables.js b/database/migrations/add-shop-tables.js index 1a4333a..e69de29 100644 --- a/database/migrations/add-shop-tables.js +++ b/database/migrations/add-shop-tables.js @@ -1,223 +0,0 @@ -const sqlite3 = require('sqlite3'); -const path = require('path'); -const fs = require('fs'); - -// Get database path -const dbPath = path.join(__dirname, '..', 'sqlite', 'deathwatch.db'); - -// Create database connection -const db = new sqlite3.Database(dbPath); - -// Load shop data -const shopData = JSON.parse(fs.readFileSync(path.join(__dirname, '../../public/deathwatch-armoury.json'), 'utf8')); - -// Migration function -async function migrate() { - return new Promise((resolve, reject) => { - db.serialize(() => { - try { - // Create shop_items table - db.run(` - CREATE TABLE IF NOT EXISTS shop_items ( - id INTEGER PRIMARY KEY AUTOINCREMENT, - name TEXT NOT NULL UNIQUE, - category TEXT NOT NULL, - requisition_cost INTEGER NOT NULL DEFAULT 0, - renown_requirement TEXT NOT NULL DEFAULT 'None', - item_type TEXT NOT NULL, - stats TEXT NOT NULL, - source TEXT NOT NULL, - created_at DATETIME DEFAULT CURRENT_TIMESTAMP, - updated_at DATETIME DEFAULT CURRENT_TIMESTAMP - ) - `); - - // Create player_inventory table - db.run(` - CREATE TABLE IF NOT EXISTS player_inventory ( - id INTEGER PRIMARY KEY AUTOINCREMENT, - player_id INTEGER NOT NULL, - item_id INTEGER NOT NULL, - quantity INTEGER NOT NULL DEFAULT 1, - acquired_at DATETIME DEFAULT CURRENT_TIMESTAMP, - transaction_details TEXT, - FOREIGN KEY (player_id) REFERENCES players (id) ON DELETE CASCADE, - FOREIGN KEY (item_id) REFERENCES shop_items (id) ON DELETE CASCADE, - UNIQUE(player_id, item_id) - ) - `); - - // Create transactions table for purchase history - db.run(` - CREATE TABLE IF NOT EXISTS transactions ( - id INTEGER PRIMARY KEY AUTOINCREMENT, - player_id INTEGER NOT NULL, - item_id INTEGER NOT NULL, - requisition_cost INTEGER NOT NULL, - previous_rp INTEGER NOT NULL, - new_rp INTEGER NOT NULL, - transaction_date DATETIME DEFAULT CURRENT_TIMESTAMP, - FOREIGN KEY (player_id) REFERENCES players (id) ON DELETE CASCADE, - FOREIGN KEY (item_id) REFERENCES shop_items (id) ON DELETE CASCADE - ) - `); - - // Add triggers for updated_at timestamps - db.run(` - CREATE TRIGGER IF NOT EXISTS update_shop_items_timestamp - AFTER UPDATE ON shop_items - BEGIN - UPDATE shop_items SET updated_at = CURRENT_TIMESTAMP - WHERE id = NEW.id; - END - `); - - // Migrate existing shop data - const stmt = db.prepare(` - INSERT OR REPLACE INTO shop_items ( - name, category, requisition_cost, renown_requirement, - item_type, stats, source - ) VALUES (?, ?, ?, ?, ?, ?, ?) - `); - - // Insert weapons - for (const category of Object.keys(shopData.items)) { - const items = shopData.items[category]; - items.forEach(item => { - stmt.run( - item.name, - category, - item.req, - item.renown, - item.stats.class || item.stats.type, - JSON.stringify(item.stats), - item.stats.source - ); - }); - } - - stmt.finalize(); - - // Add new columns to players table if they don't exist - db.all("PRAGMA table_info(players)", [], (err, rows) => { - if (err) throw err; - - const columns = rows.map(row => row.name); - - if (!columns.includes('requisition_points')) { - db.run(`ALTER TABLE players ADD COLUMN requisition_points INTEGER DEFAULT 0`); - } - - if (!columns.includes('renown_level')) { - db.run(`ALTER TABLE players ADD COLUMN renown_level TEXT DEFAULT 'None'`); - } - }); - - // Migrate existing player inventory data - db.all(`SELECT id, tab_info FROM players`, [], (err, rows) => { - if (err) { - reject(err); - return; - } - - const inventoryStmt = db.prepare(` - INSERT OR IGNORE INTO player_inventory ( - player_id, item_id, quantity, transaction_details - ) - SELECT ?, shop_items.id, 1, ? - FROM shop_items - WHERE shop_items.name = ? - `); - - // Convert rows processing to Promise-based - const processRows = async () => { - for (const row of rows) { - if (!row.tab_info) continue; - - try { - const tabInfo = JSON.parse(row.tab_info); - if (!tabInfo.gear) continue; - - // Add each gear item to inventory - for (const item of tabInfo.gear) { - await new Promise((resolve, reject) => { - inventoryStmt.run( - row.id, - JSON.stringify({ - acquired_via: 'data_migration', - original_data: item - }), - item.name, - (err) => { - if (err) reject(err); - else resolve(); - } - ); - }); - } - - // Update player's RP - if (tabInfo.rp !== undefined) { - await new Promise((resolve, reject) => { - db.run( - 'UPDATE players SET requisition_points = ? WHERE id = ?', - [tabInfo.rp, row.id], - (err) => { - if (err) reject(err); - else resolve(); - } - ); - }); - } - - // Update player's renown - if (tabInfo.renown) { - await new Promise((resolve, reject) => { - db.run( - 'UPDATE players SET renown_level = ? WHERE id = ?', - [tabInfo.renown, row.id], - (err) => { - if (err) reject(err); - else resolve(); - } - ); - }); - } - } catch (e) { - console.error('Error processing player data:', e); - } - } - - inventoryStmt.finalize(); - }; - - processRows() - .then(() => { - console.log('Migration completed successfully'); - resolve(); - }) - .catch(err => { - console.error('Error during migration:', err); - reject(err); - }); - }); - } catch (error) { - console.error('Migration failed:', error); - reject(error); - } - }); - }); -} - -// Run migration -migrate() - .then(() => { - console.log('Migration completed'); - // Give SQLite operations time to complete - setTimeout(() => db.close(), 1000); - }) - .catch(error => { - console.error('Migration failed:', error); - // Give SQLite operations time to complete - setTimeout(() => db.close(), 1000); - }); diff --git a/database/routes/rulesRoutes.js b/database/routes/rulesRoutes.js index 943b08d..2e8ada2 100644 --- a/database/routes/rulesRoutes.js +++ b/database/routes/rulesRoutes.js @@ -6,11 +6,37 @@ const router = express.Router(); console.log('Rules routes registered (sqlite-backed)'); +// Helpers to clean up OCR/extracted text +function cleanText(s) { + if (!s) return s; + // Replace Windows newlines, collapse multi-whitespace, trim + let out = s.replace(/\r\n/g, '\n').replace(/\n{3,}/g, '\n\n'); + out = out.replace(/[ \t]+/g, ' '); + out = out.replace(/\n\s+/g, '\n'); + out = out.replace(/\s+\n/g, '\n'); + // Remove weird control characters + out = out.replace(/[\x00-\x09\x0B\x0C\x0E-\x1F]/g, ''); + return out.trim(); +} + +function cleanTitle(t) { + if (!t) return t; + let s = String(t).trim(); + // If title is all-caps, make sentence case-ish + if (s === s.toUpperCase() && s.length > 1) { + s = s.toLowerCase(); + s = s.charAt(0).toUpperCase() + s.slice(1); + } + // Collapse whitespace + s = s.replace(/\s+/g, ' '); + return s; +} + // We will query sqlite `rules` table on demand; helper to fetch all rules function getAllRules() { try { - const rows = db.prepare('SELECT id, rule_id, title, content, page, source, source_abbr, category FROM rules ORDER BY id').all(); - return rows.map(r => ({ id: r.id, rule_id: r.rule_id, title: r.title, content: r.content, page: r.page, source: r.source, sourceAbbr: r.source_abbr, category: r.category })); + const rows = db.prepare('SELECT id, rule_id, title, content, page, source, source_abbr, category FROM rules ORDER BY id').all(); + return rows.map(r => ({ id: r.id, rule_id: r.rule_id, title: cleanTitle(r.title), content: cleanText(r.content), page: r.page, source: r.source, sourceAbbr: r.source_abbr, category: r.category })); } catch (e) { console.error('Failed to read rules from sqlite:', e); return []; @@ -18,8 +44,9 @@ function getAllRules() { } function getRuleById(ruleId) { try { - const row = db.prepare('SELECT rule_id as id, title, content, page, source, source_abbr as sourceAbbr, category FROM rules WHERE rule_id = ?').get(ruleId); - return row || null; + const row = db.prepare('SELECT rule_id as id, title, content, page, source, source_abbr as sourceAbbr, category FROM rules WHERE rule_id = ?').get(ruleId); + if (!row) return null; + return { id: row.id, title: cleanTitle(row.title), content: cleanText(row.content), page: row.page, source: row.source, sourceAbbr: row.sourceAbbr, category: row.category }; } catch (e) { console.error('Failed to read rule by id:', e); return null; @@ -29,10 +56,10 @@ function getRuleById(ruleId) { // Get all rule categories router.get('/categories', (req, res) => { try { - const rows = getAllRules(); - const categories = [...new Set(rows.map(r => r.category).filter(Boolean))]; - const categoryList = categories.map(cat => ({ id: cat, name: cat.charAt(0).toUpperCase() + cat.slice(1) })); - res.json([{ id: 'all', name: 'All Rules' }, ...categoryList]); + const rows = getAllRules(); + const categories = [...new Set(rows.map(r => r.category).filter(Boolean))]; + const categoryList = categories.map(cat => ({ id: cat, name: cleanTitle(cat) })); + res.json([{ id: 'all', name: 'All Rules' }, ...categoryList]); } catch (error) { console.error('Categories error:', error); res.status(500).json({ error: 'Failed to get categories' }); @@ -58,7 +85,9 @@ router.get('/search', (req, res) => { } const results = (rows || []).map(r => ({ ...r, content: r.content && r.content.length > 300 ? r.content.substring(0,300) + '...' : r.content })); - res.json(results); + // Clean text fields before returning + const cleaned = (results || []).map(r => ({ ...r, title: cleanTitle(r.title), content: r.content ? cleanText(r.content) : r.content })); + res.json(cleaned); } catch (error) { console.error('Search error:', error); res.status(500).json({ error: 'Search failed' }); @@ -90,7 +119,9 @@ router.get('/random', (req, res) => { rows = db.prepare('SELECT rule_id as id, title, content, page, source, source_abbr as sourceAbbr, category FROM rules ORDER BY RANDOM() LIMIT ?').all(max); } const randomRules = (rows || []).map(r => ({ ...r, content: r.content && r.content.length > 200 ? r.content.substring(0,200) + '...' : r.content })); - res.json(randomRules); + // Clean before responding + const cleaned = (randomRules || []).map(r => ({ ...r, title: cleanTitle(r.title), content: r.content ? cleanText(r.content) : r.content })); + res.json(cleaned); } catch (error) { console.error('Random rules error:', error); res.status(500).json({ error: 'Failed to get random rules' }); diff --git a/database/routes/rulesStagingRoutes.js b/database/routes/rulesStagingRoutes.js new file mode 100644 index 0000000..380d5b8 --- /dev/null +++ b/database/routes/rulesStagingRoutes.js @@ -0,0 +1,46 @@ +const express = require('express'); +const router = express.Router(); +const { db, logToFile, stagingHelpers } = require('../sqlite-db'); + +// List staged sanitized rules +router.get('/', (req, res) => { + try { + const rows = stagingHelpers.list(); + res.json(rows); + } catch (e) { + logToFile('staging:list:error', e && e.message); + res.status(500).json({ error: e.message }); + } +}); + +// Approve staged rules: insert into rules table (appends) and clear staging +router.post('/approve', (req, res) => { + try { + const rows = stagingHelpers.list(); + const insert = db.prepare(`INSERT INTO rules (rule_id,title,content,page,source,source_abbr,category,created_at) VALUES (?,?,?,?,?,?,?,datetime('now'))`); + const insertMany = db.transaction((items) => { + items.forEach((it) => { + insert.run(null, it.title || '', it.content || '', it.page || '', 'sanitized', 'SAN', it.category || null); + }); + }); + insertMany(rows); + stagingHelpers.clear(); + res.json({ success: true, inserted: rows.length }); + } catch (e) { + logToFile('staging:approve:error', e && e.stack ? e.stack : e); + res.status(500).json({ error: e.message }); + } +}); + +// Clear staging without approving +router.delete('/', (req, res) => { + try { + const del = stagingHelpers.clear(); + res.json({ success: true }); + } catch (e) { + logToFile('staging:clear:error', e && e.message); + res.status(500).json({ error: e.message }); + } +}); + +module.exports = router; diff --git a/database/routes/shopRoutes.js b/database/routes/shopRoutes.js index 44a5e68..e429179 100644 --- a/database/routes/shopRoutes.js +++ b/database/routes/shopRoutes.js @@ -1,64 +1,20 @@ const express = require('express'); +const fs = require('fs'); +const path = require('path'); const router = express.Router(); -const shopHelpers = require('../shop-helpers'); -const requireSession = require('../requireSession'); -// Get all shop items (public endpoint) -router.get('/items', async (req, res) => { +// Minimal shop index - attempt to serve a generated armoury/shop JSON if present +router.get('/', (req, res) => { try { - const items = await shopHelpers.getAllItems(); - res.json(items); - } catch (error) { - console.error('Failed to get shop items:', error); - res.status(500).json({ error: 'Failed to get shop items' }); - } -}); - -// Get items by category (public endpoint) -router.get('/items/category/:category', async (req, res) => { - try { - const items = await shopHelpers.getItemsByCategory(req.params.category); - res.json(items); - } catch (error) { - console.error('Failed to get shop items:', error); - res.status(500).json({ error: 'Failed to get shop items' }); - } -}); - -// Protected routes below -router.use(requireSession); - -// Get player's inventory -router.get('/inventory/:playerId', async (req, res) => { - try { - const inventory = await shopHelpers.getPlayerInventory(req.params.playerId); - res.json(inventory); - } catch (error) { - console.error('Failed to get inventory:', error); - res.status(500).json({ error: 'Failed to get inventory' }); - } -}); - -// Purchase item -router.post('/purchase', async (req, res) => { - try { - const { playerId, itemId, quantity = 1 } = req.body; - const result = await shopHelpers.purchaseItem(playerId, itemId, quantity); - res.json(result); - } catch (error) { - console.error('Failed to purchase item:', error); - res.status(500).json({ error: error.message }); - } -}); - -// Get transaction history -router.get('/transactions/:playerId', async (req, res) => { - try { - const transactions = await shopHelpers.getPlayerTransactions(req.params.playerId); - res.json(transactions); - } catch (error) { - console.error('Failed to get transactions:', error); - res.status(500).json({ error: 'Failed to get transactions' }); + const p = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); + if (fs.existsSync(p)) { + const data = fs.readFileSync(p, 'utf8'); + return res.json(JSON.parse(data)); + } + return res.json({ message: 'Shop index not available' }); + } catch (err) { + console.error('Shop route error', err && err.stack ? err.stack : err); + return res.status(500).json({ error: 'Failed to read shop index' }); } }); diff --git a/database/server-sqlite.js b/database/server-sqlite.js index 00303f8..841ae0c 100644 --- a/database/server-sqlite.js +++ b/database/server-sqlite.js @@ -5,7 +5,6 @@ const fs = require('fs'); const path = require('path'); const playerRoutes = require('./routes/playerRoutes-sqlite'); const sessionRoutes = require('./routes/sessionRoutes-sqlite'); -const shopRoutes = require('./routes/shopRoutes'); const app = express(); const PORT = process.env.PORT || 5000; @@ -13,15 +12,7 @@ const PORT = process.env.PORT || 5000; // Middleware app.use(express.json()); app.use(cors()); - -// Serve static files from public directory -const publicDir = path.join(__dirname, '..', 'public'); -app.use(express.static(publicDir)); - -// API Routes -app.use('/api/players', playerRoutes); -app.use('/api/sessions', sessionRoutes); -app.use('/api/shop', shopRoutes); +app.use(express.static('public')); // Serve files from public directory // Initialize SQLite database const { db } = require('./sqlite-db'); @@ -44,8 +35,23 @@ app.get('/', (req, res) => { res.send('Deathwatch Roller API is running with SQLite. Use /api/players for player data.'); }); +// Shop endpoint +app.get('/api/shop', (req, res) => { + try { + console.log('Shop endpoint hit'); + const filepath = path.join(__dirname, '../public/deathwatch-armoury.json'); + console.log('Looking for shop data at:', filepath); + console.log('File exists:', fs.existsSync(filepath)); + const shopData = JSON.parse(fs.readFileSync(filepath, 'utf8')); + console.log('Shop data loaded, keys:', Object.keys(shopData)); + res.json(shopData); + } catch (error) { + console.error('Shop error:', error); + res.status(500).json({ error: String(error) }); + } +}); + // Use routes -app.use('/api/shop', shopRoutes); app.use('/api/players', playerRoutes); app.use('/api/sessions', sessionRoutes); diff --git a/database/server.js b/database/server.js index b7a902d..7005742 100755 --- a/database/server.js +++ b/database/server.js @@ -9,8 +9,11 @@ const shopRoutes = require('./routes/shopRoutes'); const rulesRoutes = require('./routes/rulesRoutes'); const bestiaryRoutes = require('./routes/bestiaryRoutes'); const weaponsRoutes = require('./routes/weaponsRoutes'); +const rulesStagingRoutes = require('./routes/rulesStagingRoutes'); // const rulesRoutes = require('./routes/rulesRoutes-simple'); +const gmkitDir = path.join(__dirname, '..', 'data', 'gamemasters_kit'); + console.log('Routes loaded:', { playerRoutes: typeof playerRoutes, sessionRoutes: typeof sessionRoutes, @@ -61,6 +64,67 @@ try { throw e; } + try { + console.log('Registering /api/rules/staging'); + app.use('/api/rules/staging', rulesStagingRoutes); + console.log('Rules staging routes registered'); + } catch (e) { + console.error('Error mounting /api/rules/staging:', e && e.stack ? e.stack : e); + } + + // Expose gamemaster kit files and a simple listing API for GM-only resources + try { + console.log('Registering /api/gmkit and /gmkit static'); + app.get('/api/gmkit/list', (req, res) => { + try { + if (!fs.existsSync(gmkitDir)) return res.json([]); + const files = fs.readdirSync(gmkitDir).filter(f => !f.startsWith('.')); + const list = files.map(f => { + const filePath = path.join(gmkitDir, f); + let stat = null; + try { stat = fs.statSync(filePath); } catch (e) { stat = null; } + const ext = path.extname(f).toLowerCase().replace('.', ''); + // minimal mime mapping + const mimeMap = { png: 'image/png', jpg: 'image/jpeg', jpeg: 'image/jpeg', gif: 'image/gif', svg: 'image/svg+xml', pdf: 'application/pdf' }; + const mime = mimeMap[ext] || 'application/octet-stream'; + return { name: f, url: `/gmkit/${encodeURIComponent(f)}`, size: stat ? stat.size : null, mime, ext }; + }); + res.json(list); + } catch (err) { + console.error('Failed to list gmkit files', err); + res.status(500).json({ error: 'Failed to list gmkit files' }); + } + }); + + app.use('/gmkit', express.static(gmkitDir)); + console.log('GMKit routes registered'); + } catch (e) { + console.error('Error mounting /api/gmkit or /gmkit:', e && e.stack ? e.stack : e); + } + + // Simple JSON base64 upload endpoint for GM Kit files (GM-only via header) + app.post('/api/gmkit/upload', express.json({ limit: '20mb' }), (req, res) => { + try { + const gmSecret = req.headers['x-gm-secret']; + if (gmSecret !== 'bongo') return res.status(403).json({ error: 'Unauthorized' }); + const { name, b64 } = req.body || {}; + if (!name || !b64) return res.status(400).json({ error: 'Missing name or b64 body' }); + if (!fs.existsSync(gmkitDir)) fs.mkdirSync(gmkitDir, { recursive: true }); + // Basic sanitize name + const safeName = name.replace(/[^a-zA-Z0-9_.-]/g, '_'); + const filePath = path.join(gmkitDir, safeName); + // Decode base64 (allow data: prefix) + const m = b64.match(/^data:([\w/+-\.]+);base64,(.*)$/); + const data = m ? m[2] : b64; + const buf = Buffer.from(data, 'base64'); + fs.writeFileSync(filePath, buf); + return res.json({ success: true, name: safeName, url: `/gmkit/${encodeURIComponent(safeName)}` }); + } catch (err) { + console.error('GMKit upload failed', err); + return res.status(500).json({ error: 'Upload failed' }); + } + }); + // Add bestiary copy endpoint app.post('/api/copy-bestiary', (req, res) => { try { diff --git a/database/sqlite-db.js b/database/sqlite-db.js index 6af2fc5..96a96a4 100644 --- a/database/sqlite-db.js +++ b/database/sqlite-db.js @@ -59,6 +59,16 @@ const createTables = () => { CREATE INDEX IF NOT EXISTS idx_players_name ON players(name); CREATE INDEX IF NOT EXISTS idx_sessions_session_id ON sessions(session_id); CREATE INDEX IF NOT EXISTS idx_sessions_expires_at ON sessions(expires_at); + CREATE TABLE IF NOT EXISTS rules_staging ( + id INTEGER PRIMARY KEY AUTOINCREMENT, + title TEXT, + content TEXT, + category TEXT, + page TEXT, + original_json TEXT, + created_at DATETIME DEFAULT CURRENT_TIMESTAMP + ); + CREATE INDEX IF NOT EXISTS idx_rules_staging_category ON rules_staging(category); `); console.log('SQLite tables created successfully'); @@ -229,11 +239,34 @@ const sessionHelpers = { } }; +// Staging helpers for sanitized rules +const stagingStatements = { + insertStaging: db.prepare('INSERT INTO rules_staging (title, content, category, page, original_json) VALUES (?,?,?,?,?)'), + listStaging: db.prepare('SELECT id, title, content, category, page, original_json, created_at FROM rules_staging ORDER BY id'), + deleteStagingAll: db.prepare('DELETE FROM rules_staging'), + getStaging: db.prepare('SELECT id, title, content, category, page, original_json, created_at FROM rules_staging WHERE id = ?') +}; + +const stagingHelpers = { + insert: (obj) => { + const res = stagingStatements.insertStaging.run(obj.title || '', obj.content || '', obj.category || '', obj.page || '', JSON.stringify(obj.original || {})); + return res.lastInsertRowid; + }, + list: () => stagingStatements.listStaging.all().map(r => ({ ...r, original: JSON.parse(r.original_json || '{}') })), + clear: () => stagingStatements.deleteStagingAll.run(), + get: (id) => { + const row = stagingStatements.getStaging.get(id); + if (!row) return null; + return { ...row, original: JSON.parse(row.original_json || '{}') }; + } +}; + module.exports = { db, statements, playerHelpers, sessionHelpers, + stagingHelpers, close: () => db.close(), logToFile }; diff --git a/database/sqlite/deathwatch.db b/database/sqlite/deathwatch.db index a9acc20..49e6090 100644 Binary files a/database/sqlite/deathwatch.db and b/database/sqlite/deathwatch.db differ diff --git a/package.json b/package.json index f7df8d0..d9ed95d 100755 --- a/package.json +++ b/package.json @@ -36,6 +36,7 @@ "pm2:start": "cd database && pm2 start pm2.config.js --env production --update-env", "pm2:stop": "pm2 stop deathwatch-server || true", "pm2:reload": "cd database && pm2 reload pm2.config.js --env production --update-env", + "sanitize:openai": "node scripts/sanitize-rules-openai.js", "prestart": "", "preserver": "" }, @@ -59,6 +60,8 @@ ] }, "devDependencies": { + "canvas": "^2.11.2", + "tesseract.js": "^4.1.1", "@pmmmwh/react-refresh-webpack-plugin": "^0.6.1", "autoprefixer": "^10.4.14", "axios": "^1.11.0", diff --git a/public/index.html b/public/index.html index aa069f2..3aeefee 100755 --- a/public/index.html +++ b/public/index.html @@ -7,7 +7,7 @@ -